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.