Paddle shift down to
the short second gear and the SVR almost pulls up on the spot, then requires a short shift to third to get rolling again.
The 3.4 - litre flat - six produces searing power and almost painfully loud sound effects with the sports exhaust and symposer open into the cockpit, but the otherwise excellent PDK tested here feels like it has
a short second gear and a long third.
Not exact matches
Short - ratio first and
second gears help the Edge launch energetically out of your subdivision, and once you're on the freeway, dips into the throttle are met by fast, crisp downshifts.
Apply more than a kiss of throttle in first
gear and you're goin» sideways;
short shift into
second and jump on the gas — sideways again.
Those long
gears help keep the Viper's 345 - section rear tyres hooked - up even when you hit full power in
second, and such is the V10's urgency and the sheer volume of its voice as it climbs up the rev - range that you naturally find yourself shifting up at around 3500rpm, well
short of the 525 lb ft torque peak at 4200rpm.
The ST200's
shorter gear ratios give it punchier acceleration than the standard car, dropping the 0 - 62mph time to 6.7
seconds, down from 6.9.
> Performance and 0 - 60 time - You'll have to snatch third before hitting 60mph in 6.3
seconds due to the
short gearing.
The much, much
shorter and closely spaced
gear ratios mean a 1.7 -
second reduction in 0 - to -60-mph time - the four - cylinder is now able to easily keep up with traffic.
First
gear is so
short that taking off in
second gear is no big deal.
With the six - speed manual (actually, it's a little bit like a four - speed as far as performance is concerned, since the top two
gears are tall overdrive ratios), as well as a
short - throw shift linkage and a reinforced clutch, a Golf R gets to 60 mph in 4.9
seconds.
In quicker,
shorter corners, where less roll was induced and
second gear didn't need to be found, the JCW felt much more satisfying.
Although the 0 - 62mph time of 5.2
seconds isn't really much to write home about these days, the WRX STI still feels very quick thanks to the punchy delivery of the engine and
gearing that is pretty
short.
Second gear is
shorter than on previous GT Porsches, and if you're concentrating on a challenging road it's difficult initially not to tag the rev limiter, so rampant is the acceleration.
With the F12tdf's 7 - speed dual - clutch transmission now fitted with
shorter gear ratios and 30 percent quicker upshifts, Ferrari says the car will rocket to 62 mph in just 2.9
seconds, 124 mph in 7.9
seconds, and on to a top speed «in excess of» 211 mph.
It seems to pivot right beneath the visible part of the lever, too, which gives it a much
shorter and more direct throw than the contemporary mk3 Golf VR6, in which you had to enlist the help of rear seat passengers to select
second and fourth
gears.
Second, the control module has been programmed to deliver quicker kickdowns into a
shorter gear, so you don't feel like the transmission is always taking a vote about the next
gear ratio.
With the exception of
short straights and occasional switchbacks, this is mainly
second - and third -
gear stuff.
Unlike previous GT3s, Porsche offers this one only with a dual - clutch transmission that includes lightweight
gears and
shorter ratios; shifts happen in less than 0.10
second.
All of this has a highly dynamic effect: The lightweight 1,333 kilogram Scirocco R needs just 6.0
short seconds for the intermediate sprint from 80 to 120 km / h in fifth
gear.
However that very
short first
gear means you've barely pulled away before you need to shift up to
second, and if you're unladen there's no problem with pulling away in
second gear.
The MR also had optional
shorter gear ratios from the factory, allowing it to run 12.88
seconds to the 400m mark and surpass the R32 and R33 Skyline GT - R in speed over a mile distance [10].
On a dual clutch transmission, if
second is being engaged while first is being precisely released, all is well, but wear or erratic driver input might be a real problem without computer control to always keep the time, where 2 «
gears» are engaged, very
short.
The quicker acceleration is said to carry over in real - world conditions, thanks largely to AMG giving it
shorter ratios on every
gear except first and
second.
The first part of that is due to its faster shifting and
shorter gearing in its first four
gears (both gearboxes are direct - drive in fifth) and the
second part is due to its far taller top
gear.
The
short shifter's precise, weighted feel makes flicking through the
gears a delight, with the wide torque band making
second or third the perfect
gears for finessing through tight corners at speed with maximum powertrain control and balance.
At 995 kg, the 108bhp three - cylinder has less mass to push around, and
shorter gearing and launch control, courtesy of the six - speed dual - clutch box, gave the Brabus a 0 - 60mph in 9.2
seconds on test.
Equipped with the new HEMI, the all - new 2009 Dodge Ram R / T regular - cab 4 × 2 model with a
short bed and 4:10
gears blasts to best - in - class performance of 0 - 60 mph in under 7
seconds.
First
gear still feels way too
short (although because the torque is ladled on early, on all but hill starts you can start off in
second gear) and
gear shifts happen in the syncros» own time — they won't be rushed.
Triple - cone synchronizers for first,
second and third
gears and a double - cone synchronizer for fourth
gear optimize the amount of strength required to make shifts and establish the right balance between a
short, responsive stroke and pleasing feel to gearshift operation.
Thanks to its
short gearing the ST's mid 6 -
second 0 - 60 mph time means that its arch nemesis, the Golf GTI, is initially quicker off the line but the ST has higher peak power figures and remains a fast car, in -
gear acceleration is especially strong.
- the game's shading mechanism has changed, which allows for increased
gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per
second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not
gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of
short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects