So now we get early concept art of the front end of the new Civetta. It looks like they're not yet in the modeling stage, so if any of the forum's resident supercar experts see something that needs adjusting, now would be the time to make recommendations. This machine is looking increasingly high-end - I have a funny feeling we're not looking at Civetta's entry-level supercar.
Dang, i hope they keep the clean and sleek look this concept has, without ruining it with massive vents or useless carbon fiber bits
Yeah, CFD is no way the route to take, but the aero in beamNG is arcaic and really needs an update, you can feel this in high downforce vehicles lke the hillclimb variants we have like the Sunburst and SBR4, it works for now? No doubt about that, but the simple aero really shows on cars that rely more on aerodynamics, and that is usually what a supercar has, I don't expect CFD to be a part of the game as it is very demanding, but I'm sure the devs might be working on something to improve this.
Meanwhile I hope they will "ruin" with adding massive vents, useless carbon fibre bits or even make full unpainted carbon. More parts = more fun creating your own bizarre Civetta!
I thought it's difficult only when you make a real product out of it. For example, there was a team in F1 which, in 2008-9, believed it could make the perfect F1 car purely by using CFD and, IIRC, ended up last in the rankings and leaving altogether.
The look of the new civetta has really grown on me after today’s tueser teasday. I also agree that aerodynamics need to be improved in order for this car to be implemented properly. What do you guys think this car will have in terms of content? I’m not entirely sure yet, but once I am I’ll make a prediction/wish list for the variants.
If you are doing CFD project and you need to run it quickly, you can just simplify the mesh of the 3D model and decrease its amount of nodes. The advantage of CFD is that you've got model for any situation. I believe there will be races at some point and for the sim-racing the aero-model and slipstream is important. For example, ACC, GT7 and GT6 have CFD. But honestly, I really don't know how you can implement CFD that is constantly calculating results in the game.
Although this design is incredibly beautiful, this reminds me the "hypercar" 's front end BenjaminWorkshop (https://www.youtube.com/c/BenjaminWorkshop) wants to build in his Workshop (He's a french guy who as alredy made a GT40 replica), which has been designed by himself and Laurent Schmidt (another french guy)(if I understood the story)(https://www.youtube.com/c/LaurentSCHMIDT) :
Really hard to predict what would happen if the structure would deform... Maybe interpolating the CFD shape the same way as the model? But then it would need to be low poly, or else it would spike and ruin the aero... and that probably wouldn't make much difference between the CFD and model shape (if I'm wrong then correct me, I have no idea how CFD works)
Not trying to create unnecessary hype or anything, but I wonder how far in development the new car is. So far they have shown only concept art, but the "incredibly zippy" part suggests it's in-game and is having its handling tested. It could be in-game as a rough model/jbeam for planning and testing of internal components while the design and bodypanels are being worked on separatelly tho. Either that or I'm reading too much into an 11 word teaser. Ok, I'm probably reading too much into this.
CFD is a numerical analysis of interactions between fluids, and fluids with other materials. It uses Navier-Stokes equations for continuity, momentum and energy. https://www.grc.nasa.gov/www/k-12/airplane/nseqs.html
I've been told that they won't post pictures of a car/thing until they are far into development. Car is probably around 60/75% done. Same with the Ibishu.
Yeah, considering it isn't said as early concept stage now and just Work in progress, seems that they done a LOT of progress