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Race Sessions:

Typical Running Order

  1. Briefing

  2. Practice session(s) with debrief/feedback

  3. Qualifying session(s) for fastest lap and grid position

  4. Final Grand Prix Race(s)

 

The whole thing may take around 2hrs depending on numbers of drivers etc - up to 6 can race at the same time on the layout, but with heats etc a maximum of 10 can participate in a session. I find that around 6 participants is ideal as this allows 2 to 3 marshalls around the layout (to put cars back on) whilst others race, and can then rotate around between heats and races etc

Cars

  • Choice of over 12 cars, all highly detailed Scalextric digital GT cars

  • All cars have magnets to help keep them on the track

  • All cars checked before each session (tyres, braids, response etc) 

Controllers

  • Maximum of 6 cars can race at any one time

  • Each car has a single controller coded to that car only

  • Controller has three functions:

    • Trigger controls speed and brakes

    • Large button = KERS boost 

    • Small button = lane change and refuel (when car stopped)

 

 

Lane Changing

  • Hold small button down as car approaches lane changer

       (can hold button down for as long as want)

  • 3 lane changers on layout (all sited on bridge decks)

  • Also change lane to enter the pit lane

  • If car going too fast, may not change lane every time                                                                                           (slow down as approach sensor to ensure change)

 

 

 

 

Track Layout

  • Over 27m of track (120 pieces), with 1:32 scale speeds of over 200mph 

  • Racing circuit section and an 'alpine' section

  • There are 3 crossovers - so if don't change lane, will go round 'inside' and 'outside' slot alternately.

 

 

 

 

 

 

 

Fuel Load and Use

  • Software empties fuel tank in around 6 laps depending on throttle use ('jerky' throttle uses more fuel).

  • Software reduces power by 25% when have a full tank increasing to 100% when have zero fuel load.

  • If fuel gauge reaches 'empty' the software stops the car necessitating its removal from the circuit.

 

KERS

  • Software simulates KERS (Kinetic Energy Recovery System) as used in real race cars. 

  • Energy builds up as car goes around (displayed on leaderboard)

  • Use of large button on controller gives car a 15% power boost whilst button held (up to 3 secs duration)

Pitting & Refuelling

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  • To refuel:

    • change lane to get in correct (outside) slot to enter the pit lane

    • change lane to enter the pit lane 

    • release trigger (so at zero throttle)

    • press and hold down the small button

    • refuelling starts 0.5 seconds later - fuel gauge climbs as fills (takes ~6 seconds to fill up)

    • refuelling continues until you either release the button OR drive off

    • when the fuel tank is full, you will hear the sound 􏰀'Go, Go, Go...'􏰁

             

  • Only take on the fuel that you need. By moving off sooner, you will have a shorter pit stop, and your car will perform better because it is lighter. All cars are calibrated so need refuelling after approximately 6 laps. 

 

 

Leaderboard

During races, the software displays a leaderboard on the monitor mounted above the track. This shows from the left:

  • Driver name

  • Most recent lap time

  • Driver's fastest lap time (smaller text under) 

  • Car 'in pit' indicator

  • KERS energy available

  • Fuel gauge 

  • Time difference (to car in front)

  • Laps completed

The race Leader is always at the top of the board - software adjusts order as positions change in race.

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