What do you think about drift ?

  • Thread starter Thread starter TuRb1n3
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Physics don't lie my friend. Tires are made to go in a line, not slide sideways

Correct, but companies like Advan make tyres that are designed for drifting. 99% of other tyres are meant for gripping.

"Deity of Drift". That says it all, milefile.

I don't begrudge you guys your fun at all. Go to it. But 15 years from now, people will still be racing cars, and drifting will be mostly forgotten.

What's a milefile? Gone in 15 years? Maybe in the States, but here where drifting originated... I doubt it...

Drifting in a rally and drifting on tarmac are completely unrelated.

Correct, in WRC, when the cars are sliding (I wouldn't call it drifting) they are sliding to pass through those difficult corners at the highest speed possible.

-Tom
 
Originally posted by KoukiFreak
Drifting was here before you were born. WRC is the hardest racing alive, they drift.
If you're relating touge drifting to World Rally driving, you are sadly deluded. They are a totally separate entity, existance, everything. No relation whatsoever. Don't think for a minute that WRC drivers hang it out where they don't need to in order to go faster.

You're taking two things that are very superficially similar and equating them. Mistake.
 
Dang! I only pushed the button once! Major server burp there.
 
You posted like 5 times bro... is it me, or is GTPlanet.net going reallllly slow at certain times? I have broadband and I usually get good connections to U.S. servers.

-Tom
 
If you're relating touge drifting to World Rally driving, you are sadly deluded. They are a totally separate entity, existance, everything. No relation whatsoever. Don't think for a minute that WRC drivers hang it out where they don't need to in order to go faster.

You're taking two things that are very superficially similar and equating them. Mistake.

Oh.

If you're relating touge drifting to World Rally driving, you are sadly deluded. They are a totally separate entity, existance, everything. No relation whatsoever. Don't think for a minute that WRC drivers hang it out where they don't need to in order to go faster.

You're taking two things that are very superficially similar and equating them. Mistake.

Oh.

If you're relating touge drifting to World Rally driving, you are sadly deluded. They are a totally separate entity, existance, everything. No relation whatsoever. Don't think for a minute that WRC drivers hang it out where they don't need to in order to go faster.

You're taking two things that are very superficially similar and equating them. Mistake.

Oh.

If you're relating touge drifting to World Rally driving, you are sadly deluded. They are a totally separate entity, existance, everything. No relation whatsoever. Don't think for a minute that WRC drivers hang it out where they don't need to in order to go faster.

You're taking two things that are very superficially similar and equating them. Mistake.

Oh.

If you're relating touge drifting to World Rally driving, you are sadly deluded. They are a totally separate entity, existance, everything. No relation whatsoever. Don't think for a minute that WRC drivers hang it out where they don't need to in order to go faster.

You're taking two things that are very superficially similar and equating them. Mistake.

Oh.
 
Probably due to GTPlanet having a complete eppi earlier today. Nil desperandum - he's a moderator and will remove the other four (probably).

Unless it's emphasising the point? :D

Anyway, vectors.

Any force can be described by two vectors - one acting on the axis in the direction of an impellant/retardant force and one acting on the axis perpendicular to it.

Assume that the force produced by the car is "10" - no units are necessary. When the car is not turning all of the force is acting on the axis of the direction of travel, and none perpendicular. Add the vectors together (x = 10, y = 0; Square Root of (10 squared + 0 squared)) and the car makes it's way forwards at the rate of "10".

Now make the car turn left. If there is a force acting on the perpendicular axis of "1", then the force acting on the "forwards" axis is "9". Add these vectors together (x = 9, y = 1; Square Root of (9 squared + 1 squared)) The car is now moving ahead and slightly to the left at a rate of "9.05".

Now apply this thought to cornering - is it faster/more effiecient to move through a corner in a controlled fashion where the car is not turning more than it ought to, or to move through a corner totally sideways?
 
It official,.. drifting is definately for racing posers.

I just hopped into the RX-7 III bullcrap someone suggested and I swear to god it was the biggest waste of my time I've ever witnessed during this great game.

All you drift heads are smoking crack if you think this is fun,.... but that's JMO,.. dont blame the other racers for my comments.

I'm going out to cut the lawn now,.. I cant believe I rushed through golf tonight to come home to this.... what a joke :rolleyes:
 
Dont get me wrong,.. I like drifting,... it has decent entertainment value,.. but not in anything that's moving under 100 mph. This low speed drifting, if thats what you call it,.. I call it a sunday joy-ride,... this low speed drifting makes me feel like Im driving my Mini at Tahiti Maze..... boooooooooooooooooooooring.
 
Dont get me wrong,.. I like drifting,... it has decent entertainment value,.. but not in anything that's moving under 100 mph. This low speed drifting, if thats what you call it,.. I call it a sunday joy-ride,... this low speed drifting makes me feel like Im driving my Mini at Tahiti Maze..... boooooooooooooooooooooring.

Well, drifting in a video game is very much different in real life. It might seem boring in a video game, it's boring for me... but have you ever drifted a real car? Anything under 100mph? I still hope you're talking about GT3, because that's insane to drift at speeds like that in R/L...

-Tom
 
Famine your analogy was flawless except for one thing there are really 3 Vectors, with the third being the air pushing down on the car.

What gets really complicated is when for each vector there are infinite forces in the 360 radius around each vector. Although it seems illogical, is that each force is opposed by another force, and its like numbers, their infinite, as in 2.01 2.001 2.0001, It can just go for ever and ever, which is just mind boggeling.

Anyway, that was a really great display of knowledge you presented me with, much respect.
 
Originally posted by Deity of Drift
Well, drifting in a video game is very much different in real life. It might seem boring in a video game, it's boring for me... but have you ever drifted a real car? Anything under 100mph? I still hope you're talking about GT3, because that's insane to drift at speeds like that in R/L...

-Tom

But isn't that the ragged edge your talking about, that makes you such a superior driver controlling the car at its absolute limits? Or did you finally realize the point were making?
 
Originally posted by Deity of Drift
Well, drifting in a video game is very much different in real life. It might seem boring in a video game, it's boring for me... but have you ever drifted a real car? Anything under 100mph? I still hope you're talking about GT3, because that's insane to drift at speeds like that in R/L...

-Tom

Yes,.. I drift ever year from late september until early may in my 4x4 ranger. ;) :lol: :D
 
well it wouldnt be just hte air... there would also be gravity... and if you wanna get really into vehicle dynamics... you need to really draw your analysis from the forces present at hte tires... and how they affect the horizontal motion of hte car... vertical being the direction of gravity and df... for such thinkgs... springs and sway bars must come into the picture... diffeqs are generated and the maximum accelerations and velocities for certain radius can be obtained... oh yeah you also have to take in the cars steering systems to find out what the possible raius are... when the angel of the tires and the are always tangent to the circle that passes through them and are cocentric to the circle with radius from the cm of hte car...

this is an idealized case... and in reality the tires will never make this perfect tangent relaiotnship to the cars turning radius... esp when pushing the cars grip limits...

if you really think about it there is a driving spectrum...
on one side is grip and on the other side is drift... keeping grip or loosing it... in the middle there is the optimum driving position where the limit of grip is approached... for most corners that is... as i said the limit where grip is approached the tires will never be completely tangent to the circle... due to real world slip conditions... this will arise in a very slight slip angle... and this is drift... the fastest drift possible... on the other hand just before this limit is reached the car should still hold tangent to the instantaneus radius of circular path of each tire... hence the fastest form of grip...

the showier your drift the slower it will be on wider and longer turns... give a hairpin and the showeird your drift the less you have to brake...

anyways if we return to where i said vehicle dynamics must be done abou the wheels... we will see that the springs and sway bars distribute the weight and df across these for wheels... in other words... the normal force on each tire is determined in this way... with the knowledge of the forces that are on hte center of mass (cm)... in this way we understand that weight transfer is an important part of racing in general... becuase it is weight transfer that allows for equal tire usuage and maximum possible grip... for a particular corner...

i guess i just added this last part because i am frustrated by people saying that drifting doesnt require skills... it requires all the same skills... weight transfer... line taking... etc...

as i said before if i posted here again you could shoot me... i just got kinda frustrated by some people...

btw at hte top i am agreeing that at maximum possible grip you are going hte fastest possible... just pointing out htat that is idealized... oh well hope i made sense
 
Originally posted by bengee
in the middle there is the optimum driving position where the limit of grip is approached... for most corners that is... as i said the limit where grip is approached the tires will never be completely tangent to the circle... due to real world slip conditions... this will arise in a very slight slip angle... and this is drift... the fastest drift possible... on the other hand just before this limit is reached the car should still hold tangent to the instantaneus radius of circular path of each tire... hence the fastest form of grip...
Well, actually, what you're talking about here (as you mentioned) is called "slip angle", and while it is correctly termed "four wheel drift", it has nothing to do with the word drift as it has come to be used.

Optimum slip angle is when the deflection of the tire itself causes a slight crabbing motion of the car. This is because cornering forces deflect the tire sidewall, so that each succeeding portion of the contact patch touches down slightly to the outside of the part that is simultaneously being picked up as the tire rotates. Note, however, that this is still "grip" driving, since the tire is at its limit of adhesion, but still adhering to the road surface.

When the tire goes beyond that, it is a slide or a skid. The massive oversteer that is currently called drifting is actually controlled skidding, nothing more, nothing less.
 
well neon... i too think there are two types of drift... exhibition and racing... i guess you are right that it is still grip... but in my mind... when i think of drift i think of four wheel drift... not exhibtion... exhibition is fine too tho... but it is purely for fun...

hey neon... if i was aiming for this in the game... when i corner... should i see any smoke at all... i know that smoke means exceeding traction limit... basically i have been drifting as if for show and then lowering my slip angle and controlling it so that the smoke becomes less and less...

lately i have been trying and trying fourwheel drift... in my speedster... and today and yesterday i have been doing what feels and looks like drift but i have very litle smoke... i mean i still smoke at some parts... of most turns... but htis is usally in hte begging... since i dislike braking i guess... well anyways... your help would be graciously accepted neon... and if what i have described is still exhibition drift... oh well more work for me... but its still pretty dam fast... and no i do not do this on sims...

i forgot that when some people think or say drift they imediately think of exhibition... anyways i still think exhibition is fun and sims is great practice... i think if you can control a car past its limits and you are any kind of person some how race inclined... your racing will improve... anyways...
 
I made a few attempts tonight at Apricot Hill in the Rx-7 Infinity III and ended up with probably you typical everyday drift video. I doubt it's anything particularly special, but, the concept of "controlled sliding" is a bit dull to me anyway.

I did BTW make a video of it for all you squint at,... though I need a host for it. Or I suppose can messenger it over individually if anyone is interested.
 
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