Speedcross RX

  • Download count 923
  • Pageviews 1589
  • Unique foldername speedcrossrx
  • Skin for
  • Track Mod for
  • Based on DreamKaster’s Wacky R/Cs
  • Release date 2021-02-16
  • Version from
  • Version
  • RVW-ID 24824
  • Category
  • Score
    94/100 (5 votes)
  • Unconventional car? Select an Option
  • Construction Original
  • Engine Glow
  • Transmission 4WD
  • 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?

    the crossing thunder of mixed-terrain sprint

    Speedcross RX is a mixed-terrain rallycross vehicle capable of agile feats.
    the design is characteristically based on hatchback rallycross cars, taking influence from Volkswagen Polo RX and Ford Fiesta RX.
    being a rallycross car, this car has outrageously fast acceleration and tackles on tight corners with high maneuverability across multiple terrains.
    Speedcross RX is a child crossed between Nimuace and SkullCross, having the speedy pace of the aero prototype and offroad abilities of the cross-country buggy.

    a performance equals to the pace of RX Supercars, with quick acceleration and agility.
    rallycross races takes place on tight mixed-terrain circuits, which Speedcross RX is designed around.
    its nature as a rallycross car allows Speedcross RX to drive through many terrains unhindered.
    tarmac, dirt, gravel, mud, ice, Speedcross RX has control over all surface terrains.
    not only drive through them, but also blaze through those terrains at fast speeds.
    proving its dominance at tight circuits, Speedcross RX uses its immense power to quickly slide across hairpins, then re-accelerating to full speed as the corner ends.

    having thunderous prowess in tight mixed-terrain circuits makes Speedcross RX lacks in other areas.
    namely, its focus on acceleration means the car falls behind on wider and straighter routes.
    its agile maneuverability doesnt mean the car is easy to drive.
    upsetting the balance of the car can result in unexpected loss of control.

    providing an excellence in offroad acceleration and agility,
    Speedcross RX sprints onwards as it blazes away trailing dust.


7 comments on “Speedcross RX

  1. I see – so you wanted to preserve handling and “physical sizing” while scaling down the “visual sizing”. Yeah that makes sense to me.

    Good to see you’re still around too, btw. Keep it up!

    1
  2. “I haven’t really looked into how this car takes advantage of Offset2 but I’m sure something could be done with SkidWidth”

    basically, the initial version of the car has the exact handling i desired (with properly aligned skidmarks visuals), but the car’s size is too big compared to the norm.
    so, i made the car’s body smaller to match stock cars, thus also affecting the size and physical location of the wheels.
    changing the location of the wheels (offset1) affects the handling, which is something i dont want.

    thus, i changed offset1 to match the car’s new smaller size, but also used offset2 place the physical wheels to its pre-downsize location, to make sure the handling stays the same.
    since skidmarks follows the physical location of offset2 rather than the visual location of offset1, this has the side effect of the visual skidmarks being unaligned, the skidmarks appeared as being outside constraints of the wheel model.
    as a workaround, i made the skidmarks thinner to make the skidmarks visual stay fit as closely as it can to the wheel’s visual model.

    in short: the wheels model are visually located properly ‘below’ the car, but the actual physical location of the wheel (where the skidmarks come from) is ‘beside’ the car’s body. i had to make skidmarks thinner to make sure it looks like the skidmarks are properly ‘below’ the car (rather than the misaligned ‘beside’ the car).

    2
  3. To briefly chime into the convo…
    Offset2 and SkidWidth aren’t as closely related as you’d think. SkidWidth doesn’t have any physical property attached to it, only Offset2 does. Widening the skidmarks for better representation of how wide the actual wheel is, does not actually change the width of its collision. Wheel collisions are always spheres, placed at (Offset1 + Offset2) whose radius is, you guessed it – Radius. That’s it.

    I haven’t really looked into how this car takes advantage of Offset2 but I’m sure something could be done with SkidWidth, like Shara said.

    0
  4. “One bug though I won’t take in to the score, uhm, the tire treads when you use the car…they are too thin, surely that’s not intentional, is it?”
    that’s an intentional workaround, unfortunately.
    it has something to do with offset2 wheels parameter shenanigans, which moves the skidmarks away from the wheel visual model.

    the only way i can make the skidmarks aligned with the wheel model without completely affecting the handling, is to make the skidmarks thin enough so they remain within the boundaries of the wheel visual model.
    otherwise, the skidmarks and the wheel visual model wouldnt look right (or make the “normal thick” skidmarks visually aligned with the wheel model, but it will significantly alter the handling. this change in handling isnt desirable, so i chose the “thin skidmarks” option)

    1
  5. This car is seriously slept on, beeen a while I see a fun, slippery car in a long time, let alone one that has the performance to boot! Don’t let the looks fool you, this is a contender for Super Pros!

    And because you updated this car with more skins, what better time to review it. This model was made as back as back 2021, which isn’t that far back, but still low poly enough to fit the game’s aesthetic. The details and livery works on the car are also just as good. But for how it handles, it’s a mix of a grippy car with a drift car, you get a cross-breed of a car fun to toss around corners, while having the speed and acceleration to keep up. It’s easy enough to handle it, but very fun to master!

    One bug though I won’t take in to the score, uhm, the tire treads when you use the car…they are too thin, surely that’s not intentional, is it? Whatever the case, you made an excellent car. More people should try it.

    2
  6. Speedcross RX has received a new update:
    – added 3 new skins. blue skin based on smithoptics, black purple ozo skin, black variant of default skin
    – an additional skin based on the old unpolished visual version of the car is also included
    – switched the ingame carbox to the unique style (stock style is still available for replacement)

    1

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