Author Topic: Muscle Inc car for Sunset Peninsula  (Read 656 times)

Hoplee

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Muscle Inc car for Sunset Peninsula
« on: October 03, 2007, 03:50:20 PM »
I usually build out my Muscle Inc cars for grip, it's just a habit of mine. I've tried building them for speed, but the results haven't been as quick as my grip builds anywhere but the speedway. I want to build a Muscle Inc car for Sunset Peninsula but I don't want to build a Chevelle or Charger. Those are too obvious. We've already establiished in previous challenges (New York, New York!) that the Chevelle and Charger seem to be capable of times that the rest of the eligible cars just can't match on a power track.

Well, it's been a while and we've all learned a little more about the cars since then. I'd like to invite everyone interested to post a car idea for tracks like Sunset where top speed can be even more important than grip. I suspect that the result of this experiment would be perfect for running around Sebring Full, Sebring Short, New York (all) in addition to the Sunset tracks.

My first thought:

Corvette ZR-1 

The targets are the Chevelle and Charger. I don't know about the Charger, but the Chevelle can pack 700hp with DOTs equipped. Obviously, this will not be easy to beat! Anyone know the max hp you can throw at a DOT equipped Charger?
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Fit4aking

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Re: Muscle Inc car for Sunset Peninsula
« Reply #1 on: October 03, 2007, 09:30:48 PM »
Back in the beginning of FM2 I was running a weekly endurance series and we ran A-class open build muscle cars on Sunset Penninsula Reverse (long,counterclockwise???) for one of our challenges.  They allowed me to run my GNX after tons of pleading (it is over 20 years old) and I was fast but not the fastest.  The C2 Corvette would pull by me on the oval section every lap.  I'd catch up and stay on the bumper for the entire twisty section and I even managed a few passes in the braking zone but would routinely get passed before the first turn. 

My money is on the 'vette, not because I know something, just cause it whooped me. 
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Hoplee

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Re: Muscle Inc car for Sunset Peninsula
« Reply #2 on: October 04, 2007, 07:36:31 AM »
I ran a ZR-1 last night with approx 370hp and was reaching almost 160 mph before turn one, WITH a wing.

dayummmm! ;D

It was just my straight up Muscle Inc grip build. I was running it for baselines before I started taking off rubber and replacing it with power. I don't have my times with me, but so far the results show definite promise. For comparison, my Muscle Inc grip Boss was topping out at 140-145mph like it hit a wall.

I'm wondering what kind of speed you guys carry when you hit the speedway banking. At the instant I cross from the flat to the banking, coming towards the finish, I'm usually at 93-94 mph no matter what I'm driving or what line I'm on. ???
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Blooze

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Re: Muscle Inc car for Sunset Peninsula
« Reply #3 on: October 04, 2007, 08:12:49 AM »
Boy, a big 10-4 on that... (I must have had a trucker dream last night - that is twice I've used that phrase this morning.)  At any rate.  The sequence of the two constant radius turns or half assed chicane that exit onto the speedway are the primary problems for me with that track.  If I try to carry speed through there I either go off track on the exit of the first turn or slide damn near to the wall on the exit from the second.   That is one of my "Round Tuit"s - to run that track until I have a suitable line.  It is the track that invariably carries my worst ranking, no matter the class or car type.

This whole Sunset Infield thing makes for a good MInc, ALS, or FCT tuning challenge...

:) $
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Fit4aking

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Re: Muscle Inc car for Sunset Peninsula
« Reply #4 on: October 04, 2007, 09:37:17 AM »
I agree on that track for an ALS challenge due to the lack of HP you'd have to maintain speed to get ahead on the straight.

I tend to approach that chicane/section similarly to the chicane at the end of the straight on Road Atlanta.  I never get close to the wall around there but I have had a few times where the apron of the track does funny things with the car.  If I could get through the first turn without penalty time at speed my times would be better.  (Keep this on the books for November)

The other night I was pushing 158 in the GNX before loading the front end up for the turn.  If that brick can pull that speed with only 400hp I'm sure you could get in to the 170's in the right car with around 550-600 hp.  My Panoz pulls 174 with 550?hp. It doesn't fit any of the specs here so take that with a grain of salt.  Perhaps a similar build would do good.
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Hekalite

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Re: Muscle Inc car for Sunset Peninsula
« Reply #5 on: October 04, 2007, 09:52:20 AM »
Boy, a big 10-4 on that... (I must have had a trucker dream last night - that is twice I've used that phrase this morning.)  At any rate.  The sequence of the two constant radius turns or half assed chicane that exit onto the speedway are the primary problems for me with that track.  If I try to carry speed through there I either go off track on the exit of the first turn or slide damn near to the wall on the exit from the second.   That is one of my "Round Tuit"s - to run that track until I have a suitable line.  It is the track that invariably carries my worst ranking, no matter the class or car type.

This whole Sunset Infield thing makes for a good MInc, ALS, or FCT tuning challenge...

:) $

Slow in, fast out Blooze.  :)  Seriously, it's all about the exit of that last turn.  Ditch more speed on entry and you should be fine.

As for the car?  I think I agree with the choice of a ZR-1, at least for MInc specs.  In A-class, I think I could get the Cuda working pretty well there.  It was as fast as anything on the Speedway.
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