R1 Competition Ver. 2

  • Download count 3260
  • Pageviews 2643
  • Unique foldername r1
  • Skin for
  • Track Mod for
  • Based on DreamKaster’s Wacky R/Cs
  • Release date 2023-02-02
  • Version from 2023-03-18
  • Version 2.0
  • RVW-ID 35470
  • Category
  • Score
    92/100 (12 votes)
  • Unconventional car?
  • Construction Original
  • Engine Electric
  • Transmission RWD
  • Top speed 45.4 mph
  • Total weight 0.730 kg
  • Acceleration 4.35 m/s²
  • Construction
  • Track difficulty
  • Track length m
  • Reverse version available?
  • Time trial times available?
  • Practice mode star available?
  • Online multiplayer compatible?

    Version 2: The car has recieved a complete rework both in the chassis design and in the parameters. The car is scaled down slightly referencing Oskari Angel as a typical 1/10 touring car with a wheelbase of ~256-260mm. Overall body proportion is a bit lengthier and the wheels are also smaller. The inner details are now similar in quality to those in Oskari Angel v1.2, and there is transparency support for the window as well as togglable body posts through the bitmap. The car no longer handles like a bar of soap - it's now a very grippy railer albeit an unstable one. Despite the extesnive changes, race/time trial performance is about equal with the old version due to nerfed friction values. I have created a new default skin for the R1 Competition which looks more like a factory design (example). The extras folder contains alternate versions of the skins like with the Oskari Angel + a "carzz.bmp" skin that just shows just the chassis. CPU selectability has been disabled because I can't create an AI with good enough oversteer control.

     

    After taking in feedback from racers and analyzing tournament results, Type 0 Racing has developed the R1 V2 "R1 Competition Ver. 2" 1/12 pan-car kit. Of note. the new carbon-fiber chassis has been designed with more flex versus the old aluminum one. The roll center has been tweaked for better rear traction and the battery position has been moved forward slightly for better front/rear balance.

    The result of these and many more revisions is a car with greater agility and precision than its predecesor. Despite the improvements, the R1 Compeition is still unfit for the wild racing of Revolt filled with elevation changes, bumps, and dangerous power-ups. It will take a great deal of patience and strategy for the R1 driver to win races outside of this car's home turf.

    ...

    Tips:

    • This car drives similarly to a railer until the rear gives out. Oversteer is sudden and violent but easily correctable with quick reactions.
    • Since this car is RWD, only the rear wheels do the braking. Thus, make sure your momentum is straight before hard braking.
    • The R1 is a solid 1-3 seconds faster than most other cars, but mistakes are very costly. It is better to drive clean and careful laps than to try and make up for mistakes with faster driving.
    • The R1 does not tolerate collisions with walls or with cars very well. A small nudge from a 1.5+kg car in arcade mode is enough to send the R1 in a tail spin.
    • While not terrible with jumps, you should try to aim straight or else the grippy front end can send the rear spinning. Similarly with bumpy terrain, tap throttle/slowing down can help prevent spins. Most of the car's old airborne behavior and tendency to wheelie has been fixed by lowering the inertia and softening the springs. I'm confident to say 90% of bad landings is now a "skill issue" thing rather than this car trying to kill you. Keep in mind it's a grippy RWD vehicle
    • The R1 is vunerable to every powerup due to its weight and drivetrain.
    • The pancake-flat body often stays flipped over, contributing to the overall poor recovery of this car.

    Misc:

    • The chassis is based off the CRC CK-25 pan car. The naming scheme is inspired by the R6 Turbo, F1, and Team Associated's RC12 lineup.
    • The default skin is based off of factory team liveries, and thus lack extra sponsors aside from the main branding and motor. Skin 1 based off of a 1/8 livery. Skin 2 is based off of an actual 1/12 livery. Skin 3 is based off of  Mike Swauger's Team Associated RC10L. Skin 4 is based off of the R6 Turbo.
    • Version 2.0 is closer to my original intent to create a super grippy yet twitchy and vunerable vehicle. I wanted to design a car that is exhilerating to drive quickly but immensely frustrating when things go wrong.

    ...

    Changelog

    • Update v2.0 - Chassis and parameters redone from scratch. Other assets have been updated accordingly, including the hull. Added 1 new default skin, updated the 4 original skins, added alternate "carz_" skins in the "extras" folder. Updated description to reflect changes.

    Acknowledgements

    • TTDriver and Yun, who took their time to playtest earlier versions of my car.
    • TTDriver and Skarma for also providing help and feedback on the modeling and parameterization processes.

6 comments on “R1 Competition Ver. 2

  1. > I’ve tested this but somehow the skidmarks going out from where it should be originated below the wheels.
    Oops, lemme take a look, may have to do with my wheel offset settings.

    Edit: I checked, and I’m not entirely sure what you mean by this. They seem fine to me. I will say that the back wheel skids dont 100% line up with the tire (they spawn slightly behind it), but I think it’s how the game is interpreting my beveled wheels. Not something I can fix really.

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  2. As someone who used to make RC kit replicas back in the day, i love this take on lowpoly chassis details.
    I’ve tested this but somehow the skidmarks going out from where it should be originated below the wheels. Shell/body livery looks great and smooth, shaded just as it should look too. I’m just kinda bummed that i can only see the inside details from underneath

    It’s fun to drive i’d say, not as railer as my X-Matix 133, or WM 88 / Super Phaser / Bryant Mk2 (made with Norfair). You can check those three cars i made with him if you want to see more detailed old chassis, only X-Matix has modern chassis and wires layout thanks to BloodBTF.

    I’ll look forward to your new similar materials, you’re off to a great start!

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  3. Holy dingus, the description couldn’t be anymore closer to the truth. Yes, this car is tricky to handle, but that what makes it fun. If you know what you are doing, you’ll be at the top of the racing chain in no time. That said, it has disadvantages, which balances the car completely.

    But what I’m more flabbergasted with this car is thi: THIS is your first original?! Dude, this is more hi-def than I figured, and even your remodel while subtle, makes things interesting. But man, for a first original, you sure took your lessons like a champ!

    I have nothing to complain about this car, this is aces across the board!

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  4. As someone who likes to drive cars that have a tendency to oversteer, (like in said description, as long as you tap-throttle and steering modulation) this is a very fun car to drive.

    Especially the car model, it’s amazing!!

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  5. Gotta say, for a class I hate, this is one of the more thrilling cars I’ve been asked to test and had the pleasure to drive, it screams of a quality top tier car that has more apparent downsides when it’s not in its native field of play.

    It’s a double edged sword, and keep up the good work! It’s steady progress the one you’re making ^^!

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