RedBull Junior

  • Thread starter Thread starter Roflmaot
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Haven't been many used in cars (much more common in motorcycles), but here's an example: http://en.wikipedia.org/wiki/Lancia_V4_engine

Or the two Ford V4s that were effectively "folded" boxers, the Taunus / Köln and the Essex.

The Lancia is more like a VR4, for me.

There are three other distinct configurations (crankshafts) found in motorcycles also, each with varying degrees of unevenness of ignition timings (the Fords were even-firing).

A V4 would be an interesting choice for an open wheel car, but it's probably too short to hang suspension off of?
 
@Roflmaot It's a flat four according to the game.

I just noticed something interesting. During the challenge introduction, it is mentioned it has a Flat-4, yet if you go and read the car's description it says Inline-4.

Either way, the car does sound like a mean four cylinder. And boy, that thing sounds brutal.
 
Anyone else notice that it doesn't have modeled rear suspension or half-shafts? Anyway, this car is serious fun to drive!
 
The downside for me, the force feedback on my wheel is at 8, and it felt like it was at 4.

But yeah, I enjoyed racing it and great sound too.
I guess that fits the feeling of such a lightweight don't you agree?
 
Great car and all BUT they need to fix the steering lock/sensitivity. It feels like you almost have to use the full 900 degrees of steering to get the thing around a tight circuit like Monaco. Gives wheel users a HUGE disadvantage against those using a pad with a high sensitivity setting.

If PD's aim is to get people to like any Red Bull car in the game they need to get the small things done well consistently. The X2010's steering lock level in GT5 was pretty much spot-on (could do with a tiny bit less to be honest). I don't get why they didn't just use the same for the X2014 Jr.
 
My 2 cents.

This thing is easy to drive. Could be because the physics are made up. Give me the real 2J over these Red Bull Craps any day. I just don't like the way PD is going with these make believe cars. Feels too archadish for my tastes personally. I'm just glad we don't have to gold unreal times in order to complete the game as in GT5.
 
First off, this car and the it's Red Bull Championship are surprisingly good. Grid starts and it's generally a challenge! (Especially with sports tires). Can we please have more races like this? I too was asking, "is this Gran Turismo by Polyphony Digital? What in the?"



The description for the car says it has a I4, yet it has dual exhaust.

The n/a MR2's with the 5S-FE motor have this, although it's just 4-1 manifold into a big muffler with two exits. The sound is remarkably deep and throaty- no fart-can sound at any rpm, and really is like half of a nice V8. Also if we're bringing up excellent 4-banger motors, then I cannot allow the Toyota 3S-GE to get by without a mention. The 5th gen cranked out 207hp from 2.0l n/a, and is as reliable as as a gosh-darned toyota motor! :lol:


Anyway, Bravo PD! Now let's keep it going!
 
Great car and all BUT they need to fix the steering lock/sensitivity. It feels like you almost have to use the full 900 degrees of steering to get the thing around a tight circuit like Monaco. Gives wheel users a HUGE disadvantage against those using a pad with a high sensitivity setting.

If PD's aim is to get people to like any Red Bull car in the game they need to get the small things done well consistently. The X2010's steering lock level in GT5 was pretty much spot-on (could do with a tiny bit less to be honest). I don't get why they didn't just use the same for the X2014 Jr.
Please read my previous post on page 8... it has the perfect solution for you, which i use and find the sensitivity to be perfect
 
Love this car. Its like... I dunno, a GP3 car maybe?
Kinda "weak" engine, I imagined it to be more powerful, however it seems to have massive downforce, its almost impossible to spin in the corners.
 
Love this car. Its like... I dunno, a GP3 car maybe?
Kinda "weak" engine, I imagined it to be more powerful, however it seems to have massive downforce, its almost impossible to spin in the corners.

As noted earlier in the thread, Sports Hards are great with this car. The engine can just over power them (revealing a remarkably balanced chassis!) and it makes that downforce much more entertaining given the contrast in grip that arises with speed - it really does feel like a Radical (at least the sim Radicals I've "driven") in that sense.

It's possible you could achieve a similar balance with a setup tweak, but I tend to avoid that in general (GT has always done weird things for my understanding of the physics involved, which may only be my fault, granted...)
 
Kaz....please tell me this is a glimpse of the new car sounds. They all better come out soon with a patch
 
As noted earlier in the thread, Sports Hards are great with this car. The engine can just over power them (revealing a remarkably balanced chassis!) and it makes that downforce much more entertaining given the contrast in grip that arises with speed - it really does feel like a Radical (at least the sim Radicals I've "driven") in that sense.

It's possible you could achieve a similar balance with a setup tweak, but I tend to avoid that in general (GT has always done weird things for my understanding of the physics involved, which may only be my fault, granted...)
Same as the Rocket then...
 
Kaz....please tell me this is a glimpse of the new car sounds. They all better come out soon with a patch

I personally believe it is a limited version of the new sound generation method. The full version will probably come with the patch; I think they're struggling with the sound streaming / drop-out issues at the moment (which implies more sources, i.e. more layers ;)).
Same as the Rocket then...

I didn't think the Rocket had downforce, although it seemed to when I first drove it, going by the way it took corners. To me they are very different in concept by that fact alone (downforce or no), but both are just as enjoyable, I'll agree!
 
I didn't think the Rocket had downforce, although it seemed to when I first drove it, going by the way it took corners. To me they are very different in concept by that fact alone (downforce or no), but both are just as enjoyable, I'll agree!

The Rocket to me has quite unrealistic driving. A car like that, like an old wingless F1, should NOT be so "glued" on the ground, it should be far harder to drive, because it must have very little or no downforce. Try the game Grand Prix Legends (old F1 cars with no wings) to see what I'm talking about.
 
The Rocket to me has quite unrealistic driving. A car like that, like an old wingless F1, should NOT be so "glued" on the ground, it should be far harder to drive, because it must have very little or no downforce. Try the game Grand Prix Legends (old F1 cars with no wings) to see what I'm talking about.

Oh I know precisely what you mean! ;)

I expected the Rocket to give me a taste of that "steering with the feet" mid-corner balance and zero-downforce high-speed hairiness, but it does indeed feel a bit too "glued" for that. I can't imagine such behaviour is accurate in this case, but who knows?
 
The Rocket to me has quite unrealistic driving. A car like that, like an old wingless F1, should NOT be so "glued" on the ground, it should be far harder to drive, because it must have very little or no downforce. Try the game Grand Prix Legends (old F1 cars with no wings) to see what I'm talking about.

For what its worth, there have been a few sources from people that actually drove those cars that claim the video game cars were much harder to drive than the real life versions.
 
For what its worth, there have been a few sources from people that actually drove those cars that claim the video game cars were much harder to drive than the real life versions.

Yes, the tyre model did weird things with vertical load (decreased grip instead of increased, somehow), and the cars had much too low a ride-height out of the box (1997 levels instead of 1967), compounded by simmers wanting to keep things low, which resulted in a lot of visits to the bump-stops given the period-correct spring rates. The bump stops caused spikes in vertical load, which, you guessed it, wiped out any grip on that tyre. It took a lot of effort to identify the source of the randomly vicious nature of the game through beta and into launch, but the damage had already been done.

The community-made mods that came after sort-of butchered the slip curves to get around that (hard-coded) physics issue with the tyre model, but with a decent setup (with realistic ride height), avoiding the bump stops and bottoming out the car's body on the deck, and treading carefully around any bumps in the track, even the '67 cars were quite convincing. The aero model in the '66 mod is exquisite, though.
 

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