SlotForum banner
1 - 20 of 29 Posts

·
Registered
Joined
·
14 Posts
Discussion Starter · #1 ·
Does anyone else use the app to scale their cars back to more (not necessarily dead on) realistic speeds? I've done so to make them all around 200 mph scale speed. It looks less spectacular but does give my older escorts/capris a decent chance of being competitive as well as showing in the stats more realistically than 300+ mph.
 

·
Registered
Joined
·
1,829 Posts
Not an app user, but I’m a big advocate of scale speed and build my 1/32and 1/24 scratch built, mostly 2.4 GHz radio frequency radio controlled based slot cars…yep that’s what I said, to achieve ~200 mph 1:1 scale speed: ~8-12 fps.

Some folks don’t believe in this approach as the cars are too slow in their opinion, but from an elevated view driving them as a 1:1 car being viewed from a helicopter, it is satisfying to me. Besides I just race against other drone cars similarly set up.
 

·
Kevs Racing Bits
Joined
·
4,754 Posts
The old scale speed thing again...as you can't scale time you could argue 200 miles in one hour in 1/32 scale is 6.25 miles in the same time period as distance certainly is scalable just like the size of our cars are scalable.

So 200mph in 1/32 could be argued to be 6.25mph which isn't very fast but realistic it most certainly is.
 

·
Registered
Joined
·
162 Posts
Not an app user, but I’m a big advocate of scale speed and build my 1/32and 1/24 scratch built, mostly 2.4 GHz radio frequency radio controlled based slot cars…yep that’s what I said, to achieve ~200 mph 1:1 scale speed: ~8-12 fps.

Some folks don’t believe in this approach as the cars are too slow in their opinion, but from an elevated view driving them as a 1:1 car being viewed from a helicopter, it is satisfying to me. Besides I just race against other drone cars similarly set up.
I've no idea what any of that meant but it sounds interesting 🤔
 

·
Registered
Joined
·
14 Posts
Discussion Starter · #5 ·
I've no idea what any of that meant but it sounds interesting 🤔
I think what he means is the slots don't do anything; as the cars are Radio Controlled but he just doesn't steer them the track does. And to scale around 200 mph means they need to do around 8- 12 feet per second; roughly I think around 8 or 12 mph real speed multiplied by the scale. So a car doing 1mph that is 1:32 would to the car's pov be doing 32 mph. And so on. So 10mph would be 320 to the car; not exactly realistic then. even 8mph is around 250 or so.
 

·
Kevs Racing Bits
Joined
·
4,754 Posts
I think what he means is the slots don't do anything; as the cars are Radio Controlled but he just doesn't steer them the track does. And to scale around 200 mph means they need to do around 8- 12 feet per second; roughly I think around 8 or 12 mph real speed multiplied by the scale. So a car doing 1mph that is 1:32 would to the car's pov be doing 32 mph. And so on. So 10mph would be 320 to the car; not exactly realistic then. even 8mph is around 250 or so.
200mph = 293.333 fps
293.333/32 = 9.17 fps at 1/32 which = 6.25mph real speed
 

·
Rich Dumas
Joined
·
4,114 Posts
Because they have a guide flag slot cars can corner a lot faster than even a 1:1 car with a lot of aero downforce. If you think that the scale speeds of 1/32nd cars are too high think about the ones for high end HO cars, those can exceed an average speed of 1200 MPH!
Just using less powerful motors or reducing the track voltage would result in cars that can be driven flat out all around the track. You could experiment with a combination of using a shallow guide flag, rear tires with less grip, less powerful motors and a lower track voltage.
If you watch an aerial view of a 1:1 car going 200MPH it looks like it is not going very fast, maybe you could try standing further away from your track.
 

·
re member
Joined
·
4,383 Posts
I remember years back a well known, scratch builder, rims and inserts, motors provider, said he deliberately builds his cars slow using 14.5k rpm motors. At the time I poohpoohed the idea. These days I concur.
Faster and faster and faster and faster seems a silly pursuit to me.
I have given up racing for a number of reasons but the faster faster notion was one of the main reasons.
 

·
Registered
Joined
·
2,837 Posts
Faster and faster and faster and faster seems a silly pursuit to me.
Me too. I don't like my cars to be just a blur. :(

I run my (mainly SCX) rally cars magless on Scalextric Sport track. My layout is roughly 44m and stage times range from 19.5 - 23.0 seconds, so let's say 2mtrs/sec. 120mtrs/min, 7200mtrs (7.2km) per hour. Multiply by 32 = 230.4km/h. Over 140 mph average on a twisty tarmac rally stage 1.4km long with nine hairpins and two tricky humpback bridges? I think not.
 

·
Registered
Joined
·
23 Posts
These super speedy doorstop wing cars appeal to some; just not me oersonally.
The engineering of the build would be exciting, but to me, those have reached a point that they have ceased to be cars on racetracks and have become merely colored blurs whizzing around a path.
Not for me, but to each his own. I won't tell anyone how or how not to have fun.

I like being able to see the car losing grip and getting loose, then recovering (or not).
 

·
Greg Gaub
Joined
·
16,800 Posts
It's ALL engineering. No driving. There's not even TIME to lift and pull the trigger. It's basically a "race" of how well you can get your car to stick and go fast at the same time. The only time those guys are lifting is when their car comes off (note I didn't say they crashed it, because that implies driving). When their car gets put back on, then they hold the trigger again. I mean, just look at how long it takes the car to actually get up to speed versus how quickly they complete a lap. It takes as long, or longer, to get up to speed than to complete an entire lap. OK, I think I saw one guy twiddling the trigger a little, but most of them were just holding it and watching their car (as best as they could ;-).
 

·
ParrotGod
Joined
·
10,984 Posts
Depending on the cars and tracks, 14K can be all that you need.
Even with large GT3 cars, we are using 17K long can motors at 11,5V and they are fast enough for us and our garage track.
On larger tracks with longer straights maybe a 21K would be more reasonable.
Personally, I am not looking at scale speed (this makes sense in the model railroad world) but at speed that makes racing interesting without been too ridiculous high speed.
At the same time, I do not like cars that force you to drive them slowly because they want to deslot at the sight of a corner!
 

·
Registered
Joined
·
841 Posts
I maintain there is no such thing as scale speed, or scale time, for that matter.

For instance, my tyco HO train interface pits cars at 1/64th scale against the train, which is 1/84th scale. So do I time them both and multiply by the numbers and...the train is potentially going "scale faster" than the cars, even though I can see with my eyeballs that it isn't?

Same question for you 1/24 guys. Want to go faster? Switch to 1/32, or better yet 1/64.

Speed just...is what it is in the universe. The rest is us fooling ourselves.

That is not necessarily a bad thing. Most of us are reliving our youth when we raced slot cars and pretended to go fast.

Perhaps we should come up with a scale coolness factor. In that case, although I run HO, I maintain that it's scale coolness is down on the chart.

And, of course, much like a scale blueprint, there is scale size.
 

·
Kevs Racing Bits
Joined
·
4,754 Posts
Some branches of our hobby limit top speeds by stipulating ride height, tyre and track width which makes it virtually impossible to go 'fast'. One such class that I particularly enjoy is pre-war Grand Prix cars run to CSCRA rules where you're limited to 7 or 7.5mm wide tyres, 50 or 53mm across the tyre walls and 2mm ground clearance. After that it's not really possible to go quick because 'ye cannae change the laws of physics'
 

·
Registered
Joined
·
90 Posts
Seems to me if you want a slotcar to operate at scale speeds you need to install a stepper motor and use digital control. You might also need to install a torque-limiting clutch to make the drive a bit more analog. Maybe even a fluid clutch. (A possible application for ferrofluidics. Look it up!)

I can see the appeal of cars that race at scale speeds. But there are technical challenges to achieving that. The motors historically used for slotcars have been vastly overpowered. Most especially in HO. Even scratchbuilt HO cars with 'N' or 'M' micromotors can achieve insane scale speeds.

Just how 'micro' would a motor have to be to drive 1/32nd or 1/24th cars at realistic scale speeds? An interesting question. Maybe an 'N' or 'M' motor might work.

And now I wonder if anyone has tried that.

Hmmm... As if I ever run short of projects -- but maybe worth fiddling with if I ever get the itch.

Ed Bianchi
 

·
Registered
Joined
·
501 Posts
Just how 'micro' would a motor have to be to drive 1/32nd or 1/24th cars at realistic scale speeds?
All you need is an old Scalextric Johnson, with 45 years of carpet fluff and dog hair wrapped round the armature, and one of its brushes held in with blu-tac. Not exactly smooth, but definitely no more than scale speed.
 

·
Registered
Joined
·
841 Posts
I get it. One would like to actually see their slot car, and have it slide like the (real) racecars of the 60s.

I initially raced 1/32, then switched to pancakes when Dad sold the track. Raced them until the Tyco inlines came out, which reminded my of my beloved Strombeckers (including a skinny-tire Watson roadster).

Fast forward, in the current HO world, there is (somewhat surprisingly) a large--maybe the largest--following of "pancake" style cars. Some say they move at more realistic speed. Ironically, there are those that then spend significant money to make the pancakes fast and "stuck". Another discussion...

At any rate, in the "realistic speed and sliding" dept, I run tall enough tires to somewhat negate the magnet strength to promote sliding and realism, so I get it.

Meanwhile, they are Tyco 440X2 cars, which are not race cars but are pretty darn quick nonetheless.

My track lane length is 218" on a 4x8 table. The cars take about 1.8 seconds to negotiate 6 turns and basically 3 straights. I have to wear glasses and run a yellow car to keep up with following the thing.

Real world and Scale world speed? An amazing 6.875mph!
 
1 - 20 of 29 Posts
Top