Supersonic RC

  • Download count 105
  • Pageviews 356
  • Unique foldername cjpt_supersonic
  • Skin for
  • Track Mod for
  • Based on DreamKaster’s Wacky R/Cs
  • Release date 2025-02-17
  • Version from 2025-02-17
  • Version 1
  • RVW-ID 42524
  • Category
  • Score
    92/100 (4 votes)
  • Unconventional car?
  • Construction Conversion
  • Engine Electric
  • Transmission RWD
  • Top speed 32 mph
  • Total weight 1.5 kg
  • Acceleration 3.69 m/s²
  • Construction
  • Track difficulty
  • Track length m
  • Reverse version available?
  • Time trial times available?
  • Practice mode star available?
  • Online multiplayer compatible?

    This is Supersonic RC, the titular car from the old Shockwave LEGO Supersonic RC game. In this game you race a digital version of LEGO Racers' 8366 Supersonic RC RC car around an empty Toy Store after closing hours, and have to perform acrobatic stunts and collect stars within a set amount of time.

    This is a very nostalgic game for a lot of people, including me. I noticed there was already a conversion of the Toy Store track used in the game, by Reptillian (link), here in Re-Volt World, but no one had converted the car itself.

    So I took it upon myself to give it a shot.
    I used a couple of Open Source tools to extract the models from the game, and convert them into .obj files, which I then opened in Blender. Using Marv's plugin, I was able to export the car into Re-Volt's .prm format, as well as its wheels and axles, and create a hull for it using the convex hull and hull spheres options.

    I used Phat Slug's parameters as a base, but soon realized this was a mistake since Phat Slug's driving model is rather... unique. So I complemented it with some values from Volken Turbo, and other values I came up with after some balancing feedback from some members of the Re-Volt Discord server (see full list of Acknowledgements below).

    The end result is a car that's rather fast for Rookie class, but not too overpowered, as it can still be overtaken by faster cars such as Col. Moss or even Dr. Grudge, in some scenarios. Furthermore, it is slightly uncontrollable at slow speeds or when the throttle is let go, although at high speeds the wing on the back generates a considerable amount of downforce over the rear wheels. It's not as bouncy as the car in the original game, and certainly not as fast (for instance, it can't make the 2 longest jumps in Reptillian's map), but my logic behind keeping it in Rookie was that a LEGO RC Car is certainly a far cry from a Professional RC Racer.

    I separated the axles from the main body of the car, and exported them as separate objects, which means the axles move independently in Re-Volt, as a true part of the car's suspension.

    I also converted the servo and motor sounds from the original game.

    Acknowledgements:
    Last but not least, and without further ado, I'd like to thank several members of the Re-Volt discord server for putting me on the right path to making this conversion.

    I'd like to thank Theman, Marklanchvar32, Skarma, TTDriver, Potato Face for their incredible patience teaching me some tips and tricks into some quirks related to the Blender plugin, as well as pointing out solutions to some issues I was having with it.

    I'd also like to thank goto.lit for carbox tips, and Spectre_R (Reptillian himself) and rattyrat for parameters feedback (which proved very crucial in balancing the car in Rookie class).

    Lastly, I feel obliged to thank n0samu and Anthony Kleine (tomysshadow) on GitHub for the DirectorCastRipper and Shockwave 3D World Converter tools, respectively, without which this model extraction and conversion wouldn't have been possible.

    Demo video (this was before I added env-mapping to the car, but otherwise this is the same as the finished version):
    (Demo Video)


2 comments on “Supersonic RC

  1. Thanks for the comment, McDrive! I appreciate the kind words.

    In the meantime I’ve been tweaking the car’s grip values a little bit, and although it no longer becomes rather uncontrollable at slow speeds, I think it might fix any possibly AI control issues.
    I might release this “grippier version” as an update. Or, alternatively, as an extra parameters file that can be swapped over with the original one, in case some people want the original feel. Be sure to let me know your opinion on this as well.

    Anyway, once again, thanks!

    0
  2. Good conversion overall, looks great and a lot more fun to drive than it was in the original game. The custom sounds are a nice touch, too. The only problem with it is that the AI oversteers and spins out constantly in tight turns, keeping it at the back of the pack on technical tracks like Museum 1. Pretty solid for a first-ever car, though.

    1

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