Audi R8 Hypercar

Audi R8 Hypercar V0.98

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The design

The design adds LMP style traits, like the fin, almost central seating position… and combines them with the production version of the R8.

This is the first vehicle for the HIT class, but marks the aesthetic for most of the cars that will be part of this championship.

Driving on track in the following link:

About the vehicle

The Audi R8 is the first confirmed entry of the HIT class, this version of the R8 takes all the traits from the road car and elevates them to the Nth power.

With an engine derived from the turbo I5 equipped in the Audi 90 quattro from the 80s Group B, the brand’s original idea behind swapping the original V10 from the R8 to the quattro’s I5 was to optimize the engine’s weight and package favouring the design of the chassis and aerodynamics of the vehicle.

Although the chassis and aerodynamics development went as expected, the engine plan backfired a little, resulting in a slightly underpowered and unreliable PU. With upgrades due to come, the brand wants to prioritise getting the engine up to spec and fixing the remnant gremlins in the system.

Body and chassis specs:
Chassis: Carbon fibre body and monocoque
Gearbox: 7 speed DCT
Weight (without driver): 1006 kg
Weight distribution (F/R): 42/58 %
Length: 4.555mm
Width: 1.972mm
Height: 1.154mm
Fuel tank: 40.5kg (54L)

Engine specs (designed in Automation):
Block: 2.110cc Billet Aluminium
Configuration: Single turbo I5
Weight: 122.3 kg
Compression ratio: 8.7 : 1
Valvetrain: DOHC 4 v/cyl
Redline: 9.500 rpm
Fuel system: Direct injection
Max boost: 1.6bar (fixed)
Power: 726hp (541kW) @8.600 rpm
Torque: 641Nm @6.200 rpm
Max fuel rate: 107.3 kg/h

The driving

HIT cars drive more like a GT3 on steroids than a modern Hypercar or old LMP1, which was the intention when creating this championship.

With incredible acceleration when combining ICE and electric power, the car can reach speeds above 370 km/h in a straight that is long enough. When cornering, it behaves similar to a WEC Hypercar, being a bit sluggish on slow corners, but feeling very planted at high speeds. Thanks to the lower weight compared to their real competition counterparts, these cars are a bit faster through most corners.

Compared to an LMP1 of old, it shares the same blistering acceleration, although HIT cars put the power down only through the rear wheels, needing a more sensitive foot when powering out of slow corners. Their speed through corners is only comparable in the high-speed ones, where downforce takes over the behaviour of the car. Otherwise, an LMP1 will always feel (and be) more agile on twisty tracks.

Features

Power maps, animated wings and pedals, different aeromaps, brake ducts… Check the Manual for the full explanation of the features on this car

Testing

Most of the testing was done at Paul Ricard and LeMans.

AI Testing:

On conventional tracks, AI at 100% is between 0 – 1 seconds slower than me. On longer tracks, like LeMans, AI is about 4 seconds slower than me, although part of it can be attributed to better battery management from my part (I usually drive in Manual or Low deployment, manually overriding the KERS when I need it)

FFB tuned for my 7 year old Logitech G29, so I doubt it’s anywhere near perfect

Testing was done in CSP v0.2.2, with no apparent incompatibility

Known issues

None as far as I know… Message me if you find any bug or necessary fixes

Future/Updates

I would like to add LODs and visual damage (scratches, hits…) to the car. I will add that depending on how much available time I have (I thought I would have posted this car early September, but it’s almost November. I didn’t know that doing a master equals 0 time for anything else other than the master itself…

What next?

As I’ve said, I’ve got close to no spare time, so I don’t know when updates/new mods will come. I’ve got the idea for a couple cars before creating the next HIT, but I need to find time to create it…

Credits

Kunos: Audi Sport quattro base sound
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Latest updates

  1. Audi R8 Hypercar V0.98

    ///// V0.98 Changelog ///// - Revised DRS effect (less downforce loss when active) - Added LODs...

Latest reviews

Interesting car! Thanx for your job iballorbar13 and sharing! But..Any chance to see the rain in side the car? I noticed also a luminescence gap in the 2 internal camera mirrors and the sterring wheel..had to put the the csp lights to the minimum otherwise tryng some different pp filters is way to bright..sometimes almost white screens (donno if it's a common problem or just my settings) cheers
I
iballobar13
Thanks for the feedback!

Unfortunately I don't have Rain FX, so I could not test the car in other weather different than dry.

As for the luminescence gap, I don't know what do you mean with that? I've seen that sometimes the backfiring reflection appears "inside" the cockpit, just under the mirror, is that what you mean?

Contact me via "Conversations" if you want to elaborate on that.

Thanks again!
Very fun drive , thank you , good model
Nice car, fun to drive. A bit unstable when DRS is engaged and the car disappears when it gets a certain distance from the camera in replay.
I
iballobar13
Thanks for the feedback! I'll revise the DRS effect to improve stability a bit.

As for the car disappearing, I forgot to edit the lods.ini file to accound for the lack of LODs. If you feel confident enough, open the "lods.ini" file in the car's "data" folder and change de "DISTANCE_SWITCH" and "OUT" parameters to a large number, like 100 or 200. It will be fixed when I post the first update in a few days, but I'll wait a bit if more bugs/fixes appear.

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iballobar13
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Do you prefer licensed hardware?

  • Yes for me it is vital

  • Yes, but only if it's a manufacturer I like

  • Yes, but only if the price is right

  • No, a generic wheel is fine

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