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BurnOut-my two cents worth

13 posts by 7 people · 20 Apr 1998 - 22 Apr 1998

Man this game is the s__t.Line lock,*** brakeand the two step makes this game so cool,but where in the heck is the supercharger/turbo in the engine setup?Find it strange that they mention these power boosters in the glossary but they don't offer them in the game.I hang around some drag racers and have raced a little myself(Heartland park is 25 miles away from me) and the tire setting are a little confusing.Do I really need to a tire engineer,I know of no sportsman class racer that has this option.I think that just providing tire sizes(diameter and width),a few choices of *** compond and a option of a radial tire used by the stockers would of been fine.This is what the real racer guys have.Also would be nice if all the doorslammers didn't look like pro mod cars.Speaking of cars,go to the Bethesda website to download the new car(94 Mustang).If you guys are having trouble holding the car during burnouts its probably because you don't have enough tire up front,real cars do this.Well ,time to get back to racing. Have Fun Garry Lawrence,KS
Pete 20 Apr 1998#405674
Here are a couple of time slips! 8 Cylinder TIMECARD -------- Class: HEADS UP Tree Type: COMPETITION Tree Delay: .500 Track: MOROSO MOTOR PARK Elevation: 5 Temperature: 66 F Humidity: 10% Barometer: 29 Wind: 0 DEG AT 40 MPH LEFT LANE RIGHT LANE -------------------------------------------------------------------------- DRIVER: CHRIS WHEELER BROKER CAR: QUAKER STATE FUNNY CAR 1968 CHEVY NOVA DIAL-IN: HEADS UP HEADS UP ELAPSED TIME: 00:05:570 00:04:455 DIFFERENCE: TRAP SPEED: 320.15 337.74 REACTION TIME: 00:079 00:016 60ft. TIME: 00:01:135 00:00:845 60ft. SPEED: 68.59 92.45 1/16 MILE (330) TIME: 00:02:752 00:02:059 1/16 MILE (330) SPEED: 160.37 207.30 1/8 MILE (660) TIME: 00:03:919 00:02:991 1/8 MILE (660) SPEED: 226.10 271.28 1000ft. TIME: 00:04:840 00:03:783 1000ft. SPEED: 278.79 310.79 ROLL OUT TIME: 00:080 00:079 0-60 MPH TIME: 00:990 00:540 0-100 MPH TIME: 00:01:700 00:00:930 6 Cylinder TIMECARD -------- Class: HEADS UP Tree Type: COMPETITION Tree Delay: .500 Track: TEXAS MOTORPLEX Elevation: 5 Temperature: 40 F Humidity: 10% Barometer: 29 Wind: 0 DEG AT 40 MPH LEFT LANE RIGHT LANE -------------------------------------------------------------------------- DRIVER: ALEX SLATER BROKER CAR: 1990 DODGE AVENGER 1968 CHEVY NOVA DIAL-IN: HEADS UP HEADS UP ELAPSED TIME: 00:05:233 00:04:641 DIFFERENCE: TRAP SPEED: 344.91 297.74 REACTION TIME: 00:138 00:003 60ft. TIME: 00:01:117 00:01:006 60ft. SPEED: 73.81 85.22 1/16 MILE (330) TIME: 00:02:618 00:02:261 1/16 MILE (330) SPEED: 172.51 206.48 1/8 MILE (660) TIME: 00:03:701 00:03:191 1/8 MILE (660) SPEED: 244.23 273.62 1000ft. TIME: 00:04:555 00:03:975 1000ft. SPEED: 300.16 315.40 ROLL OUT TIME: 00:075 00:071 0-60 MPH TIME: 00:920 00:750 0-100 MPH TIME: 00:01:520 00:01:170 Regards, Pete
Pete 20 Apr 1998#405675
Gary, initially I would agree 100% about the tires but after playing with these suckers for the past few weeks, I think I should be appling for a job a Goodyear or Hoosier! Its amazing how the different amounts of HP effect the way the tire reacts and reaction times. I do know that different classes of cars use sidewall stiffness as a factor in determining many things .ie reaction time, growth, weight of vehicle but I never dreamed of what a difference. Its my understanding that they may be adding some of the features you mention in upcoming patches. [link lost in import: /***.com/burnout/] By the way for those of you are that interested I have been starting to get a large number of requests on setup tips. What I will try do do for those that are having trouble is put together a Setup Help guide and if Tim McArthur over at the Launch Pad lets me post it there, I will . Not that I profess to know all the nuances of the game but I am managing to get some good times! :-) Just as an example I have managed to hit a 4.455 at 337.74 on 8 cylinders with a less than 800 cu. in motor and 4.641 at 334 with a 6 cylinder motor of less than 600 cubes. Although, the 6 is very touchy and the 334 was with a 4.69. I blew over in the lights on the 4.641 run. Just give me a few days to put down my thoughts. By then the patch may be out and the computer AI cars might be able to give you a good run heads-up! I won't give you my setups but I will help you figure what makes what work! Pete
Kevin Earl 20 Apr 1998#405676
Quoted text (14 lines)> Just as an example I have managed to hit a 4.455 at 337.74 on 8 cylinders >with a less than 800 cu. in motor and 4.641 at 334 with a 6 cylinder motor >of less than 600 >cubes. Although, the 6 is very touchy and the 334 was with a 4.69. I blew >over >in the lights on the 4.641 run. Just give me a few days to put down my >thoughts. >By then the patch may be out and the computer AI cars might be able to >give >you a good run heads-up! I won't give you my setups but I will help you >figure >what makes what work! > Pete
Those are very impressive times, as evidenced by the time slips you posted in the other message, but I also noticed that there was a 40mph wind at 0 deg. That's a pretty healthy tailwind...I wonder how much this wind affects these runs. Also, wouldn't raising the temp help increase the tire traction some, or does the cold temp help the natually aspirated engine more? funny car with no wind at Houston. I'm looking forward to seeing your setup guide, because whenever I get going much fast than I do now, I find it hard to keep the car under control. Kevin
Pete 21 Apr 1998#405841
Kevin, yes its true I do have a tail wind and it does help the setup! But not for the reason you might think. Take your best setup and put the tailwind in. It does pick you up a fraction in ET. Yes, you are correct the temp helps the traction but the HP falls off sharply with an increase in temp. It is a tradeoff I have played with many combinations of both with similiar final results. If you notice the 6 cylinder is much more responsive to temp changes than the much higher HP eight cylinder. You can only get so much power to the ground. With the 6 you can see the 60 ft times fall off sharply but with the cooler denser air the mph pick up a whopping amount on the other end of the track as does the ET. I'm not convinced I have found the perfect balance between the two but I will try! :-) As strange as the weather may seem it is very close to what happened at a divisional points race last year with resulting unbelievable times recorded in the sportsman categories. All of the times I have run are within the perimeters of the game. You still have to figure out what settings to run in order to get the car to hook and ET. With temp and wind to take into account as well as air density the car definitely reacts much differently to not having them. But since this is an all out headsup setup that I'm trying to go as fast as possible with I feel it is fair game. You are welcome to try the numbers I have used and duplicate or better my own. Actually, when you get your setup dialed in perfectly the car runs extremely straight and true. Blow overs are my biggest problem. Most setups I have seen from other racers are using far too big of motor combinations and they can't hook them up. My HP numbers are very low in comparison to other posted setups I have seen. Pete > Those are very impressive times, as evidenced by the time slips you posted > in the other message, but I also noticed that there was a 40mph wind at 0 > deg. That's a pretty healthy tailwind...I wonder how much this wind affects > these runs. Also, wouldn't raising the temp help increase the tire traction > some, or does the cold temp help the natually aspirated engine more? the > funny car with no wind at Houston. I'm looking forward to seeing your setup > guide, because whenever I get going much fast than I do now, I find it hard > to keep the car under control. > Kevin
Robert Norm 21 Apr 1998#405842
Quoted text (7 lines)>By the way for those of you are that interested I have been starting >to get a large number of requests on setup tips. What I will try do do for >those that are having trouble is put together a Setup Help guide and if Tim >McArthur over at the Launch Pad lets me post it there, I will . Not that I profess >to know all the nuances of the game but I am managing to get some good times! :-) >I won't give you my setups but I will help you figure what makes what work! > Pete
Pete, You are definitely one of the main ones posting about "Burnout" that appear to have a very good grasp at this game/sim in relation to real-world drag racing and seem to have discovered what it takes to do well within the sim (understatement). I'm sure many others (like myself) would GREATLY appreciate your efforts on developing a FAQ file to share with us all... and hopefully the other "pros" among the r.a.s. group here will join in and help you in this effort to provide a FAQ file for us all to benefit from with their valuable contributions as well (especially for us "newbies" so that we can have some fun with the sim without having to spend zillions of hours beating our heads against the wall trying to learn Drag Racing A-to-Z as well as how to translate that knowledge to the way things work in this sim in order to drive a car straight down the track at a respectable speed/time somewhat consistently without actually giving away all of your own special setups & secrets that you worked long/hard at developing). The manual and basic setups that comes with the package are better than nothing, but definitely leave a lot to be desired! Many thanks, in advance, for your efforts on a much-anticipated Burnout FAQ file! :) - Robert - http://www.geocities.com/Heartland/5655
Gyps 21 Apr 1998#405843
10% humidity, 40 degrees f and a 40mph tail wind? a chevette could run good with that kinda enviroment ;-)
Quoted text (77 lines)> Here are a couple of time slips! > 8 Cylinder > TIMECARD > -------- > Class: HEADS UP > Tree Type: COMPETITION > Tree Delay: .500 > Track: MOROSO MOTOR PARK > Elevation: 5 > Temperature: 66 F > Humidity: 10% > Barometer: 29 > Wind: 0 DEG AT 40 MPH > LEFT LANE RIGHT LANE > -------------------------------------------------------------------------- > DRIVER: CHRIS WHEELER BROKER > CAR: QUAKER STATE FUNNY CAR 1968 CHEVY NOVA > DIAL-IN: HEADS UP HEADS UP > ELAPSED TIME: 00:05:570 00:04:455 > DIFFERENCE: > TRAP SPEED: 320.15 337.74 > REACTION TIME: 00:079 00:016 > 60ft. TIME: 00:01:135 00:00:845 > 60ft. SPEED: 68.59 92.45 > 1/16 MILE (330) TIME: 00:02:752 00:02:059 > 1/16 MILE (330) SPEED: 160.37 207.30 > 1/8 MILE (660) TIME: 00:03:919 00:02:991 > 1/8 MILE (660) SPEED: 226.10 271.28 > 1000ft. TIME: 00:04:840 00:03:783 > 1000ft. SPEED: 278.79 310.79 > ROLL OUT TIME: 00:080 00:079 > 0-60 MPH TIME: 00:990 00:540 > 0-100 MPH TIME: 00:01:700 00:00:930 > 6 Cylinder > TIMECARD > -------- > Class: HEADS UP > Tree Type: COMPETITION > Tree Delay: .500 > Track: TEXAS MOTORPLEX > Elevation: 5 > Temperature: 40 F > Humidity: 10% > Barometer: 29 > Wind: 0 DEG AT 40 MPH > LEFT LANE RIGHT LANE > -------------------------------------------------------------------------- > DRIVER: ALEX SLATER BROKER > CAR: 1990 DODGE AVENGER 1968 CHEVY NOVA > DIAL-IN: HEADS UP HEADS UP > ELAPSED TIME: 00:05:233 00:04:641 > DIFFERENCE: > TRAP SPEED: 344.91 297.74 > REACTION TIME: 00:138 00:003 > 60ft. TIME: 00:01:117 00:01:006 > 60ft. SPEED: 73.81 85.22 > 1/16 MILE (330) TIME: 00:02:618 00:02:261 > 1/16 MILE (330) SPEED: 172.51 206.48 > 1/8 MILE (660) TIME: 00:03:701 00:03:191 > 1/8 MILE (660) SPEED: 244.23 273.62 > 1000ft. TIME: 00:04:555 00:03:975 > 1000ft. SPEED: 300.16 315.40 > ROLL OUT TIME: 00:075 00:071 > 0-60 MPH TIME: 00:920 00:750 > 0-100 MPH TIME: 00:01:520 00:01:170 > Regards, Pete
Pete 21 Apr 1998#405844
Thats very true but the challenge is to figure out how to take these optimal conditions and then dial the car in. I'm actually trying to get you guys up to speed! :-) Pete
Pete 21 Apr 1998#405845
Robert, thanks for the kind words. I will try and get my thoughts into an organized state and put them down. It is amazing how much you one can learn from this sim about chassis, motors and Drag Racing. I applaud Bethesda for having the courage to try something such as this in an untried market. It isn't perfect but it is an excellent learning tool. I have several friends who I conned into trying the game even after professing to have no interest in drag racing but to listen to them talk now and how many hours they have put into tweaking the game shocked me. Mind you their wives aren't to impressed with me and I'm a person non grata in several households right now! :-) Pete
Quoted text (27 lines)> You are definitely one of the main ones posting about "Burnout" > that appear to have a very good grasp at this game/sim in relation to > real-world drag racing and seem to have discovered what it takes to do > well within the sim (understatement). I'm sure many others (like > myself) would GREATLY appreciate your efforts on developing a FAQ file > to share with us all... and hopefully the other "pros" among the > r.a.s. group here will join in and help you in this effort to provide > a FAQ file for us all to benefit from with their valuable > contributions as well (especially for us "newbies" so that we can have > some fun with the sim without having to spend zillions of hours > beating our heads against the wall trying to learn Drag Racing A-to-Z > as well as how to translate that knowledge to the way things work in > this sim in order to drive a car straight down the track at a > respectable speed/time somewhat consistently without actually giving > away all of your own special setups & secrets that you worked > long/hard at developing). The manual and basic setups that comes with > the package are better than nothing, but definitely leave a lot to be > desired! > Many thanks, in advance, for your efforts on a much-anticipated > Burnout FAQ file! :) > - Robert - > http://www.geocities.com/Heartland/5655
Hey the times are impressive, but what I really am impressed by is the Reaction times! How the hell are you running so fast off the lights? My average is about a .130 now and I can't seem to get any quicker. But then again I never red light.
Quoted text (77 lines)> Here are a couple of time slips! > 8 Cylinder >TIMECARD >-------- >Class: HEADS UP >Tree Type: COMPETITION >Tree Delay: .500 >Track: MOROSO MOTOR PARK >Elevation: 5 >Temperature: 66 F >Humidity: 10% >Barometer: 29 >Wind: 0 DEG AT 40 MPH > LEFT LANE RIGHT LANE >-------------------------------------------------------------------------- > DRIVER: CHRIS WHEELER BROKER > CAR: QUAKER STATE FUNNY CAR 1968 CHEVY NOVA > DIAL-IN: HEADS UP HEADS UP > ELAPSED TIME: 00:05:570 00:04:455 > DIFFERENCE: > TRAP SPEED: 320.15 337.74 > REACTION TIME: 00:079 00:016 > 60ft. TIME: 00:01:135 00:00:845 > 60ft. SPEED: 68.59 92.45 > 1/16 MILE (330) TIME: 00:02:752 00:02:059 >1/16 MILE (330) SPEED: 160.37 207.30 > 1/8 MILE (660) TIME: 00:03:919 00:02:991 > 1/8 MILE (660) SPEED: 226.10 271.28 > 1000ft. TIME: 00:04:840 00:03:783 > 1000ft. SPEED: 278.79 310.79 > ROLL OUT TIME: 00:080 00:079 > 0-60 MPH TIME: 00:990 00:540 > 0-100 MPH TIME: 00:01:700 00:00:930 > 6 Cylinder >TIMECARD >-------- >Class: HEADS UP >Tree Type: COMPETITION >Tree Delay: .500 >Track: TEXAS MOTORPLEX >Elevation: 5 >Temperature: 40 F >Humidity: 10% >Barometer: 29 >Wind: 0 DEG AT 40 MPH > LEFT LANE RIGHT LANE >-------------------------------------------------------------------------- > DRIVER: ALEX SLATER BROKER > CAR: 1990 DODGE AVENGER 1968 CHEVY NOVA > DIAL-IN: HEADS UP HEADS UP > ELAPSED TIME: 00:05:233 00:04:641 > DIFFERENCE: > TRAP SPEED: 344.91 297.74 > REACTION TIME: 00:138 00:003 > 60ft. TIME: 00:01:117 00:01:006 > 60ft. SPEED: 73.81 85.22 > 1/16 MILE (330) TIME: 00:02:618 00:02:261 >1/16 MILE (330) SPEED: 172.51 206.48 > 1/8 MILE (660) TIME: 00:03:701 00:03:191 > 1/8 MILE (660) SPEED: 244.23 273.62 > 1000ft. TIME: 00:04:555 00:03:975 > 1000ft. SPEED: 300.16 315.40 > ROLL OUT TIME: 00:075 00:071 > 0-60 MPH TIME: 00:920 00:750 > 0-100 MPH TIME: 00:01:520 00:01:170 > Regards, Pete
Pete 22 Apr 1998#406024
What, you have to do to get the reaction times down is play with the delay box until you start red-lighting and then back it off a notch. The key is staging the same way every time you race so that you eliminate all the varibles. Unfortunately, the game in its present config(which I understand is being corrected) starts the timers as soon as the tree goes green, so you have to react quickly! If you choose not to use the delay box, then as in real life the only other way to effect your reaction is through altering you rollout in the beams. So, you have to physically change the size of the front tire either by running a larger or smaller circumferance or adding or subtracting air from the tire depending on whether you want to pick up or slow down your reaction time. Softer tires increase your rollout by making the patch seen by the beams larger, were the converse is true by putting more air in the tire. You can also deep stage the car in the lights in our to get quicker reaction times but this will also slow your ET marginally because you are running a shorter distance to the end. Last but not least you can change the stiffness of the rear tire carcass to increase or decrease the reaction time. A softer setting causes a more springy effect and you may launch harder, faster but it also takes time for the tire to wrap up, thus slowing the launch. A stiff tire sidewall will launch the car very quickly but will not have as great a traction. Weight of the car will also make a determination. Hopes this helps! Pete > Hey the times are impressive, but what I really am impressed by is the > Reaction times! How the hell are you running so fast off the lights? My > average is about a .130 now and I can't seem to get any quicker. But then > again I never red light.
Mach 22 Apr 1998#406025
" would post a setup-guide if someone makes it up."- Tim McArthur
Quoted text (56 lines)> Gary, initially I would agree 100% about the tires but after playing >with these suckers for the past few weeks, I think I should be appling for >a job a Goodyear or Hoosier! Its amazing how the different amounts of >HP effect the way the tire reacts and reaction times. I do know that >different classes of cars use sidewall stiffness as a factor in determining >many things .ie reaction time, growth, weight of vehicle but I never >dreamed of what a difference. > Its my understanding that they may be adding some of the >features you mention in upcoming patches. >[link lost in import: /***.com/burnout/] > By the way for those of you are that interested I have been starting >to get a large number of requests on setup tips. What I will try do do for >those >that are having trouble is put together a Setup Help guide and if Tim >McArthur >over at the Launch Pad lets me post it there, I will . Not that I profess >to know all the >nuances of the game but I am managing to get some good times! :-) > Just as an example I have managed to hit a 4.455 at 337.74 on 8 cylinders >with a less than 800 cu. in motor and 4.641 at 334 with a 6 cylinder motor >of less than 600 >cubes. Although, the 6 is very touchy and the 334 was with a 4.69. I blew >over >in the lights on the 4.641 run. Just give me a few days to put down my >thoughts. >By then the patch may be out and the computer AI cars might be able to >give >you a good run heads-up! I won't give you my setups but I will help you >figure >what makes what work! > Pete >> Man this game is the s__t.Line lock,*** brakeand the two step makes >> this game so cool,but where in the heck is the supercharger/turbo in the >> engine setup?Find it strange that they mention these power boosters in >> the glossary but they don't offer them in the game.I hang around some >> drag racers and have raced a little myself(Heartland park is 25 miles >> away from me) and the tire setting are a little confusing.Do I really >> need to a tire engineer,I know of no sportsman class racer that has this >> option.I think that just providing tire sizes(diameter and width),a few >> choices of *** compond and a option of a radial tire used by the >> stockers would of been fine.This is what the real racer guys have.Also >> would be nice if all the doorslammers didn't look like pro mod >> cars.Speaking of cars,go to the Bethesda website to download the new >> car(94 Mustang).If you guys are having trouble holding the car during >> burnouts its probably because you don't have enough tire up front,real >> cars do this.Well ,time to get back to racing. >> Have Fun >> Garry >> Lawrence,KS

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