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Old 5 Oct 2012, 20:01   #46
Purist
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I just put something together quickly in SketchUp. The dimensions won't be exactly accurate, but it should give the gist of my proposal.

I'm sure I could refine it more, but this gives the basic idea, and I wanted to keep a flowing circuit that wasn't terribly complicated.

Attached are the skp files with a backing plate and the centerline outline drawn. I've attached both the roval outline, and the road course by itself.
Attached Files
File Type: skp Fuji Roval.skp (47.1 KB, 11 views)
File Type: skp Fuji.skp (44.6 KB, 7 views)
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Old 10 Oct 2012, 06:49   #47
MagVanisher
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Originally Posted by Purist View Post
I just put something together quickly in SketchUp. The dimensions won't be exactly accurate, but it should give the gist of my proposal.

I'm sure I could refine it more, but this gives the basic idea, and I wanted to keep a flowing circuit that wasn't terribly complicated.

Attached are the skp files with a backing plate and the centerline outline drawn. I've attached both the roval outline, and the road course by itself.
Um, could you post that layout in JPG or PNG format? I would like to see it.
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Old 13 Oct 2012, 18:54   #48
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I think the problem with the current Fuji layout is that it has way too many slow corners. The Coca-Cola curve and 100R are the only fast corners in the circuit, and that sequence plus the following Hairpin are the only corners I like in simulations. On the other hand, the old long final corner was even better than those corners, Tilke just removed it. And I think that was a mistake, that corner made Fuji special. If I had been Tilke redesigning Fuji, I would’ve definitely kept that corner, with or without the Dunlop chicane. If needed, I would’ve moved that corner a bit inwards to create more runoff. And if the lap would’ve been too short, I would’ve had an infield section in place of the Dunlop chicane.

Anyway, here’s a simple modification to the Fuji circuit (length 4.5 km):



The old final corner was great to drive in sims, and I guess the G-forces would be huge with an F1 car. But in sims, it was great to go through that corner wheel to wheel. And I think we could see something similar in that long corner leading to a hairpin.

Anyway, the purpose of this thread was to design a roval. The original oval was probably not meant to have a 1.5km main straight, instead it was meant to be a 2.5-mile superspeedway, probably like Daytona. But the original developer ran out of money after completing the first corner banking, and the new developer made it a road course instead. But if we keep the main straight intact, the oval would be very long.

Anyway, here’s my roval design and old circuit for comparision:



The road course would be 6.8 km and oval 4.6 km/2.9 mi. It would have tighter left-handers before joining the short circuit than the original. That’s to accommodate run-offs. In the Coca-Cola, 100R, and Hairpin corners, my proposal would follow the current circuit, not the old. But after Hairpin, the track would turn left for a new long right-hander leading to the oval’s 2nd corner. That would bring back some of the charm of the old final corner, that could be a flat-out section, and it would end up with a hairpin creating an overtaking spot before a short infield arena section. And that arena section would lead to the oval’s final corner leading to main straight. The final oval corner would shorten the main straight a bit, yet the banked final corner would compensate that.

There could be also be other circuit variations:



There would be the current 1st turn hairpin to avoid the 1st oval corner, that would reduce the road course’s distance to 5.1 km. And there would also be a variation (red) that would bypass all oval sections and be used e.g. by motorbikes that can’t use the oval sections. Its distance would be 3.8 km. Besides, in the infield there would be a 2.6 km club circuit.
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Old 14 Oct 2012, 17:25   #49
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The last layout is the best one I have ever seen.

If we could stretch the main straight a little bit, we could have a 3 mile oval.
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Old 16 Oct 2012, 12:55   #50
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Originally Posted by August View Post
I think the problem with the current Fuji layout is that it has way too many slow corners. The Coca-Cola curve and 100R are the only fast corners in the circuit, and that sequence plus the following Hairpin are the only corners I like in simulations. On the other hand, the old long final corner was even better than those corners, Tilke just removed it. And I think that was a mistake, that corner made Fuji special. If I had been Tilke redesigning Fuji, I would’ve definitely kept that corner, with or without the Dunlop chicane. If needed, I would’ve moved that corner a bit inwards to create more runoff. And if the lap would’ve been too short, I would’ve had an infield section in place of the Dunlop chicane.

Anyway, here’s a simple modification to the Fuji circuit (length 4.5 km):



The old final corner was great to drive in sims, and I guess the G-forces would be huge with an F1 car. But in sims, it was great to go through that corner wheel to wheel. And I think we could see something similar in that long corner leading to a hairpin.
This is amazing. Tilke should have done that right away instead of insisting on replicating the old 300 R chicane which was only built later on to slow cars down.
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Old 17 Oct 2012, 15:02   #51
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The last layout is the best one I have ever seen.

If we could stretch the main straight a little bit, we could have a 3 mile oval.
3-mile oval sounds very long, Talladega is 2.66 mi, Daytona and Indy 2.5 mi. But as already Fuji roval is so unrealistic, 3-mile oval wouldn't be any more unrealistic. After a look at Google Earth, I'd say the best way to reach three miles would be to make it a tri-oval, not strech the main straight.

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This is amazing. Tilke should have done that right away instead of insisting on replicating the old 300 R chicane which was only built later on to slow cars down.
And that was just a simple modification, I didn't want to chop down the woods inside the new 300R. The section between those two lap-end hairpins could've been longer had had more turns. On the other hand, on another forum, somebody just said how A1-Ring was quite good a Tilkedrome, even if it doesn't have so great corners, it lacks Mickey Mouse corners that are just to make the lap longer. And I think current Fuji has too many Mickey Mouse corners an the end of the lap, and I wanted to avoid that.
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Old 17 Oct 2012, 21:41   #52
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3-mile oval sounds very long, Talladega is 2.66 mi, Daytona and Indy 2.5 mi. But as already Fuji roval is so unrealistic, 3-mile oval wouldn't be any more unrealistic. After a look at Google Earth, I'd say the best way to reach three miles would be to make it a tri-oval, not strech the main straight.
I see, but I guess 2.9 Miles is sensible enough to repave Fuji into an roval with Yannick's layout.
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Old 18 Oct 2012, 19:02   #53
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Here's the 3-mile oval:





Due to the different oval, I modified the last rection of the roval, thus the roval with oval's turn 1 is 7.0 km and with the hairpin 5.3 km. The road course with no oval turns slightly shortened, yet is still about 3.8 km. Club circuit remained intact.
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Old 19 Oct 2012, 22:23   #54
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Very nice on the oval section, August.
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