DBRC “PIT IN” scripted event generator for analog slot car racing!

Sorta want to get back into analog slot cars again…….but want to add a strategy element of Pitting IN, refueling, and replacing tires. Im going to experiment with a batch loop to do this. It will be overly simple and should be able to run even on an old 486 computer.

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4 comments on “DBRC “PIT IN” scripted event generator for analog slot car racing!

  1. Hey, sorry, 2000s kid here, but can you explain more? Like what do you mean analog event generator? Is this like some partner to the physical racing?

  2. Yes the completed DX racing rulebook is in handwritten format—–still on my list of things to do.

    PIT IN will be a very very simple batch file that puts windows in side-by-side mode for 2 players racing with an analog slot car race track set. Left pane will be player 1 and Right pane will be player 2. A randomizing loop will control what is displayed on each screen……yes it maybe tougher than i thought it would be—but it could be fun. Animated Gifs will be used to tell player 1 or player 2 to PIT IN for refueling….or to indicate tire wear (player must run at 1/2 throttle)…ect ect. Defining the various scenarios could be the fun part. My initial randomizer engine is set for 20 scenarios. Here is something i just wrote yesterday to generate the randomizing of events: written in simple DOS batch file—very basic but effective.

    @ECHO OFF
    set loopy=1
    :LOOPER
    rem timeout 1000
    ping -n 60 127.0.0.1>nul
    if loopy==0 GOTO ENDER
    :RAND
    SET /a _rand=(%RANDOM%*20/32768)+1
    ECHO Random number %_rand%
    GOTO LOOPER
    :ENDER
    pause
    exit

    Here is a sample Starting light GIF that i will use:

    notice how the gif89 cycles through giving the illusion of animation. -F4x4

  3. V4steeda, here is a draft copy of DX Racing….still needs a lot of work—but the core mechanics are there.

    ———–cut here—————————————————————————–

    DX racing was designed for the model car enthusiast. This rule set will take you through the steps of designing your ideal race car. You will get to pick the gearing, the defensive capabilities and offensive equipment that will provide you with an edge over your opponent. Albeit DX Racing was designed with the 1/64 scale die cast cars (greenlight, hot wheels, johnny lightning, jada and matchbox to name a few), these rule can apply to cars up to the 1/25 model car kit scale.

    Vehicle design is based upon a point value to ensure that all racers are competing at an equal level. For those interested in a more mad max post apocalyptic scenario, rules for weapons are included as an option to expand the core racing game. Modifiable qualities of a car are the transmission and its gears, defensive points, weapons, armor, and fuel. Lastly, your garage or pitlane can be equipped with a pit crew member used for repairs. If you don’t opt to have any pit crew, refueling is still possible but repairs cannot be performed.

    Transmission gears. By default, every car has 5 gears (with reverse). You may purchase up to 2 more to provide a 7 gear max in the game. In addition, every gear starts off with a default value, shown below, which can be upgraded sequentially for 1 vbp.
    The following are Gear dice types by default:

    Gear 1 and Reverse are by default D4
    Gear 2 is D6
    Gear 3 is D8
    Gear 4 is D10
    Gear 5 is D12
    Gear 6 is D20
    Gear 7 is D20

    All transmission gears can be modified. Upgrading and downgrading a gear must be done in a sequential manner. Moving up or down a dice type costs 1 vbp. For example if you want to downgrade/upgrade Gear 3 to D6 (down) or D10(up), it will cost you 1 vbp. Moving up or down dice types is directly related to vbp. If you wanted to have Gear 3 (a default of D8) upgraded to a D12, it will cost you 3 vbp.

    Defensive Points. This represents how well you are at evading and blocking your opponent while racing. It can be reduced if a collision occurs caused by another player, to avoid reducing your armor points. If you possess a pit crew member, they can restore this value to its full starting value.

    Weapons. These represent your ability to cause damage to your opponent. This starts at D4 and can be upgraded to up to D20. Multiple weapons are allowed. For example, spending 2 vbp, you could equip your vehicle with two D4 weapons.

    In summary Vehicle Build Points (vbp) costs are as follows:
    Transmission gear=1 vbp
    Defense points=1 vbp
    Weapon and weapon level upgrade= 1 vbp (starting at D4 and upgraded to D20)
    Armor points= 1vbp/D6
    Fuel points=1 vbp/D6 (starting fuel at the beginning of every game)
    Modify an existing Transmission gear=1 vbp
    Pit crew member=1 vbp/each.

    Racing is divided into time slots called rounds, in which every player has a turn followed by any non-player vehicles that are included in the race. Here is a summary of a round:

    Round begins
    Player with highest dice type goes first (tie-breaker being the car furthest away from the leading race car goes first). Each players turn consists of the following phases: Movement and Actions. Every player begins their turn with 3 actions.

    Player turn begins: A player may opt to move a non-player vehicle in the race, but they forgo their turn in exchange for the round.

    Movement phase. This phase represents the momentum of the car at the present moment and the future possible moves of the driver. Roll Dice representing current gear and compare results and determine success or failure. If successful, Gear Up (required) and move again. If not successful. Gear Down, -1 action point, -1 fuel (end your turn if you are unable to reduce your fuel) and move (repeat this until you are successful or you run out of action points. Note that if you were not able to move, the largest Gear in the race car is damaged and cannot be used again until it is repaired by Pitting in.

    *NOTE: if at any time the die touches another car, subtract -1 from your armor value and -1 defensive value from the car you struck.

    Actions Phase. In this round you may spend any left over actions to provide you with an edge over the other racers. The following are what you may spend actions for:

    Change vehicle facing- move your car to face any direction, as long as the bumper touches the die. If another car prevents you from doing this, gently push the other car along until you are happy with the facing. This does not incur damage to either car.

    Block- based upon your defensive value, place a D6 up to 1” away from your car or another blocking die in any direction. This merely used as a physical deterrent to drivers trying to move ahead of you. The value of the die has no meaning.

    Attack- firing a weapon at another racer. The value of the die represent damage, but is only meaningful if the die physically strikes the model car. An opposing team’s pit crew can be targeted and taken out by the touch of any die.

    Repair- only used when pitting in to your garage. 1 point of damage or 1 item such as a Gear can be repaired per pit crew in your garage.

    Repeat until all players have taken a turn.

    Round ends: At the end of the round, all non-player vehicles (npv) that weren’t moved this round are moved by the player in the last place.

    Non-player vehicles in DBRC DX Racing, if not customized with the approval of all racers are completely default with the following values:

    Gear 1 and Reverse are D4
    Gear 2 is D6
    Gear 3 is D8
    Gear 4 is D10
    Gear 5 is D12

    Defense points=1
    Weapon level= a single D4 only if combat racing is allowed.
    Armor points= 3
    Fuel points=3

    Although non-player vehicles are not a requirement for the game, they can add to another dimension to the games enjoyment.

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