Quadra V-Tech (Turbo R)

Quadra V-Tech (Turbo R) 1.3

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v1.3 - huge physics overhaul

I collected a lot of feedback from the community and summarized your main complaints and opinions, together with some already know issues, into the list below.

1) Worked on for v1.3:
1.1) improve force feedback by making it smoother, rattle less, more communicative of the front tires grip condition and by offering more predictable self aligning torque while drifting;
1.2) improve the car's ability to handle road bumps and small jumps, specially at high speeds;
1.3) reposition cameras;
1.4) collider remake;
1.5) offer traction control (comes enabled, but can be adjusted and totally disabled at the setup screen)

2) Not worked on for v1.3:
2.1) create an interior;
2.2) animate the driver;
2.3) offer a less powerful version of the car, so that it's easier/more enjoyable to drive (please read the next session);
2.4) change sounds.


Now, a proper changelog explaining what was done for each of the previous issues, or the explanations on why it wasn't worked on yet.

1.1 and 1.2)
a) all new suspension and tweaks to some other chassis parameters - to solve the main handling and FFB issues;
b) adjusted aerodynamic forces - to help stabilize the car on small jumps;
c) adjusted ABS and differentials - to improve steering feel and the ability to safely get out of drifts;
d) slightly stiffer tire walls - overall more control;
e) added air brakes - for less unnaturally long braking zones;
1.3, 1.4 and 1.5) self explanatory;
2.1) I'm still not a 3D modeller and I'm very aware I wouldn't be able to produce something with reasonable quality, for now. If you are able to do it and wish to help, you're very welcome to get in touch;
2.2) Still not sure how to do it correctly, sorry.
2.3) I still believe the car must be driveable at this power level, to better represent an arcadey driving experience and, with that said, I think it was my own mistake to make the first version of the car handle so poorly. I hope this version takes the handling to the right direction and that people can give it another try. :)
2.4) I didn't take the time to research and get in touch about both how to correctly implement and to get the rights for better sounds, so, for now, the car is using standard Kunos samples.


Tips for driving this Quadra:

This car is fast, but it's not very light and doesn't rely on aerodynamic downforce to increase it's overall grip and stability at high speeds, as it's common for comparable real cars. This characteristic makes the car unable to stop from most usual braking references and, because of that, one must brake much earlier than usual. Think of the following example: if a car is able to accelerate at all tyres traction limits for half of a straight track, it will need the whole other half to stop again, because it's braking is also limited by the grip available from the tyres (this is a simplification, but might help some of you start getting a hang of the car).
There's also an aero brake available, wich will help you reduce braking zones on long straights, but it only activates deep on the brake pedal. It may also be capable of helping stabilize the car, so be carefull with hard braking when not driving straight.
Due to the changes aimed at providing better force feedback while drifting, the steering self aligning torque might feel very direct - for normal driving, you may not need to move your hands on the wheel, as it requires very few steering input, so keep a confortable and steady grip.
This car seems to be a very fast cruiser, given it's tremendous acceleration. It can be pretty fast while under it's limits, so keep this in mind as you get used to a new road with it, specially on long tracks and free roaming areas. Remember to brake a lot, as the lack of aero downforce won't let it take corners as fast as usual cars aimed at those environments.
You can keep AC's standard speedo and tachometer on your screen to monitor battery levels (the blue bar): starting still in a long straight, with a full charge, might allow for reaching 450km/h on 7th gear. Without the battery, the top speed will be reduced to a little over 400km/h. Braking recharge the batteries very fast and you may not find yourself out of charge in regular tracks or city maps, but it'll easily happen on top speed testing maps.
Finally: the car is quick and agile, not comparable to either today's hypercars or gran turismos, since it's goal, in this interpretation, is to be quick at city streets and small freeway sections.


The car is not ready, but the next updated might take a long while. You're welcome to get in touch about feedbacks and help with modelling, tough.


Here's a list of some of the people who dedicated some time to offer feedback on the previous versions of the car:
Victfil
HVT3R
Stimulation Simulated GB
BrunoFS Motorsport
Avetho Plays
Moorea
AnklaX
Delta Cressida
Artimmy
Saatana
Splendid Truth
David

Thanks everyone.
Just a quick attempt to fix the main problem that showed up so far: the car didn't load on standard AC installs.

I also worked on the force feedback, to reduce clipping.

What are you racing on?

  • Racing rig

    Votes: 528 35.2%
  • Motion rig

    Votes: 43 2.9%
  • Pull-out-rig

    Votes: 54 3.6%
  • Wheel stand

    Votes: 191 12.7%
  • My desktop

    Votes: 618 41.2%
  • Something else

    Votes: 66 4.4%
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