Flyeca

  • Download count 135
  • Pageviews 751
  • Unique foldername flyeca
  • Skin for
  • Track Mod for
  • Based on Toyeca
  • Release date 2025-03-30
  • Version from
  • Version
  • RVW-ID 42748
  • Category
  • Score
    81/100 (4 votes)
  • Unconventional car? Yes
  • Construction Remodel
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction
  • Track difficulty
  • Track length m
  • Reverse version available?
  • Time trial times available?
  • Practice mode star available?
  • Online multiplayer compatible?

    Flyeca: From a familiar car to a plane and back in an instant. Including handling-wise.

    It’s just as manageable in air as normally on ground, if you keep its flight speed at its normal 40 mph.

    Includes a custom engine sound from Baitang's collection.

    Includes an RC and an RL version, set to RC by default.

    Showcase video: https://youtu.be/3kUJOjpl4fc

    Credits: Acclaim for the game and for original Toyeca, rodik, LukaVolt and fr13ndz0n3dguy for inspiration (Aireca), Citywalker for her experiments (got me into this business), me (obviously), and the lot of you for keeping the game alive. Thanks.

    P.S. If anyone wonders - the RC/RL versioning actually makes a lot of sense. Tracks like Wildland, Cliff Mountain, Cliffside Court, Frigid Peaks, Extreme G, RC Dream, SS Route Revolt, etc are definitely not RC tracks.

    Ato


6 comments on “Flyeca

  1. Yes, it does get a bit too fast. RVGL’s physics have no sanity checks (literally, you can add any number, even a negative value for any of the parameters, and the game tries to run with it – I’ve seen car wheels literally fly off the car, which shouldn’t even be supported by programming…), but it has some internal limitations stemming from the programming procedures used. One of them has the result that air speed and ground speed are governed by the same capping parameter, but air friction and ground friction are different, so I can’t make the speeds equal – normal top air speed means slow top ground speed, and normal top ground speed means excessive top air speed.
    Interestingly, in pre-RVGL Re-Volt (the original, and the V1.2) it was possible to adjust the air top speed separately from the ground top speed, by changing the car’s Mass, but this parameter’s handling was changed in RVGL (UFO type in parameters (set by Flying TRUE, originally set by Class 2) now automatically means Mass is defaulted to 1.0 regardless of what the parameters say (probably because it was easier for Huki to program it this way, he wanted a sure way to ensure all Flying TRUE cars will fly and not drop to ground due to high Mass)), so now it’s impossible to fine-tune the flight speed separately.
    (How do I know from so far back? I studied Citywalker’s legacy notes. Extensively.)

    So, the bottom line is – keep the air speed down, Ace, you’re flying right now!

    Greetz,
    Ato

    3
  2. The future of RVGL racing.
    But the tracks aren’t up to the task yet with checkpoints being too tight.
    I haven’t studied physics, but doesn’t this car get a little bit too fast when being in flight?

    1

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