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The Digital Age---6 Cars---2 Lanes So you really want to race? But risking your body, not to say $100,000 or so for a car, just doesn't fit your lifestyle? Some claim that a Play Station or X-Box video game is the closest you can get to real racing. Others believe that fuel-powered 1/8 scale radio control cars offer everything the real cars have but a driver's seat. In truth, nothing but real racing really provides the life-threatening risk that goes beyond an adrenalin rush. Nothing matches that, but, for me, digital model car racing comes darn close, far closer to getting all my attention than a two-dimensional video game or a drive around a parking lot. There is a fairly large percentage of real racers that also race model cars. There's a group of about three dozen model car racers who complete regularly in my area. About a fourth of them also race full-size cars or motorcycles; one's an SCCA Class Champion, another an autocross winner, others compete with flat track motorcycles, moto-cross and motorcycle enduros. Most of them have now had the chance to race on digital lane-changing systems and, without exception, they agree that, bar that life-threatening experience, this is the closest you can get to real racing. For the first time in the history of racing model cars on a tabletop, you really can recreate the appearance, the speed and, now, the movements of real racing cars. Digital racing system have provided an element of racing realism that has been missing from tabletop racing, you can now "maneuver" the cars, in addition to controlling their cornering and regulating their acceleration and braking. "Maneuver" is the key element that has been missing from model car racing. The "action" of traditional slot car racing is two cars (or even better three or four) and drivers with speed and skill equal enough to be able to run side by side for lap after lap. Exciting, of course! Something that happens on a real race track? It happens less than rarely. Real race cars MANEUVER from one side of the track to other to be able to get past that nearest car. Digital has added that "move-over" maneuvering capability and it changes everything. Full-size racing cars only have the track all themselves for brief moments, hardly ever the chance to pass at will just about anywhere. Full-size racecars are often found in groups, (clumps, if you prefer), with two or more drivers attempting to get around the lead car. The element that makes a race a race, as opposed to a timed fastest lap, is that concentration of three or four or five or even six cars in a melee, all vying for the inside line. My ancient Webster's Dictionary calls a melee "A fight between combatants mingling in a confused mass." And I've not seen that on any four-lane model car track. Somehow, two cars running side-by-side, watching only for curves where one car might knerf the other, has never been anything like a melee---but melees are almost always the most exciting part of any real car race. Scalextric, Carrera, SCX, NINCO and Artin have new cars and controllers that use digital technology to allow you to drive the cars more like real racing machines than slot cars. The new systems allow four to six cars to race at once in one lane, with each car under your complete control. There's no need for more than two lanes. With the digital systems, the better drivers will soon learn which is the "fastest line" around the track and you will be "the first of the losers" if you can't figure out how to pass the leader---the second lane is for passing. That's what happens on a real race track, even in NASCAR. It's a first for tabletop racing. Until now, tabletop racing was still "slot racing" with each car able to zip along more-or-less without regard to any other car on the track---that's not the way it is on a real race track. The new digital systems all feature a diagonal slot in a special track section to allow the cars to move from Lane 1 to Lane 2. With the Scalextric Sport Digital, Carrera Digital 132, Ninco N-Digital and Artin systems, there's a small metal flap that aligns either with the straight-ahead slot or with the crossover slot. A button on your controller "opens" that flap to the crossover when you want to change lanes. There's an electronic sensor just before the crossover that identifies your car, so only your car will take the crossover path to change lanes. The SCX Digital system is similar except the lane-change mechanics take place inside the car with a special lane-selecting pickup system. The track plans in Model Car Racing, starting back in issue number 16 have Scalextric and Carrera lane changers located at what should be the most opportune places to best simulate real racing action. These systems all have built-in car identification systems for fool-proof lap counting and timing. Most of the systems also offer optional computer-generated pit stop track sections so each car must add enough "fuel" finish the race.
MORE INFORMATION: There are 18 complete articles on 1/32 scale digital racing on the home page under the top bar link “Sample Issues” (as pdf pages) or click “Digital Editions” (for the page-turning version), then select any issue and click on the “…Digital…” article in that issue).
There’s more about digital model car racing in the book SLOT CAR RACING IN THE DIGITAL AGE.
The Pros and Cons of the digital systems are listed below and, below that, the pros and cons of each track system since much of value of any of digital systems is based on how well the track itself suits your needs. There's a full description of Scalextric new nmber C7042 Advanced 6 Car Powerbase that allows operation of either digital or analog with their system. Finally, there’s an index of the more recent articles on digital model car racing.
Picking the Best Digital System; Pros and Cons Scalextric Sport Digital System: Pros: •Cars can be raced on any brand of analog with no change •Retrofit chips are easy to install and will fit any brand •Optional number C7042 Advanced 6 Car Powerbase allows analog or digital racing •Only terminal controller/connector track and lane-changers needed to adapt system to conventional Sport track •Curved and straight lane-changers available •Power for six cars with C7042 Advanced 6 Car Powerbase and two C7033 4 amp transformers •Pit lanes available •Future programmable stops and fuel loads *Future connection to computer and/or monitor •Can race up to 6 cars
Cons: •Cars cannot be raced on any other brand of digital •Must buy second transformer for racing four or more cars •Reversing requires removal and replacement of all lane changers as well as terminal controller/connector track
Carrera 132 Digital System: Pros: •Cars can be raced on any brand of analog with no change •Only terminal controller/connector track and lane-changers needed to adapt system to conventional Carrera track •Offers wireless infrared controller option •Pit lanes with programmable stops and fuel loads available •Can race up to 6 cars Cons: •Retrofit chips will only fit some Carrera cars and no other brand •Cars cannot be raced on any other brand of digital •Only straight lane-changers available •Lane changers are two full straight track sections long •No connection to computer and/or monitor •Must buy second transformer and connector track for racing four or more cars •Power barely adequate for 6 cars even with best recommended upgrade •Reversing requires removal and replacement of all lane changers as well as terminal controller/connector track
NINCO N-Digital System: Pros: •Retrofit chips are easy to install and will fit any brand •Only terminal controller/connector track and lane-changers needed to adapt system to conventional NINCO track •Lane changers are just one track section long •Straight and curved double land-changers •Pit lanes with programmable stops and fuel loads available •Lap counter built into control console •Offers connection to computer and/or monitor •Can race up to 8 cars •Ample power, with second transformer for racing eight cars Cons: •Cars cannot be raced on any brand of analog unless the chip is removed and conventional wires reconnected •Cars cannot be raced on any other brand of digital •Must buy second transformer for racing four or more cars •Reversing requires removal and replacement of all lane changers as conventional Carrera track •No wireless infrared controller option •Pit lanes with programmable stops and fuel loads available
SCX Digital System: Pros: •Low-cost and mechanically simple lane-changers •Lane changers are just one track section long •Curved and straight lane-changers available •Pit lanes with programmable stops and fuel loads available. •Offers connection to computer and/or monitor •Can race up to 6 cars Cons: •Retrofit chips will only fit some SCX Digital cars and no other brands •Track not interchangeable with SCX conventional track •Cars cannot be raced on any brand of analog •Cars cannot be raced on any other brand of digital •No out-outer curves available •Must buy second transformer for racing four or more cars •Power barely adequate for 6 cars even with best recommended upgrade •Reversing requires removal and replacement of all lane changers as well as terminal controller/connector track
The New Slot.it oXygen System Slot.it it is preparing production of their new Oxigen digital racing system for Scalextric Sport Digital or NINCO N-Digital track and cars (so far, we do not know if the Oxigen system will work with Carrera Digital 132). The Oxigen system supplements the existing Scalextric or NINCO systems so you must still utilize the Sport Digital or N-Digital in-car chips and the lane changers and lap-counting sensors in the track. The advantage the Slot.it Oxigen system offers is that you can use the same car to race on Sport Digital or NINCO N-Digital (and, we hope, on Carrera Digital 132) track. The Oxigen system will also allow any of the cars to operate on virtually any analog track. The Slot.it Oxigen system should be available by late 2009. ---------------------------------------------------------------------------------------------------------
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SCALEXTRIC DIGITAL “SUPER SYSTEM” (This article appeared in the November/December 2010 number 54 issue of Model Car Racing magazine) Scalextric’ new C7042 Advanced 6 Car Powerbase is a true “breakthrough” product. Now you can race either digital or analog without tearing the track apart. The new system provides a full range of race systems as well as lap counting, timing, brake, throttle and power adjustments for both analog and digital. And, with a total of eight amps available, it is powerful enough to control six of the quickest cars. The concept of being able to actually pass another car, rather than just racing alongside it, has been possible with digital for over half a decade. Digital also allows you to pick the quickest line through the corners and to actually make pit stops. Until now, however, the system would only operate with digital cars---you were forced to convert any analog car in your stable to digital to be able to race on the track. With the new C7042 Advanced 6 Car Powerbase you can now race any brand of analog car by simply pushing a few buttons. No, the analog cars will NOT change lanes or duck into the pit lanes. But you can run cars fitted with Sport Digital in analog so you can race them as well as any analog car made in the past fifty years. Several articles have appeared in Model Car Racing magazine explaining homemade methods of quicker track changeover from digital to analog. The latest article, in the November/December 2008 number 42 issue, illustrated how to use four strips of 1/8 x 1-inch 3-foot long aluminum and a dozen or so 4-40 screws and nuts to build a removable connector track to replace the Sport Digital connector tracks with Sport analog. Now, you can accomplish that with the push of a button and retain lap counting and timing and all the other adjustments for both analog and digital The C7042 Advanced 6 Car Powerbase The C7042 Advanced 6 Car Powerbase was announced almost two years ago. The Hornby engineers had two primary goals: provide enough power so six of the fastest cars can race at once without drawing power from on another and allow analog racing on the same track. It was worth the wait because they did it all! The Powerbase delivers about 13.6 volts to the rails, about the same as that with most analog transformers. However, one of programs in the system allows you reduce that power to 88, 75 or 50-percent or about 12, 10.2 or 6.8 volts. There are a lot of accomplished digital racers who prefer 10 volts and that is, effectively, a push-button program option with the Advanced 6 Car Powerbase. The new Powerbase includes a connector track and the vertical display screen for $149.99. You will also want two of the C7033 15 volt 4 amp Transformers at $54.99 each. If you do not already have Sport Digital controllers you will need two to six of them at $15.99 each. The entire system is about $350 if you need controllers; about $250 is you already have them. You can use any of the Sport Digital controllers but the power supply from the Sport Digital sets will not fit the new C7042 6 Car Powerbase. The Professional Race Mode The Scalextric Sport Digital 6 Car Powerbase has two settings; bASIC for just simple digital racing with up to six cars, so you can program each hand controller to match its car, start the race, and go! The optional setting is the “Pro” which allows you to adjust the system in a variety of ways for controller, car and race control: Race Program Options: •Times laps and allows selection of maximum number of laps or each race (PR) •End race at selected number of laps (F1) •End race at selected period of time (ED) •End race when leading car is selected number of laps in front of the second place car. (PU) Controller settings: •Set each controller for 50%, 75%, 88% or 100% power •Set the throttle for quicker or slower response (in a range from 1 to 16). •Turn the brakes off •Set the brakes to be applied when controller trigger is off •Set the brakes to operate only when you push the brake button •Set brakes to operate whether no throttle or the brake button is applied Start the Race Options: •Start with power off or power on •End the race with power off, power at half or full power •Set a 0 to 25-second penalty time for any driver that starts before the 5-4-3-2-1 countdown. •End the race when the winner crosses the line or end the race after all cars cross the line. Yellow Flag Options: •Allow any driver to set a yellow flag by pressing the brake button during the race •Choose either no-power or 50-percent power when yellow flag is on •Delay the onset of the triggered-yellow flag by 0 to 25-seconds. •Establish a minimum lap time that, if any car goes slower, an automatic yellow flag is established. Short Circuits: •If there is a short circuit or a power overload, there is an automatic power cut-off, which is reset by pushing the center “Enter” button. Pacer Cars: •One, two, or up to six “Pacer” cars be programmed to race automatically on any of the six positions where the hand controllers are not attached. The Pacer cars have only one speed setting, however, so they must be set to a speed slow enough for them negotiate the slowest corner without deslotting, The Pacer cars can be programmed to: •Count Laps or not •Change lanes randomly •Change lanes constantly •Never change lanes •Enter the (optional) pit lanes or not Analog Racing: •The Sport Digital 6 Car Powerbase can be used to run one analog and one Sport Digital car the same time but BOTH lanes must be programmed for analog so the Digital car is actually running in analog mode. Remember, the Sport Digital chips inside the cars will operate on either Sport Digital or analog, so this is merely utilizing that analog option (but the digital-fitted car will now have brakes when running in analog). The digital car will not be able activate any of the lane changers, including the pit lanes. •Select one or both lanes (two C7033 Sport Transformers will be need for two-lane analog racing). •Select the direction to race. Note, however, that it is wise to partially disable the lane changers so the analog cars do not accidentally “pick” the diagonal lane-change to drop into the wrong lane. •In the analog mode you can still utilize all the programming options (except any involving lane-changing, of course) available for digital, including four different race modes and adjusting the track power supply, the controller response and the controller brake action. You can even run analog Pacer cars. The Instruction Manual Manual The Instruction Manual is divided into seven sections that correspond to the seven modes. 1.0 is the race, 2.0 the Yello”, 3.0 the CALib, 4.0 the St.End, 5.0 ProG, 6.0 the Car and 7.0 the PLAtF mode. The manual assumes you will remember to choose the appropriate mode before clicking on the down arrow and proceeding. Each of the seven program modes also has two or more options that are shown in the manual. The arrow and “enter” buttons program the system. It takes some practice to get the sequence of arrow and “enter” button pushing correct but the manual has the visual sequences with notes that show the words, letters or numbers that will appear on the screen for each program. The Instruction Manual is, if anything, too concise. It is extremely important that you understand what all the abbreviations are on the screen. Page 3 of Instruction Manual provides the key to ProG (so you can match the controllers to the cars) , which you get if you push the right arrow when rACE is on screen. Page 3 also describes the four different race modes that you get if you hit the down arrow when the rACE is on the screen. And page 3 describes how to use the arrows to scroll and pause. Page 4 of the Instruction Manual provides the meaning of the seven programming features and the remainder of the manual is devoted to the selection of options in the seven “Pro” modes. The first program mode choice is "bASIC” or “Pro” (not “ProF” as the manual states). If you want select the maximum number of options for both car and race control, hit the right or left arrows until on “Pro” appears, then immediately click on the down arrow to bring up the rACE, then click on the right arrow until the program you want appears. Note that rACE appears whether you are in basic or Pro mode but the options as you click right or left from rACE are different for the two modes. If you click on the down arrow with rACE visible you will get the same choice of four different race programs that are available in the bASIC mode. The manual also describes the options you have for the data at the end of the race, including lap total, time total, fastest lap and how each car compared to the others. Conversely, the system allows you to choose the penalty and procedure if a false start occurs. Analog Racing Tips The Instruction Manual describes how to program the Sport Digital system so you can run one or two analog cars. It does not, however, warn you that the lane-changer flaps must be locked so they do not accidentally pivot open to the lane-change position. You can lock them with a simple strip of Scotch Magic tape at the point end. When you want to go back to pure digital racing, simply remove the strips of tape. If you want a more rugged system, install 4-40-flathead screws and nuts to temporarily lock-down the lane changers as shown in the July/August 2006 number 28 issue. You can run in the reverse direction in the analog mode (not possible in the digital mode unless you remove the lane-changer track sections and turn them 180-degrees because the lane-changers are one-way). If running analog in the reverse direction all of the lane changer exits must be blocked with a tapered piece of 1/8 x ¼ (.125 x .250) -inch) Evergreen or Plastruct styrene or the lane changers removed because the cars will randomly select the crossover route. There is no way to actuate the lane changers in the analog mode so you cannot use the Pit Lanes. You also cannot use the Pit lanes as a single-lane chicane when running two analog cars. Some of the early C7007, C7008, C7009 and C7010 curved lane-changers had an electrical connection between the lanes. The current production items do not have this connection. To determine if you have one of these earlier curved lane changer tracks, set the system in the analog mode, then put just one analog car on the track, If the car will operate with either controller, then you have one of the earlier curved lane changers and it must be disassembled and the circuit board cut as shown in the photographs to isolate the two lanes electrically. The process is simple enough: remove the bottom cover plate and cut the printed circuit that connects one lane to the next. The 6-Car Digital Powerbase with those two 4 amp transformers is also a possible choice for power and control on a pure analog track. There will be no way to operate the lane changers or pit lanes. It’s one way to obtain the options of fully adjustable controller brake and response as well as race programs and lap counting and timing. You will need to use the Sport Digital controllers but, even with controllers, the system is within the range of the total cost of a large power supply, a lap-counting and a timing system and adjustable controllers. With two of the C7033 transformers, there’s four amps of power per lane. An important plus is that the Sport Digital-equipped cars can have functioning brakes (the Sport Digital chip disables the brake when the car is racing on conventional analog systems). The system is, however, limited to two lanes. You even have option of running a Pacer car in the second lane if you want to race against yourself. The Pacer car will run at any speed you select but it maintains that speed all the way around the track so, if you are racing without traction magnets, the Pacer car should have the stock downforce magnet in place to allow a reasonably quick one-speed lap. Later, if you want to try digital, all you’ll need are the digital chips for the cars and a few lane-changer tracks. Pit Stop Programs There is no program in the C7042 Advanced 6 Car Powerbase for mandatory pit stops or for varying the power based on fuel load. Scalextric does offer a simple Sport Digital C7041 Pit Lane Game that simulates the pit stops that are necessary in most kinds of racing. If you don’t stop (for fuel and/or for tire changes) you cannot win. The object of the Pit Lane Game is to be the first car to extinguish all three lights. In addition to being the first car to finish the race, that winning car must ALSO have made it’s required pit stops. The Pit Lane Game does NOT control the race or the race timing---it is a simple “trigger” devise that illuminates or extinguishes the lights on the tower. State-of-the-art? So what’s missing with the Scalextric Sport Digital system? Not much. The most glaring omission is a computer-controlled pit stop and fuel load that will allow cars to go faster as the “fuel” is used but require stops for fuel. It’s hard believe they left that out accidentally---I would expect to see a new Sport Digital Racing Pit soon. Also, there is no computer interface but I would also expect that in the future. In analog mode, it would be nice to have a better locking system for the lane changers than tape or a self-installed screw. And it would be nice to be able run Carrera Digital 132, Ninco N-Digital or SCX Digital cars in the digital mode but the patents on the other systems make that impossible. There are several Sport Digital chips that can be installed in any brand of car to convert it to Sport Digital (and analog). As is, the Sport Digital System is now “state-of-the-art”. Congratulations Hornby! ------------------------------- Normal 0 0 1 991 5650 47 11 6938 11.1539 0 0 0
Picking the Best Track; Pros and Cons
Scalextric Sport Track: Pros: •Snap-together assembly and disassembly •Locks together well on a sold floor or tabletop •Easy changeover to Scalextric Digital with C7042 Advanced 6 Car Powerbase •Slightly rough surface (allows a broader choice of super-grip or powerslides through corners) •Best variety of different track sections •Great-looking borders for all curves •Borders for all curves are wide enough •Cars are less noisy on this relatively soft track •Flexible enough to allow some misalignment •Flexible enough to allow slight banking in turns •Great looking guard rails •Excellent low-cost lap counter/timers •Plug-in option for reversing •Interchange track to join with Scalextric and SCX and can be adapted to NINCO Cons: •Track comes apart too easily to be moved without compete disassembly •Borders do not attach firmly enough for use on crossing bridges •Must buy second transformer and connector track for individual power supply to each lane •Lane spacing a bit close for modern Formula 1 and sports/GT cars •No banked curves available
Scalextric “Start” Track: Pros: •Snap-together assembly and disassembly •Locks together well on a sold floor or tabletop •Slightly rough surface (allows a broader choice of super-grip or powerslides through corners) •Cars are less noisy on this relatively soft track •Flexible enough to allow some misalignment •Great looking guard rails •Excellent low-cost lap counter/timers •Plug-in option for reversing •Interchanges with Scalextric and SCX and can be adapted to NINCO Cons: •Does not have same size curves as Scalextric Sport or Classic track •Track comes apart too easily to be moved without compete disassembly •Limited variety of curves •No borders •Must buy second transformer and connector track for individual power supply to each lane •Lane spacing a bit close for modern Formula 1 and sports/GT cars •No banked curves available
Scalextric "Classic" Track: Pros: •Easiest track made to assemble and disassemble •Because of the above, it is probably the best track for younger children •Locks together well on a solid floor or tabletop •Good compromise between too little and too much traction •Best variety of different track sections •Cars are less noisy on this relatively soft track •Flexible enough to allow some misalignment •Flexible enough to allow slight banking in turns •Great-looking borders for standard curves •Borders for all curves are wide enough •Great looking guard rails for standard curves •Excellent low-cost lap counter/timers •Plug-in option for reversing •Highly-recommended "Pacer" option to race against yourself •Interchanges with SCX and can be adapted to Sport and NINCO Cons: •Track comes apart too easily to be moved without compete disassembly •Borders do not attach firmly enough for use on crossing bridges •Must buy second transformer and connector track for individual power supply to each lane •Slot too shallow for many other brands of cars •No outer-outer curves available •Lane spacing a bit close for modern Formula 1 and sports/GT cars •No banked curves available •Color of outer curve and straight borders not realistic •No longer produced so some sections are difficult to find
SCX “Universal” Track: Pros: •Snap-together assembly and disassembly •Locks together well on a sold floor or tabletop •Easy changeover from analog to SCX Digital •Slightly rough surface (allows a broader choice of super-grip or powerslides through corners) •Good variety of different track sections •Great-looking borders for all curves •Cars are less noisy on this relatively soft track •Flexible enough to allow some misalignment •Flexible enough to allow slight banking in turns •Great looking guard rails •Excellent low-cost lap counter/timers •Plug-in option for reversing •Interchange track to join with Scalextric and SCX “Original” and can be adapted to NINCO •Outer-outer lanes available Cons: •Track comes apart too easily to be moved without compete disassembly •Must buy second transformer and connector track for individual power supply to each lane •Lane spacing a bit close for modern Formula 1 and sports/GT cars •No banked curves available
SCX “Oriiginal” Track: Pros: •See Scalextric “Classic” •Outer-outer lanes available •Best-looking borders of all the tracks •Offers self-racing program track Cons: •See Scalextric “Classic” •Track surface too rough in some racers' opinions •Borders are too narrow to be really useful •Can be more difficult to find •Must use Scalextric track section for individual lane power supply
NINCO Track: Pros: •Track assembles easily and holds together well •Offers outer-outer curves •Offers outer-outer-outer curves •Slot deep enough to allow any brand of car to operate •Cars are less noisy on this relatively soft track •Flexible enough to allow some misalignment •Flexible enough to allow some banking in turns •Borders available for inside and outside of all curves •Borders for outer curves are wide enough •Individual lane power standard •Reversing standard •Brake feature standard Cons: •Track surface too rough in some racers' opinions •Can be more difficult to find •Can be more expensive •No banked track •Color of borders not realistic •No self-racing program track
Carrera Track: Pros: •Track holds together tightly enough to operate on carpet or to move •Offers outer-outer curves •Offers borders for all curves •Borders are wide enough for any 1/32 scale car •Offers banked turns •Connector track has built-in brake feature •Slot is deep enough for any brand of car •Individual lane power standard •Brakes standard Cons: •Can be difficult for under-12-year olds to disassemble •Plastic tabs can break-off if track is carelessly disassembled. •Track can break if stepped on •Reversing only avialable with Carrera cars •Borders are black with "Construction Zone" red and white chevrons •Solid wall guardrails not realisticv •No self-racing program track
Artin Track: Pros: •Lowest cost •Track locks together easily and firmly •Offers outer-outer curves •Borders attach easily and firmly Cons: •Can be difficult for under-12-year olds to disassemble •Plastic tabs can break-off if track is carelessly disassembled. •Track can break if stepped on
•Borders are black with "Construction Zone" yellow chevrons •No self-racing program track
Riggen or Strombecker/Bachmann Track: Pros: •Locks together tightly •Lane spacing wide enough Cons: •Can be difficult for under-12-year olds to disassemble •No half inner curves available •No half straights available •Only standard and outer curves available •No borders available •Track can break if stepped on ------------------------------------------------------------------------- INDX OF RECENT ARTICLES ON DIGITAL RACING
In Model Car Racing magazine 2007, 2008, 2009, 2010 and 2011: There are 18 complete articles, from issues #44 and later, on 1/32 scale digital racing on the home page under the top bar link “Sample Issues” (as pdf pages) or click “Digital Editions” (for the page-turning version), then select any issue and click on the “…Digital…” article in that issue).
(Note: every issue also has track plans that include locations for lane-changers for Scalextric Sport Digital and Carrera Pro-X track---see "Race Tracks on a Tabletop" and "Real Race Track Plans" under the upper bar “Model Resources”, then hit “Model Car Racing Indexes”) • NINCO’s N-Digital In Detail, issue #31 • Sport Digital in any Slot.it Car, issue #31 • NINCO N-Digital In-Car Installation, issue #32 • Year Two: The Pros & Cons of Sport Digital: Carrera Digital 132 & Pro-X, NINCO N-Digital and SCX Digital, issue #33 • NINCO N-Digital, Getting Started, issue #33 • NINCO N-Digital In Scalextric 2006 Formula 1 Cars, issues #34 • NINCO N-Digital In Scalextric or SCX Cars, issue #35 • Scalextric Sport Digital Tri-Oval, issue #36 • Driving With Digital, Part 1, Issue #37 • Driving With Digital, Part 2, Issue #38 • Formula 1, SCX Digital 2007 Ferrari, McLaren & Williams, Issue #39 • Assemble a 2-Lane Indy F1 Track On a 5 x 9-Foot Ping-Pong Tabletop with SCX Digital, Issue #40 • Assemble a 2-Lane Indy F1 Track On a 5 x 9-Foot Ping-Pong Tabletop with Carrera Digital 132, Issue #40 • Six Cars Lap the 2-Lane Indy F1 Track with Carrera Digital 132, Issue #40 • Quick-Change: Digital-to-Analog-to-Digital with Carrera Digital 132, Issue #41 • Quick-Change: Digital-to-Analog-to-Digital With Scalextric Sport & Sport Digital, Issue #42 • Installing Carrera Digital 132 Chips in Scalextric Cars, Issue #43 • Installing SCX Digital in SCX “streamlined” NASCAR Cars, Issue #44 • Scalextric Sport Digital Pit Lane Game, Issue #45 • NINCO N-Digital Chip Installation, Issue #46 • SCX Digital in Scalextric Porsche RS Spyder (including how to convert other brands to independent front wheels to allow use of SCX Digital), Issue #47 • Scalextric Sport Digital in any brand (including SCX’ BMW Formula 1 and LeMans cars), Issue #48 • SCX Digital in any brand of LMP1 or LMP2 car by swapping bodies and chassis, Issue #49 • Carrera Digital 132 Pit Lanes for one, two or more pits, Issue #50 • Scalextric Plug-Ready Sport Digital in SCX Formula 1 cars, Issue #51 • Carrera Digital 132 “Grand Chicane”, Issue #52 • Carrera Digital 132 in SCX NASCAR cars, Issue #53 • Scalextric Sport Digital 6-Car Power Base, Issue #54 • Scalextric Sport Digital “Grand Chicane”, Issue #55 • Carrera Digital 132 Race Management System, Issue #56 • Scalextric Sport Digital in Carrera NASCAR cars, Issue #57 • Carrera Digital 132 Chips in Ninco Cars, Issue #58
• Carrera Digital 132 number 26740 Digital Decoder chip in Scalextric F1 cars, Issue #59 • Scalextric Plug-Ready Digital in Carrera Formula 1 cars, Issue #60 • SCX Digital Track System: Quick-Changeover to Analog, Issue #61 • Carrera Digital 132 number 132 Lap Counter System, Issue #62 Normal 0 0 2012-01-17T02:39:00Z 1 5 27 1 1 38 11.1539 0 0 0 Normal 0 0 2012-01-17T02:39:00Z 1 5 27 1 1 38 11.1539 0 0 0
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