Description
<b>Why this car?<br>
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Everyone loves V10s, and I don’t enjoy creating the interior for cars, so this is the perfect combination of both conditions: a roofless V10 car. Just don't drive it when it rains...<br>
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<b> About the vehicle</b><br>
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The TRD Speedster is a fictional roofless sportscar. Equipped with a 7L naturally aspirated 90º V10 capable of generating upwards of 800 hp, making it the most powerful NA V10 ever equipped to a production vehicle<br>
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The design takes some inspiration from Hot Wheels cars, with an aggressive diffuser outlet and a quad-outlet exhaust. Due to the importance of the V10 engine, the hood is equipped with a high-resistance laminated glass plane, which allows the view of the heart of the machine from the exterior<br>
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Although more of a weekend warrior than a track toy, this vehicle can be quite fun on track, with a long wheelbase that allows controllable power slides on corner exits. The weight balance is placed quite forward (58f - 42r) which makes for a bit of a slow turning car. This is mildly compensated with a low weight relative to the car's size and appearance, tipping the scales at just above 1500 kg<br>
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The absence of any windshield is justified with the use of two Aeroscreens, one for the driver and another one for the passenger. These aerodynamic devices adjust the aperture of the air outlets just in front of the dashboard, creating a bubble of air around the vehicle's occupants. The passenger Aeroscreen can be deactivated from the driver's steering wheel, although it will automatically activate if pressure is applied on the passenger's seat. Although the Aeroscreens make for a sleeker-looking car, they generate a lot of drag, limiting the car's top speed to around 320 km/h (200 mph) without passenger, or 300 km/h (185 mph) with a passenger<br>
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<u>Engine Specs (designed in Automation):</u><br>
Configuration: 90º V10<br>
Displacement: 7.006 cc<br>
Construction: Aluminium alloy block and head<br>
Compression ratio: 12.4 : 1<br>
Valvetrain: DOHC 4 valves/cylinder<br>
Rev Limit: 7.600 rpm<br>
Aspiration: Naturally Aspirated<br>
Power: 835 hp @7.400 rpm<br>
Torque: 861 Nm @6.300 rpm<br>
Sound: Modified Kunos R8 sound<br>
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<u>Body and Chassis Specs:</u><br>
Body: Carbon Fibre<br>
Chassis: Lightweight Aluminium Monocoque<br>
Front & Rear Suspension: Double Wishbone<br>
Gearbox: 7 Manual (6 running gears + 1 overdrive gear)<br>
Weight (without driver): 1520<br>
Length: 4.390 mm<br>
Width: 1.950 mm<br>
Wheelbase: 2.820 mm<br>
Height: 1.180 mm<br>
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<b>The driving</b><br>
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Due to the car’s long wheelbase and relatively high weight, the driving of this car is quite distant from a race car. It’s a bit of a slow turner, feeling quite heavy on mid-low speed corners, and the absence of any strong aerodynamic element makes it understeer at high speeds.<br>
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KEYBOARD/GAMEPAD USERS: If you disable the passenger Aeroscreen, the car will yaw to the left at high speed (it’s imperceptible on a wheel). This is due to the amount of drag generated by the Aeroscreen on the driver side.<br>
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On the other hand, it’s very lively on throttle, struggling to put down the 800+ hp the engine is capable of producing, making it easy to power-slide on corner exit.<br>
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<b>Features</b><br>
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- 4 driving modes: Rain limits power to 600 hp, the other 3 modes (Road, Sport and Track) offer different throttle response, with Track being the most aggressive. The dashboard changes appearance relative to the mode selected.<br>
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- Pedals (and throttle bodies), hood and door animations<br>
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- 4 levels of TC, ABS and Engine Braking<br>
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- 3 settings for Dampers, Suspension, Ride Height and ARBs (stiffer and lower optimal for track use, softer and higher optimal for road/relaxed driving)<br>
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- Animated turning indicators<br>
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<b>Testing</b><br>
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Most of the testing was done at Paul Ricard. My fastest laps were mid 2.09s. AI was doing mid 2.09s – mid 2.10s (at 100% difficulty)<br>
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At most tracks AI is between 0/1.5 s slower than me<br>
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FFB tuned for my 7 year old Logitech G29, so I doubt it’s anywhere near perfect<br>
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Testing was done in CSP v0.2.2, with no apparent incompatibility<br>
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<b>Known issues</b><br>
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If anyone knows a fix to any of the issues I’m having, please message me!<br>
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- I would’ve liked to show the power in the passenger’s dash, instead of Water temp, but the game displayed too many decimals and I don’t know how to limit the amount (the decimals = X option in "<i>digital instruments.ini" </i>did not have any effect)<br>
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- As long as I know, AC doesn’t allow more than 1 analogue RPM-meter or speedometer, so the passenger dash has a digital display instead of the moving clock<br>
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- I wanted to animate the brake and reverse lights in the same way as the turning indicators, but I couldn’t manage to do so, I don’t think it’s possible??<br>
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<b>Future/Updates</b><br>
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Basically, fixes to any bugs people may find, and corrections of the commented “Known Issues”. Otherwise, I consider the physics of the car and the car itself to be finished.<br>
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<b>What next?</b><br>
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I’ve created a “rulebook” for a Hypercar racing class (pdf is included with the download of the car, for anyone interested). It’s inspired by the original draft for the Hypercar revolution in WEC, being more faithful to the concept than the final rulebook was. This is not a critique to the WEC (I think they took a great step in the right direction, saving a dying class), it’s just a different take on a similar concept.<br>
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I started the 3d modelling for the first car 2 days ago, so still a long road ahead for it to be finished.<br>
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<b>Credits</b><br>
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Kunos: Brakes textures and Audi R8 base sound