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Hi all,

I am researching a book on digital and will have a section on the topic of circuit design and running digital races. While I do know something about the subject, I also know that nothing can compare to other people's real life knowledge.

If you have experience designing and building digital layouts or conducting digital race nights you would like to share with me and the rest of the forum please post here!

Any thoughts on LC placement, pit lane placement and design, where tracks get wider and narrower? Number of LCs? (More in terms of great racing than technical issues like car LEDs being aligned with the sensors) Any analogue track accessories that augment a digital circuit, or ones that cause problems?

What about race rules and penalties? Have you tried some rules that didn't work in practice? Other rules that are an absolute must?

Thanks

Dave
 

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Hi Dave,
I run two clubs, one of them is Digital only at Broadstairs, Kent.

To any newcomer to Digital racing the first experience is that everone crashes in to each other due to cars sharing the same lane. Amusing for the first few minutes! THis is when serious racers might be put off from racing with Digital. The appeal of Digital racing is to be able to change lanes, use the Pit lane, select better racing lines, pass slower cars by changing lane at the right time. So, to add these factors in to the race and to avoid single lane multiple car crashes one rule has to be applied rigidly and without mercy! NO CONTACT.

RULE ZERO: Their is a Race Controller to enforce driver behaviour standards, as follows:

RULE NUMER ONE: NO CONTACT.
Penalty for contact is a drive through penalty.
Penalty for repeated contacts is disqualification from that race.

I enforce this rule rigidly. If a car hits another with a loud 'clack' of plastic on plastic then the offending car is noted and, as Race Controller, I announce the colour or ID of the offending car and 'Drive through penalty'. Driving through the pits means that the car misses the lap counter so he/she goes a lap down.
For persistent offenders, 3 deliberate contacts in one race, the penalty is disqualification from that race and the driver has to drive his car back to the pits.

It is surprising how drivers adapt their one-car-per-lane-no-one get-in-my-way mentality to a more considered driving technique more akin to real racing. Cars don't get so beaten up either -
BUT, as Race Controller, you must be strong about the NO CONTACT rule.

For me, the above rule has been the most important change, adaptation and adoption of rules from standard analogue racing.

Other useful stuff:
Use pit lane track piece with one or two single lane straights as the official marshalling post as the point where crashed cars are returned to the track.
You can have one or more. One is OK. You don't need lots of marshals (ie one t every corner as is traditionally done in analogue race clubs. See points below.
For example: Do not just put a crashed car back in any lane near where it crashed. Put the crashed car in a 'Exit lay-by' (formed by an pit-lane out section). This achieves two importand things:

1/ The driver who crashes knows, as in a real-life race, he could easily lose a lap because the Marshal is going to pick his car up and return it to the provided and nearest lay-be exit.

2/ Point 1/ means that the drivers will now more readily drive within their abilities (unlike one car per lane racing where the driver expects the performance of the marshal to compensate for the drivers short comings!).

3/ A crashed car placed randomly back on a lane is probably going to be involved in a huge crash a split second later! Therefore, the Exit lay-by reduces the chances of more damage. The driver has a duty to exit the lay-by at a safe time without causing contact or accident. Penalty is a drive though!

4/ Crashed cars: A car approaching a crashed car must stop and NOT smash through it . That's CONTACT! Penalty is a driver through - as you would expect in real racing. To enhance this race condition, there is a 'Yellow Flag' option in the C7042 powerbase where, when set, can allow any driver to hit their brake button to invoke 'HALF SPEED' power or 'PAUSE POWER' when an accident happens. This is a pretty good facility when used maturely. It can be abused/mis-used - but the Race Controller will penalise any abusers with a Drive Through penalty.

5/ Points 1 to 4 mean that the cars don't become damaged as easily as one-car-per-lane racing. Drivers race with more care and consideration. Cars stay in the slot longer as drivers race within their own and their car's capabilities.

I hope this helps.
 

· Bruce Yingling
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Excellent point(s), Adrian. The NO CONTACT rule with guaranteed penalty has to be the quickest, easiest way to ensure good digital racing. If there's one thing slot racers like less than driving within their limits, it would be losing. The "lay-by" return to track is an excellent idea as well- and it works hand in hand with the NO CONTACT rule.
 

· Greg Gaub
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I might have to try the no contact rule, but I've been using crash and burn with some success. I usually do a 2 minute heat with a pause at 1 minute. If a racer comes off in the first minute, they are out for that minute. At the 1 minute mark, any crashers are put back on and the second minute proceeds. Again, if they crash, they are out for the rest of that minute. The car with the most laps wins, usually being the one(s) that didn't crash off and raced well.

Another method I use is to start out with much easier cars, such as crash resistant cars with magnets and silicone tires (on Scalextric Sport track). I also set them at half power. For my track, that means they can keep the trigger on full for MOST of the time, but not all. They still have to let up for the sharper turns and at the end of the main straight. Once the racers get the hang of digital slots, I can increase the power and/or provide more challenging cars to drive.
 

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I think Adrian likes NO CONTACT


Personally that messes up my technique of going into corners too fast and rear-ending the car ahead so he comes off and my car slows by just the right amount to get round the bend...

Gosh I think I'm the only person to have a drive through penalty at Adrians track before I've even got there


(only kidding!)
 

· Trevor Gordon
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So it is Ok to push someone from behind as long as there is no "clack". Time to put a foam bumper on the front of my car.


Also time to break on the straight and make the person trying to overtake get a penality.

May I suggest 1 rule.

No forced deslots to anyone staying in a lane.

Which means pushing someone off from behind is bad. taking someone out by changing lanes is bad. sliding out on a corner and taking someone out of the other lane is bad. but if someone trys to cut in front of you at a lane change and they come off it is their problem.
 

· Greg Gaub
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QUOTE (astro @ 20 Aug 2010, 09:31) <{POST_SNAPBACK}>Any thoughts on LC placement, pit lane placement and design, where tracks get wider and narrower? Number of LCs? (More in terms of great racing than technical issues like car LEDs being aligned with the sensors)

I think those two actually go hand in hand. Not only does racing suffer when lane changers or other detectors are missed, but also their placement to avoid those issues make for good digital layout design. This is from a plastic track standpoint, of course. Routed digital tracks also must take note of these issues, but are by virtue more flexible and able to deal with them. Plastic track users are restricted to the options provided by the manufacturer.

So, what makes a track less prone to technical issues? The rule of thumb seems to be that all sensors should be after at least one full straight after a turn, and that all blade sensors should ALSO be just prior to a turn so that cars are braking when crossing them. Those simple rules ensure reliable functioning of sensor for magnet and non-mag car racing. They are also rules for more realistic digital racing. Lane changing down the main straight can be fun, but it's rare for a car to be able to take an OEM lane changer. In most 1:1 racing, overtaking happens in the turns. Placing straight lane changers just prior to a turn, or using curved lane changers at the end of straights provides a similar level of realism. It also seems common for start/finish lines to be past the half-way point of the longer main straight on most tracks I've seen. Placing the PB sensor track at the end of the straight in a braking zone before the first turn mirrors that. It also allows the starting grid to be spread out so that cars don't immediately pile up at the start of the race.

QUOTE (astro @ 20 Aug 2010, 09:31) <{POST_SNAPBACK}>Any analogue track accessories that augment a digital circuit, or ones that cause problems?

After a bit of racing, although I like the idea of chicanes and racing curves and other interesting analog pieces, I've found that for racing with multiple people, they just add to the road hazards, which are already numerous in the lane changers. I took out my racing curve first, and I'm about to take out my hairpin squeeze to replace it with standard R1 turns. This is especially important when running pace cars, since those can't see other cars on the road to slow or speed up for them.

The only pieces I think would be good would be the LeMans starts, since they are only used at the start and are a nice out of the way place to put a car off the track but still ready to race. I wish they would re-make some of those classic pieces in the Sport style.
 

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My Club is doing an Endurance Race this weekend and these are the crash rules I set up;

"There is no intentional "bumping" or causing a car to crash. That will be a 2 lap penalty for doing it . We know that there will be a time when you can't avoid a hit because of cars crashing in front of you. So don't worry. Race Control will not blame you for it

{{So Racers Take your time, if you come up on a slow car, back off a little, set the car up in front of you change lanes and pass them.}}

Now some may say why two laps. Will in this race the most laps win at the end. So it's up to the Teams Captains to make sure there Drivers don't mess it up for the whole Team.
 

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Hi,
I am racing analog nowadays, but I have raced with Ninco Digital for two years. The system is not reliable so for that reason I switched to analog, and now to wood.

We used the pitlane in the middle of the track were the racers had to put the car after a crash. The racing continued and the crasher looses time as the others continue.
This works great, but you have to created a track design were all the racers can reach the cars.

Crashes at crossing were not to much problems.

Qualifying alone on the track for 10 laps in order to get the starting grid. Important. to be on front in the favorite lane as that can make you the winner!

As a slot racing book collector I am looking forward to your new book!!!
 

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the NO CONTACT rule has worked out well.
I should say that it also applies as the default. ie If Race Controller doesn't see the incident then it is also encumbent upon the driver to make his own Drive Through Penalty.
Also:
Lane Changing: If a driver makes a lane change move and crashes into a car in the lane he's changing over to = Drive Through Penalty
Crashing in to a crashed car: Deliberately = Drive Through Penalty
Causing a car to crash = Drive Through Penalty

Not being able to avoid contact (i.e. being very close to a car that crashes or brakes early) is excusable if OK'ed by the Race Controller. Race COntroller should announce clearly 'No Penalty'.

The Race Controller should be constantly on the look out for any ungentlemanly behaviour or other race craft trickery not in the spirit of fair racing and should award a Drive Through Penalty or Disqualification if appropriate.

I've detailed most of this on the Scalextric website in the Customer Care/Top Tips/Racing Rules/Digital Racing section.

Happy Racing
 

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The NO CONTACT rule and the lay-by sound great - but how many laps is a race on average?

I sometimes race with adults, but mostly it's me and my son and his friends, with me as marshal. If anyone de-slots we simply stop until I can replace the car. The kids like a relatively low lap count (15 or so, about a 70 foot ish track), so missing a lap with a drive through penalty would pretty much lose them the race. Except of course they all drive like maniacs (with resistant cars) and try to push each other off Riko-style, so the number of drive through penalties would be huge.

The adults would probably enjoy a 50 lap race with the NO CONTACT rule, while I've been pondering changing to a 5 minute or so endurance race for the kids.
 

· Bruce Yingling
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QUOTE (Ichabod @ 25 Aug 2010, 11:25) <{POST_SNAPBACK}>...but mostly it's me and my son and his friends, with me as marshal. If anyone de-slots we simply stop until I can replace the car....Except of course they all drive like maniacs (with resistant cars) and try to push each other off Riko-style...

You might still give it a try with the kids. I have nephews who quickly caught on to something similar to Adrian's NO CONTACT rules. It basically boils down to "you wreck, you probably lose". They also quickly adapted to the idea of a penalty when slamming a competitor. Like adults (maybe even more so), they like winning even more than they like slamming into their brother's, cousins, or friends drive.

Of course, this does mean that their casual laps (as opposed to 'racing') are even more of a slaughterhouse....
 

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I like putting LC's just before a curve, where cars are normally slowing down. The gaps in the LC rails will affect the cars less than in a place where you'll be accelerating. It becomes part of driving into the corner, as opposed to feeling like the car missed a cylinder.
 

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I have hosted a few race nights on my N-Digital track with very good results. The N-Digital central console has very accurate lap counting which is important when running competitive digital races. We generally race about five 25 to 50 lap races with the addition of one or two ghost cars. If a car(s) comes off the track, we push the start button on the central console to pause the race, put the car(s) back on the track and re-start the race.

If we have a lot of drivers on the track with a lot of car(s) coming off the track frequently, then I use playing cards where each driver gets so many cards at the start of the race. When a car leaves the slot, the racing is stopped, the driver whose car came off the track then turns in a card and the car is put back on the track. Racing resumes. If you run out of cards, then you are out of the race. This modified form of crash and burn racing allows for more strategy. If you have a few cards left, then you can drive more aggressively. On the other hand, if you only have one card left, then you need to drive more conservatively so you can finish the race.

As far as the position of the lane changers, I like them about a 1/4 or a 1/2 straight after a curve section. The cars are accelerating at this part of the track and I find that it's easier to concentrate on lane changing while accelerating rather than trying to brake and change lanes if the lane changers are positioned before a curve section.

Best regards,
Brian
 
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