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Kholo Digital Track


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#41 shadow_rusty

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Posted 18 June 2013 - 08:30 AM

That's a pretty neat trick. I'll have to give it a go on my brothers track.
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#42 Kholo Kid

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Posted 02 October 2013 - 12:40 AM

I have made a few modifications to the Kholo Track. It is now up to it's 7th version.

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I have removed a straight and replace with a snaking section. I did this pretty much because I was finding the track a bit boring with to many straights.

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This shot shows the extended pit lane with the pit lane game removed.

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The planning corner of the slot car room. Two Ford Falcon seats mounted to a comfortable height.

Edited by Kholo Kid, 02 October 2013 - 12:45 AM.


#43 Kholo Kid

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Posted 02 October 2013 - 12:48 AM

I have increased my slot car collection to 87 cars now. A good mix of digital, analogue and new and older models

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The picture below is the digital collection
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#44 Kholo Kid

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Posted 08 October 2013 - 04:43 PM

There was a fire threat last night around my area (I live in the bush with 1000's of hectares of bush across the road). Our fire plan is to run once we have packed the essentials. In the end only the bush burnt, but I did have a chance to take a few slot items in my essentials kit, including 6 car power base and tower screen, 20 cars (out of 85) 2 x box sets (these are my spare parts an contain I guess around 15 metres of track) and a box of spares. So, what would be your 'essentials' if a fire threatened your slot collection?

Edited by Kholo Kid, 08 October 2013 - 04:44 PM.


#45 Kholo Kid

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Posted 08 October 2013 - 05:59 PM

The slot essentials:

The six car power base removed

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The digital collection saved

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#46 mattcrackers

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Posted 08 October 2013 - 06:40 PM

Glad my collections kept in a garage separate from the house, at least that way if the house went up in flames the slot hobby will live on.

#47 Kholo Kid

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Posted 13 November 2013 - 01:42 PM

I have rebuilt the track again, it's now onto it's 8th version. Major rebuild this time with all bridges/over passes removed.

Key elements include a chicane that has racing line cross tracks before and after, the impact cross road and 3 x S1 corners.

I have a race meet organised for Thursday night to test the track out. All the racers are experienced and have attended 3 or more meets in the past so it promises to be an exciting event.

I will trial a Kholo 3000 race, which is 3000 KM (scaled KM) race. IT will last for around 1.5 hours straight in 3 teams of 2 racers. Each racer has to complete a minimum of 40 minutes racing in two blocks (so around 20 minutes each twice).

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#48 shadow_rusty

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Posted 13 November 2013 - 01:49 PM

That looks like carnage will ensue...

It would be a great track for the 'lego' cars...
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#49 Kholo Kid

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Posted 13 November 2013 - 01:52 PM

Hey Shadow_rusty, great shot of the lego cars.

I have been watching some older V8 DVD's (2006/2007) and was inspired by the Gold Coast Track.

One of my favorite things about this track is that there is only a small straight. Straights get boring really quickly and I like to have to work and concentrate to get improved track times.

Edited by Kholo Kid, 13 November 2013 - 01:55 PM.


#50 shadow_rusty

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Posted 13 November 2013 - 01:58 PM

The track looks great apart from the crossover...
Just not a fan of the damage that those crossovers cause...
I have one (came with the lego cars) and it's never been out of the box...

The racing curve ones are ok, especially how you have used them...
It makes it a ~3m 'single' lane section...
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#51 Kholo Kid

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Posted 13 November 2013 - 09:06 PM

I like the crossovers personally. It is a very efficient space saving device for my table when I build the tracks.

The crossover certainly leads to spectacular crashes and the occasional lasting damage. To manage this issue I have cars that I race at meets that are pretty much 'do as you please' type cars that I am not concerned about. Then I have a large number of cars (around 50) which I race alone or with trusted racers.

This track will be a great race track if people use some self control. It's certainly fun to race by myself (but every new track is great fun for the first 30 days).

#52 Kholo Kid

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Posted 15 November 2013 - 08:14 PM

I made a quick modification after the race on Thursday night. I took a vote on the crossroad and the consensus was that it sucked. (I know, you have all been telling me that for months)

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#53 shadow_rusty

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Posted 15 November 2013 - 11:45 PM

That looks better... At least from a racing point of view anyway...

Also, in case you didn't already know, those scaley R1 inners are designed to be cut up into the required size triangle...
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#54 Kholo Kid

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Posted 04 June 2014 - 01:24 PM

Here's the latest track (K9) just in time for a race this Thursday night with 6 racers (digital).

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#55 Kholo Kid

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Posted 20 September 2014 - 09:00 PM

I had a race meet this week on a new track. The meet was a cracker with a three way tie at the end of 5 races and the 6th and final race finished with a car length between 1st and 2nd.

The track is a smallish one this time, with room for a small drift track in the corner which was a little fun as well.

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I used quite a few R1 corners this time, with this mid cornering section a real challenge.

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The drift/test track in the corner was good fun too.

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This was the first track I have designed with no pit stop in over 2 years. One great feature is that the track was able to be raced in both directions in digital. There is only a single lane change option in each direction. This was a popular feature (bi-directions) and one which I will include in future designs.

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#56 Kholo Kid

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Posted 24 September 2014 - 07:29 AM

Another track build in preparation for the race on Wednesday night. Hi impact cars only on this track.

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Dual pit lanes make refueling easy.

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Dual crash zones make safe racing near impossible

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#57 Kholo Kid

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Posted 19 April 2015 - 10:44 AM

Track 12 - A neat track with competitive racing.

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Featured dual pitting lanes for refueling (a few Torano's in this photo)

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I like placing tight cornering sections after the back straight to keep racers on their toes.

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#58 Kholo Kid

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Posted 19 April 2015 - 10:49 AM

Track 13 - First race to be held in a couple of days

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The use of hairpin corners enable me to squeeze a lot of track on the table.

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Tight S bends at the beginning of the main straight (racing clockwise) will increase the stakes during close racing.
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This track will be raced in both directions with two lane changes in each direction. I will also introduce double points for 2 of the 6 races this time, which may mix up the final outcome a little.

#59 Kholo Kid

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Posted 31 July 2016 - 08:52 PM

Track 14 - to be raced on Tuesday night with the club. The double hairpin at the end of the main straight will keep the racer honest, but the tight R1 in the middle of the track seems to be the one every one comes undone on.

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Edited by Kholo Kid, 01 August 2016 - 10:27 AM.


#60 Kholo Kid

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Posted 05 August 2016 - 10:53 PM

A great screen shot showing five different fuel strategies by five different racers. Awesome how the SSDC system adjusts fuel burn based on the throttle control via the hand controllers.

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