[size=150]The Scrapyard[/size]
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Concept**: you buy some parts from a scrapyard and you build a car.
How it works: For starting i’ll make varius cars and engines and i give them a price (low price, it will be some sy parts, old and rusty). Every round you have a budget and a mission (like: fastest 1/4 mile), you (and I) must build a car combining engine, car, tires buyed from the scrapyard. At the end of the round the winner choose the budget and the mission for the next round.
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What i do: I’ll made the first stock of parts to start and i made some google docs for reference and help choose the parts What you can do: You’ll make some other parts to add to the scrapyard.
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What you can modify in the car*: Everything you can do in a simple garage
-Lower engine compression
-Add or remove turbo (you must buy it from the scrapyard)
-Change fuel mixture
-Change Ignition Timing
-Change transmission (you must buy it from the scrapyard)
-Change Tires (you must buy it from the scrapyard)
-Strip down the interior and safety
-Change aerodynamics
-Change suspension settings and parts (you must buy it from the scrapyard)
-Change brakes (you must buy it from the scrapyard)
Most of the time you find in the scrapyard a fully working car (engine, tires, tranmission etc…) but you can find some car without something, samething with engines (sometimes with trasmission, sometimes without)
[size=150]What you think of this challenge?[/size]
This sounds very much like a good ol’ falkrace. You don’t even need a license to go wheelbanging autocross and can’t pay more than 200 bucks for your car before selling it to somebody else after the next race!
As far as parts, we could say things like “hard long life tires, 660 mm dia. 175 mm wide, 17” steel wheels, -2 quality" or even send full engines or bodies without an engine and trim?
you can send me even complete cars, with engine and trim, even “new” car from your company, then i’m going to make it old lowering the quality; or if you want briefly describing your idea, i’m out of creativity now
What year are you thinking the competition is set in? I figure most of the scrapyard parts should be built 5-15 years earlier, with a smattering of earlier-still.
Yes, i’m tinking to set the competition in 2016 but with parts and cars from 1940-2005, obviusly a 2005 car need very low quality to finish in a scrapyard (with higher price)
And a 1940 car needs to be really common and bulletproof to survive that long. Okay, I think I understand the parameters - I’ll see what I can send you.
…ooh, thought re: turbos: players’ll have to make sure that they’re set up exactly as the scavenged parts were. Same dimensions and AR, at least - dunno how hard it is to adjust boost pressure. Should probably put a note to that effect in the rules.
[quote=“Packbat”]And a 1940 car needs to be really common and bulletproof to survive that long. Okay, I think I understand the parameters - I’ll see what I can send you.
…ooh, thought re: turbos: players’ll have to make sure that they’re set up exactly as the scavenged parts were. Same dimensions and AR, at least - dunno how hard it is to adjust boost pressure. Should probably put a note to that effect in the rules.[/quote]
Changing the boost is commonly easy, the pressure was often regulated by a spring loaded valve (wastegate), dimensions and AR must be fixed, i’m now looking for parts and parameters players can change but the idea is this: easy to do in a small workshop
Yes, totally, the exaust system have even a small cost (if you don’t put any cat or muffler), for the headers you need to find the right one, or build one… so, i think it’s free
…ooh, thought re: transmissions: Automation automatically sizes transmissions to the power being transmitted. It might be necessary to institute power range rules for each transmission to make the simulation work out correctly.
Yes, i know, but in my opinion it became too complicated, let me know what you think.
For now this is the list of what players can change:
[quote]cooling fixtures
engine (buying)
lower compression
aspiration type (buying turbos)
max boost
intake filter
fuel type (probably the same for all the partecipants)
fuel mixture
ignition timing
rpm limit
exaust (or standard or no cat/no mufflers)
gearbox (buying with fixed type, option, ratios, spacing, and power distribution)
top speed
tyre (buying)
brakes (buying)
undertray (no downforce)
cooling and brake airflow
interior, entertanment, driver assists and safety (only lower)
suspension tuning and ride height[/quote]
Question on the compression, you say we can only lower it, yet the easiest way to that in real life is to swap out the pistons, you can fudge a bit with thicker head gaskets or head spacer plates, but those will only net you a drop of .5-.7 at most. And by the same token you can install thinner head gaskets to boost compression a tiny bit, say .1-.3 or so, or swap in a flat or dome top piston rather than a dished or inset one to raise compression. It’s basically the same process either way. And without being able to swap cams its going to be hard to run a N/A motor in this contest.
well. define ‘small workshop’ than. is it mom’s garage? is it a small mechanic’s workshop? is it the side of the road in front of the house but have proper tools?
Yes, i know, it’s not the prettiest way to install a turbo, but i think adding an head spacer to lower a bit the compression, add mor fuel to the mix and retard the spark it’s enough to add a turbo with under a bar of boost without heavy knocking, not so efficent, not so good, but i think works for a car found in the junk. Changing the cams profile need a new camshaft, not so cheap, but i want to let the player add a turbo to the engine. IMHO it’s better for the challenge (even if is a bit out of reality).
Yes, i don’t tink it’s an hard work but you need the proper compoents, not so easy to find.
I was tinking about a home garage with some proper tool like a small welding machine, grinder and something like that, e.g. Colin Furze Shed