I have to disagree here.
  The gear ratio directly affects acceleration versus top speed, as I have
mirrored the physics of this in Rail Racer.
  A higher ratio on the input gear results in less input torque, but higher
overall output rotation speed, resulting in higher top rotation speed to the
wheels.
  Alternatively, a lower gear ratio results in the ability to more easily
turn that output gear, resulting in more acceleration at the expense of top
rotation speed.
  To think of it in simple terms, consider a 10 speed bicycle. When you need
to climb a steep hill, you drop your driving gear ratio, so you turn the
rear wheel more slowly per crank, but those cranks allow more turning force
to the wheel. 
  Modeling all of this for a realistic game engine is no trivial task, but
results in a much more satisfying and realistic simulation.
  In the new RR 2, if you have a lot of short sections with high grade
angles, you'll get smoked by other players if you don't drop that gear
ratio, because acceleration and keeping your RPM in the power curve will be
more important than top speed.
  Its all about spreading your power out amongst your gears to get you
around the track in the fastest time.
  On the flip side, with a lot of long sections, you need as much top speed
as you can get, thus requiring you shift to a higher gear ratio.
  This is the cool thing about a true racing simulation with an engine
modeled on reality, you have to get in there and put in the laps to see what
gear ratio works best and results in the lowest lap times, exactly the
reason all forms of motor sports teams spend countless hours on the various
tracks testing out dozens of configurations.
  In RR, the gear ratio affects all gears, instead of being able to adjust
each one seperately, but in general you would be adjusting the ratio across
each gear evenly more or less anyhow, so tweaking each gear isn't really
necessary.
  For those interested, the RR engine is based on the Ford GT 500 plus
horsepower engine, and mirrors its stock gear ratios when your own ratio is
set to 1.0.
  Having said all this, I am no expert, and my simulation is not perfect,
but the feel of the game is close to reality, and that is what we're going
for.
  If someone has more info on this or sees a mistake in my math or logic,
please let me know, always open to input.
  Happy racing,
Che


-----Original Message-----
From: Gamers [mailto:[email protected]] On Behalf Of Thomas Ward
Sent: Thursday, October 10, 2013 2:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] gear shifting formula

Hi Ken,

Actually, the gear ratio doesn't have anything to do with the amount of
acceleration of the car. That has to do with the power curve of the engine,
how much horsepower is available, and how much torque is available at the
moment. Once you know those things you can easily divide the available
amount of horsepower and acceleration up into gear ratios like first,
second, third, etc.

Cheers!

On 10/10/13, Ken Downey <[email protected]> wrote:
> I'm looking for the formula for the coding of shifting of gears. That 
> is, when you're in fourth gear you don't accelerate unless already 
> going fast and so on. Any thoughts?
> Check out my games at
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