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Post by Radiation Louis Sat 31 Dec 2016 - 18:31

Speeeeeeak!


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Post by Diablo 29x Sun 8 Jan 2017 - 1:15

Can we get clarification on track limits for Long Beach?


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Post by Radiation Louis Sun 8 Jan 2017 - 1:23

F4H Diablo wrote:Can we get clarification on track limits for Long Beach?

Red lines around the circuit, turn 4 heading back down shoreline only a couple of the Twinkies can be cut to get a good run down the straight. Normally these things are pointed out in the sign in thread which will be out tomorrow when I get home


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Post by Diablo 29x Sun 8 Jan 2017 - 4:26

And the right-hand turn going down the back straight? I think that's T7? Or does that have a red line?


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Post by SGR Amber Sun 8 Jan 2017 - 9:57

F4H Diablo wrote:And the right-hand turn going down the back straight? I think that's T7? Or does that have a red line?
He means the corner with loads of twinkies in a line that you can cut (2nd right turn after the fountain). Then the left hander after has a red track line, and the rest of the track has grey twinkies inside the curbs preventing cutting (except at turn onto back straight that is cuttable despite twinkies).


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Post by DDM Driv3 Sun 8 Jan 2017 - 12:09

Yeah the red lines and the twinkies are track limits. No more than 2 wheels over/onto them at any time. Twinkies will mess you up though so that sorts itself out. Exit of turn 5 is tricky as the red line is very far from the wall. You need to be careful there...


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Post by Radiation Louis Sun 8 Jan 2017 - 19:34

ill be leanient there


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Post by DDM Driv3 Sun 8 Jan 2017 - 22:01

Fair enough Smile SO EXCITED FOR THIS AGAIN!!! <3


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Post by Chief Tokembowl Sun 8 Jan 2017 - 22:40

Mr Driv3 wrote:Fair enough Smile SO EXCITED FOR THIS AGAIN!!! <3
Me too.

So, I've noticed that while I'm running my test laps, I am slowly damaging my engine, sometimes by about 10-15% by the time I need to pit. I don't think I'm doing anything that would obviously hurt my engine, and watching my replays, the game seems to just randomly assign 1% of damage every now and then. Is a little bit of damage inevitable? Or am I just pushing my car too hard?
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Post by Radiation Louis Sun 8 Jan 2017 - 23:46

If you down shift too fast it'll cause damage took a while to figure that out


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Post by Chief Tokembowl Mon 9 Jan 2017 - 0:48

Radiation Louis wrote:If you down shift too fast it'll cause damage took a while to figure that out

I see. Maybe that's what I'm doing, I'll try shifting slower. At least the pit crews in Forza are wizards and can fix the engine good as new, change the tires, and refuel in a few seconds.  Very Happy
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Post by RBR Venom Wed 11 Jan 2017 - 11:54

Was looking through the rules for long beach and noticed it said 51 laps. Which means the end of race calculation will be more complicated than just crossing the finish line. Is it too much to sacrifice 1 lap of realism for simplicity or am i being ignorant? I have no issue running the 100 miles just something i wanted to ask about
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Post by MAVERICK3138 Wed 11 Jan 2017 - 12:03

F4H Nova wrote:Was looking through the rules for long beach and noticed it said 51 laps. Which means the end of race calculation will be more complicated than just crossing the finish line. Is it too much to sacrifice 1 lap of realism for simplicity or am i being ignorant? I have no issue running the 100 miles just something i wanted to ask about

That is including a pace lap
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Post by RBR Venom Wed 11 Jan 2017 - 12:22

xGATOR383x wrote:
F4H Nova wrote:Was looking through the rules for long beach and noticed it said 51 laps. Which means the end of race calculation will be more complicated than just crossing the finish line. Is it too much to sacrifice 1 lap of realism for simplicity or am i being ignorant? I have no issue running the 100 miles just something i wanted to ask about

That is including a pace lap

You can't set a forza lobby to more than 50 laps was my point. Which means the race has to end on mileage rather than crossing the finish line. We're talking a 1 lap difference so that's the only reason i thought about it
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Post by DDM Driv3 Wed 11 Jan 2017 - 17:47

With the way Indycar is run, there is a cooldown lap anyway so we would have to run 50 laps including the pace and post laps making it a 96 mile race... sounds pretty silly to me when you can just do it by time and make it 100 miles and incorporate everything anyway... TBH It would be just so much easier if the lap count could be higher. One of the showcases has 86 laps @ Daytona for example. Why can't we have access to that ourselves? Hopefully something for FM7


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Post by RBR Venom Wed 11 Jan 2017 - 17:54

So how does the race ending work? I can't find it in the rules and sorry if I'm being blind
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Post by Chief Tokembowl Wed 11 Jan 2017 - 19:25

F4H Nova wrote:So how does the race ending work? I can't find it in the rules and sorry if I'm being blind
Basically the race ends a lap early than what's on the lap counter, and we stop somewhere on the track in finishing order until the results are collected. Then you either finish the laps if you want the XP and credits and stuff, or quit out. Or at least that's what it was last year.

I don't know what the plan is about doing 51 laps at Long Beach, though.

Mr Driv3 wrote:With the way Indycar is run, there is a cooldown lap anyway so we would have to run 50 laps including the pace and post laps making it a 96 mile race... sounds pretty silly to me when you can just do it by time and make it 100 miles and incorporate everything anyway... TBH It would be just so much easier if the lap count could be higher. One of the showcases has 86 laps @ Daytona for example. Why can't we have access to that ourselves? Hopefully something for FM7

I think you could set a private lobby to unlimited laps in FM5. Not sure why they scrapped that, but let's hope it returns in 7. Also, when you do it by time, doesn't it have no lap counter and also scores by best lap rather than position on the track?
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Post by Radiation Louis Wed 11 Jan 2017 - 21:38

normally if we were to run a 48 lap race the race counter would be set to 50. 1 for a warm up lap and 1 for a cool down. So lap 2 in that instance would be the green flag, we race for 48 laps once the leader crosses the line to start lap 50 checkers are out for everyone and the field meets up at turn 1 in the order they crossed the line even if lap traffic is in between lead lap cars.for 51 laps we race for miles. the warm up lap counts as 2 miles according to forza so we race for 100 miles, when the mileage counter reaches 102, the leader then crosses checkers are out for everyone we all meet up at turn 1 just like we would if it were set up for laps.


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Post by RBR Venom Thu 12 Jan 2017 - 15:51

Radiation Louis wrote:normally if we were to run a 48 lap race the race counter would be set to 50. 1 for a warm up lap and 1 for a cool down. So lap 2 in that instance would be the green flag, we race for 48 laps once the leader crosses the line to start lap 50 checkers are out for everyone and the field meets up at turn 1 in the order they crossed the line even if lap traffic is in between lead lap cars.for 51 laps we race for miles. the warm up lap counts as 2 miles according to forza so we race for 100 miles, when the mileage counter reaches 102, the leader then crosses checkers are out for everyone we all meet up at turn 1 just like we would if it were set up for laps.
Gotcha. Thanks for the info
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Post by LMP Grizz Thu 12 Jan 2017 - 22:38

What time is qualifying? Want to know so I can put a reminder on my calendar.
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Post by Radiation Louis Fri 13 Jan 2017 - 20:56

3pm eastern grizz


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Post by LMP Grizz Fri 13 Jan 2017 - 21:20

ok thanks
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Post by DDM Driv3 Sat 14 Jan 2017 - 16:39

Just over 3 hours till start time! Remember to sign in for this or you will not be allowed to race! Looking forward to the biggest Indycar Meet Ever!


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Post by LMP Grizz Sat 14 Jan 2017 - 16:52

This will be my first TORA event ever, any advice for the noob?
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Post by MID LAND ZETA Sat 14 Jan 2017 - 17:03

LMP Grizz wrote:This will be my first TORA event ever, any advice for the noob?
drive fast don't crash Razz
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