I am on my 7th track (1st track was a single lane orange HW track over cushions and couches!). I have learned so much from this community and watching your races and how the different tracks and cars interact, and have had a TON of fun! So thank you! I can now add diecast racing to my young-at-heart hobbies (along with magic and strategy board gaming).
I am curious about a lot of things, but would like to start with this - track philosophy.
We all have our tastes for what is fun for us in this hobby. I enjoy watching races on all different types of tracks and racing, but to keep this focused I would like to talk about designing open track racetracks.
I prefer a balance of chaos and control. In gaming, Chess is 100% control and 0 chaos (randomness). Monopoly is the opposite. Catan is just right). I want my races to be somewhat realistic, but enjoy the chaos that little cars going downhill brings.
SO - I have come to the conclusion that a good meaure of chaos to control is the average number of DNFs per cars starting. I usually do the 4X4 thing (4 cars in 4 races switching positions) and I like to average about 1 DNF per race (1 for every 4 cars strating the race.) Fewer than that doesn't feel as exciting, but more than that feels like the track is at fault. That's just me.
By the way - I only race my own cars so I am not worried about other people wanting to see their cars finish.
QUESTION #1: What chaos to control balance do you shoot for in designing and testing your tracks?
QUESTION #2: When designing a track, what do you do to make sure there are not too many or too few DNFs for your preferred style? For example, I add a walll using gaffer's tape to the top edges of curves if too many cars are getting hung up there. Changing the slope can increase or decrease it.
I have about 200 "race-able" cars. Slower cars will usually have more DNFs and the very fastest sometimes do as well as they hit those curves and track junctions at high speeds. (I hate for "too fast" to be the reason a car loses a race). The mid-to-high speed cars seem to have the fewest. Which brings me to ...
QUESTION #3: Do you build your tracks for best performance for very fast cars, average cars, or to make sure all cars can have a good chance to finish?
I have so many more questions, but I will leave it at that for now. I would love to hear from some of you more experienced track builders.