rec.autos.simulators

Burnout 3 Second Club

Pete

Burnout 3 Second Club

by Pete » Thu, 30 Apr 1998 04:00:00

        David Leonard, was the first into the 3 second zone with Burnout and
has a best of 3.89! Just wondering if anyone else has reached this level? I
today
managed to break into the 3.9's. I also have a 4.008 second run with the
front wheels
on the ground at 336 MPH. Which was actually harder to do!
        I realize to you purists out there these times aren't realistic but it
sure is a
challenge to figure out all the possible combinations in order to run the
numbers!
        I wonder if future sims will include the ability to build motors as part
of
the equation ie. Nascar 3, heres hoping!  It may give us mechanic wanna
be's
something else to play with!

        Pete

Pete

Burnout 3 Second Club

by Pete » Thu, 30 Apr 1998 04:00:00

        Just in case anybody wanted to see the timeslips!

TIMECARD
--------

Class:        HEADS UP
Tree Type:    COMPETITION
Tree Delay:   .500

Track:        MOROSO MOTOR PARK
Elevation:    0
Temperature:  79 F
Humidity:     10%
Barometer:    29
Wind:         0 DEG AT 40 MPH

                                       LEFT LANE                RIGHT LANE
--------------------------------------------------------------------------
               DRIVER:                    BROKER                          
                  CAR:           1968 CHEVY NOVA                          
              DIAL-IN:                  HEADS UP                          
         ELAPSED TIME:                 00:03:991                          
           DIFFERENCE:                                                    
           TRAP SPEED:                    118.83                          
        REACTION TIME:                    00:018                          
           60ft. TIME:                 00:00:702                          
          60ft. SPEED:                    105.20                          
 1/16 MILE (330) TIME:                 00:01:753                          
1/16 MILE (330) SPEED:                    236.46                          
  1/8 MILE (660) TIME:                 00:02:594                          
 1/8 MILE (660) SPEED:                    294.32                          
         1000ft. TIME:                 00:03:340                          
        1000ft. SPEED:                    300.71                          
        ROLL OUT TIME:                    00:066                          
        0-60 MPH TIME:                    00:380                          
       0-100 MPH TIME:                 00:00:680                          

TIMECARD
--------

Class:        HEADS UP
Tree Type:    COMPETITION
Tree Delay:   .500

Track:        MOROSO MOTOR PARK
Elevation:    0
Temperature:  79 F
Humidity:     10%
Barometer:    29
Wind:         0 DEG AT 40 MPH

                                       LEFT LANE                RIGHT LANE
--------------------------------------------------------------------------
               DRIVER:                    BROKER                          
                  CAR:           1968 CHEVY NOVA                          
              DIAL-IN:                  HEADS UP                          
         ELAPSED TIME:                 00:04:008                          
           DIFFERENCE:                                                    
           TRAP SPEED:                    336.25                          
        REACTION TIME:                    00:017                          
           60ft. TIME:                 00:00:704                          
          60ft. SPEED:                    104.52                          
 1/16 MILE (330) TIME:                 00:01:757                          
1/16 MILE (330) SPEED:                    235.92                          
  1/8 MILE (660) TIME:                 00:02:598                          
 1/8 MILE (660) SPEED:                    294.05                          
         1000ft. TIME:                 00:03:347                          
        1000ft. SPEED:                    321.75                          
        ROLL OUT TIME:                    00:065                          
        0-60 MPH TIME:                    00:380                          
       0-100 MPH TIME:                 00:00:680                          

Todd Walk

Burnout 3 Second Club

by Todd Walk » Fri, 01 May 1998 04:00:00

Pete,

Can you please tell me what you are doing to get these kind of times?
I don't see how this is possible without cheating. How much hp does
this setup have?

Thanks,
Todd


>    David Leonard, was the first into the 3 second zone with Burnout and
>has a best of 3.89! Just wondering if anyone else has reached this level? I
>today
>managed to break into the 3.9's. I also have a 4.008 second run with the
>front wheels
>on the ground at 336 MPH. Which was actually harder to do!
>    I realize to you purists out there these times aren't realistic but it
>sure is a
>challenge to figure out all the possible combinations in order to run the
>numbers!
>    I wonder if future sims will include the ability to build motors as part
>of
>the equation ie. Nascar 3, heres hoping!  It may give us mechanic wanna
>be's
>something else to play with!

>    Pete

Barry cla

Burnout 3 Second Club

by Barry cla » Fri, 01 May 1998 04:00:00

Believe me Todd they are definitly NOT cheating. Pete has been helping out
Dave and myself and we are definitly hitting the numbers without hacking any
files.


>Pete,

>Can you please tell me what you are doing to get these kind of times?
>I don't see how this is possible without cheating. How much hp does
>this setup have?

>Thanks,
>Todd


>> David Leonard, was the first into the 3 second zone with Burnout and
>>has a best of 3.89! Just wondering if anyone else has reached this level?
I
>>today
>>managed to break into the 3.9's. I also have a 4.008 second run with the
>>front wheels
>>on the ground at 336 MPH. Which was actually harder to do!
>> I realize to you purists out there these times aren't realistic but it
>>sure is a
>>challenge to figure out all the possible combinations in order to run the
>>numbers!
>> I wonder if future sims will include the ability to build motors as part
>>of
>>the equation ie. Nascar 3, heres hoping!  It may give us mechanic wanna
>>be's
>>something else to play with!

>> Pete

Jim

Burnout 3 Second Club

by Jim » Fri, 01 May 1998 04:00:00

Looks like some of your numbers are off.  ( 118 mph trap speed )

Mach

Burnout 3 Second Club

by Mach » Fri, 01 May 1998 04:00:00

I personally have verified that Pete and Dave are not using any hacks at
all. Dave was nice enough to send me his setup for verification and it
passes with flying colors. I reconstructed his setup from scratch on a
seperate car, to make sure the .csu file was not hacked, and with his setup,
I ran 3.9's
The reason why the trap speeds are off is because the front wheels are in
the air when crossing thru the traps, that "drag" reduces the MPH
drasically. Think of the ET if he was able to keep the fron down!
Hint: His setup is not a high HP motor. it is Mild, dont think more HP is
better.

If you are wondering who I am, I am Tim McArthur of SHRA and LaunchPad.


>Believe me Todd they are definitly NOT cheating. Pete has been helping out
>Dave and myself and we are definitly hitting the numbers without hacking
any
>files.


>>Pete,

>>Can you please tell me what you are doing to get these kind of times?
>>I don't see how this is possible without cheating. How much hp does
>>this setup have?

>>Thanks,
>>Todd


>>> David Leonard, was the first into the 3 second zone with Burnout and
>>>has a best of 3.89! Just wondering if anyone else has reached this level?
>I
>>>today
>>>managed to break into the 3.9's. I also have a 4.008 second run with the
>>>front wheels
>>>on the ground at 336 MPH. Which was actually harder to do!
>>> I realize to you purists out there these times aren't realistic but it
>>>sure is a
>>>challenge to figure out all the possible combinations in order to run the
>>>numbers!
>>> I wonder if future sims will include the ability to build motors as part
>>>of
>>>the equation ie. Nascar 3, heres hoping!  It may give us mechanic wanna
>>>be's
>>>something else to play with!

>>> Pete

Pete

Burnout 3 Second Club

by Pete » Sat, 02 May 1998 04:00:00

        Jim, yes the trap speed is off because the car blew over in the
lights and the physics model of the game seems to do weird things when car
gets airborne. It is extremely difficult to keep all 4 wheels on the ground
running this fast but after I posted the message last night I did manage
to accomplish it! Here is that run!

        Pete

TIMECARD
--------

Class:        HEADS UP
Tree Type:    COMPETITION
Tree Delay:   .500

Track:        MOROSO MOTOR PARK
Elevation:    0
Temperature:  79 F
Humidity:     10%
Barometer:    29
Wind:         0 DEG AT 40 MPH

                                       LEFT LANE                RIGHT LANE
--------------------------------------------------------------------------
               DRIVER:                    BROKER                          
                  CAR:           1968 CHEVY NOVA                          
              DIAL-IN:                  HEADS UP                          
         ELAPSED TIME:                 00:03:989                          
           DIFFERENCE:                                                    
           TRAP SPEED:                    312.74                          
        REACTION TIME:                    00:014                          
           60ft. TIME:                 00:00:723                          
          60ft. SPEED:                    105.14                          
 1/16 MILE (330) TIME:                 00:01:731                          
1/16 MILE (330) SPEED:                    249.98                          
  1/8 MILE (660) TIME:                 00:02:542                          
 1/8 MILE (660) SPEED:                    297.70                          
         1000ft. TIME:                 00:03:294                          
        1000ft. SPEED:                    312.63                          
        ROLL OUT TIME:                    00:046                          
        0-60 MPH TIME:                    00:400                          
       0-100 MPH TIME:                 00:00:700                          

Pete

Burnout 3 Second Club

by Pete » Sat, 02 May 1998 04:00:00

        Todd, there are several keys to which David and I have
stumbled onto. It took both of us god knows how many hours,
 99% independant of each other to figure out the multitude of possible
combinations. There are quirks in the game which aren't possible in real
life unless you owned Goodyear or Hoosier to do but I suppose if you
were a tire engineer you could do! There are also engine combinations
that will produce much better results than others! Big HP doesn't do it
I have a 600 cu. inch  8 cyl. motor that I use most of the time and I
believe
Davids is in the same area. But I also have a 328 cu inch  8 cyl. motor
that
I have run in the 4.0's and a 262 cu. inch 6 cylinder motor that has run 4
***s.
        In real life the most potent engines per cu inch are motorcycle engines
and I believe naturally aspirated they make 3 hp per cube off of gasoline.
But
when you start throwing in 4 valve per cylinder heads and all kinds of
possible
combinations of bore and stroke you can make some pretty wild engines.
David got his motor out of a hot rod magazine, I used a Formula One
type combo but because the engines are pretty bullet proof you can stretch
things past real life limits although I suppose unlimited budgets of some
of the F1
teams could do it. The name of the game is getting the power to the ground
not
how much hp you can make. Because I was lucky enough to spend time in
a dyno cell and watch what they try to accomplish it gave me a good
starting
point on where to go. To answer your question I'm making 2400 HP and I
still
can't get it all to the ground. If you look at my 60ft times you will see
that what
i'm doing is different to what David is doing but he is still faster
because I have
tried to keep from blowing over in the lights.(don't want to kill the
driver :)  )
I have run low 3.90's with blow overs but I'd like to stay on 4 wheels.
        Suffice to say, it took a lot of time and effort to figure the game
out and I think that is why we all play games, the challenge. I don't and
won't ever condone cheating to achieve it. I also know from talking
with David Leonard that he hasn't cheated either. Tonight he emailed
me to tell me that he has hit 3.60's! If, I get a chance on the weekend
I will give it another go and see what happens!
        If you want to go fast analyse every good run you do on
your telemetry file and see what changed! All the data is there! If
David sends me a replay I can figure out exactly what he is doing
because I have looked at a thousand of my own! I'm also sure when
I ran my 4.45 run that held up as the quickest for awhile that he looked
at mine and figured it out. He was only running 4.50's with a better
setup than mine but couldn't hook it up after one chat he blew my
numbers away. I didn't give him much info, he didn't need it, but
it triggered his thinking into figuring it out himself. After I didn't
play the game for a week I saw his numbers and decided to figure
out what he was doing, presto, et's dropped big time.

        Pete

Pete

Burnout 3 Second Club

by Pete » Sat, 02 May 1998 04:00:00

        Tim, I'm sure you will agree, it took a lot of time and hard work
to figure the game out!
        By, the way you have a great web site for keeping us informed!

        Pete

Pete

Burnout 3 Second Club

by Pete » Sat, 02 May 1998 04:00:00

        Barry, Dave doesn't need any help! He's doing fine by himself! :)

        Pete

Pete

Burnout 3 Second Club

by Pete » Sat, 02 May 1998 04:00:00

        Rod, my setup is making about 2400 HP! I'll
ask you a question. What kind of *** does a funny
car or top fueler use? You use the closest facsimile to
that found in the game!
        The chassis of choice is the 68 Nova! Not realistic
but thats what works the best!
        Don't know what setup you have downloaded but
I haven't even tried to use that much HP as I can't get all
the 2400 I use to the ground. And I'm running 3.9!
        There are some weird quirks in the game and
I'm hoping up coming patches will fix some of them.
Burnouts are a problem, my suggestion just do a
couple of dry hops at most, it gets the tires to work
best.
        Was the corvette engine a stock one? Or did
you change some of the settings? Some of the custom
engines will rev past the HP graph and I'm not sure if
they are showing the right numbers.
        If you are running a two step, it will effect your
WOT while stagged. If you alter your torque curve by
playing with engine it will also effect your stall speed,
just as in real life. Plus, they may have simulated the
converter flashing. There may be a couple of other
possibilities but they are two that come to mind.
        By the way I do have your drag sim! Although,
its been awhile since I played it!
        I don't pretend I know all the answers but if
I can help, just ask!
        The game isn't perfect, but it does do many things
correct and with forth coming work I think it will get closer
to real life!

        Pete

> I'd like to reiterate Todd's question. How much hp does this setup
> have??????
> Also, what kind of transmission and chassis is being used to get these
> times??

> My best is a 4.9 using an engine that I downloaded from a web site. It
makes
> about
> 4500 hp. That's more than can be made in my version of the game. I can
load
> this engine
> but I can't make it by entering the data, the program won't allow the
> numbers to be entered.
> Is this a hacked engine?

> I've also have a very interesting situation: I made a '56 corvette with a
> 250hp 283 and a close ratio 4

first
> time out (that's pretty unrealistic).

the
> lower the mph). Also it does some
> weird things most of the time in first gear, the rpm's jump from 6000 to
the
> max of 8400 instantly and forces me
> to shift up to 3rd (2nd is worthless). One time, out of frustration, I
just
> left it in 1st gear and ran

> GEAR!!!!!). Now that's unrealistic!!!!!!

> If anyone can shed some light as to what's going on in this program, I'd
> appreciate it.

> Thanks,
> Rod
> (author of DragRace the Game - an accurate drag sim)

Pete

Burnout 3 Second Club

by Pete » Sat, 02 May 1998 04:00:00

        Luke, I agree it isn't correct but because of the physics
model they are using, if you get too high airborne you don't break
the mph lights properly. In real life you wouldn't get a MPH
at all as you would not trigger the beams in the speed traps as
you would be above them. I have forgot how high they are off
the pavement but we are talking 8-10 inches I think. I have
seen cars many times trigger the first mph lights with their
front tires only to hit the second ones with the back tires
after pulling their wheels in the lights and ended up with
a too slow MPH.

        Pete




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