Virtual Dyno is not a Real Dyno. :P
(man, I need to get off my ass and get a good tune on my car) |
Originally Posted by Dunning Kruger Affect
(Post 1069952)
Virtual Dyno is not a Real Dyno. :P
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Originally Posted by Dunning Kruger Affect
(Post 1069952)
Virtual Dyno is not a Real Dyno. :P
However, it is subject to variances from real world effects -- wind, slope, drag of the car (top up/down, windows open/closed), etc., etc. As long as you keep the real-world variables under control, VD is repeatable and a great tuning tool. That's how you should use it (or any dyno for that matter). The absolute numbers should be ignored -- pay attention to comparative numbers as you tune. |
Yeah, it's great for a comparison; however, a real dyno has less variables (such as traffic or bumps in the road) to deal with since it's in a controlled environment.
Blasting down a runway is more controlled that blasting down the freeway, but hey, anything to get an extra 5hp downhill with a tailwind. :v |
Originally Posted by hornetball
(Post 1069975)
However, it is subject to variances from real world effects -- wind, slope, drag of the car (top up/down, windows open/closed), etc., etc.
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I've got a flat, remote stretch that I do all my runs on. I always do several runs in both directions (usually 4 or 6 -- doesn't take long as I have good turn around points at both ends) and pick the run that seems to be the average. It is best to do it in calm conditions though. In N. TX, that can be tough. I've been trying to talk the Virtual Dyno developer into creating an averaging function -- no luck so far.
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Yeah an average plot from all of the other plots would be very sweet.
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