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Old Nov 8, 2006 | 02:09 PM
  #61  
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I dont know. I didnt feel like ripping it apart. Maybe tomorrow afternoon if I get a chance...
Old Nov 8, 2006 | 02:47 PM
  #62  
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is it a ball diff? if its not tight enough the ***** will slip and you wont get as much power to the wheels. that swhy i like gear diffs.
Old Nov 8, 2006 | 04:30 PM
  #63  
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Yeah, the T-spec has ball diffs. Unreliable ones at that.
Old Nov 8, 2006 | 04:37 PM
  #64  
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Apparantly ureliable. Not like what I do with that car is "excessive" for its original intent...


THIS IS A PIRATE DRIFTER'S DREAM... http://www.myspace.com/livinin215
Old Nov 8, 2006 | 05:07 PM
  #65  
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Originally Posted by PeruzziScion
Apparantly ureliable. Not like what I do with that car is "excessive" for its original intent...


THIS IS A PIRATE DRIFTER'S DREAM... http://www.myspace.com/livinin215
oh no, you took your craziness to myspace...it was only a matter of time.
Old Nov 8, 2006 | 05:08 PM
  #66  
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Look who's in the RC thread...
Old Nov 8, 2006 | 05:10 PM
  #67  
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Originally Posted by PeruzziScion
Look who's in the RC thread...

hey hey now i was bored and i thought i'd check in on the RC Anonymous group meeting
Old Nov 8, 2006 | 05:58 PM
  #68  
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joe's diffs are a valid excuse to get a tt-01 haha.

now we have to convince adam to not hook up his yokomo and get a tt-01 too hahaha.

im also working on a list of things we need to do to get organized, both for ouselves, as well as philly area wise so in teh future we can host events and be a big deal like arai but east coast style ;)
Old Nov 8, 2006 | 06:19 PM
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ALSO: i got d1gp for ps2 the other day and its freakin sweet. hard as ____ but sweet none the less. i can pull tracks from the d1gp and we can drift them too.
Old Nov 8, 2006 | 06:43 PM
  #70  
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Sports Land SUGO:


Fuji Speedway:


Auto-Polis:


Ebisu:


Suzuka:


Silverstone:
Old Nov 8, 2006 | 06:46 PM
  #71  
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we can also find a hilly street and tape off a touge course and be all initial-D about our crap and street drift from point a to point b
Old Nov 8, 2006 | 06:50 PM
  #72  
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straight from the D1RC rulebook:

D1RC UK Drift Series 2006:

D1RC UK Drift Series 2006 Competition Rules and Construction Regulations

1.1 - Entrants
All entrants must behave in a suitable and responsible way, not causing disturbance or harm to any other competitors, spectators or their property. Anyone under the influence of alcohol or any illegal drugs will not be allowed to participate in the event or will be allowed to enter the grounds that we have been provided. D1RC does not want to be associated with this kind of person. Anyone that is found to be using offensive language or giving verbal abuse to another person will be asked to leave the venue by D1RC officials. Any person found to be stealing, damaging or sabotaging other peoples property will be banned from the series, membership revoked and police action will be taken.

You must also consider your own safety whilst spectating any form of motor sport.

1.2 - Chassis
All chassis must be of the 4WD 1/10th scale touring car '190/200mm' type and must be electrically powered (no Nitro powered vehicles are permitted).

There is no upper or lower weight limit or ride height limit for this series.

Wheel nuts must not protrude more than 1.5mm beyond the wheel to ensure safety to other participants' bodies and equipment. No parts of the chassis may protrude beyond the bodyshell for safety purposes.

1.3 - Electronics and Radio
Only legal radio frequencies can be used to control participating vehicles. These frequencies include:

26.96MHz - 27.28MHz
40.665MHz - 40.955MHz (increasing from 40.665MHz in 10MHz increments).
2.4GHz Spektrum modules.
Competitors must have available at least two (2) pairs of crystals, frequencies as shown on their entry forms.

No person shall turn on their radios without first checking with Drift Control that their frequency is free to use. Failure to do so could result in damage or injury to fellow competitors and their property and/or to spectators.

When competing or practicing you should announce to all other competitors the frequency that is in your transmitter and receiver.

Forward only and Forward/Reverse electronic speed controllers can be used. The use of power capacitors is allowed.

There shall be no electrical or mechanical driving aids fitted, for example, gyro based drift angle assistance.

Transmitters, receivers, servos and speed controllers must be in good and safe operational condition.

All electronics, including lighting, must be insulated so that no other person is put in danger when handling the car.

1.4 - Batteries
All cells must be Sub-C Nickel Metal Hydride or Sub-C Nickel Cadmium 1.2V; Lithium Polymer cells are being reviewed. Until advised otherwise, LiPo packs are not approved for the series.

Cell packs must consist of 6 cells only and may be of any brand or capacity.

1.5 - Tyres
All competitors must use the D1RC `06 Drift Series control tyre. Drivers will not be allowed to practice or compete without these tyres being fitted. These are Yokomo ZERO-ONE 'R' Super Drift Tire, Part# ZR-DR02 Single Wide Drift Ring Version. (See entry, below)

1.6 - Motors
All motors must be brushed, electric '540' type and be fitted with armatures of minimum 19 turns to maximum 27 turns. (See entry, below)

The motors may be bushed or ball raced and use any springs/brushes. Both fixed and variable timing is allowed.

1.7 - Bodyshells
All bodyshells used must represent 1:1 scale cars which are, or were at some time being manufactured and are/were generally available. To be eligible for use, all car bodies must be recognisable and identifiable as being based on a full size production car. No fantasy car bodyshells may be used.

All bodyshells must represent rear wheel drive or four wheel drive cars. No bodyshells representing front wheel drive cars may be used as these cannot realistically represent Drift cars.

Bodies may represent models in standard or modified form, as may be expected for use in motor sport and, specifically, Drifting. More recently produced aerodynamic race bodies (you know, the plastic blobs!) are to be avoided.

The shell need not represent an actual, existing full size drift car but should represent one that would be eligible, if it were used, in the full scale D1GB series (see D1GB.co.uk rules and regulations for help)

All cars entered must be in good, clean cosmetic condition when initially entering the competition. Best efforts should be made during the competition to maintain the appearance of the shell.

The bodyshell must be fastened securely to the chassis at all times when being used.

Bodyshells should be carefully painted and finished. Windows may be clear or carry a light tint but should remain transparent. No unrealistic holes may exist other than body post and aerial holes.

There may be electrical lighting attached to bodyshells to increase aesthetic qualities.

There may only be one 'strut' type rear wing and / or flip spoiler on a bodyshell which must be securely fastened.

You will be required to place a race number decal on your car's windscreen, representing your series personal identification number. These stickers will be supplied by D1RC at each event and you will be required to collect these at registration. You will be allocated your number following receipt of you first entry form. These will not represent seeding in the first year (2006).

You will be required to fit to the top of your windscreen the official D1RC Sun Strip. This will be supplied.

1.8 - Entry
Entry forms will be available for printing on the D1RC.co.uk website.

All entry forms must be received at the D1RC returning address at least two (2) weeks in advance of the event. All requested details must be fully and clearly completed.

The correct entry fee together with a stamped self addressed envelope must be included with the entry form.

A participant may only enter 1 times per event. This does not restrict the number of chassis or bodies used by an entrant during an event although entrants who make it through elimination to the final 16 must then select and use just one bodyshell.

Entries will be accepted at the organiser's discretion.

Note: When competitors receive entry details they will also receive a coupon allowing them the option to purchase up to two packs (one full set) of the Control Tyre - Yokomo ZERO-ONE 'R' Super Drift Tires at a reduced price and/or a Yokomo D1 19T motor (not a control motor but a series legal motor) also at a reduced price. The purchase is optional but the use of the control tyre is mandatory. If you wish to take advantage of this offer, please ensure that you mark these items as required on your entry form. The items will be supplied to you at the event, as available.

1.9 - Competition Rules and Format
The format and schedule of each event may be modified to support conditions but, in general, the rules and format will mirror that of the full size D1GB competitions - morning practice, then elimination to 16 followed by twin car shootouts. Judging will be carried out by D1RC/GB/GP officials as available and their decisions will be final. Cars may be required to attend scrutineering at any time.

Prizes and trophies will be awarded at each round, as available.

Qualifying Rounds

Format

Before competitors are allowed to practice and before the qualifying rounds begin, each competitor will have signed in at ‘Drift Control’ and received their qualifying number. This number will tell you when to go out onto the track to qualify. When it is your turn to qualify, you will proceed onto the track and agree that you are ready with the judges. You will get one practice run of the course, then park at the start line and agree that you are finally ready to begin your qualifying. You will get three judged runs of which you will receive points out of 100 for each one. You will keep your best result and discard the other two. Once you have finished your three judged runs you will agree your result with the judges and depart from the track area.

What are the judges looking for?

Drifting is a sport that is very similar to that of ice skating and there are certain criteria that the drivers get judged on that determine their overall scores and performance, these include:

Entry speed -
This is an aspect that cannot be easily proven in solo, qualifying runs but becomes more apparent in the ‘Tsuiso’ battles in the final 16. The entry speed of the drift can determine the result of the drift and a higher entry speed puts the car in more danger and makes the car harder to handle, because of this a higher entry speed will gain more points.

Line clipping -
This is a feature that the judges look into heavily. This is often judged on how well the driver takes the driving line and if they ‘clip’ the apexes, or not as the case may be. The driving line may not always be the inside curb of every corner but in most cases will involve the driver sliding from the outside of the corner, hitting the apex tip and then sliding back out wide to the edge of the track, maximising the drift’s length. Judges will often prefer to see the nose of the car clipping the inside point of a corner and the tail of the car to be as near to the outside of the turn as possible; this shows evidence of good car control which gains the driver more points towards their score.

Drift angle and counter steer -
The ‘Drifting Angle’ of a car is based on the direction it is facing against the direction it is traveling. The further the back end of the car comes around to be in line with the front of the car, the more ‘drifting angle’ it has. Primarily the more angle a driver achieves in his drifts, the more points he will score. In addition to this, there are more aspects that determine the score that are in relation to the angle. The angle has to be maintained throughout the drift without cutting back against the drift (straightening out half way through a drift) so that it appears to be one smooth motion. This also means that the drifts have to have high angle for extended periods of time to score heavily, whereas a short burst of oversteer would not get good points even if the rotation was significant. A car that demonstrates extreme amounts of rotation without spinning out will be awarded additional points, although, if too much speed is lost in any drift due to excessive angle points will not be as high.

Presentation -
Despite the judges marking the drivers predominantly on entry speed, driving lines and drifting angle, another factor that plays a part in the final scoring is presentation. This aspect is based on what the judge thinks of the driver’s technique and whether they think the driver is displaying flare or high amounts of energy in the drifting. Good presentation of drifting will catch a judge’s attention. Even though you may want to catch a spectator’s eye, any tricks or special moves that involve dangerous driving will not be condoned by the Series’ competition and this is only to be done in practice runs and exhibition displays. These tricks may include 360 spins into a controlled drift etc. Anything deemed ‘dangerous’ by the judges and D1RC officials will be ruled out whilst competition is in progress.

Scoring -
The judges will take all these factors into consideration and give you a score out of 100 points in total. You will get three scores from your runs, one score for each run, and your best result will be taken and placed onto the qualifying table in the correct position. This position will determine whether you advance onto the Tsuiso final rounds.

Tsuiso Battles

Tsuiso is the Japanese term for ‘Twin Battle Drift’.

Format

The Tsuiso battles will be run using the top sixteen qualifiers (the top eight qualifiers will be used if entrant numbers do not allow sixteen) fighting their way to the number one position. The first placed qualifier will be placed against the sixteenth placed qualifier; the second placed qualifier will be placed against the fifteenth placed qualifier and so forth up to the eighth and ninth placed qualifiers going against each other. The pairs will embark on two runs where each car will take it in turn to lead and once a winner of the pair is announced, he/she will continue onto the final eight. Once winners have been decided out of all of the sixteen drivers, they will then create four pairs. The winner of the first battle in the final sixteen will face the winner of the second battle of the final sixteen and so forth. These four pairs will then, again, battle in the same process as before to produce four winners which continue onto the semi finals. The same pattern follows as to who faces who and then the battles are run again to produce just two winners that progress onto the final. The final two drivers will face each other in exactly the same process so that an overall winner can be announced. There will also be a run to determine 3rd place, in the example below between drivers 10 & 14.



How is Tsuiso Battle Judged?

This head to head drifting is judged on the same aspects as the solo qualifying was based on; however there are a few more principles that come into play. Strategic drifting has a role in Tsuiso and the high level of competition and energy gives a good show to the spectators. The precise judging of this type of drifting is hard to explain but there are some outlines to go by.

Scoring -
When scoring a Tsuiso battle the judges allocate each driver 5 points before the run starts and then depending on what happens in the run, they then add or subtract points from the competitor’s totals so that when added together they still total at 10. For example, one driver could be awarded 2 points for superior drifting whilst the other would then loose 2 points. This would make the score 7 to 3 and the first driver would be winning by a margin of 4 points. After a first run, the loosing driver can try to make up his points in the second run to win back the lead so that they advance to the next round whilst the winning driver would try to defend his points lead. Point scores can range from 0 - 10 to 5 - 5 and even a score of 5.5 - 4.5 can appear if the judges feel that one driver had a very slight edge over the other. If one driver spins, crashes or goes off track in a Tsuiso run the other competitor is most like to get a 10 - 0 advantage. If the judges still have a 5 - 5 score after both runs, they will ask the drivers to run again in a sudden death situation.

The Offensive Car -
The offensive car when Tsuiso drifting is the chasing car. A good way to put it would be that the chasing car has to ‘hunt’ down the leading car. Driver’s have to use their drifting ability to try and get as close to the leading driver as possible as to put immense pressure on them so that a mistake is made. The chasing driver must demonstrate better drifting in order to keep pressure on the leading driver whilst still keeping good angle and speed. The driving line is not as important for the chasing car as it is trying to follow the lead car and keep with it as much as possible, unless the lead car displays a bad driving then and then chasing car can continue to hit the clipping points and show a good drifting line. If the chasing car cannot keep up with the lead car whilst drifting this is to be looked at as inferior driving and points will be deducted for letting the lead car get away. If this is due to not having as much power as the lead car, there are certain measures you can take to increase your speed such as decreasing your drifting angle although this may play against your point scoring. Under no circumstances can the chasing car come in contact with the lead car in a way that disturbs the lead car’s driving. Any crashes of this manner will result in a Judges decision as to whether the Tsuiso is to be run again or the ‘victim’ car going through to the next round automatically. Overtaking is allowed but not necessarily supported by the judges and under no circumstances must the cars start ‘racing’ as this is going against the idea of drifting.

The Defensive Car -
When a driver takes the lead in a Tsuiso battle the idea is to perform their drifts faster with a good line and a bigger angle to try and shake off and distract the car behind them. If the leading driver does mange to pull away from the car behind and still manage to display good drifting technique then they will be awarded more points. Attempts to distract the chasing car whilst still maintaining a good line will also be looked at by the judges and could affect the final score in a positive or negative way.

It’s important to understand that the concepts discussed in this article are general guidelines for scoring the drift events and are meant to educate the competitors and general. They do not provide a guarantee of results and should not be used to compare to results from drift competitions. Drifting is still a subjective competition and the judges at an event are the final authority. Their decision is therefore final.
Old Nov 8, 2006 | 08:35 PM
  #73  
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1.5 - Tyres
All competitors must use the D1RC `06 Drift Series control tyre. Drivers will not be allowed to practice or compete without these tyres being fitted. These are Yokomo ZERO-ONE 'R' Super Drift Tire, Part# ZR-DR02 Single Wide Drift Ring Version. (See entry, below)
I find this interesting. I guess the Zero-Ones are mandatory. So much for electrical tape if we wanna be competitive...
Old Nov 8, 2006 | 08:58 PM
  #74  
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yeah i think yokomos are teh ticket for comps but tape will always be my choice for practice/ free running

joe you should try taking the ***** out of your diff and tighten it down all the way OR throw some blu-tac in the ball-less diff and crank it down after its all cleaned out. the blu-tac may help keep the diff halves from slipping.
Old Nov 8, 2006 | 09:10 PM
  #75  
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I'm gonna rip it open tomorrow and see whats up. Hopefully its nothing too bad and I can fix it...
Old Nov 9, 2006 | 07:29 PM
  #76  
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for joe:







Old Nov 9, 2006 | 10:48 PM
  #77  
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yeah thats totally awesome!!!

I want one! Im totally broke!
Old Nov 10, 2006 | 07:51 PM
  #78  
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my coppermix silvia:











Old Nov 10, 2006 | 08:48 PM
  #79  
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ARAI DRIFT LAND'S FABLED COURSE:

Old Nov 10, 2006 | 09:33 PM
  #80  
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yo fellas long time no see...whats up with the rc drifting you guys running anywhere?



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