Board Thread:Game Discussion/@comment-31526827-20180806141828/@comment-84.40.135.21-20180806163552

(tl;dr: see bottom)

I wouldn't say it's errors, since in many cases the stats are identical to those provided by the car makers. The thing is, those are very limited stats.

VMax only tells you how fast the car could go in ideal circumstances (i.e. an endless flat straight).

Acceleration only tells you how fast the car can get from 0 to 100 kph - nothing about 100-200, 0-200, and the like (and we spend most of the races roughly between 100 and 300+).

Braking only tells you how long it takes for the car to go from 60 kph to 0 (that's how it's usually reported, right?). Nothing about 200-100, 100-0, and the like.

And grip/cornering slaps a very rigid number on a highly variable stat. It's not unlikely that the stat isn't equalised for all cars (i.e. it's a value for a specific speed/track situation, not *the* value for *the* specified conditions), and it can only provide a hint as to how the car might handle overall.

Unless you're so lucky and were given the chance to compare those cars on the track, the only thing you can do is read up about them to learn what technologies were used in them and what is their expected impact on the handling.

Now, handling itself is yet another issue, since cars can have identical 4 basic stats, but one can handle like a Prussian wardrobe, and the other like a bar of soap. More speed almost always means more braking; more grip almost always means more attention and precision. That might also account for PR discrepancies, since a car with higher VMax, better 0-100 acceleration, better 60-0 braking, and higher grip at, say, 100 kph, isn't necessarily more effective on the track.

Bottom line: PR is probably calculated in an imprecise manner, rather than just wrongly.