Sundae Cup

  • Download count 3985
  • Pageviews 3158
  • Unique foldername SundaeCup
  • Skin for
  • Track Mod for
  • Based on R6 Turbo
  • Release date 2023-02-14
  • Version from 2023-02-18
  • Version 1.2
  • RVW-ID 35579
  • Category
  • Score
    90/100 (8 votes)
  • Unconventional car?
  • Construction Remodel
  • Engine Electric
  • Transmission FWD
  • Top speed 34.6 mph
  • Total weight 1.3 kg
  • Acceleration 2.71 m/s²
  • Construction
  • Track difficulty
  • Track length m
  • Reverse version available?
  • Time trial times available?
  • Practice mode star available?
  • Online multiplayer compatible?

    Updated to v1.2: sorry for the rushed v1.1. I wanted to get the sloppy R6 Turbo parameter leftovers corrected ASAP. I did more AI testing and driving since then and found performance dissatisfactory. Only touched rear toe in and AI settings, so hopefully car is less twitchy and the AI drives better too. I will leave v1.1 in case anyone likes the looser feel.

    A FWD chassis designed for fitting bodyshells depicting city cars and other small vehicles. It's popular with both beginners and experienced club racers for its affordability and characteristic FWD handling. The "Sundae Cup" body depicts the Sundae racecar designed for a promotional one-make event in 1999.

    The Sunday Cup is the epitome of short-wheelbase FWD handling: plenty of power understeer, generous amounts of liftoff oversteer, and a hint of unpredictable instability at high speeds small economy cars were never meant to achieve. It's relatively easy to drive, but making the most of this nimble car requires good management of its grip.

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    Tips:

    • The car has a much higher static friction value (tire grip when not sliding) versus kinetic friction value (grip when making skid marks).
    • Tap steering will be faster than understeering through sweeping turns.
    • The car has a good turn radius, particularly at low speeds, so don't be afraid to understeer through slower hairpins.
    • While you generally want to avoid powersliding at higher speeds, doing a "handbrake" or release turn can get the car rotated very quickly in square turns or hairpins.
    • The suspension is rather soft for an on-road car, so managing weight transfer is important to consider. On the otherhand, the suspension travel is very short, so large bumps or steep camber changes can overload the shocks and cause unexpected loss in grip.
    • Due to the suspension and short wheelbase, the car can be pretty unstable on downhills and over 55kmh.
    • Car was balanced to such like Neifion and the R6 Turbo in terms of overall pace, so it's on the stronger side of the advanced class when played well.

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    Misc:

    • This R6 remodel originally started as a a Honda City Turbo IIR parody. After seeing Traffic Runner already existed, I decided to go for a late 90s design.
    • The main inspiration for the body shape is the Daewoo Matiz and the Honda City Turbo IIR. The texture details are a hodgepodge of the Daewoo Matiz 1st gen facelift, VW Lupo, Fiat 500 Asseto Corse, and Honda City Turbo IIR.
    • The "1000" skin is based on the Abarth 1000 TC. The "TurboII" skin is based on the Tamiya Willy's Wheeler livery, which is an actual Turbo IIR livery.
    • There are extra chassis details, such as functional dampers and axles. Why? Why not?
    • The goal I wanted to achieve with this car is a set of parameters that both humans and AI can drive well. The AI drives smooth and consistent lines. It won't always get first (pickups, car AI + AI node schenanigans) but it is highly competitive on most tracks.
    • I have released a special cup devoted to this vehicle. Here

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    Changelog:

    • v1.1 - fixed wheel radius and offsets so that skidmarks align with the car. Also changed: lower center of gravity, front camber and toe out, wheel offset 1 width, spring stiffness, AI parameters.
    • v1.2 - set rear toe to 1 degree for a bit more stability. Changes to AI parameters for better oversteer correction and better lap consistency.

3 comments on “Sundae Cup

  1. My major problem with the car is brightness. The visual appearance is way too bright compared to other cars. Aside of that, I really like its underside, well detailed, the textures look good.
    Parameters are also user-friendly. Despite it being FWD, it is as controlable as a 4wd. Yea, it has slight slips, still not a challenge to getting used to that. Not my taste of params, still.
    What I find strange is the constant understeering by the AI, which leads it to wiggling and confusion when it is being distracted by weapons, obstacles and even by an attempt trying to heading back to the main line.
    Good job overall.

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  2. There is one nitpick.
    Skid marks are created outside the wheels. Maybe tweaking Wheeloffeset 2 will fix it.
    Also, the wheel model and wheel diameter don’t seem to match. This seems to be done by reducing the Radius value

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