Dismiss Notice

In the upcoming weeks mod approvals could be slower than normal.
Thank you for your patience.

GD808 JAS Hypercar 1.5.1

Arcade style hypercar from the Gavril Design studio with Airbrakes

Tags:
  1. Eduard Gray
    GD808 JAS Hypercar with Air Brakes and JATO




    Updates with this release:


    • JATO!
    • V16 engine utilizing the V16 sound files
    • Mirrors in the dashboard
    • Front indicators
    • Updated and improved crash triangles
    • Added Launch control
    • Added ABS
    • High Speed Wheels and Tires

    PRO Paid version includes:
    • Premium JATO with double the power
    • Race configuration with extra wings and spoilers
    • 3 Stage turbo


    Get the PRO version here on Gumroad


    Other issues fixed:

    • New livery
    • Rear suspension mounts and angles
    • Pricing total car cost
    • Updated Ackerman angle geometry
    • Fixes license plate deformation
    • Windscreen triangle model added
    • Monocoque chassis
    • Add air brake variables
    • Fixed gearing
    • Remove excess Bolide models
    • Address braking shaking
    • Added steering rack options
    • Attach steering wheel
    • Rear wheel strength improved
    • Change tuning values
    • Engine Clipping
    See what others are saying about the previous release:






    LORE
    The idea is that this would fit into BeamNG lore as a subdivision of the Gavril brand. Gavril Design Studio in building 808, or GD808 for short, went back to some aviation roots and looked at modern fighter jets to get inspiration for a new design language for their brand to take it into the future. Working heavily on the aerodynamics of the car, they focussed on keeping the airflow clean over the body of the car as well as after it, using the large side intakes to create a downward vortex behind the car, minimizing drag and keeping control of the airflow even after it has passed the car. The side air dams also direct the airflow through the car to avoid a large wake. Underneath the car, large venturi ducts provide suction to the smooth road to further increase downforce. This philosophy gives rise to the acronym JAS (Jet Aerodynamics and Surfacing).



    Special thanks to:
    ghost_cauli for the transmission upgrades
    VladisRacer and AgentY for thumbnail improvements
    Car_Killer for help with approval
    Morpheusz for extensive beta testing and feedback

Recent Updates

  1. GD808 JAS Hypercar - JATO release

Recent Reviews

  1. Flyer952
    Flyer952
    4/5,
    Version: 1.5.1
    This is overall a rather phenomenal mod, but there's one pretty big issue, and a couple minor complaints.

    Firstly, I'm not sure if it's simply just how Beam is a bit more generous with powertrain losses or not, but I managed to verify a top speed of over 370 MPH in my game. And that is where the issue lies.

    Realistically? No matter what, with roughly 1400 HP or so in this turbo V16 motor with the free version I have, there's physically no way that I'll get above much more than 330 MPH if I'm exceptionally lucky, unless the drag coefficient is unrealistically low. I'd say the overall drag coefficient, or Cd-A, should be a more realistic ballpark. But for 370 MPH? No matter how low the drag is, I'll need a hell of a lot more than 1400 HP to even reach 370, let alone BREAK it.

    Assuming a ballpark of Cd-A of roughly 0.29 per square metre of surface? There'd be no way I'd reach 370+ MPH unless I had at least DOUBLE the power. And even in a futuristic case like this one, where, being more generous with a Cd-A of roughly 0.235 per square metre? 1400 HP or so, I'd maybe hit 330 MPH or so, but definitely not 344 or 370. But even so? You'd still be shattering records. Additionally, the acceleration, factoring in friction, drag, etc, regardless of how minimal drag coefficient is (even if Cd-A is somehow lower than 0.20)? There is, physically speaking, absolutely no way it'll do 0-62mph in less than 1.4 seconds, nor quarter mile in just seven seconds at 299 KM/H (again, I tested this myself). Even with a REALLY low drag coefficient, you'd still need roughly double the power I got from my example in order to achieve that kind of feat (which was roughly 1300-1400 HP, by the by).

    Basically? The car somewhat "cheats" physics.

    Now, for the overall minor gripe? I think you forgot to change the engine in terms of what BeamNG thinks is there (the sprite clearly indicates a V16, but Beam says a 5.0 V10, which... I don't really get). Benefit of the doubt though, that is probably easy to overlook, and likely just an honest mistake. Also, am I missing something? The rims do NOT look like 16-inchers to me, unless you forgot to specify something or whatnot within Jbeam (which, again, I probably would make that mistake quite easily, so I won't really judge too harshly there).

    Also, I'm willing to let the paid stuff slide because this is your first mod, and to your credit, you DID take criticism from the v1.4 and improve from there, so kudos on that front.

    TL;DR: Excellent car. Flawed "execution." Somewhat "breaks" physics. But even then, the latter complaint? That might just be BeamNG having occasionally weird aero physics with mods or something. But definitely a hell of a lot of fun if you want to just screw around with a car that'll most certainly leave you permanently maimed in the real world.

    Saying all of that, if a 4.5 was an option, I'd give it a 4.5, but I'll have to go with a four.

    Edit: So I just noticed this is an Arcade-Style. Not sure how I missed that, but my bad. At least that DOES explain the insane speed an acceleration. That being said though, if you DO want to do a more realism-focused version with the same design and principles overall, I still believe that the notes on CdA and power requirements for such benchmarks still stand.

    Nevertheless, phenomenal work.
  2. GoodProfileName999
    GoodProfileName999
    3/5,
    Version: 1.5.1
    Since the update, it feels like the car doesn't turn and grip as well as it used to. I'm now understeering at corners I used to take easily.

    The suspension is solid now, but I think the tires were downgraded.

    The new engine doesn't have as much customization as the last one.

    If I brake hard with Sport ESC on, it won't let me accelerate for a second or two.
  3. xIceCreamGod_
    xIceCreamGod_
    5/5,
    Version: 1.5.1
    New review after the 1.5.1 update:

    Okay, now this thing is phenomenal. This is one of my favorite cars to rip around tracks.

    Good work on the update, OP. You're a chad for taking in the criticisms of the initial release, and improving upon them.
  4. Angry_Bird
    Angry_Bird
    5/5,
    Version: 1.5.1
    You don't see any other mods that gives you a full-on GranTurismo hypercar.

    As for the people complaining about this mod "using other vehicle stuff instead of everything by scratch", it's MODDING meaning you modify the game's assets to make a new separate thing, that's the point.

    Just fix up the things that people that were making LEGITIMATE criticism and you are on track becoming a solid modder.
  5. M D Gourley
    M D Gourley
    5/5,
    Version: 1.4.1
    Superb looking vehicle, drives and photographs well, like it
  6. delorean835
    delorean835
    2/5,
    Version: 1.4.1
    Reminds me of a jank SRT Tomahawk. The deformation is rather poor compared to other free mods, and the rear suspension is way too soft. A car like thus shouldn't have such a soft suspension. Regarding the handling issues, all you need to do in order to see how bad it is (and how much the aero masks this at higher speeds) is to put on a limited slip and try to drive in a circle at low speeds, and watch how awful the suspension movement is.

    Regarding gating the race version behind a paywall, it's stupid, especially when this mod isn't the same quality as legit paid mods. If it had very few noticeable flaws, and you were a reputed modder in this community, it would be fine.

    I hope you actually read and respond to this, as well as fix these issues in future updates. I've noticed that you haven't responded at all to constructive criticism reviews, and only a few 5 star ones (which isn't a good sign to me).
    1. Eduard Gray
      Author's Response
      All of the issues reported here make up a very long To Do list. I’m working through all of them and even adding JATO and mirrors as requested. I greatly appreciate the feedback as this is my first mod and hope you will find the coming update satisfactory.
  7. Aki Da Floofy
    Aki Da Floofy
    3/5,
    Version: 1.4.1
    Suspension is way too soft for this kind of car, feels more like a 60's to 70's American Sedan than a proper hypercar in that department.
  8. Nome:
    Nome:
    5/5,
    Version: 1.4.1
    Well-made mod, functioning without any issues. Great work. It would be interesting to see a front-engine GT car inspired by models like the Ferrari 812 for the "Civetta" brand in the future.
  9. Louie's Workshop
    Louie's Workshop
    2/5,
    Version: 1.4.1
    Really bad deformation. 8-speed DCT doesn't shift past 1st gear. It's really weird that it just uses the Scintillia engine.
  10. ibishucovet1987.txt
    ibishucovet1987.txt
    5/5,
    Version: 1.4.1
    I absolutely love this thing. This should not get this many 1 to 2 stars just because they found that one issue or the fact there's a config locked behind a pay wall. It's a way of how you support the creator of this design car, and it should be that way considering how original this is.

    It's cool to see a vehicle designer coming up with a BeamNG mod using one of their designs and ideas, it's awesome. It does have a few faults, yes, but that doesn't make it less enjoyable. People just don't realize this thing's design is completely original, and using some components borrowed from the other vanilla cars to finish the look... just like you'd do in real life with borrowing parts from other cars.

    I love how it's extremely fast, extremely easy to turn at super high speeds and it has such powerful braking, i think even that the shaking thing it has going on helps it stop even faster, but it could be just my brain tricking or it's really doing it. Regardless, it's absolute fun of a car to drive on the track.

    I was kinda shocked to discover this initially existed as a SAAB concept... and even more to see a lot more of these SAAB concept cars... and more stuff you design (i love the AiroX concept car by the way.)

    As a small modder myself and reusing the similar quote given by LucasBE in his review, welcome to the community, man. We'd be glad to see more of your designs made into a mod if you plan to do it.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice