CWIN
Vol. 1, No. 4
Arena Watch
Hillclimb Dueltrack
North Bend, Oregon
Written by Michael Drennon
KidEgo999@aol.com
Web posted June 01, 1998
Updated August 05, 2000 and May 29, 2023
At the Hillclimb Dueltrack, racers not only
compete
against each other, but against the laws of gravity as well (to
date Isaac
Newton's friend has yet to lose). Where else have you seen a
personal parachute
part of the standard racing gear worn by competitors? Known for
it's high
speed straights and it's tight hairpins, racing at the Hillclimb
adds another
dimension to the limits of both racers and their vehicles. The
infamous
"Drop Zone" has claimed many an impatient racer trying to push
the limits
of his handling. Also, the hairpins become successively deadlier
as the
racers advance up the hill, with the final hairpin 135 feet from
the floor
of the arena! That's some serious hang time! Is it long enough
for you
to activate the ejection seat? Better do it before the vehicle
over-rotates
and you wind up hitting the arena wall when you eject! Anyone
interested
in readily-available spare parts?
Arena Notes
Normal events are run in a clockwise
direction.
After a rolling start over the S/F line, there is a tight
bottleneck that
comes up very quickly on the racers, as well as the exit to pit
row which
adds to the excitement of this corner later in the race when
there are
racers coming out of the pits. The ground floor lane is a
slalom
lane, ending in the first of nine hairpins on the way up the
hill. Oh,
yeah . . . these hairpins have no outside walls, no guardrails.
Each successive
level alternates between a simple straight and a speed slalom
until the
final level, which begins as a simple straight, but quickly
introduces
the racer to the "Drop Zone".
The Drop Zone is a 135-foot long, 45-degree
ramp
that quickly takes racers back to the ground level. No, the ramp
is not
rounded to prevent flight . . . Now do you see why many racers
install
ejection seats for this circuit? At the bottom is the final
turn, the entrance
to pit row, and the last stretch to the S/F line . . . Now you
just have
to do it all over again!
Along the western edge of the map, if a
vehicle
was to leave the edge of a hairpin, it would fly 2" before
striking the
hillside wall, and then plummeting to the arena floor from the
height at
which it struck the wall. This area of the arena is kept
deserted for obvious
reasons. The track employs specially-designed Ambunaught
2031s with
scads of top armor to check for survivors (the armor may just be
wishful
thinking at times, but it does help with identification
afterward). For
vehicles careening off the eastern hairpins, if one is going
fast enough
to bypass the track below, it will wind up smashing through a
thin barrier
(15 DP) and then out to tumble down the hillside outside the
arena. If
the vehicle drops more than 1" during the flight from the
terraces to the
wall, the vehicle will strike the wall and then fall onto the
pit row roof
or the track.
Pit Row. This is actually covered
by a
roof to protect pit crews from falling objects. The track-side
wall has
75 DP, and the roof has 100 DP. Speed limit is 65 mph, and is
strictly
enforced. Don't even ask how, they won't tell you, and no one
has tried
it to date (Duelmasters . . . that means you get to be as nasty
as you
want to be . . . ATG emplacements along the drop zone?).
Vehicles enter
the pits and pull into their assigned stall. The pit crews wait
beyond
the outer wall shown on the map. There are only six stalls on
pit row,
so if there are more competitors than stalls, everyone shares .
. . first
come first serve to the assigned stalls. Any vehicle not there
for fuel,
tires or reloads, or in the pits for longer than 25 turns will
be removed
by track officials to the garage area (only if teams are sharing
the stalls).
Any vehicle staying longer is penalized. The garage area is
actually built
under the surrounding hillside, and subsequently is not shown on
the map,
but can be accessed through two gates (25 DP) near the end of
pit row.
Drop Zone. Aside from the long
45-degree
ramp, nothing very special aside from the reinforced area in the
northeast
corner of the arena. It houses one of many TV bunkers around the
track,
but this one is notable for it's up close action shots, and the
long suspense-filled
moments when the leaders are airborne, side by side in the drop
zone .
. . will they land in time to slow for the curve? Will one flub
and take
out the other? For gaming purposes, consider the corner to be 2"
tall and
practically indestructible. Several feet of reinforced concrete
where placed
here after the inaugural season. Too many vehicles were breaking
through
the wall after hurtling down the ramp and failing their control
rolls.
While spectacular and newsworthy, the track owners decided that
keeping
the sportscasters alive to come back again was more important,
and easier
from a financial standpoint.
Straights and Slaloms. These are
built
level, with a 15' difference in elevation. This gives a terraced
effect
to the racetrack. The hairpins are actually 15-degree ramps that
turn back
upon themselves (yes, check for flight here too). Vehicles may
exchange
fire between adjoining levels as long as they are within 1" of
the edge
of their terraces. Along the slalom terraces, yes, a vehicle may
fit between
the obstacles and the inner wall or edge of terrace. The
question is do
you want to do that at 150 mph? Each obstacle is to be
considered 75 DP,
and will create a good number of debris counters when destroyed
(as will
the offending vehicle most likely).
Tires and Collisions. Since racers
are
allowed to pit for tires, tire shots are allowed at the
discretion of track
officials in several events . . . This makes that tight squeeze
a little
more harrowing when there is another maniac howling along beside
you at
maximum rpms and chipping away at your wheelguards! The
slightest deviation
means contact with the wall. Some people may say, "No big deal!
At worst
maybe a little fishtail," . . . at 120 mph? . . . on a 30'
ledge? . . .
heading into a squeeze by the slalom gate? . . . coming up on
the final
hairpin 135' from the arena floor? . . . now were talking about
racing!
Many opt for the drift maneuvers to take them around the
obstacles, unless
trying to pass of course . . .
Special Events
Hang Time. Participants earn
a bonus
if their vehicle completes the furthest jump down the drop zone
ramp during
the race . . . successfully of course. Success means vehicle is
able to
cross S/F line under its own motive power and reasonably under
control
(not in a rolling ball o' flame). For example, if the engine is
still intact
but two wheels are gone, and the driver is grinding into pit
row, that
jump would count simply because it is assumed the driver would
have the
engine floored trying to keep up the momentum (provided there is
enough
momentum to cross the yellow line), and he/she kept the
rubber side
down. A vehicle that loses control, strikes the TV bunker, and
begins a
series of rolls or spins across the finish line, would not have
that jump
counted for contention in the contest. Jump jets are considered
extremely
bad form, and are prohibited from the track anyway (except for
practice
sessions in order to save some money on vehicle and track
repairs . . .
not to mention on drivers). No temporary speed boosters allowed
in this
event either.
Gnicar Drawkcab. Simply put this is
Backward
Racing . . . No, the vehicles do not drive backward through the
course,
but the race is simply run in the opposite direction . . .
counter-clockwise.
Some things to consider, the Drop Zone is not as deadly, however
racers
will need mondo acceleration to remain competitive on this
portion of the
course. (Do not forget the top of the ramp! How fast were you
going? Oops!
Nose dive!) Also, the innocent little 15-degree dropping
hairpins get a
little tougher on the way down. Remember they are not rounded to
prevent
flight either. Ramming another vehicle to slow down for corners
(and speed
up the competition) is very common . . . Ramplates on
IndyCars? You
bet, at least at this track.
Track Tactics
Since jump jets are not allowed, roll
cages, safety
seats and ejection seats are highly recommenced if a driver
wishes to survive
qualifying and compete in the main events. When tire shots are
allowed,
get wheel protection (duh!), a universal turret with a high
capacity, high
accuracy weapon. The twists, turns and drops on this course make
tire shots
almost irresistible at those times when you really need all four
tires
on the ground. If some racers want to discuss the morality of
pot shots
taken at tires, let them . . . It will give you an extra second
or two
to nail down the range and windage . . . Adios windbag!
Serious Note. If
tire shots are allowed, referees should arrange for an
"equipment budget"
for their pit row crew. This budget will cover extra tires,
ammunition,
fuel for gas races, etc.
For pit times, roll 4d6. The result on the
dice
is the time in turns vehicle spends in pit row.
Ignore any result under 18 if all four tires
are replaced
Ignore anything under 14 for two tires
Ignore under 10 for pit stops to replenish
fuel,
change one tire, or install ammunition
If this seems unreasonable, change it to suit
your
fancy. I am just taking these times from a few NASCAR races, and
they are
by no means mathematical in nature. Feel free to modify or throw
out if
you like.
With the exception of the optional tire
shots
rule, most races should conform to standard AADA/R rules and
regulations.
If you really don't like tire shots, don't use them. I realize
this is
a touchy subject for some people, and others still don't care.
What I care
about is having fun and making the night a challenge . . . So
what are
you waiting for? Go have fun already!