Update 1.2 seems to have issues with game v2.2 and newer - my bad. I will be fixing this asap. "Spoiler Addon" remains unchanged, was moved to "Optional Files". New changes to the Main Tune v1.2 include: polished handling, polished shift timings, polished performance - so only slight changes anyways. :P
Hi I'm having the same problem some posters were having earlier, with this mod installed I'm unable to enter the car, the prompt just doesn't show up. I'm on the newest version of the game with the latest mod version.
oof my bad, ill upload the fix asap! just a lil busy irl atm - i didnt expect that bug again.^^'
meanwhile i rolled the main mod version back to 1.1 - that version should not have this issue. the update remains in optional files for anyone who is still on game v2.1 or wants to try around until i update!
edit: Please let me know of any other issue you encounter with my mods! kudos to you!
Makes car go fast. Makes wheels have coating of honey to GRIP the Earth with incredible force. It makes driving at high velocity interesting because I can steer really hard without losing control. The downside is low velocity driving is boring and lacks sliding around with the handbrake sort of fun. Lastly, I don't like the lowered front. I also don't not like it: That is mostly because car go fast and I like that.
^^ im a little bit confused about what you like and dont like now. but i hope youre having fun overall!
"wheels have coating of honey to GRIP the Earth" :D thats one creative way of describing soft slicks! indeed the tires should behave differently to other tires in the game - and very differently from real life road tires. i used to compete on soft slicks irl which lasted around 45mins in racing conditions, thats where i got the inspiration for this tire behavior. in combination with serious downforce that leads to a driving experience on high speeds which is just "different". some corners you might almost slide at lower speeds but if you go flat out you gonna stick completely :) until you take off in the most spectacular accident... its a true ride on a blades edge. like a closed chassis 4WD f1 car with two seats...
The accelerations/top speed and handling at high velocity is unmatched in every vanilla and mod car I've tried. It's unreal how well this car handles which is what I'm looking for.
Regarding what I don't like about the vehicle: The posture looks weird with the car diving towards the ground, but that's only because the vanilla design is incredibly clean. In certain angles the front tires appear to clip into the ground. As far as I can tell, the front wheels are angled inwards which makes it appear to clip. Looking closely, I can tell they don't really clip. It's just a design choice.
Not liking how you chose to posture the car does not matter when taking into consideration the acceleration, speed, and handling. You did an outstanding job. Unfortunately, Cyber Vehicle Overhaul seems to break this mod by giving me a Quadra tuned to their specifications. Such is life.
regarding Cyber Vehicle Overhaul i might have good news (in case you havent tried already) let me quote the description: This tune conflicts with ONLY ONE file from CVO afaik. Both mods should work when you delete this file: "...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Cyber Vehicle Overhaul\modules\quadra_turbor_vtech_tweak.lua".
regarding the stance: yes its a design choice - i wanted a lot of negative camber and the front to be lower for weight distribution and aerodynamics ;) and for me its mainly about the handling and performance aswell!
glad to see people care about the details! let me know if there is still issues with CVO or anything else! btw if you want to have early access to the next mod update just dm me, im still working on it!
thanks for letting everyone else know! compatibility is very important for me <3 enjoy - and maybe give some of my other mods or recommendations a try!
Hey man, love the mod! The V-Tech finally stands at the pinnacle again.
>The suspension is lowered Do you have the default suspension setting? I don't want it lowered, it looks a bit weird to me. Also because your mod causes the wheels to clip the ground.
Which one do I need to edit? -logicalSuspensionCompressionLength: 0.45 -visualSuspensionDroop: 0.035 -wheelsVerticalOffset: -0.008
my mod doesnt cause wheels clipping into the ground on my end (not more than vanilla standard at least^^'). please post a pic if you have any issue like that - you can upload to lmgur and use the forum link in your post here. sure youre not using any other mod to change the wheels?
btw ride height and "wheel height" are two different things.
the easiest way to increase ride height is to increase "visualSuspensionDroop" - this can have an impact upon handling.
you seem to care about detail - respectable. :) since theres no tire deformation and major clipping in the vanilla game is unfortunately quite common this didnt bother me.^^' i will consider rising the wheel position slightly in a future update but im happy with the visual ride height in neutral position as is for now.
if you want to learn more about car handling modding or have specific questions please feel free to dm me!
btw i added your pics to the mod page for comparison i hope thats ok.
>the easiest way to increase ride height is to increase "visualSuspensionDroop" - this can have an impact upon handling. Thank you for this by the way, I found my preferred ride height :)
The handling obviously changes a bit. Your mod made it more glued to the ground and better for cornering because it's lower, so the center of gravity is lower too. Since mine is higher, it's a bit more prone to slide.
>btw i added your pics to the mod page for comparison i hope thats ok. Yeah it's ok
Nice good to hear :) visuals are very subjective - but if you want you can share your values here with another pic!
regarding ride height and handling impact youre completely right IRL - however in the game some things are different - for example the center of mass is set separately. im still learning myself after more than a year of studying this game^^ generally driving physics are surprisingly complex and accurate under the hood but some things are just strange to me.
Mine sits lower than stock, but a bit higher than yours. The rear wheels seem to be clipping the side fender just a bit, but I don't know how to move it back yet. Oh well. As long as I don't think about it too much it's fine lol.
Love it, although the car looses it's signature Quadra engine for the Caliburn engine sound. I'd love it more (if possible) if we could keep that Quadra rumble.
ill think about it, no promises tho :) im personally not a fan of the og quadra turbo audio and the v10 is such a great upgrade imo!
btw you can easily change the sound yourself like this: https://www.nexusmods.com/cyberpunk2077/articles/655 although this way can cause small issues like the car running into the rev limiter early in some gears - or not reaching the rev limiter at all. my tune is more complex and uses vanilla Caliburn values in every aspect (enginedata + gearing) to prevent those issues.
It doesn't sound too bad honestly. I don't recall it hitting the rev limiter though. Then I tried v_car_thorton_galena_nomad (Nomad V intro car) for that v8 and straight cut gears sound. Also worked ok. An example of one that doesn't work so good that I tried was v_car_mizutani_hozuki_sport. That's the Archer Hella you start out with. It hits the rev limiter a bit before shifting and it still accelerates. Thanks for reminding me of that guide. It was the first time I've tried it out.
This might sound like an odd request, but could you create a balanced version of the vehicle where the Rayfield Caliburn is still a bit faster? Your Quadra Turbo-R V-Tech is so fantastic that it makes other vehicles seem almost pointless.
In detail: This is intended to be one of the fastest car in your garage - much faster than the heavily armored and weaponized Caliburn.
Imo its one of the coolest looking cars in the game but in vanilla theres no reason to drive it. Also i personally use the mod Speedometer Fixes - imo vanilla is generally much too slow and this tune exists as one tiny puzzle piece to fix this car - one car at a time.
I do care about balance: its turn radius is half a football field because of the AWD swap, it doesnt feature much protection, no weapons - theres a lot of reasons to still go for other cars. I already uploaded a tune for Johnnys Porsche, its not as fast but much more agile so you might prefer it in heavy traffic or narrow roads :) Rattler is next.
Until then i recommend to tune all your favourite cars and bikes yourself with Car Modification Shop (CMS) to increase their speed and grip! Caliburn and Hoon are both beasts with a few stage 2-3 upgrades imo! You can also experiment with Cyber Vehicle Overhaul (CVO) - check my description page for Compatibility - i havent tried it myself yet.
No worries! The Coyote used to be my favourite for its great handling, but if handles like a wet bar of soap now - possibly due to my current mod configuration. Hope you'll get around to that at some point, but will make sure to check out the Porsche.
This is abnormal for me. I can't recall a mod that has an effect on this car. I have hundreds of mods installed. I also regularly use the conflict checker tool so maybe I'll take a look at that. I don't have a prompt to get into the vehicle. I just simply cannot use it with this mod enabled.
i too cannot open door. The left door does not open, the right door does not open. However the boot and bonnet both open. Both of which I cannot use to drive the Quadra.
44 comments
"Spoiler Addon" remains unchanged, was moved to "Optional Files".
New changes to the Main Tune v1.2 include: polished handling, polished shift timings, polished performance - so only slight changes anyways. :P
show up. I'm on the newest version of the game with the latest mod version.
meanwhile i rolled the main mod version back to 1.1 - that version should not have this issue.
the update remains in optional files for anyone who is still on game v2.1 or wants to try around until i update!
edit: Please let me know of any other issue you encounter with my mods! kudos to you!
"wheels have coating of honey to GRIP the Earth" :D thats one creative way of describing soft slicks! indeed the tires should behave differently to other tires in the game - and very differently from real life road tires. i used to compete on soft slicks irl which lasted around 45mins in racing conditions, thats where i got the inspiration for this tire behavior. in combination with serious downforce that leads to a driving experience on high speeds which is just "different". some corners you might almost slide at lower speeds but if you go flat out you gonna stick completely :) until you take off in the most spectacular accident... its a true ride on a blades edge. like a closed chassis 4WD f1 car with two seats...
Regarding what I don't like about the vehicle:
The posture looks weird with the car diving towards the ground, but that's only because the vanilla design is incredibly clean. In certain angles the front tires appear to clip into the ground. As far as I can tell, the front wheels are angled inwards which makes it appear to clip. Looking closely, I can tell they don't really clip. It's just a design choice.
Not liking how you chose to posture the car does not matter when taking into consideration the acceleration, speed, and handling. You did an outstanding job. Unfortunately, Cyber Vehicle Overhaul seems to break this mod by giving me a Quadra tuned to their specifications. Such is life.
regarding Cyber Vehicle Overhaul i might have good news (in case you havent tried already) let me quote the description:
This tune conflicts with ONLY ONE file from CVO afaik. Both mods should work when you delete this file:
"...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Cyber Vehicle Overhaul\modules\quadra_turbor_vtech_tweak.lua".
regarding the stance: yes its a design choice - i wanted a lot of negative camber and the front to be lower for weight distribution and
aerodynamics ;) and for me its mainly about the handling and performance aswell!
glad to see people care about the details! let me know if there is still issues with CVO or anything else!
btw if you want to have early access to the next mod update just dm me, im still working on it!
>The suspension is lowered
Do you have the default suspension setting? I don't want it lowered, it looks a bit weird to me. Also because your mod causes the wheels to clip the ground.
Which one do I need to edit?
-logicalSuspensionCompressionLength: 0.45
-visualSuspensionDroop: 0.035
-wheelsVerticalOffset: -0.008
my mod doesnt cause wheels clipping into the ground on my end (not more than vanilla standard at least^^').
please post a pic if you have any issue like that - you can upload to lmgur and use the forum link in your post here.
sure youre not using any other mod to change the wheels?
btw ride height and "wheel height" are two different things.
the easiest way to increase ride height is to increase "visualSuspensionDroop" - this can have an impact upon handling.
I managed to solve the wheels clipping issue by editing this (front suspension is still too low, though. I still have no clue how to change it):
Back
visualSuspensionDroop: 0.070 (from 0.035)
wheelsVerticalOffset: 0.016 (from -0.008)
Front
visualSuspensionDroop: 0.0130 (from 0.0065)
wheelsVerticalOffset: 0.032 (from -0.008)
Pictures below are from before I edit the above.
This is with Clean Quadra Mod ONLY
This is with Clean Quadra mod and your mod, no edit yet
since theres no tire deformation and major clipping in the vanilla game is unfortunately quite common this didnt bother me.^^'
i will consider rising the wheel position slightly in a future update but im happy with the visual ride height in neutral position as is for now.
if you want to learn more about car handling modding or have specific questions please feel free to dm me!
btw i added your pics to the mod page for comparison i hope thats ok.
Thank you for this by the way, I found my preferred ride height :)
The handling obviously changes a bit. Your mod made it more glued to the ground and better for cornering because it's lower, so the center of gravity is lower too. Since mine is higher, it's a bit more prone to slide.
>btw i added your pics to the mod page for comparison i hope thats ok.
Yeah it's ok
regarding ride height and handling impact youre completely right IRL - however in the game some things are different - for example the center of mass is set separately. im still learning myself after more than a year of studying this game^^ generally driving physics are surprisingly complex and accurate under the hood but some things are just strange to me.
BackPreset
visualSuspensionCompressionLength: 0.02
visualSuspensionDroop: 0.090
wheelsVerticalOffset: 0.016
FrontPreset
visualSuspensionCompressionLength: 0.018
visualSuspensionDroop: 0.045
wheelsVerticalOffset: 0.032
Glad to know you found your values - and thanks for sharing!
Im working on an update atm but i think i will keep the visual suspension as is for now.
im personally not a fan of the og quadra turbo audio and the v10 is such a great upgrade imo!
btw you can easily change the sound yourself like this:
https://www.nexusmods.com/cyberpunk2077/articles/655
although this way can cause small issues like the car running into the rev limiter early in some gears - or not reaching the rev limiter at all. my tune is more complex and uses vanilla Caliburn values in every aspect (enginedata + gearing) to prevent those issues.
And feel free to check out my Rattler and Porsche tunes!
Until then you can check the description page for a mod which lets you change the color permanently!
Or you could open the file:
r6\tweaks\Vehicle.v_sport1_quadra_turbo_r_player.yaml
and change line 23 toTrue
In detail: This is intended to be one of the fastest car in your garage - much faster than the heavily armored and weaponized Caliburn.
Imo its one of the coolest looking cars in the game but in vanilla theres no reason to drive it.
Also i personally use the mod Speedometer Fixes - imo vanilla is generally much too slow and this tune exists as one tiny puzzle piece to fix this car - one car at a time.
I do care about balance: its turn radius is half a football field because of the AWD swap, it doesnt feature much protection, no weapons - theres a lot of reasons to still go for other cars. I already uploaded a tune for Johnnys Porsche, its not as fast but much more agile so you might prefer it in heavy traffic or narrow roads :) Rattler is next.
Until then i recommend to tune all your favourite cars and bikes yourself with Car Modification Shop (CMS) to increase their speed and grip!
Caliburn and Hoon are both beasts with a few stage 2-3 upgrades imo!
You can also experiment with Cyber Vehicle Overhaul (CVO) - check my description page for Compatibility - i havent tried it myself yet.