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5/15/11 Course Design

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lotar_6 View Drop Down
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    Posted: 11-May-2011 at 10:50pm
I really liked the 6-28-09 track and would like to base this event on that. Always open to suggestions anywhere!! The idea I want to maintain is that it flows. We can control pace and speed w/o stopping a car. The last event was a good example of that, I think. I'm tired and I'll tinker more when I can, but let me know what you think!

My first draft:



Not much different from the 6-28-09 track, but subtle changes. Any ideas for element changes?


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Post Options Post Options   Thanks (0) Thanks(0)   Quote KENLUDE97 Quote  Post ReplyReply Direct Link To This Post Posted: 12-May-2011 at 7:34am
Looking good.  the only thing to note even if it seams tight it does not seam to happen at SAD...  It always seams to pick up a LOT of speed there...  I see a few of your changes to what a assume to slow things down...  :)
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Scootin159 Quote  Post ReplyReply Direct Link To This Post Posted: 12-May-2011 at 9:16am
My only suggestion would be to open up the radius of the left hander that enters the P. If you compare the radius of every other corner on the course, that corner is easily 2-3x as tight as the next tightest spot on the course. While I have no problem with the odd slow element to mix it up, it just seems like that corner will be painfully slow (as drawn - things can change when it's put on the pavement).

I'm sure the primary reason it's slow is because it's between two relatively fast elements, and the intentions are to slow the car's speed. I would argue however that you could dramatically increase the speed of the left turn, yet still control the car's top speed in the following section by simply moving the following gate to the right (or south).

Therefore my suggestion would be to move the gate following the "pin" cone entering the P to be about 15 feet to the right, and adjust the conjoined 3-cone wall to point more up & down on the map. Then take the "pin" cone and move it to where it roughly lines up with the inside of the following gate. Thus, it would take that 150* turn and turn in into a 90* turn that's only marginally faster, but a much "shorter" turn.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote lotar_6 Quote  Post ReplyReply Direct Link To This Post Posted: 12-May-2011 at 9:35am
Thanks guys!

The turn into the P I've already moved it in from what it was before... look closely. That said, I do agree, but one slow element might be welcomed. I will toy with it a bit, and yes, moving the gate after should allow for speed control, but the next gate may have to change as a result.

I changed the turns in and out of the concrete to make the run more parallel with the bumps... not necessarily to slow things down. However, moderate speed over those transitions helps. My concern now is the bump coming out and the tight(er) turn just following. It will upset karts and mini-like cars.

What about the return section from the far end? Any ideas?

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Post Options Post Options   Thanks (0) Thanks(0)   Quote jamesc2123 Quote  Post ReplyReply Direct Link To This Post Posted: 12-May-2011 at 9:36am
I have a thought on the far south end, where it always requires some sort of 180 degree turn.

I have seen videos of some other regions where they turn around using part of the spur that goes off toward the mobile homes (the green segment on your maps). turning around there allows a much larger radius turn in a place that usually ends up being really tight. It means that end of the track isn't as long, but we could always extend the start/finish sections, its not like we'll run out of space going that direction (unless....Evil%20Smile).

Thoughts?
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Scootin159 Quote  Post ReplyReply Direct Link To This Post Posted: 12-May-2011 at 12:32pm
Originally posted by lotar_6 lotar_6 wrote:

The turn into the P I've already moved it in from what it was before... look closely. That said, I do agree, but one slow element might be welcomed. I will toy with it a bit, and yes, moving the gate after should allow for speed control, but the next gate may have to change as a result.


I do see the change you made, and you're certainly going in the right direction. My only suggestion is taking it further than you already have - but then again, that's something that can easily be a "game time" decision when you see it on the pavement.

Originally posted by lotar_6 lotar_6 wrote:

I changed the turns in and out of the concrete to make the run more parallel with the bumps... not necessarily to slow things down. However, moderate speed over those transitions helps. My concern now is the bump coming out and the tight(er) turn just following. It will upset karts and mini-like cars.


As someone who hopefully will be driving one of those "mini-like cars" this weekend, I appreciate the changes. It's hard for me to line up the coursemap with my memory of the bumps, but I do know that the "sweet spot" is roughly where you're crossing. You'll just want to move the course accordingly when you get there in person.

As for the exit turn - I can't tell if you intend to have the turn before or after the bump (i.e. is the box on concrete or asphault). Either way, I think you're in good shape largely because it's going to be a low speed section. I know for me at least, it's really only the high-speed bumps that tend to break things.

I also know that for me, I prefer the bumps be AFTER the corner (i.e. an acceleration zone) rather than BEFORE or DURING. However, I do know that such a setup does stress the drivetrain, so I don't know if karts would have problems with snapping chains or cars with snapping axles with such a setup - it may be fine, it may not, I don't know.

The logic in my case is that most formula cars run minimal front ride height, so when under braking front ride height is ideally zero. Thus bumps under braking seem to hurt more. Mid-corner bumps don't seem to break things, but do unsettle the car quite a bit (probably an advantage for FVee's though). Under acceleration though the front is at it's highest, and the rear still has adequate clearance that it's less a concern.

Originally posted by lotar_6 lotar_6 wrote:

What about the return section from the far end? Any ideas?


What you have looks good to me. You can play around with visual cues to try and lure people into early-apexing that corner, but it seems everyone just settles on what equates to a simple 180 like what you have. While it is a tighter corner, it's well within reason IMHO. It's normally right at the lower end of the power band for most cars in 2nd gear, but still well within the power band so you don't have to shift to 1st.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote conewagon Quote  Post ReplyReply Direct Link To This Post Posted: 12-May-2011 at 3:23pm
can't wait, looks great.
it's not a Subaru.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote lotar_6 Quote  Post ReplyReply Direct Link To This Post Posted: 12-May-2011 at 10:58pm
thanks for the input! I'm hoping to get the bump on the exit to hit before the turn. But that might make it hard for early braking. Definitely the set-up will tell and influence changes.

Here's draft #2:



link

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lotar_6 View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote lotar_6 Quote  Post ReplyReply Direct Link To This Post Posted: 12-May-2011 at 11:04pm
Originally posted by jamesc2123 jamesc2123 wrote:

I have a thought on the far south end, where it always requires some sort of 180 degree turn. I have seen videos of some other regions where they turn around using part of the spur that goes off toward the mobile homes (the green segment on your maps). turning around there allows a much larger radius turn in a place that usually ends up being really tight. It means that end of the track isn't as long, but we could always extend the start/finish sections, its not like we'll run out of space going that direction (unless....Evil%20Smile).Thoughts?


I like this idea! lemme think about it for this event. maybe the next? we could put the slalom on the return.

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Post Options Post Options   Thanks (0) Thanks(0)   Quote draymond Quote  Post ReplyReply Direct Link To This Post Posted: 13-May-2011 at 5:25pm
That looks really good Kyle. Can't wait for Sunday!

On a side note, did you get the v dub sorted?

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