Nice work! When jumping cars I have always found that the angle of the jump greatly affects whether or not the cars will flip. If the cars are landing nose down they tend to bounce around a lot, so its just a matter of getting the launch/landing angle correct. Also, these cars have NO suspension, so that greatly affects the bounce. We put blankets or towels under the landing track pieces to help absorb the impact otherwise directed back at the cars from hard landing surfaces. Taller walls or bottlenecks might also help stabilize cars after landing a jump. Hope this helps!
I appreciate you talking about the complexities of building a functional, quality race providing track. It can be really frustrating at times. That jump seems a little steep and you can see how the cars nosedive and then crash. Maybe a little less steep will make a longer smoother landing for the cars. It might also be helpful to try out some heavier cars and see how they react on the track. Something in the range of 45 to 75 grams, since potential buyers of the track pieces will likely have modified car races on them. If you don't have any, I'd be happy to send a couple to you for testing .
Great comment Endcount. I'll admit that this jump is a total hack. I put it together and have learned a lot by the comments people have given me. I'm very interested in having a small test group of modified cars to test out on the track. Let's talk russ (at) spoolheads.com. Thanks for supporting me on this channel!
@@spoolheads Maybe this is a big silly idea (and i can't make any test on my own). What will happen if the landing track would have no inclination or even a little inclination "up"? Some "air" will be loose for sure, and a car nosediving in an "up" track... but maybe it worth a try. I hope I had explained iy despite my not so good english level.
I am enjoying your videos. I know that track building is a very personal and iterative experience. So I appreciate how you share your thought process and the things you like and dont like. My son and I spent six months working on our track. We didn't skills to designing our own pieces so we stuck with Crash Racers and standard Hot Wheels pieces. I am super intrigued by your overall goal to produce track pieces that will enable good racing. You can see our track on our UA-cam page. But what I wanted to share with you are some of my own lessons learned. #1 - simpler is better. My goal was to produce a track that has few crashes and that produces really good racing. All of our events are hosted in front of a live audience and crashes waste time and since 9 out of 10 times crashes are poor track set up or failure to maintain the track during race day (surprising how the track will gradually move out of alignment or separate) So during testing we tried jumps, chicanes, hills, loops, steep drops. We thought these things would make for exciting racing. We learned that it was exciting to see cars just race on straightaways and one well constructed turns. So simpler is better. #2 - Crash racers turns are the best 180 turns available, but they really aren't designed for what we are trying to use them for. Plus thay are more the 180, Often cars get sideways or don't keep their "line" and in general do not produce a realistic looking scale race. Watch real racing and see how smooth and efficient drives keep their line through turns. #3 The first leg of the race should be designed for smooth , incident free build up of momentum. We wanted that first leg to be primarily designed for the cars to get up to speed without incident, plus you want you audience to settle into the race and see the cars as they approach the open and competitive part of the track. #4 don't forget about the finish line. We toyed with timers, and tried adding things at the end to make it interesting. The most important part of the track in my opinion. However, you dont need to add anything. It will be exciting as long as you are getting most of your cars to the end each time. The racing itself will be the exciting thing. So make sure it is center stage and clearly visible by your audience or cameras or whatever. I see some track where the finish line seems to be an after thought. Don't make that mistake. I am looking forward to more videos and I am really looking forward to see how you improve on the Crash Racers 180 degree turn.
Very cool! Looks like the cars are sort of belly flopping on the track when they land. Wonder if they were to land on a slightly more down slope if that would help.
Put some contact cement and sand on a piece of open track? Cement a rubber strip onto it? Contact cement and the fine rubber dust leftover from making playgrounds & sport (running) tracks & football fields? Grit it up or rubber it up & see what you get....
Really liking how the track is progressing! The curve prior to the down slope to the first jump seems a little "busy" unless it's to slow the cars down a bit. Overall very cool track, wishing I had the space to do one myself!
Great feedback. That turn is only there to get the cars out from under the track above it. But there certainly is a speed hit because of it. Maybe I should try my two 22.5° turns like I did over the bridge. Thanks for calling that out.
sorry nothing for the bubble. about landing the jump - it needs to be a softer landing. either a none supported section or a raised section off the board with a little downhill landing and a track that can absorb some of the landing pressures and not send the shock directly into the cars wire axles.... i still think the small corner flat track (shekane) is too violent for the cars unles you use a higher siderail with less angle. the "v" of the hard quick change in direction just tips cars. try a 90 degree slightly wider track with a millimeter or 3 of more edge height . i believe the 90degree wall making the car turn will cause less tipping.
Great feedback. The new dual lane track is the SR2 and it is much better at high speeds and keeping cars in the lane. Check out the Skyway Diecast Short Circuit tournament. It's holding up great.
I'll create a work order :) I am planning on lowering turns 2 and 3 a little to get more speed towards the lower section of the track. Thanks for watching!
I do not have a 3d printer, nor do I wish to, so I am excited to hear that you will be starting a store. Please let me know when you are up and running. My track I have been making has been at a stand still since November 2020.
@@spoolheads 2 lane pieces without the divider. Similar to the Crash Racers pieces. You cant find straight pieces of that so if you were going to be printing those, that would be awesome. I saw you already made a jump for your track.
I think the new prototypes that I'm making will allow me to do it. I've also learned things that I really dislike about the Crash Racers that I think I can fix with my own design. Yesterday I was able to address the work orders to fix the seam going from 3D printed track to Crash Racers. It is very close to perfection.
Hey man love your channel. I am building a track as we speak. I was watching this jump segment maybe try pulling back the jump some where there us a little more space between landing and rhe jump. Thank you for your help.
Could you use a more flexible material and come up with a magnetic track conect design instead of the hotwheels 'pegs' that eventually get stressed and fail?
I’m my opinion I would get rid of the jump, especially if you plan to run modify. With no suspension the cars are just gonna bounce onto the hard surface
Thanks Thom. I woke up thinking about track this morning and made some great progress on how to design them. Now I just need to do it, then figure out how to split them for someone that only has a 150mm x 150mm print bed ;)
Looks great man, 3D printing has really opened up the possibilities when it comes to track design. Unfortunately it also seems to have made it more complex to perfect. Good luck!
Keep the landing area of the jump in the air; don't place the track directly onto the wood. Vehicles should land better and have a less chance to bounce upside down.
@@spoolheads If you find you can't keep the track in the air, maybe a thick, very soft, medium between the track and the wood would work. Maybe a long sponge or something even softer. The track is great btw, anything to do with jumps interest me a lot. I'm looking forward to see the next version(s).
Awesome track, very very cool, new subscriber!!!!!👍👍
Thanks for the sub!
Nice work! When jumping cars I have always found that the angle of the jump greatly affects whether or not the cars will flip. If the cars are landing nose down they tend to bounce around a lot, so its just a matter of getting the launch/landing angle correct. Also, these cars have NO suspension, so that greatly affects the bounce. We put blankets or towels under the landing track pieces to help absorb the impact otherwise directed back at the cars from hard landing surfaces. Taller walls or bottlenecks might also help stabilize cars after landing a jump. Hope this helps!
Fun to see the cars fly off the jump these videos are fun and entertaining. Exited to see were this channel goes.
Hey thanks for watching Brett!
Cool progression of the track
Thanks man!
Nice to see science applied to Hot Wheel tracks. This is definitely a learning Channel. Thank you for the hard work 👍👍👍🏁.
Thanks Keith. Hoping to use some of the jump calculators to make it better next time.
Working on my track and this has been very helpful thanks for sharing
Glad it was helpful!
Wow, man! Thank you in the name of those who cannot buy from the US!
Happy to help!
I appreciate you talking about the complexities of building a functional, quality race providing track. It can be really frustrating at times. That jump seems a little steep and you can see how the cars nosedive and then crash. Maybe a little less steep will make a longer smoother landing for the cars. It might also be helpful to try out some heavier cars and see how they react on the track. Something in the range of 45 to 75 grams, since potential buyers of the track pieces will likely have modified car races on them. If you don't have any, I'd be happy to send a couple to you for testing .
Great comment Endcount. I'll admit that this jump is a total hack. I put it together and have learned a lot by the comments people have given me. I'm very interested in having a small test group of modified cars to test out on the track. Let's talk russ (at) spoolheads.com. Thanks for supporting me on this channel!
@@spoolheads Maybe this is a big silly idea (and i can't make any test on my own). What will happen if the landing track would have no inclination or even a little inclination "up"? Some "air" will be loose for sure, and a car nosediving in an "up" track... but maybe it worth a try.
I hope I had explained iy despite my not so good english level.
I am enjoying your videos. I know that track building is a very personal and iterative experience. So I appreciate how you share your thought process and the things you like and dont like. My son and I spent six months working on our track. We didn't skills to designing our own pieces so we stuck with Crash Racers and standard Hot Wheels pieces. I am super intrigued by your overall goal to produce track pieces that will enable good racing. You can see our track on our UA-cam page. But what I wanted to share with you are some of my own lessons learned. #1 - simpler is better. My goal was to produce a track that has few crashes and that produces really good racing. All of our events are hosted in front of a live audience and crashes waste time and since 9 out of 10 times crashes are poor track set up or failure to maintain the track during race day (surprising how the track will gradually move out of alignment or separate) So during testing we tried jumps, chicanes, hills, loops, steep drops. We thought these things would make for exciting racing. We learned that it was exciting to see cars just race on straightaways and one well constructed turns. So simpler is better. #2 - Crash racers turns are the best 180 turns available, but they really aren't designed for what we are trying to use them for. Plus thay are more the 180, Often cars get sideways or don't keep their "line" and in general do not produce a realistic looking scale race. Watch real racing and see how smooth and efficient drives keep their line through turns. #3 The first leg of the race should be designed for smooth , incident free build up of momentum. We wanted that first leg to be primarily designed for the cars to get up to speed without incident, plus you want you audience to settle into the race and see the cars as they approach the open and competitive part of the track. #4 don't forget about the finish line. We toyed with timers, and tried adding things at the end to make it interesting. The most important part of the track in my opinion. However, you dont need to add anything. It will be exciting as long as you are getting most of your cars to the end each time. The racing itself will be the exciting thing. So make sure it is center stage and clearly visible by your audience or cameras or whatever. I see some track where the finish line seems to be an after thought. Don't make that mistake. I am looking forward to more videos and I am really looking forward to see how you improve on the Crash Racers 180 degree turn.
Thank you for all of the feedback! Those are great lessons. You've got a really clean looking track. Keep up the great racing!
Track is looking damn good.
Thanks! Just need to get those work orders taken care of.
That track is going to be amazing!!! I need to bite the bullet & buy a 3d printer.
Thanks for watching!
Always a hit !
Thanks Bobby!
Keep it up!
Thanks B!
Very cool! Looks like the cars are sort of belly flopping on the track when they land. Wonder if they were to land on a slightly more down slope if that would help.
Great insight. I'll need to give it a try. Thanks!
Put some contact cement and sand on a piece of open track? Cement a rubber strip onto it? Contact cement and the fine rubber dust leftover from making playgrounds & sport (running) tracks & football fields? Grit it up or rubber it up & see what you get....
for chicanes see Gravity Throttle Racing, all hand molded track
epic especially last race held.
It's beautiful right!
Really liking how the track is progressing! The curve prior to the down slope to the first jump seems a little "busy" unless it's to slow the cars down a bit. Overall very cool track, wishing I had the space to do one myself!
Great feedback. That turn is only there to get the cars out from under the track above it. But there certainly is a speed hit because of it. Maybe I should try my two 22.5° turns like I did over the bridge. Thanks for calling that out.
sorry nothing for the bubble. about landing the jump - it needs to be a softer landing. either a none supported section or a raised section off the board with a little downhill landing and a track that can absorb some of the landing pressures and not send the shock directly into the cars wire axles.... i still think the small corner flat track (shekane) is too violent for the cars unles you use a higher siderail with less angle. the "v" of the hard quick change in direction just tips cars. try a 90 degree slightly wider track with a millimeter or 3 of more edge height . i believe the 90degree wall making the car turn will cause less tipping.
Great feedback. The new dual lane track is the SR2 and it is much better at high speeds and keeping cars in the lane. Check out the Skyway Diecast Short Circuit tournament. It's holding up great.
Very nice looking track. Go faster!
I'll create a work order :) I am planning on lowering turns 2 and 3 a little to get more speed towards the lower section of the track. Thanks for watching!
Awesome video content bro
Appreciate it!
Maybe for the jump you could incline the landing slightly for a more slanted and propelled landing
Good thinking!
I do not have a 3d printer, nor do I wish to, so I am excited to hear that you will be starting a store. Please let me know when you are up and running. My track I have been making has been at a stand still since November 2020.
Thanks for the comment samoswalt. What track pieces are you most interested in?
@@spoolheads 2 lane pieces without the divider. Similar to the Crash Racers pieces. You cant find straight pieces of that so if you were going to be printing those, that would be awesome. I saw you already made a jump for your track.
On it.
@@spoolheads Do you think you will be able to make curves that more closely follow the shape and size of the Crash Racers sets too?
I think the new prototypes that I'm making will allow me to do it. I've also learned things that I really dislike about the Crash Racers that I think I can fix with my own design. Yesterday I was able to address the work orders to fix the seam going from 3D printed track to Crash Racers. It is very close to perfection.
Hey man love your channel. I am building a track as we speak. I was watching this jump segment maybe try pulling back the jump some where there us a little more space between landing and rhe jump. Thank you for your help.
Sounds good! Thanks for watching!
Great channel
Thanks!
the dual drop may not provide te visual you imagined, it does provide a speed boost
100%
Nice track, I've been trying to design one also. Adding a funnel track (wide to slim) might help with the problem when cars land on the rails.
Thanks for the tip!
Could you use a more flexible material and come up with a magnetic track conect design instead of the hotwheels 'pegs' that eventually get stressed and fail?
That's a cool thought. Thank you!
I’m my opinion I would get rid of the jump, especially if you plan to run modify. With no suspension the cars are just gonna bounce onto the hard surface
I ditched the jump like you recommended. Next time I work on it I need to get a smoother landing. Thanks for watchin'
very nice!
Thanks!
Nice work. Have sent you a message with a couple of ideas.
Thanks Thom. I woke up thinking about track this morning and made some great progress on how to design them. Now I just need to do it, then figure out how to split them for someone that only has a 150mm x 150mm print bed ;)
@@spoolheads haha. Yeah I really need to upgrade to a second, bigger printer
Good Morning! very cool!!!
are they available for sale?
Right now I do a few sales. Let me know what you're looking for. sales(at)spoolheads.com
@@spoolheads the link does not open. I'm in Brazil.
Ícone "Verificada pela comunidade"
Change (at) to be the @ sign. I didn’t write the email out to help prevent getting spam.
I'm sure there are plans to put in the computer to make the track. Where can I get the plans. I have nephews with 3-D printers.
Is this what you are looking for? www.thingiverse.com/thing:5186591
Camaro 💭 "Where am I? Who am I? Why am I?"
LOL
This is great I would love to buy some STL files from you if possible
"SOME POO'S COME OUT!!!!"
Thanks
Jump too steep at take off. Give less slope for distance. Then mimic the fly time under the cars to catch them smoothly.
Good thinking
Thought bubble: you bought the rental insurance right ?
LOL! That's totally the feelling!
Word bubble: Ahh not again!
"What's the sign say?" "The sign says dip." POW!
Why not make the drop not as steep? I think Chaos Canyon had the same problemwith his track in the past.
Great thought. I'll have to test that and see how it goes.
Are you still open to thoughts comments and design ideas? I really like what I am seeing and am happy to help fund, just reach out to me to discuss :)
Thanks Chris. I love talking about new ideas. Want to email me at sales(at)spoolheads.com or reach out to me on Facebook.com/spoolheads
Looks great man, 3D printing has really opened up the possibilities when it comes to track design. Unfortunately it also seems to have made it more complex to perfect. Good luck!
Yeah, I have several work orders that I need to address, but it is going to be awesome fun to start adding more track pieces :)
Keep the landing area of the jump in the air; don't place the track directly onto the wood. Vehicles should land better and have a less chance to bounce upside down.
This is great feedback. Looking forward to version 2 taking into account comments like this. Thanks Zap
@@spoolheads If you find you can't keep the track in the air, maybe a thick, very soft, medium between the track and the wood would work. Maybe a long sponge or something even softer.
The track is great btw, anything to do with jumps interest me a lot. I'm looking forward to see the next version(s).