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Thank you for the praise! I still hope after holidays die down (extremely busy at work) I can find the time and will to create an up-to-date version with the modular engine setup that mimics the real engine even more accurately... although space restrictions make a Twin-Turbocharged AND Twin-Intercooled V6 a considerable challenge to stuff under the hood effectively.
I actually modified the seat system and it works well. I still love the car especially with the opening hatch and rear glass.
The primary purpose of those specific motors was to achieve the correct angle of the rear seatbacks, but I honestly forgot to consider a button to manipulate them forward. Thanks for bringing it up, I'll have to look into adding that the next time I'm able to update the car!
RESPONSE PART 3
So all of the VCU functionality that's currently present was simulated via the rear axle. Rear axle clutch is rapidly reduced from 1.00 to .92 when the E-Brake (hotkey 1) is pressed. This means that 'pumping' the E-Brake (as one would do in controlled cornering/drifting scenarios) will also slightly 'pump' the clutch for the rear axle alongside variable braking to the rear wheels.
The slight controlled slippage of the clutch on the rear axle can be used by the pilot to help the rear end of the vehicle slide out into a turn more easily, also allowing the front axle to become more dominant for pulling the car into the turn. Release of the E-Brake simulates restoring full clutch bite. Proper usage of this feature helps with pilot control during corners and with restoring stable traction when exiting a corner.
RESPONSE PART 2
The logic I have in place for the front axle was tested in a lot of scenarios, but with limited ability for the system to sense traction loss and activate it, all other triggers for reducing power to it in any circumstance only served to weaken the ability of the front steering to pull the car in the desired direction or reduced top speed. So it has been left as-is for the time being until it might be better utilized with future Stormworks updates.
RESPONSE PART 1
So first of all: Thanks for pointing out a mistake left in the car's programming! The value in the logic was intended to be left as 1.00 for now, but was accidentally left as 100.
Secondly, I'm sure this then begs the question: Why have such logic that will essentially make no change to the normal value? The answer to that lies in Stormworks' limitations.
In order to replicate the full function as Mitsubishi's original VCU, Stormworks would need to allow it's vehicle wheels to operate with differentials and for tire slip to be detectable. This way, sudden loss of traction on individual axles could trigger shifts in power output between them to restore stability as it does in real life.
The height of suspension blocks cannot be dynamically adjusted in-game without manual editing in the workbench. This car only simulates the automatic adjustment of firmness/softness depending upon it's current driving environment (speed, turning angle, torque, etc.)