- Download count 647
- Pageviews 1755
- Unique foldername ecureuil
- Skin for
- Track Mod for
- Based on DreamKaster’s Wacky R/Cs
- Release date 2023-11-07
- Version from 2023-11-06
- Version Version 1.0
- RVW-ID 38645
- Category Super Pro Car
- Score
- Unconventional car?
- Construction Conversion
- Engine Glow
- Transmission FWD
- Top speed 38.3 mph
- Total weight 1.2 kg
- Acceleration 8.02 m/s²
- Construction
- Track difficulty
- Track length m
- Reverse version available?
- Time trial times available?
- Practice mode star available?
- Online multiplayer compatible?
Been a hot minute or two, L-W-G once more and I bring something truly special. Technically a remodel because I fixed a bit at the rear of the car, rotation and such, but most part? It's a first ever conversion. But not by me, oh no. Crimson Fury ripped it with Avocado, a PS1 emulation, able to rip models and meshes, but doesn't work with everything. He got me this, and well, let's say, he gave me the headstart. I did the rest.
Yes, this takes Strini parameters as base. Tweaked them all by my sole self. The wheels were 7 faced garboleum, and even some of you will wince about it, but if there's anybody to complain, don't worry, I added it within the extra folder if you wanna switch wheels. So, which wheels I used next? Paperman's second three wheeler, Canopy. Funny, ain't it? And for the AI, borrowed it from Xarc's Quicksilver. Why that in particular? Simple. This car is familiar in one aspect.
Handling.
This thing has okay speed, perfect for Pro, but mix it with astonishing handling, you get a nasty concoction. It can handle jumps, but not always adviseable for a three wheeler. Just be warned though, this isn't a pure railer. It will punish you if you think you're invincible.
Master it, and you will absolutely destroy the technical tracks. Allez, mon ami!
Was trying to offer genuine feedback but it appears it has been taken as an insult, perhaps I misjudged the character of this creator.
as for the sfx line, why would it not be enabled in the parameters out of the box? Why should I need to manually enable the sound?
The parameters have the exact opposite of what you’re saying. They don’t take time to learn, they take no effort to master. The car is very fast and with handling that poses little challenge. Backstretcher is a much better example of a Ridge Racer car with parameters that stay accurate to the source while still maintaining balance with other RV cars.
and as for the texture, if you insist then so be it, but I have seen conversions use custom textures so the model fits in with other RV cars. It is not a requirement to use original textures the model came with. But at the end of the day that is your personal preference so this point is subjective.
I apologize for my feedback being taken this way, but I still think I had some valid points
@Ghosterino: There’s another one on the way. ;)
@Lonely Wolf: Thank you for your feedback. But, you need to understand that the Age Ecureuil is a conversion. Me and LivingWithGames wanted to respect the way it was intended with it’s shape and textures. It took me a good while to rip it because the emulator sometimes give me broken meshes and I always make sure that the mesh is intact along with it’s texture. The emulator isn’t 100% perfect, but atleast it does it’s job.
For the custom sound, you need to add this to your parameters: ;)SFXENGINE and so on.
As for it’s parameters, LivingWithGames put alot of hard work on it to actually “act” the way it was intented in Ridge Racer Type 4. You need to get used to it in order to be decent with it. I gave LivingWithGames the liberty with the car since he always wanted it and I was delighted to give it to him.
My God, where do I even start?
The conversion is so well done, everything from RR Type 4 is still here. The parameters MMMMHP, so good.
You really took your time to make this a challenging BUT fun to drive car, rewarding the most skilled players with a semingly unstoppable machine, the only thing it asks for you is what you stated in description, atention from the driver. It might be something unfair to drive but if you don’t know when to use the brake or when is the right time to steer, you’ll get fairly punished for it, and that’s a way of balancing things that I really like.
One thing for sure is that this is NOT something that should be picked by certain people with (excuse the vulgar term) SKILL ISSUE or that are nw to community made cars. This is a very demanding car, you need to stay focused with it to win.
Once again LWG, you have impressed me by setting a new record, AND by making an obsesed fan of the RR saga happy. Hope I can see more of your amazing work soon (or later, it’s your work after all).
Thanks for the feedback.
The thing is though, you do know what a conversion is, correct? A conversion is when a model and texture gets converted from the very game. I wanted to respect that. If I wanted to make my own texture, I could have just remodeled the whole thing and remodelled it, but I didn’t.
What do you mean the sound doesn’t work? The file name is correct, the SFXENGINE path is correct, so I’m pretty sure you have a bug. Are you on linux by any chance?
The speed IS however okay, the car ISN’T all about top speed. Take a look at the real car in gamplay with Ridge Racer Type 4 – the car is meant to have low top speed compared to other Class 5 cars like Lizard Nightmare, Assoluto Vulcano and the Terrazi Utopia. The car does technically rail, but if you turn too much, you slide. You need to master this. I even explicitly tell you the car isn’t made with jumps in mind all the time, but I have tested it, it can do them. Speed too fast? Compare this to the likes of Endo, Quicksilver, FLIR, and many others. In Port Town 2, the Ecureuil loses.
The lack of weight is on purpose, have you seen how the car looks, let alone the closest thing to it, the Hunslet Scootacar? Sure, the flips are kinda wonky with it, but I paramized the car with the intention of making a Super Pro little car that can surprise even some of the more serious choices. The car was not meant to be hitting the walls, it’s meant to test your reflexes. It’s a fast little car, but’s also able to flip and spin out easily – it’s a glass-cannon, makes sense to me.
Not bad, but it needs some more time in the oven. Here’s my honest feedback.
For starters, the PSX texture really should be replaced with a scratch one. This one just makes the car visually clash with others. Plus, the UV maps the model had by default leave zero possibility for any skins.
I’m unsure if this was a bug on my part, but the custom engine sound did not work. The car was entirely silent besides steering noises.
The description says this car has “okay speed, perfect for Pro, but mix it with astonishing handling” but this isn’t really the case. Despite what the description says, it does drive on rails unless you go over a bump/jump, and the speed is way too fast. I know both of these things are accurate to the source vehicle, but they should be toned down a little bit just for the sake of balance. As it currently stands, even a total novice like me can wipe the floor with this car.
The lack of weight to the vehicle leads to an interesting issue where almost any flips will self-correct itself without use of the flip key, but hitting any walls will cause you to go for several spins. It’s not necessarily something that needs fixing, just something I thought was interesting to see on a car with this size and shape.
Not a bad mod overall, it definitely has it’s merits and you can tell it was made by a modder with a good grasp on the game, but it needs some more time and polish.