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Burnout 3 Second Club

12 posts by 5 people · 29 Apr 1998 - 01 May 1998

Pete 29 Apr 1998#406894
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 29 Apr 1998#406895
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 Walker 30 Apr 1998#406996
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
Quoted text (17 lines)> 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
BClay 30 Apr 1998#406997
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.
Quoted text (14 lines)>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
Quoted text (15 lines)>>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 30 Apr 1998#406998
Looks like some of your numbers are off. ( 118 mph trap speed )
Mach 30 Apr 1998#406999
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
Quoted text (34 lines)>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 01 May 1998#407083
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 01 May 1998#407084
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 01 May 1998#407085
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 01 May 1998#407086
Barry, Dave doesn't need any help! He's doing fine by himself! :) Pete
Pete 01 May 1998#407087
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
Quoted text (7 lines)> 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
Quoted text (10 lines)> 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 01 May 1998#407088
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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