My company has a very small lineup, because it also has a very short history and there's only so many cars you can cram into the development cycle even when you work your staff around the clock so you stay fresh and don't go under. Each of them, therefore, are all very different, but have something in common: they go fast. My idea was to create a lineup of hypercars to cover the different kind of drivetrains (FR, AWD, MR, and maybe even FF lol, who makes an FF hypercar).
But probably the most enduring one that I absolutely keep remaking over the versions is the Mephisto. It's changed so many times that I'll just link you to the
summary from where you can see the other stages. But the essence is that it's a front-engined, AWD track racer (think Nismo GTR), except it also has 2000hp and a top speed of >400km/h, but also goes around a track stonkingly fast. The main problem is that I did this by habitually setting most of the tech sliders to +15.
Now that affordability is in the game, and after that, (based on current state of closed beta) tooling costs and engineering time are also going to come into it, I will have to find a way to make it more realistic. Furthermore, lateral grip seems to have been reduced significantly, to make more realistic values on the skidpan testing, but also completely destroying all the times on the track, which I hope will also be eventually coupled with better track simulation. I'm also hoping to use at least a V12 in the Mephisto, but for that to be workable, turbos will also have to be updated somehow. So, until all of those things are balanced out, I actually can't remake Mephisto into anything like it ought to be!