FITE ME Part 3: Modern Hypercar (postponed due to UE4 changes. RERUN PENDING)

You are very welcome to try an FR hypercar. I have tried before and succeeded to a degree but it is very difficult.

I’m definitely keen to throw my hat in the ring, but I’m probably going to need to partner with someone in the looks department. Super-Modern design is definitely not my strong suit :S

:thinking:

I’m just horsing around with lots of conceptual ideas on my end, how do you feel about exceptionally high displacement hypercars?

Let’s hope this is more up to your standards:

I have a couple myself. They’re a real bitch to tune properly. Keep in mind that your car will be compromised on the technical track and for regular road use… and also for the track in general but if it has something amazing going for it otherwise then give it a try.

Very important note: when tuning suspension for hypercars remember that the more power you have the stiffer your springs and suspension need to be independent of your expected ride quality and handling

This is because you don’t want too much discrepancy in lateral forces when stamping on the gas otherwise the handling becomes just plain unpredictable. So you want that line right up there on the sporty line. Just think that the drivability line is for driving in normal conditions.


Okay I’m going to be brutally honest here. I don’t intend to be rude, but I don’t want to understate myself and mislead people.

I’m aiming to fix the problems we had with the rally-pack where very few of the entries were really “up to actual Beam export public release standard”. This means that design in Automation (fixture placement) kind of has to transcend “putting fixtures on the car”, especially for 10s hypercar design, it kind of means you have to really put together a sophisticated package deal where all the fixtures are seamelssly integrated to the point you don’t even realise they’re discrete fixtures for the most part.

In simpler terms, between your previous image and this one, if 100 points is “up to my standards”, and the first one scored maybe 9 points, this one scores maybe 14 points.

The styling is a difficult hurdle. If you want to see how people design these things I encourage you to spend the next fortnight browsing other threads looking for ideas and seeing which ones work or not. You can approach others for tips. Do some homework. Get some research done. I’m all for inclusion, but this time around I’m not going to lower the hurdle for the sake of holding a 4th grade primary school graduation ceremony. This is the time to really step up.

I’m also aware that hardware can be a real problem for some. But I feel the need to point out that I designed almost the entirety of this thing on a dual core i5 with no GPU and a touchpad (so basically 1 frame every 3 seconds at 960x480 after about 100 fixtures), so where there is a will there is a way.

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Are we going to have to hide wings in front to get around the “beam doesn’t count lips” aero issue?

yes. I’ll help you balance that (if your car makes it to the Beam round). So don’t worry about it yet and just do as you would for Automation first.

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I know I have been away from the game for a bit, but I didn’t see anything allowing me to drop a hybrid or electric into my cars anyways.

I have a start on one, but I am thinking of putting it on stilts with tall tires… aka a 200mph dirt runner.

Cosmetics… ugh the part I suck at the most :stuck_out_tongue_winking_eye:

Just so you know if anyone submits a Cybertruck to this round they’re getting insta :wastebasket: unless they manage something I completely don’t expect!

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I wonder if someone would be able to help me with getting the body… just kidding.

I am using a proper hypercar body at this point unless I decide to go off the deep end and try something ridiculous. Which means that ground clearance is going to be difficult.

There’s already a cyberbody in the steam workshop…

Gonna give this an attempt with a lighter track style thing.

Not sure if I’m doing something seriously wrong, but I’m finding it hard to get any form of comfort or usability while having a normal amount of downforce (500KG). -175% to comfort on suspension tuning alone.

Is this just to be expected, or am I doing my usual trash car setups?

EDIT: It’s the latter. As it turns out active suspension is kinda needed. Shame, that’s 20KG…

Nah if you’re going all our racing screw comfort. One of my cars has comfort 0 mainly due to having 2150hp going to the rear wheels only and therefore needing the stiffest possible springs and racing sway bars on the rear lol.

P.s. bottoming out issue is less of a problem if you use progressive over standard springs. May irritate some people who don’t want to lose sportiness though

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Last of my silly questions, these are Hypercars, so V16s allowed?

100% allowed. Any engine is fine as long as the car is fast enough. It can be a 4 pot for all I care!

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:LENNYTHINK:

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Note that I didn’t say 3 pot, but if you do make a 3 pot work, I’m not gonna stop you. Might be a bit hard though.

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A few questions,
One thing I want to ask about, ET.
How realistic are we aiming for, obviously 300ET is high but acheivable to build, 700 is not. Are we going CSR levels of engineering? Or is it much more laid back, are you going to accept quality “spam” in certain areas (like top end, +10).

Another thing is when the beam round happens, those of us that are still in, do we have a time period to make our cars suitable for that or is it like just how it is. Thanks Strop, I’m looking forward to this.

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Some things worth considering that came up when I was making a couple of very rough early prototypes

Most importantly:

1) How you would consider Automation values, if at all, and the differences with BeamNG

Mostly for things that would/could make sense in such a type of car but don’t translate to BeamNG (active suspension, ground effect undertray, active wings, bypass valve, etc.). If we outright omit those we will get a lighter and cheaper car with less PU and ET, but the challenge isn’t about making just an engine on 4 wheels, is it?

2) Telling how much is an hypercar, and when it starts becoming an outright track car or a race car

If we’re talking about a car with maximum weight savings with no interior whatsoever other than 2 sports seats and few light interior panels I’d see that as more of a track car. If you tell me “hypercar” without further description I understand something on the other end of the spectrum: it has a luxurious enough interior to match the price, and that is of course much heavier. And of course there are all the ones that fall inbetween

Thing is, the cars on opposite ends of the spectrum are going to be very different things. A car with sport interior no entertainment compared to sport/luxury interior with luxury infotainment, for example, are going to have big differences in performance, weight, (and cost).

Since the extremes are so far apart I think you might need to constrain and clear this up a little bit to end more with the type of car you’re aiming for, and aim for cars that are comparable and not completely different things.


And some less important stuff:

3) Aero differences and top speed discrepancies

Related to 1). For example, an experiment I was making could very easily smash the 300km/h barrier (and was even limited by gearing before adding aero) in Automation. However after testing a bit in BeamNG it can’t reach 300km/h on an endless straight due to having so much drag in there (so would it stop counting as hypercar?).

Correct me if I’m wrong, but IRL performance cars have been using ground effect to produce a significant amount of downforce because it generates less drag than exclusively using huge wings for that, right? Since we don’t have that in BeamNG, we have to emulate with wings (even if hidden), but from what I’ve seen all cars end up with significantly more drag.

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