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17 Jun 2010, 00:13 (Ref:2713456) | #26 | ||
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As important as the distance is the position, as out of control vehicles almost never follow the geometric shape of the track, the direction should follow the race line, which is considered the ruling parameter of a racetrack. |
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17 Jun 2010, 00:17 (Ref:2713460) | #27 | |
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I like your circuit a lot Alexander, my only concern is that for a 2.5 mile it looks a little bit crowded , but it's very organic and natural.
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17 Jun 2010, 15:39 (Ref:2713774) | #28 | ||
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Hi,
wish they did... But i still say racing track should be a business for pros - its a dangerous thing after all, not a game anymore if they get to be built. Its fun to design tracks knowing its never gonna be reality - but real ones... Thats a lot of responsibility... And should be most definitely designed by qualified pros. They know what theyre doing and what the implications of the designs are - we mostly dont... bio |
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17 Jun 2010, 15:57 (Ref:2713782) | #29 | |||
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17 Jun 2010, 16:22 (Ref:2713792) | #30 | ||
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17 Jun 2010, 16:26 (Ref:2713799) | #31 | ||
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17 Jun 2010, 21:28 (Ref:2713981) | #32 | |
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18 Jun 2010, 00:38 (Ref:2714069) | #33 | |||
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Luiggi |
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18 Jun 2010, 11:18 (Ref:2714254) | #34 | ||
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I modified my initial design a bit after your comments. Thanks for all of them!
T4 has changed quite a bit as on second sight I found it to slow, tight and boring. But you may disagree of course. For comparison I projected the old hairpin next to it. You will notice the new T4 added a few more yards to the track. I moved T15 a bit closer to T14 to give the altered last sector a bit more room. As you can see the last sector looks more clean now and is faster. I hope this takes away the "crowded" feel of the track. |
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18 Jun 2010, 13:39 (Ref:2714308) | #35 | ||
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Then maybe it is just me - I don't like to do things I'm not qualified to do.
"There's nothing special or exclusive to designing a circuit" I do think there are tons os special things about it. That's why most of our tracks here are great eye candy, but would most probably fail in real life. bio |
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19 Jun 2010, 02:18 (Ref:2714574) | #36 | |||
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I can do many things, most very well, some not. My point is you don't need someone to tell you hey your qualified, if you design something and a majority says its good, then it is quite possibly actually good. |
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19 Jun 2010, 09:08 (Ref:2714632) | #37 | ||
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JVT,
Thanx for believing in my ability to design tracks , but its me who says im not qualified. I know nothing about dynamics, for a start. I know nothing about the physics of cornering, braking, overtaking or crashing. I know nothing about aerodynamics. Or, what i know is common sense. Alternatively, you might have racing experience that teaches you all you have to know. Thats why i never argue with Luiggi, for instance. Theres a massive amount of experience behind anything he says and nothing beats that. Building a track is a darn expensive thing, racing on one is dangerous. And while it is true that any closed trackline can be raced on, still i think designing a real one requires either experience or a good theoretical knowledge base - and i lack both. This is, however, nothing more than an opinion. bio |
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20 Jun 2010, 13:19 (Ref:2715058) | #38 | ||
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My Trackers:
There is no degree or institute for track design in particular. Maybe its part science, maybe its part black art - but I think that many designs presented in this forum are quite amazing. In real world the land dimensions are perhaps the most important factor for the design. Many of you can seriously design a circuit that would work well. I have designed and built one small club circuit and 4 kart tracks. People have raced on these and enjoyed themselves - however, I do not consider myself a professional track designer. It appears that many pro designers are somewhat over-rated and way too expensive. |
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. . . . bringing Motorsport to LIFE |
21 Jun 2010, 01:15 (Ref:2715434) | #39 | ||
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I haven't been that long in this science but I see most modern circuits use common sense in physics and racing expertise to predict where racers are most likely to fall or crash, how sections should be laid out in order to avoid situations that may compromise racers safety, and so on. It doesn't require a masters degree in track design, that doesn't exist, people race on whatever is available(look up the tracks in US) and sometimes good tracks are purposely designed(Miller Motorsports), sometimes are poorly designed and then need serious changes(Sears Point, Laguna Seca) some can't be raceable(the ones in my country) and some are totally scientific designed and almost bullet proof(Qatar). So basically anybody with some knowledge can try and design a track but there are certain aspects that can make a design good or bad, a good track doesn't need to "look" good or artistic, but rather work adn later on I'd like to make a list of characteristics that a good track "should" have. |
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21 Jun 2010, 13:08 (Ref:2715685) | #40 | ||
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Luiggi,
I still think designing real tracks without proper knowledge is a dangerous and irresponsible thing - but, as i said, i especially respect your point of view. bio |
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21 Jun 2010, 13:11 (Ref:2715687) | #41 | ||
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Tausif,
I reckon track designing not art, but sheer science and practicality. That is, again, my point of view only. bio |
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21 Jun 2010, 14:44 (Ref:2715729) | #42 | ||
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Back on topic, make me some tracks....
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21 Jun 2010, 17:31 (Ref:2715869) | #43 | ||
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I'm only saying between us, we do good jobs for the most part, I have known cases where tracks have been constructed by The One with The Money, who is not necessarily The One with The Knowledge and everything has turned to sh... , in one case a racetrack in south america is unraceable because the owner himself had the terrific idea of laid out the track between trees and a corner right next to a cut-off hill...in other case closer to me the owner of the track made a modification where eventually there was a fatality, and the track is now closed and a sue in progress. That's consistent to what you have stated(bio) and I agree, but the efforts I see around here are much more thought out and scrutinized than the real life examples I mentioned. I'm pretty sure most of the tracks the good amateur designers here submit are reasonable designs and some of them got a little flame from me when I see something funky, so eventually they are good. Other aspects of track design, I also check the terrain from the sky for obstacles or nuisances like wet sumps, creeks, lakes, tree lines or other type of obstacle that may increase the cost of the project or may compromise safety or durability, such as laying tarmac too close to a creek, where it will give with time, giving a headache to the owner. Most aspects I like to have in a design, in general: Longest possible straight, without going over 900-1000m Symmetrical number of turns, when possible variety of corner type, challenging track avoidance of a bridge, to reduce costs Track not too tortuous, not too simple, 10-15 turns maximum. most efficient use of the terrain,adaptation of the blot shape to terrain contour Combination of technical sections vs speed sections and so on... SO for JVT I would submit another try later on. |
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21 Jun 2010, 22:50 (Ref:2716082) | #44 | ||
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22 Jun 2010, 00:27 (Ref:2716102) | #45 | |
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So I'm somehow sticking to my first shot, but with some edits,using the northern part of the terrain, and the basic layout I threw from the hip but I have detailed the sections, taking into account it's a "motorcycle track" (and you all know I do race motorcycles ) to come up with the corner types I like to ride. I included increasing radius, a half-parabolica a hairpin,a double-apex, some high speed esses and many directional changes.I also laid lots of run-off and plenty of open space for the 2.5 mile loop, the pit lane is in the "correct side" but that means some kind of control gate or a bridge(that can be changed).Pit lane is almost 400m long.It has many overtaking spots and the end of the lap it's perfect IMHO for epic endings! It's a rather technical circuit, geometrically it has 18 turns but the race line has less than that. I purposely avoided the wet sumps and the tree lines for economical/practical reasons.
The first graphic is how the track interacts with the terrain, the second one is a representation of the track. Last edited by LuiggiSpeed; 22 Jun 2010 at 00:34. |
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22 Jun 2010, 01:58 (Ref:2716115) | #46 | ||
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22 Jun 2010, 02:01 (Ref:2716116) | #47 | |||
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Excellent I love it |
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22 Jun 2010, 18:09 (Ref:2716453) | #48 | ||
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Luiggi,
one of the prime reasons i like this forum is that we give and get good, usable and constructive feedback and so we are getting better all the time. bio |
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7 Jul 2010, 00:50 (Ref:2722844) | #49 | ||
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Hey still here
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