Introduction

A drag race, in basic terms, is an acceleration contest between two vehicles from a standing start to a predetermined finishing point. In the early days of drag racing, vehicles raced on streets or abandoned highways. Today most racing takes place at specially designed drag racing facilities. The standard distance is either a quarter mile or an eighth mile. The races are single elimination; the losing driver is eliminated and the winning driver moves on until one driver remains.

Each race is started by means of an electronic device consisting of a series of multicolored lights commonly referred to as the "Christmas Tree". As each driver leaves the start line, a timer is activated. As each driver crosses the finish line, the same timer is stopped. The start to finish time is called the vehicle's E.T. or elapsed time. The E.T. is what is used to measure the vehicle's performance.

Drag racing has the largest participation base of any other motor sport. Any car with basic safety equipment can drag race. By far the most popular form of drag racing is called "E.T. Handicapped" or "Bracket Racing". In this form of drag race, two different vehicles of varying performance can race against each other on a potentially equal basis. This is possible because the slower car is given a head start off the starting line equivalent to the difference in the two vehicle's E.T.'s. However, a vehicle must also choose an E.T. before racing that the vehicle will not exceed, called a "dial-in". If the vehicle exceeds this "dial-in" E.T. then the win will go to the other driver (assuming the other driver did not exceed his dial-in). Theoretically if both drivers run exactly the E.T. they predict, then the driver who reacts the quickest to the start light will determine the win. Starting line reflexes are extremely important in drag racing!

This manual will help you get the most out of Burnout. The manual uses the following conventions:

	Bold items refer to important items or items that require user input.

	Italic items refer to menu screens or menu items.

The term "Select"  or "Click on" refers to one of the following:
	Mouse-		Move the mouse pointer over an item and press the left button.
	Joystick-	Move the joystick up or down until the item is selected and press button 1.
	Keyboard-	Use the TAB or SHFT-TAB keys until the item is highlighted and then press the ENTER key.

The Menu Interface
Burnout features a unique interface that allows the player to have as much or as little information displayed as desired. The interface is made up of "tabs" and "windows". When a "tab" is referred to, it means the red arrows located against the left and/or right side of the screen. A "window" refers to a self-contained box of information usually opened through manipulation of a tab. There are slight differences in the function of the interface when using the mouse, joystick, or keyboard.

To select a tab using the keyboard, use the TAB and SHFT-TAB or UP and DOWN cursor keys and then press ENTER key to open it. When a tab is selected it will either move to a new screen or a window will open and control will be transferred to the open window. Within the window, TAB and SHFT-TAB cursor keys will move to the next item, ENTER will select the item, and UP and DOWN cursor keys will scroll an item in a list. Pressing ESC will transfer control back to the tab selection. Note that this will keep the window open. If you wish to close a window, highlight the tab and press ESC.

Using the joystick is similar to keyboard controls. Up and down on the stick will move to the next selection and left and right will select items from a list (similar to the cursor keys). Joystick A button 1 and 2 emulate the ENTER and ESC key respectively.

Using the mouse is by far the easiest method of selection. Simply select the item you wish to manipulate by moving the mouse cursor over the item and pressing the left button.

In addition to these controls, Tabs can be activated by  "hot-keys". The hot-keys are the underlined letter on the tab name and are activated by holding down the ALT key and pressing the underlined key.

Multiple windows can be opened at the same time but only one is active, the others are displayed as static background layers. To activate a window, simply select it using the methods outlined previously. It will be brought to the front and made the active window.

Note: If ESC is pressed while on a tab whose window is not active, the program will return to the previous screen. If on the Main Screen, The program will exit (after prompting for a confirmation).

Options

Calibrate Joystick
Before joysticks can be used, the joystick or steering wheel must be calibrated. To calibrate a joystick, select Options from the Main Menu and then select Calibrate Joystick 1, or Calibrate Joystick 2 tab. Once a joystick is selected, the calibration window will slide out. Rotate the stick through its extents, center it, then press a button. When the window is reopened, the crosshair should be centered. If it isn't, you will need to recalibrate and make sure the stick is physically centered (the crosshair may not be centered) before pressing a button. Calibration only needs to be done once. The calibration data is automatically saved and restored next time you play. If you change joysticks or find that your joystick has drifted off center, press the Reset button on the joystick menu and recalibrate. Once the joysticks have been calibrated, they can be assigned to the customizable controls.

Controls Setup
Burnout allows all driving controls to be customized by the user. Before racing you should customize the controls to suit your personal preferences. You need only do this once. Burnout will automatically save and restore the control settings each time you run the game.

To customize the controls, select Options from the Main Menu and then select the Controls Setup tab. The list of items on the window that slides out indicates the controls that can be changed. The text to the right of the buttons displays the currently selected control. To change a control, select the corresponding control from the list and choose the Change Control button (or double click on the control). You will be prompted to select a new control. To select a new control, press or move the input device (keyboard key, joystick, wheel, etc.) that you wish to assign. The new control will be displayed. You can cancel the assignment process by pressing ESC.

If you wish to cancel the changes that you've made and revert to the previous controls, select the Cancel Changes button.

The following driver controls can be customized:

Action		Joystick Default	Keyboard Default	Description
Steer Left	Joystick A Left		Cursor Left		Steers car to the left
Steer Right	Joystick A Right		Cursor Right		Steers car to the Right
Accelerate	Joystick A Up		Cursor Up		Presses the accelerator
Brake		Joystick A Down	Cursor Down		Presses the brake pedal
Line-Lock	ENTER key		ENTER key		Locks the front brakes only
Shift Up		A key			A key			Shift transmission up a gear
Shift Down	Z key			Z key			Shift transmission down a gear
Reverse	Joystick Button A1	R key			Put transmission in reverse
Trans-Brake	Joystick Button A2	Space key		Locks transmission
Two-Step	T key			T key			Turn on/off the rev limiter
Parachute	Tab key			Tab key			Release parachute
Look Left	S key			S key			Change the view to look left
Look Right	F key			F key			Change the view to look right
Look Forward	E key			E key			Change the view to look forward
Look Backward	D key			D key			Change the view to look backward
Next view	> key			> key			Display next view
Previous view	< key			< key			Display previous

The controls can be reset back to their default values by selecting the Reset button and answering Yes to the confirmation box. If a joystick is detected, the controls will be reset to the joystick defaults. Otherwise, the controls will default to the keyboard controls.

The following controls cannot be customized and are always assigned to the following keys:

Key		Description
F1		
F2		Adjust level of detail or the people around the track.
F3 		Adjust level of detail of the buildings.
F4		Adjust level of detail of the smoke.
F5		Turn horizon on or off.
F6		Turn the clouds on or off.
F7		Turn the motion blur on or off (3Dfx version only).
F8		Turn on or off the dash.
F9		Turn  the sound on or off.
F10		Quick save the current telemetry data.
F11		Re-center joystick.
INS key	Capture a screen shot. This option is available if the -s option is supplied on the command line (i.e. DRAG -s). Screens are placed in the SAVE directory inside the directory in which Burnout is installed.
Shift-[	Decrease display size x.
Shift-]	Increase display size y.

Realism
The Realism menu contains options for adjusting how "realistically" Burnout plays. The Realism menu is accessed by selecting Options from the main menu and then selecting the Realism tab. The following options are available:

Ability Level-	Specifies the skill level of the computer-controlled players. The value is a percentage as compared to a pro-level driver. The value can range from 50% (rookie) to 100% (pro).

Number Of Racers-	Allows the player to specify the total number of players entered into Events. This includes both human and computer players. This parameter only applies to Event and Season racing. Values can range from 2 (you and an opponent) to 64.

Environment-	Controls the atmospheric conditions that are used as a factor in determining car performance. In addition to altitude, environmental parameters include humidity, temperature, barometric pressure, and wind force and direction. Variance in these parameters can greatly affect engine and vehicle performance. You can choose from several preset options or you may customize your own. Random will select a set of parameters based on the track and other random factors.

Parachute-	Allows the player to select whether the parachute will be opened automatically or manually. The control to release the parachute is customizable from the Controls Setup section.

Damage-	Controls the realism of the damage taken during a run. This includes both physical car damage and damage to the engine (blown engines). Options are: None, Minimal, and Full. These options correspond to no damage, minimal car damage with a low possibility of engine and tire damage, and fully realistic damage to car and components.

Burnout/Stage-	Allows the player to choose if the car will automatically burnout, pre-stage, and stage before a race. If Auto is selected the player will not control the car until it is fully staged.

Graphics
The Graphics menu contains options for adjusting the visual effects and graphic detail. The Graphics menu is accessed by selecting Options from the main menu and then selecting the Graphics tab. The following options are available:

Road Detail-	Specifies the detail of the road objects. Choose from Low, Medium, and High.

Building Detail-	Specifies the detail of the buildings and other similar objects. Choose from Low, Medium, and High.

Car Detail-	Specifies the graphic detail of the cars. Choose from Low, Medium, and High.

People-		Specifies the number of track-side people. Choose from None, Some, Most, and All.

Buildings-	Specifies number of buildings shown. . Choose from None, Some, Most, and All.

Smoke-		Specifies the smoke detail. Choose from None, Half, and On.

Horizon-	Selects whether the horizon is displayed or not.

Clouds-		Turns the clouds on or off.

Motion Blur-	Turns the motion blur on or off. (3Dfx version only).

Sound
The Sound menu contains options for adjusting relative levels of sounds. Selecting Options from the Main Menu and then selecting the Sound tab accesses the Sound menu. All volumes are expressed in percentage of full volume. Ranges are from 0 (no sound) or 100% (full volume). The following options are available:

Music Volume-	Allows the changing of the volume of the music.

Engine Volume-	Allows changing of the player's engine volume.

Opponent Volume-	Allows changing of the opponents engine volume.

Crash Volume-	Allows changing of the crash sounds volume.

Squeal Volume-	Allows changing of the tire squeal volume.

Announcer Volume-	Changes volume of the announcer voice.

Other Volume-	Changes volume of the menu and other sounds.


Customizing the Dash
The dash in Burnout is represented as a cluster of gauges that "float" on top of the 3D display. This configuration allows the user to customize the type and arrangement of dash components and doesn't limit the user to a fixed, pre-drawn display. The following gauges are available for placement:

Speedometer-		Indicates the speed of the vehicle.
Tachometer-		Indicates the RPM of the engine.
Oil pressure-		Indicates the oil pressure. A low oil pressure is an indicator of engine problems.
Oil temperature-	Indicates the temperature of the oil. A high temperature indicates a problem with the engine.
Water temperature-	Indicates the temperature of the water that is used as an engine coolant. A high temperature indicates a problem.
Transmission temperature-	Indicates the temperature of the transmission. A high temperature indicates that the clutch may be slipping too much or that an improperly sized torque converter is being used.
Shift light-		Is a user definable light that comes on at an RPM level. Burnout allows two different shift points to be selected by the player.
Gear indicator-		Indicates the current gear.
Line-Lock indicator-	Indicates that the line-lock is engaged. The line-lock will lock the brakes on only the front tires, allowing the rear tires to rotate freely. Line-lock is used primarily for doing a burnout.
Trans-brake indicator	Indicates that the trans-brake is engaged. The trans-brake will prevent torque from being transferred to the wheels by locking the transmission in 1st and reverse gears at the same time.
Two-step indicator-	Indicates that the two-step is engaged. The two-step is a rev-limiter which is automatically set to be at about the maximum torque value.
Christmas tree display-	This is the starting lights display. The display will be on the left or right depending on the lane you are assigned.
Tire traction gauge-	This indicates the force applied to the tires relative to how much the tires can withstand. If the needle goes into the red zone, the tire has started to slip. The Yellow zone is where maximum traction is taking place.
Distance gauge-	Before a race begins, the distance gauge indicates the distance to the start line (and pre-stage light). Once a race is underway, the gauge indicates how far away you are from your opponent. You are always indicated by the yellow, moving bar. As the distances get closer or further, the scale of the gauge will change. The scale is indicated below the gauge.

To customize the dash, select Options from the Main Menu and then choose the Customize Dash tab. Initially the default dash layout will be displayed. To turn a gauge on or off, select Dash tab and select the corresponding button in the window. Select the Reset button to reset the gauges back to the default position.

To move a gauge, click and hold on the gauge and drag it to the new location. When finished editing, select the Back tab to return to the Options Menu. Your changes to the dash will be automatically saved and reloaded each time you play.

Note: Moving the gauges is only possible by using a mouse.

Improving The Frame Rate
Normal video plays at the rate of 30 frames per second. The lower the frame rate, the more the display appears jerky and slow. At slow frame rates, quick maneuvers will be difficult and sluggish. Even though current technology is getting faster, the processing power of your computer may not be enough to produce acceptable frame rates, generally agreed to be about 10 frames per second. Burnout provides several options to improve your frame rate.

Horizon
Turn off the textured horizon. The textured horizon will be replaced by a solid colored horizon. The horizon is turned off in the Graphics Options or by pressing the F5 key while racing.

Clouds
Turn off the clouds. The textured sky will be replaced by a solid color. The clouds are turned off in the Graphics Options or by pressing the F6 key while racing.

Display Size
You can decrease the size of the rendered display by pressing the [ and ] keys. The less area that needs to be rendered the faster the display rate.

Textures
The larger the textures, the longer texture manipulations take. In the 3Dfx version, textures must be swapped into the graphics card and this takes time. Smaller textures will reduce the need to swap, however, the textures will look more pixilated and will appear blurry on the 3Dfx card.

Trees, Buildings, and People
The fewer objects to render, the faster the frame rate. Turn off or reduce the number of objects by changing the parameters on the Graphics window in Options.

Hardware Acceleration
Hardware accelerators are becoming more popular and less expensive. Adding a 3Dfx hardware accelerator will not only increase the frame rate but will also produce a better display with more graphic features.

Driver/Car Profile

One of the first steps in playing Burnout is setting up a Driver and Car Profile. The Driver/Car profile is accessed from the Main Menu by selecting the Driver/Car Profile menu item.

A profile is where all the data on you, the player, is stored and accessed. Some portions of the data are modifiable by the player, some are not and are meant as information only. There are basically two aspects of the driver profile: the driver's data, and the vehicle's data. The driver's data is used to personalize a driver and set up a "career". This data is also displayed during multi-player racing so that you and your opponent can see what they're up against. The vehicle's data  is setup in the car Shop.

The driver's information is found under the Driver Info tab and consists of the following information:

Name-		The driver's name. The name can consist of any characters up to 16 characters in length.
Location-	Where the driver is located, typically city and state.
Gender-	The driver's gender.
Age-		The age of the driver.
Statistics-	These are the driver's statistics. These are not editable by the user (except for resetting) but are tracked and updated when the player races.

The following statistics are automatically tracked for the player. Note that the statistics have no relation to the vehicle and are NOT reset when a different vehicle is selected:
Number of Races-	The number of races raced by the driver.
Wins-			The number of races won.
Losses-			The number of races lost.
Best Reaction Time-	The best reaction time clocked.
Average Reaction Time-	The player's average reaction time.
Best E.T.-	The fastest E.T. clocked by the player.
Average E.T.-	The average player E.T.
Top Speed-	The fastest speed the player has reached.

To reset the statistics, select the RESET STATS button on the Driver Info window. You may wish to do this if you decide to change vehicles or have started a new season, or you may want the statistics tracked for the entire time you play Burnout- It's up to you.

You can build as many driver profiles as you'd like. The current driver profile is automatically saved when you exit the game. To load another driver profile, select the Load tab.

To create a new driver Profile, select the Create Driver tab. The current driver information will be copied to the new driver profile (except the statistics, which are reset). You may then change any of the profile information.

As part of the driver profile, the player can select the chassis or body style that is used to "build" the vehicle around. The chassis is the basic structure of the car that includes the body design, placement of components, placement of tires, and basic aerodynamic properties. The user can choose from any of the twenty cars (more, if you've added on). To choose a chassis, select the Chassis tab and select a car. Each car's basic information is displayed to aid in your choice.

Note: Burnout will remember the current driver profile and will re-load it each time the game is started. There is no need to load a driver unless you wish to change to a different driver.


Modifying The Car

Burnout allows the user to modify nearly every aspect of the vehicle through the in-game Shop. The Shop is accessed by selecting Driver/Car Profile from the Main menu or during a race by selecting the Shop tab (the driver tabs will not be displayed when accessing the shop from within a race).

The Shop screen displays the current vehicle as a dynamic 3D model. As different components are modified, the car will spin to display the component being changed. The following tabs are active and represent the components that can be modified:

Load Setup-	Allows a vehicle setup to be loaded.
Save Setup-	Allows a vehicle setup to be saved. These setups can then be loaded or exchanged with other players.
Engine-	Lets you customize the engine.
Trans.-		Lets you modify the type and setup of the transmission and gears.
Wings-		Allows changes to the aerodynamic wings of the vehicle.
Tires-		Lets you select the parameters of the tire.
Suspens.-	Lets you customize of the suspension.
Telemetry-	Displays the current and previous set of telemetry data.
Delay Box-	Allows the setting of the delay box and dial-in parameters.
Reset All-	Resets all parameters back to the chassis' default values.
Test Track-	Will take the player directly to a test track for a solo run.

Note: Your changes made in the Shop are automatically saved when exiting the Shop.

The Engine
The engine is probably the most discussed and modified element in the drag racing vehicle. Burnout allows extensive modification of the engine and components. The engine simulation technology uses a gas dynamics model developed by Motion Software for their Desktop Dyno software. The following menu items can be modified:

Induction-	The induction menu allows you to change the airflow into the engine. Flow ratings range from 300 cfm 2-bbl carburetors to 1100 cfm 4bbl or 8bbl (or multiple carburetors) pre-defined configurations. You can also type in a custom Flow.

Manifold-	Select from various intake manifold types. An intake manifold is the pathway for the incoming air (and fuel if non-fuel injected). Generally, the smoother, larger and more tuned an intake is, the more power that can be produced.

Fuel-	Selects the type of fuel being used. Various types of fuel combust differently and produce different power results. Most dragsters run on racing gasoline or on alcohol.

Header-	This item specifies the exhaust manifold or header configuration. There are a variety of configurations to choose from. Generally the larger and more tuned the exhaust is, the more power that can be produced.

Head/Port-	The Head/Port drop down menu contains many selections for the type and characteristics of the piston cylinder head design. The head design and porting type affect the way the fuel is mixed and the exhaust is pushed out. For high power, port and value size should be as large as possible.

Valve Diameters-	The valve menu allows you to choose from several "standard" sizes from a drop-down menu or you can have Burnout automatically calculate the optimal value sizes. In addition, you can input the value sizes directly into the Intake and Exhaust boxes. Valves should be as large as possible for optimal power.

Compression Ratio-	The compression ratio is a comparison of the volume that exists in the cylinder when the piston is located at BDC (bottom-dead-center or the lowest point in the stroke) to the "compressed" volume when the piston reaches TDC (top-dead-center or the highest point in the stroke).The compression ratio can range between 6:1 and 16:1. There are several predefined choices or the user can enter a custom one in the Ratio box.

Bore/Stroke-	This is the size of the engine. You are presented with many pre-built configurations through the drop down menu but you may also select a custom configuration by inputting the data directly in the Bore, Stroke, and # Cylinders boxes. The calculated size of the engine will be displayed. It is well known that the larger the engine, the more power that can be produced. This is also the case in Burnout's simulation.

Camshaft-	The Camshaft menu allows the selection of camshaft type, configuration, and timing. There are several pre-defined configurations but the user can input the valve events in either the 0.050-inch lifter-rise or the seat-to-seat methods. Many racing camshaft manufacturers publish this data and it can be used to simulate the effects of the cam.

Advance/Retard	This is an offset to represent the ignition timing. The timing of the spark can be adjusted to occur later or earlier in the stroke of an engine. You can use this to move the torque and horsepower curve up or down the RPM range.

Lifter	The lifter is the connection between the camshaft and the valves. In general the roller-type lifter produces more horsepower.

For more detailed information on setting up your engine see the Setup Tips section.

The Transmission
The transmission transfers the power of the engine to the tires. Typically the transmission consists of a series of gears linked to the engine through a clutch or torque converter. The transmission options are found under the Transmission tab. Burnout allows the user to choose a number of pre-defined transmissions or to customize a manual (with a clutch), or automatic (with a torque converter) transmission.

To setup a transmission, select "Custom Manual" or "Custom Automatic" from the drop down box. You will then need to enter the individual gear ratios. If you manually change an individual gear value without selecting "Custom Manual" or "Custom Automatic", it will be automatically selected based on the last menu type. You can set up to six gears. To disable a gear, and any above it, enter a zero (0) in it's ratio box (i.e. if you want a two speed, enter a zero (0) in the box labeled Gear 3).

If an automatic transmission was selected, you will need to specify torque converter settings:
Stall-	This is the stall speed or the RPM at which the Torque converter is locked-up with the engine.
Multiple-	This is the multiplier value that the torque converter applies when starting from a standstill.
Slip-	All torque converters slip. This is the amount of slip the torque converter has.

If using a manual transmission, the Stall value specifies the RPM at which the clutch will be fully engaged or "locked". The Slip value specifies the amount of clutch slippage there will be through the Stall RPM range. This allows you to simulate slipping the clutch at launch. For example; if you want only 80% of the power available at launch and you want the clutch to be locked at 2500 RPM you would set Stall to 2500 and Slip to 20%.

You can also specify a Final Drive gear ratio that is independent of the type of transmission.

To help you optimize your shift timing, you may specify two different shift light settings. The shift light will come on when the engine reaches the specified RPM and will stay on for 500 RPM afterwards. It the shift settings overlap, the light will appear to come on only once.

Wing
The vehicle's aerodynamics greatly affect top end performance. Each vehicle has different aerodynamic properties. Frontal area and drag factors are based on the design of the car and can't be changed by the user. The other parameters are meant to provide a means to keep the car glued to the ground with the greatest amount of pressure on the driving tires. The size and angle of the wings have the largest affect. To change the aerodynamic properties select the Wing tab.

The Tires
Tires are the single most important element in drag racing. The tire is what turns the power of the engine into acceleration and speed. There are several tires to choose from by selecting the tire from the drop down menu or you can customize your own. The following parameters can be adjusted:

Peak-		This the maximum force that the tire can exert. The value represents "grip" value that is multiplied by the vertical load on the tire. For example, some drag tires can generate up to 3 times the force of their vertical load, so a value of 3.00 would be entered.
Slope-		This represents how quickly tire forces are generated as slip angles are increased. The values are in lbs. per degree.
Stiffness-	This value represents the stiffness of the tire or how fast the tire develops its forces.
Shape-		This represents the shape of the tire curve at its peak.
Curvature-	This represents the type of force curve generated by the tire.
Camber Slope-	This value represents how quickly camber affects lateral force. The value is in force per deg.
Camber Ang.-	The is the camber angle of the tire. Camber will change the lateral force generated by a tire and has small effects on the longitudinal forces. Most drag tires would have zero Camber Angle.
Diameter-	This the static diameter of the tire. Tire size affects the weight, and ultimate gear ratio.
Growth-		Tire growth is a measure of how much the tire grows as RPM rises. Growth is measured as a percentage of static radius.
Pressure-	This is the tire pressure. Pressure affects the tire grip, temperature, and spring rates.

The Suspension
The Suspension menu allows you to modify suspension configuration and center of gravity location. Changes in suspension can greatly affect the way the car behaves down the track and especially at the launch from the starting line. To change the suspension settings, select the Suspension tab. The following components are customizable.

Spring-	Allows changes to the springs. Changes in springs affect the way weight is transferred onto the tires.
Dampers (shocks)-	Dampers or shocks are velocity-sensitive and act as additional springs as well as acting against the compressed spring's recoil.
Roll Bar-	The roll bar affects how weight is transferred laterally or sideways. The stiffer the bar, the less weight is transferred.

The Center of Gravity of the vehicle is the point at which the car will rotate if suspended in mid air. The location of the center of gravity affects how weight is transferred. Generally, the lower and more forward the center of gravity, the less weight is transferred to the rear. Ideally in drag racing, the center of gravity would be set so that the front tires just lift as the car accelerates down the track.

Steering
The way the vehicle steers can be adjusted through two parameters; Lock and Ratio. Steer Lock is the number of degrees the wheel can turn from left to right. The steer Ratio is a measure of the amount of steering input to the actual wheel turn. A value of 10 indicates that for every one degree of wheel turn, the player would have to turn the steering wheel ten degrees. The lower the Ratio, the more the wheels will turn in response to steering input.

Telemetry
Telemetry data is recorded on every run. Data is recorded as soon as the car begins to roll forward into the water box and ends when the car stops after the finish line. The current and previous run can be overlaid on the display so that an exact comparison can be made. The following data is recorded:

DATA			DESCRIPTION
Longitudinal G		Longitudinal acceleration measured in G's.
Throttle			Position of the throttle measured in percent of full throttle.
Brake			Position of the brake measured in percent of full brake pressure.
Speed			Vehicle speed in MPH.
Engine RPM		RPM of the engine at the crank shaft.
Clutch RPM		RPM of the clutch.
Front Wheel RPM	RPM of the front wheel.
Rear Wheel RPM	RPM of the rear wheel.
Gear			Current gear selected.
Wheel RPM		RPM of the wheel.
Downforce		Measure of the aerodynamic downforce on the car.
Drag			Measure of the aerodynamic and rolling drag measured in lbs.
LF Travel		Spring travel of the left front wheel.
RF Travel		Spring travel of the right front wheel.
LR Travel		Spring travel of the left rear wheel.
RR Travel		Spring travel of the right rear wheel.
None			No display.

The telemetry data is extremely useful in analyzing what the vehicle is doing. The display of the telemetry data is customizable and can be overlaid on a previously saved run. The start line, 60ft, 330ft, 660ft, 1000ft, and finish line are clearly marked. See the Shop section for more details. Up to four data points can be displayed at once. Selecting the item from the drop down lists chooses the data. You may turn a "slot" off by selecting "none" from the list.

The telemetry data and the data used in the VCR are compatible. If you wish to view the data at a later time, you can load and save the data from the telemetry display or from the VCR. The data can also be sent to a friend as "proof" of your amazing reaction time or winning run.

Delay Box
The delay box is used to program a specific delay from the release the car (i.e. letting off the brake or trans-brake) to when the car actually leaves. Delay boxes are useful because statistically, you react faster off the first light than by trying to time each light and then react. So, in most cases, the delay box is set so that the player will release the "brake" in the very first amber light and the car will delay until the green before launching. The delay box also has a mode where the player can leave off the opponent's lights, called a Cross-over delay. Obviously this is only applicable in bracket racing where the opponent is the slower car and leaves first. If you have Cross-over selected and you are the slower car, the delay is not affected by the opponent's dial-in. Only the delay for the light will be added.

To program your delay box, first select which light you will be reacting to. This will add a fixed delay amount based on the current tree settings. You can then add additional delay to compensate for your (and your car's) typical reaction time. You will then need to select which device will trigger the delay. In most cases this will be the trans-brake or "foot" brake, although line-lock or two-step can be used. Once these parameters are set, the delay box is engaged when you are staged and have applied the selected control.

Setting A Dial-in
The Delay Box is also where you set your Dial-in Time (see Glossary). You should determine your dial-in in a practice mode, before entering a race. Make several runs and keep track of your e.t. after each. You can choose your dial-in by either taking an average of the runs or by selecting a dial-in you feel is a good representation of what your car is capable of. For example, if you made three runs with e.t.'s of 10.40, 10.45, and 10.46, you should choose a dial-in somewhere around these numbers, such as 10.44. Remember that you want to come as close to this number as possible, without going under.

The delay box is accessible from any of the race screens (except Quick Race) and your dial-in time and delay can be adjusted at any time before a race.

Racing

Overview Of Drag Racing
A drag race is an acceleration contest between two vehicles from a standing start, over a measured distance. The accepted standard for that distance is either a quarter-mile (1,320 feet) or an eighth-mile (660 feet). A drag racing event is a series of such two-vehicle, tournament-style eliminations. The losing driver is eliminated, and the winning driver progresses to the next round until one driver remains. 

The contests are started by means of an electronic device consisting of multicolored starting lights commonly called a Christmas Tree. On each side of the "tree" are seven lights: two small amber lights at the top, followed in descending order by three larger amber bulbs, a green bulb, and a red bulb. 

Three light beams cross the starting-line and connect to track-side photocells, which are wired to the tree and electronic timers in the control tower. As the front tires of a vehicle break the first light beam, or pre-stage beam, the pre-stage light on the tree indicates that the car is approximately six inches from the actual starting line. As the racer rolls forward into the stage beam, the front tires are positioned exactly on the starting line. The stage bulb is lit on the tree, indicating the vehicle is ready to race. When both vehicles are fully staged, the starter will activate the tree, and each driver will focus on the three large amber lights on his or her side of the tree. 

Depending on the type of racing, all three large amber lights will flash simultaneously, followed four-tenths of a second later by the green light (called a Pro Tree). Alternately, the three bulbs will flash consecutively five-tenths of a second apart, followed five-tenths later by the green light (called a Competition, or full Tree). 

On each run, elapsed time and speed are monitored to determine performance. As each vehicle leaves the staging beams, it activates an elapsed-time clock, which is stopped when the vehicle passes the finish line. The start-to-finish time is the vehicle's elapsed time (e.t.). Each lane is timed independently. Speed is measured in a 60-foot "speed trap" that ends at the finish line. 

The first vehicle that crosses the finish line wins, unless, as in some categories, it runs quicker than its dial-in or index (see glossary). A racer also may be disqualified for leaving the starting line too soon (red lighting), leaving the lane boundary (crossing the centerline, touching the wall or guardrail, or hitting a track fixture such as the photocells), failing to stage, or failing a post-run inspection.


Handicapped Racing
A handicap starting system is used to equalize competition in certain categories. Basically, this system enables vehicles of varying performance potential to compete on an equal basis. The anticipated elapsed times for each vehicle are compared, and the slower of the two cars is given a head start equal to the difference of the two e.t.s. Through this system, virtually any vehicle can be paired in a competitive drag race. 

Here's how it works. Car A has been timed at 14.78, 14.74, and 14.76 seconds for the quarter-mile, and the driver feels that a "dial-in" of 14.75 is appropriate. Meanwhile, the driver of car B has recorded elapsed times of 12.27, 12.22 and 12.26 on the same track and he has opted for a "dial-in" of 12.25. Accordingly, car A will get a 2.5-second headstart over car B when the tree counts down to each car's green light. If both vehicles cover the quarter-mile in exactly the predetermined e.t., the win will go to the driver with the best reaction time (quickest reaction to the green light on the tree). However, if a driver runs faster than his or her dial-in, it is called a "breakout" and the driver is disqualified. If both drivers run quicker than their dial-in, the win goes to the driver who breaks out the least. A foul start, or red-light, takes precedence over a breakout. A driver who red-lights is automatically disqualified even if the opponent ends up breaking out.

A modified form of handicapped racing is found in several classes where both cars leave the starting line at the same time but are limited to a fixed e.t. These classes use a Pro Tree and require greater skill in managing top end driving (see Driving School section).

The following classes are available in Burnout:

	CLASS				E.T.			STARTING SYTEM
	Heads-Up			Unlimited		Pro start
	8.9 Bracket			8.9			Pro start
	9.9 Bracket			9.9			Pro start
	10.9 Bracket			10.9			Pro start
	11.9 Bracket			11.9			Pro start
	Open Bracket			Varies			Handicapped start

A Pro start is where both lanes' lights activate at the same time. A Handicapped start is where the faster car's tree lights later than the other giving the slower driver a head-start.

It is important to note that your vehicle does not have to physically conform to the e.t.'s in order to race in the class. For example, your car may be physically capable of running an 8.90 e.t. but you are still allowed to run in the 10.9 class. However, you must make sure your run is at or over 10.90 e.t. or you will break out and lose. Sometimes this involves hitting the brakes at the finish line to win (see Driver's School). Class selection is made when selecting a race type from the Race Menu.

The Burnout
The burnout is an important stage in preparing a vehicle for racing. Besides being a spectacular display of power, the burnout is necessary to bring the tires up to optimal temperatures and thus, optimal grip.

A burnout is accomplished by first rolling forward through a portion of the track behind the start line called the water box or "bleach box" (they used to use bleach to soften the tires). The driver then proceeds to put on only the front brakes using a device called a Line-Lock. The engine RPMs are then brought up, and the clutch is engaged if applicable, until the rear tires begin to spin. The throttle is held open a moment longer as the line lock is let go. The car will roll forward as the throttle is disengaged.

The driver is also allowed to do "dry" burn outs which consist of opening the throttle on the dry track without engaging the Line-Lock. The car lurches forward, further warming the tire and clutch.

Staging
Staging takes place after the vehicle's tires are adequately warmed up with a burnout. Staging is detected through the use of light beams and photocells or infrared that detect when the tire breaks the beam. The vehicle moves forward until the small yellow light or lights on the top of the  "Christmas Tree" (pre-stage light) is lit.

Once pre-staged, the vehicle is inched forward (about six inches) until the second yellow light or lights on the "Christmas Tree" (stage light) is lit. Once one opponent has staged, the other opponent has a limited time, about 15 seconds to complete staging and be ready to race. At this point the driver must be prepared for the tree to begin its countdown at any time.

It is possible to continue to roll forward out of the pre stage lights so that only the stage light is lit. This is called "deep staging" and there are benefits and tradeoffs to doing it. On the positive side, you are a few inches closer to the finish line and your roll out time (see Glossary) will be shorter and thus your reaction time will be better. On the negative side, Your e.t. will be slower because you will have less of a rolling start and will be leaving the start line at a lower speed. There are also some psychological advantages to deep staging that may distract your opponent just enough to give you the better reaction time and the win.

NOTE: You are given a limited amount of time to stage your car (about 2 minutes). If you do not stage within this time, the other car will be allowed to make the run as if it were a bye and you will be eliminated.

The Race
Once both opponents are staged, there will be a random amount of time before the race begins (usually only a few seconds). During this time, the car should be put in the proper gear and the Trans-Brake engaged which will prevent the transmission from transferring power to the wheels. If a Two-Step (rev limiter) is used, the Two-Step should be engaged and the throttle planted to the floor. Otherwise the RPMs should be brought up to near the maximum torque's RPM.

If starting with a full tree, each light will illuminate .500 seconds apart. The reaction timer starts as the third amber light illuminates and stops when the car leaves the stage beam. Thus, a perfect reaction time on a full tree would be .500. In most cases, wait for the second or third amber light to flash before releasing the trans-brake and planting the throttle. If you decide to use a delay box, the actual light used to release the trans-brake is programmable.

If starting from a pro tree, all three amber lights will illuminate together followed .400 seconds later by the green light. Depending on your starting style and use of a delay box, you will probably release the trans-brake as soon as the amber lights flash. As your reaction times improve you will need to adjust your release time and possibly use a delay box to help prevent red lighting.

Once a race is underway, there is not much left to do but correct the car's direction through steering and hit the shift points. Care must be taken not to over-rev the engine or smoke the tires. If the tires begin to smoke, the driver must back off the throttle in order to regain traction. As the car nears the finish line the driver must decide if he or she is under the dial-in time. Sometimes it is necessary to hit the brakes, called dumping, at the finish line in order to not break out. In general, you should always try to get to the finish line first, but if you and your opponent both break out, the one who breaks out the least will win. As you can see, it gets pretty busy at the finish line. This is a part of Bracket racing that few people are aware of or are good at. It takes a lot of practice to be good at the top end. See the Driver School section for more racing pointers.

Timecards
Time cards are provided after each run. Timecards provide very basic but useful information that can help improve your time and help you win more races. Each timecard contains the following information:

DATA			DESCRIPTION
Elapsed Time		The time taken from leaving the start line to crossing the finish line.
Difference		In bracket racing, this indicates the difference between your dial-in and your current e.t.  In Heads-up racing, this will indicate the difference between the previous run and your current run.
Trap Speed		This is the speed measured in the speed trap at the finish line.
Reaction Time	Indicates how much delay occurs from the last Yellow light being turned on and the car starting the Elapsed Time timer.
30ft Time	Measure of how long it took the car to travel the first 30ft.
30ft Speed	The speed of the vehicle at the 30ft mark.
60ft Time	Measure of how long it took the car to travel the first 60ft.
60ft Speed	The speed of the vehicle at the 60ft mark.
1/16 Mile (330ft) Time	Measure of how long it took the car to travel the first 330ft.
1/16 Mile (330ft) Speed	The speed of the vehicle at the 330ft mark.
1/8 Mile (660ft) Time	Measure of how long it took the car to travel the first 660ft.
1/8 Mile (660ft) Speed	The speed of the vehicle at the 660ft mark.
1000ft Time	Measure of how long it took the car to travel the first 1000ft.
1000ft Speed	The speed of the vehicle at the 1000ft mark.
Roll Out Time	The time it takes for the car to leave the stage beam from a standing start.
0-60mph Time	The time it takes the car to reach 60mph.
0-100mph Time	The time it takes the car to reach 100mph.
Temperature	The air temperature at the time of the run measured in degrees.
Wind Speed	The velocity of the wind at time of run measured in mph.
Wind Direction	The wind direction at the time of the run measured in degrees from North (North is 0 degrees).
Humidity	The relative humidity at the time of the run measured as a percentage.
Barometric Pressure	The atmospheric pressure at the time of the run measured in millimeters of mercury.
Elevation	The elevation at which the run was made.
Margin Of Victory	The difference in your time and your competitor.

A similar set of information is also displayed about your opponent. You can use this information to compare the two runs and either see what you did better or determine where you need improvement.

The 60ft times are dependent upon traction, gearing, launch RPM, and staging depth. The 60ft times will not vary greatly with horsepower fluctuations due to the environment. Tire temperature and pressure will help optimize traction.

After the 60ft times, the 330 and 660ft times will indicate how well the car is pulling through the gears. These times, for the most part, are affected by gearing, engine horsepower, and to a lesser extent, the weather.

The distance after the 660ft mark and the finish line is a measure of the brute horsepower the engine produces. Variables such as weather, ignition timing, and value overlap have a large effect on the top end speed.

Practicing
A practice run is a solo run down a selected track. Practice conditions can be set such as temperature, wind, and humidity by selecting the Weather tab. A practice run can take place on any of the tracks in Burnout. To choose a track, select the Select Track tab. During a practice session, the player has access to the full shop facilities by selecting the Shop tab.

Note: Statistics logged during practice are not permanently recorded.

Running A Single Race
A single race is a race against an opponent down a selected track. Race conditions can be set such as temperature, wind, and humidity by selecting the Weather tab. A race can take place on any of the tracks in Burnout. To choose a track, select the Select Track tab. While in single race mode, the player has access to the full shop facilities. To go to the shop, select the Shop tab.

There are several opponent types available from the Opponent tab. The regular brackets are available as well as a pro-stock option which will generate a sub-seven second car. A Random opponent will run a variety of e.t,'s from slow 14's to sub-sevens. The computer-controlled opponents will run based on their statistical AI built for each vehicle. You can also race against yourself by selecting Your Dial-In, which takes your current dial-in and applies it to an AI controlled car.

You can race as many times as you like and statistics are tracked and updated. If you have selected Open Bracket Class, you must also select a dial-in. Set a dial-in by selecting the Shop tab and typing it in the Delay Box window.

Racing An Event
An Event consists of a series of single elimination runs with the winner moving on and the loser going home.

In Bracket-style racing, events are carried out with a side by side elimination. No "ladder" per-say is established. Racing order is random. During bracket racing the match-ups are shown as two columns. Computer cars will have a small computer image next to them and the human player(s) will have a small figure next to it. The participants currently racing are indicated with a christmas tree next to them. 

In Heads-up style racing, drivers must qualify down to 16 finalists. Qualifying is carried out in a similar fashion to bracket racing; side by side runs with the top 16 e.t.s going on to a final ladder  that will eventually narrow the field down to one. The Heads-up ladder is a true ladder that pits the fastest drivers against the slower drivers (giving the faster drivers the advantage). If the ladder is not filled, bye runs are given to the fastest qualifiers first.
 
During Event play you will be allowed to watch the races occurring and/or the event "ladder" while waiting for your turn. When it's your turn to stage, you will be prompted to stage, and given a summary of your opponent. Racing then proceeds as in a single race. If you don't want to watch the other cars, you can skip the current race by selecting the Skip Race tab (except multi-player racing). If you wish to skip all races up to your race, you can hold the CTRL key while selecting the Skip Race tab.

While waiting for your turn to race you are allowed to adjust your Delay Box, view the Race Stats, Save the game, and change the View. You can also visit the VCR to view your last race (except in multi-player mode) or visit the shop and make adjustments to your car.

Competing In A Season
Season competition is basically racing a series of Events. The main difference is that the end of the season winner is determined by the accumulation of points from each race. The manner in which points are earned is different in heads-up and bracket racing.

Bracket Racing Points are based on the following points table:

Field Size 	1st Rd.	2nd Rd.	3rd Rd.	4th Rd.	5th Rd.	6th Rd.	7th Rd.	R/U	Win
		Loser	Loser	Loser	Loser	Loser	Loser	Loser
4 or less	30							60	80
5 to 8		30	40						60	80
9 to 16		30	40	50					60	80
17 to 32	30	40	50	60				70	90
33 to 64	30	40	50	60	70			80	100

Heads-up points are based on following:

Winner			100
Runner-up		80
Third-round losers	60
Second-round losers	40
First-round losers	20

Additional points are awarded as follows:

10 points to all cars that successfully make a qualifying run.

Qualifying positions also earn the following additional points:

1st			8 pts
2nd			7
3rd			6
4th			5
5th & 6th			4
7th & 8th			3
9th through 12th		2
13th through 16th	1

All tiebreakers go to the driver with the most wins (not necessarily the most 1st place finishes).

The tracks that compose the season are set by selecting the New Season tab and adding the individual tracks. Tracks can be removed by choosing it and selecting Remove.

Season play begins by selecting Start Season.

In The Pits
The shop area is accessible anytime while racing. In the shop the player can: adjust tire type, size and pressure, adjust air/fuel mixture, change gear ratios and clutch settings, and adjust delay boxes. Once a race has started, the player is no longer allowed to change chassis types. To enter the Shop, select the Shop tab from the menu screen.

Multi-player Racing
Multi-player racing allows the player to race against another human-controlled car, and in the case of an Event or Season race, against human and computer controlled players. Setting up a multi-player game is simple; establish a connection, setup or join a game, and then race. Setting up a connection is probably the most difficult part. Burnout allows for several connection options; Null Modem (Direct Connect), Modem, Local Network (IPX LAN), and Internet (TCP/IP).

During Multi-player racing, you can access the chat window by selecting the Chat tab. In the chat window you can send and receive messages to the other human players.

Null Modem and Modem Play
Modem play allows two human players to race against each other via a serial connection. Regular modems and Null modems (Direct Connect) are supported.

The first step is physically connecting the machines. For modem or Null modem, you need to connect to one of the serial ports. Most computers come with two serial ports labeled COM1 and COM2. Either port is fine. Now that the hardware is connected, Burnout will need to be installed on both computers. Select modem play by selecting the Serial Event tab from the Multi-Player menu.

For play via a modem, a modem type and other parameters must be specified. Burnout comes with many common modem types. Select Modem Type and then select your modem from the list. If your modem is not in the list, select Generic 14.4 Modem. If you are using a Null modem connection, select the Direct button; for a modem connection select the Modem button. To setup the modem the following parameters must be specified:

Baud Rate-	This is the maximum connect speed. Burnout supports 14400, 19200, 28800, 38400, 57600, and 115200.
COM port-	This is the communication port you have connected to.
INT-		This is the IRQ selected to accommodate the COM port.
Init-		This is the initialization string that is sent to the modem.
Reset-		This is the reset string for the modem (usually ATZ).
Hang up-	This is the hang up string (usually ATH0).

The strings are modem-specific and can be found in the documentation accompanying your modem. In order for Burnout to communicate smoothly, it requires that the data be passed on through the modem immediately, not compressed, buffered or error corrected. A typical command string would start with an AT followed by a string of characters. You need to determine and supply the commands to:
1.  Reset the modem.
2.  Set compression to off or none.
3.  Turn error correction off.

If you need to insert control characters, use the ^ character (i.e. ^M stands for control M). There is no need to insert a carriage return at the end of the string.

At this point you will need to either Join a Game(call) or start a New Game (answer). Who is dialing and who is answering should be established before this point. If you select Join Game, you will need to provide a number to dial. If you are initiating the New Game, simply select New Game and wait for the call.

LAN
LAN play uses the IPX network protocol to communicate between players. Up to 32 players can connect. Selecting the Network Event tab from the Race Menu accesses network LAN play.

When Network is selected, You must select whether to create a new game or join an existing one. 

When electing to start a new game, you must supply some information. The Game Name is used to identify the game to others wishing to join. The password can be used to allow only selected people to join in. The Player Name is the name you wish to be displayed to the other drivers. You may also adjust items also found in the Options windows such as Damage, Number of Racers, and Computer Ability Level. You can choose a track by selecting the Select Track tab. Before you start the competition, you'll want to choose a class and any special weather conditions. These are accessed from the Class and Weather tabs. When you are satisfied with the game selections and are ready to get the race started, select the Start Race tab. Burnout will wait for all players to log on. As each player logs on, his car and name will appear on screen. During the logging period, players may leave and re-enter the game at any time, but once the race has started, no more players may join a race. Once the desired number of cars has logged on, the host (the player who started the game) may start the race by pressing the Start Race tab. Any remaining slots will be filled with computer controlled cars.

When electing to Join a game, you will be prompted with a list of games available and will be able to type a Player Name and a Password if required. When you're ready to race, select the Join Race tab.

Internet
Internet play uses MPath gaming network to communicate between players. Your MPath connection must be established before running Burnout and is only available from within Windows. See the instruction contained in the MPath setup.

Once the MPath connection is established game play is accessed and set up exactly as in LAN play.


Loading And Saving Games
During an Event or a Season, the game can be saved at any time. To save a game, select the Save Game tab and type a name and description.

You can also load a game at any time. Care must be taken when loading a game because the car setup and player statistics are set to the values present when the game was saved. This means that if you save a game and then participate in another Event, then reload the game, it will be as if you never raced the second event. To Load a game, select the Load Game tab on the Event or Season menus.

The VCR
The VCR is used to view the last run or a run that had been previously saved. Each run a player makes is automatically recorded. The recorded data consists of two parts; telemetry data and visual data. The telemetry data can be viewed in any telemetry window. The visual data can only be viewed within the VCR.

The VCR can be accessed from the Main Menu or from most race screens.  Inside the VCR you are able to load and save data, change view points, view telemetry data which is synchronized with the visual data, and vary playback through a variety of controls.

Note: During racing, the current telemetry data can be quick-saved by pressing the F10 key. Each time the F10 key is pressed, a file will be created called QSAVXX.TEL where XX is a number representing the number of  times the F10 key was pressed.

Playback is controlled through a professional-style jog and shuttle controller.

Playback at normal speed.
Variable speed reverse playback.
Variable speed forward playback.
Single frame advance (hold left button and drag left or right).
Stop playback.
Move to start of data.
Move to end of data.
Move to any position in the data.
Current time.
Total time.

There are a few keyboard functions to control the camera view available in the VCR:

KEY		FUNCTION
5		0 degree rotation (normal view).
6		180 degree rotation.
7		Rotate clockwise.
8		Rotate counter-clockwise
9		Lower camera.
0		Raise camera
- (Dash)	Move camera closer.
+		Move camera away.

When you save VCR data it is saved as an individual file in the SAVE directory. These files can be freely distributed and can be displayed in a friend's copy of Burnout.

The Tracks


Atlanta Dragway, Commerce, GA
Altitude		1100"
Fastest ET	Gary Scelzi 4.669 sec 4/97
Fastest MPH	Scott Kalitta 306.64 mph 4/96
Major Event	Fram Nationals

Bandimere Speedway, Morrison, CO
Altitude		5280"
Fastest ET	Blaine Johnson, 4.703 sec 7/96				                                                    
Fastest MPH	Cory McClenathan, 310.23 mph 7/97
Major Event	Mopar Parts Mile-High Nationals

Beech Bend Raceway, Bowling Green, KY
Altitude		480"
Fastest ET	Don Garlits 5.41 sec 6/78
Fastest MPH	Don Garlits 266 mph 6/78
Major Event	Federal-Mogul Championships

Gainesville Raceway, Gainesville, FL
Altitude		160"
Fastest ET	Joe Amato, 4.597 sec 3/97
Fastest MPH	Joe Amato, 316.12 sec 3/97
Major Event	Mac Tools Gatornationals
  
Great Lakes Dragaway, Union Grove, WI
Altitude		700"
Fastest ET	Shirley Muldowney, 5.01 sec 8/95				                                                    
Fastest MPH	Whit Bazemore, 292.40 6/95
Major Event	Miller Genuine Draft Olympics of Drag Racing

Hawaii Raceway Park, Kapolei, HI
Altitude		10"
Fastest ET	Roland Leong, 5.85 sec 12/89					                                                    
Fastest MPH	Roland Leong, 250 mph 12/89
Major Event	NAPA Alaska-Hawaii Challenge

Heartland Park Topeka, Topeka, KS
Altitude		800"
Fastest ET	Blaine Johnson, 4.592 sec 7/96				                                                    
Fastest MPH	Kenny Bernstein, 317.34 mph 9/97
Major Event	Parts America Nationals

Houston Raceway Park, Baytown, TX
Altitude		50"
Fastest ET	Gary Scelzi, 4.575 sec 10/97			                                                    
Fastest MPH	Joe Amato, 318.69 10/97
Major Event	Matco Tools Supernationals

Indianapolis Raceway Park, Clermont, IN
Altitude		1000"
Fastest ET	Joe Amato, 4.600 sec 9/97				                                                    
Fastest MPH	Joe Amato, 318.24 mph 9/97
Major Event	U.S. Nationals

Maple Grove Raceway, Reading, PA
Altitude		540"
Fastest ET	Kenny Bernstein, 4.598 sec 9/96				                                                    
Fastest MPH	Kenny Bernstein, 314.24 mph 9/97
Major Event	NHRA Pioneer Electronics Keystone Nationals

Moroso Motorsports Park, West Palm Beach, FL
Altitude		23"
Fastest ET	Mike Dunn, 4.94 sec 12/97				                                                    
Fastest MPH	Mike Smith. 290.00 mph 12/97
Major Event	Pepsi All Chevy Show Presented by Bumper to Bumper

National Trail Raceway, Columbus, OH
Altitude		911"
Fastest ET	Kenny Bernstein, 4.608 sec 6/96				                                                    
Fastest MPH	Kenny Bernstein, 313.5 mph 6/96
Major Event	Pontiac Excitement Nationals	

New England Dragway, Epping, NH
Altitude		90"
Fastest ET	Bruce Larson, 5.048 sec 9/93				                                                    
Fastest MPH	Doug Herbert, 291.54 mph 9/93
Major Event	IHRA North American Nationals

Old Bridge Township Raceway Park, Englishtown, NJ
Altitude		70"
Fastest ET	Joe Amato, 4.59 sec 5/97				                                                    
Fastest MPH	Joe Amato, 316.78 mph 5/97
Major Event	Mopar Parts Nationals

Orlando Speedworld Dragway, Orlando, FL
Altitude		66"	
Fastest ET	Jay Payne, 5.68 sec 3/97				                                                    
Fastest MPH	Keith Stark, 244.36 3/97
Major Event	World Streetnationals

Pomona Raceway, Pomona, CA
Altitude		1000"
Fastest ET	Joe Amato, 4.558 11/97				                                                    
Fastest MPH	Kenny Bernstein, 320.74 2/98
Major Event	Winston Finals

Rockingham Dragway, Marston, NC
Altitude		375"
Fastest ET	Gary Scelzi, 4.641 sec 4/97				                                                    
Fastest MPH	Bruce Sarver, 311.85 mph 4/97
Major Event	Winston Invitational

Seattle International Raceway, Kent, WA
Altitude		150"
Fastest ET	Bob Vandergriff Jr., 4.642 sec 8/96				                                                    
Fastest MPH	Kenny Bernstein, 314.0 mph 8/97
Major Event	Northwest Nationals

Texas Motorplex, Ennis, TX
Altitude		500"
Fastest ET	Cory McClenathan, 4.565 sec 10/97				                                                    
Fastest MPH	Cory McClenathan, 321.77 mph 10/97
Major Event	Chief Auto Parts Nationals

Texas Raceway, Kennedale, TX
Altitude		550"	
Fastest ET	Larry Edson, 4.50 sec 9/97 (1/8th mile)				                                                    
Fastest MPH	Larry Edson, 149 mph 9/97
Major Event	Labor Day Landslide


Setup Tips
Setting up the car is one of the most difficult, most rewarding, and most fun parts of drag racing. The total car setup involves many components. The most important and modifiable areas are Engine, Transmission, Tires, and Suspension.

Engine Setup
There are two engine outputs that the drag racer is concerned with: torque and horsepower. Torque is the raw force the engine generates. It's the kick in the pants you feel when you step on the gas. Horsepower is what gives you top end speed.

Torque is generated mainly through the size of the engine, compression ratio, and type and timing of the camshaft.

Horsepower is a direct function of torque and engine RPM. Horsepower is affected greater by modifications to the induction and exhaust systems. For the most part, a drag racing engine should have its peak horsepower further in the RPM range.

Using the simulation in Burnout, you can build nearly any naturally aspirated engine. It is possible and entertaining to input the parameters of a known engine and see how it will respond to different changes. In theory it is possible to use the changes in a real car and experience similar results.

Transmission Setup
The transmission consists of a series of gears and a coupling device. The device is either a torque converter or a clutch or a combination of both.

Gear selection is relatively strait forward. Gears should be selected so that the engine is working as much as possible around its peak torque and in top gear, at it's maximum horsepower. Gear selection becomes more complicated once a torque converter or clutch is factored in.

A torque converter uses impellers and a dense fluid to transfer torque from the engine to the transmission. This has several benefits including torque multiplication, reducing the need for a broad range of gears and not being able to stall the engine. Torque converters can be customized to work effectively with your engine. The multiplication factor is produced because of the configuration of the input and output impellers. The lockup is the RPM at which the torque converter is "locked" to the RPM of the engine. The higher the lockup, the higher the engine can rev before the engine begins to get bogged down. Because of the fluid coupling, the torque converter has a certain amount of loss. The Slip parameter is the amount of slip in the converter. If you want the converter to "lockup" like a manual clutch, a zero slip can be entered.

Tire Setup
Tires are arguably the most important and least understood aspect of drag racing. All of the interaction between the tire and ground occur in a relatively small contact patch. Setting up the tire can be a complex procedure. Burnout allows extensive modeling of the tire and allows the player to customize the tire's grip curve both longitudinally and laterally.

For the most part, drag racing tires are concerned with longitudinal forces. Longitudinal forces are directly linked to tire load, shape, pressure and temperature.

Tire load is more or less controlled by the placement of the center of gravity. Ideally, all the weight of the car should be transferred to the rear tires under acceleration. Under full acceleration, the tires should be able to handle the full torque of the engine or the tires will break loose and spin, thus losing traction.

Drag tires generally have low pressures. This allows for the tire to distort under acceleration and produce a larger contact patch. This is also what causes the wrinkled sidewall famous in drag racing.

Tire temperature is controlled only through a pre-race burnout. Burnout time should be consistent and controlled.

The most important parameters on the tire window are the Peak, Stiffness and Slope. The Peak value is the tire's maximum grip. This peak grip is directly related to the amount of weight on the tire. The Stiffness controls the initial shape of the tire curve and is related to the Slope parameter. The Slope determines how fast the tire's grip is generated. The other parameters should be adjusted so that the tire curve peaks and maintains a peak before falling off. The more distinct the curve peak is, the less consistent the tire will be.

Suspension Setup
The main purpose of a drag racing suspension is to keep the car stable and allow the car to keep the rear tires glued to the ground. Keeping the tires glued to the ground involves the suspension allowing weight to be transferred to the rear tires predictably and as quickly as possible.

Rear suspension should be set up to be stiff enough to allow the full weight of the car to be transferred onto the rear tires without the body or wheelie bars hitting the ground. Using slightly stiffer springs on the side receiving the weight (usually the right) can compensate for weight transfer due to engine torque (lateral transfer).

Front suspension should be set up to allow for the quickest and safest weight transfer to the rear. In general, the front spring rates should be increased to help weight transfer.

Using Telemetry Data
The telemetry data is extremely useful in analyzing what the vehicle is doing. Without the telemetry display, it would be virtually impossible to compare two runs in any detail. As changes are made to various components, telemetry data should be compared so that change can be "quantified". Components should be modified individually so that readings will not be confused. Telemetry data can also be used as an indicator of a desired response.

As in the example in the Suspension section, it is optimal that the front tires are just barely touching the ground so as to reduce rolling resistance. Looking at the telemetry data will allow you to make small changes to the suspension or center of gravity until the front suspension travel reaches it max value. Without telemetry data this would require a lot of guesswork.

DRIVER'S SCHOOL

It is generally acknowledged that drag racing is all about reaction time. In Heads-Up drag racing, this is more or less the case, but in bracket-style racing, there is an additional factor to deal with- the Top End or finish line.

Reaction Time Clinic
Reaction time is important to any style of drag racing. To most, reaction time is believed to be simply the time that elapses from the green light to the time the driver reacts. In fact, it is much more complex than this.

The "official" definition of reaction time is the time it takes the car to leave the stage beam after the green light is lit. In reality, in order to get a good reaction time the driver must "react" to the second or third yellow light. The reasons for this are complex and involve many factors. Statistically, human reaction time is in the range of .200 seconds so, without leaving before the green light would mean that the best reaction time possible would be in this range. Probably the largest of factor contributing to reaction time is called "rollout distance". Rollout distance is the distance the car must roll forward before the stage beam will be unbroken. This distance will take a certain amount of time to cover and the driver will need to compensate by leaving earlier. What all this means is that a driver will need to practice in order to "dial-in" his reaction time to compensate for both these (and other) factors. Here are some tips for developing consistent and good reaction times:

1) Stage in the same position each time. This will make the rollout distance predictable. A good way to do this is to slowly roll forward into the pre-stage beam, stop, and then roll very slowly forward into the stage beam. You should be very close to the same spot each time.
2) Make sure your car is setup the same each run. It is not a good idea to make changes to your vehicle once you have dialed it in for a race. Also, changing transmissions or tires can have dramatic effects on the way your car reacts off the line. Dial these changes in beforehand.
3) Use the two-step or, at least, keep your launch RPM the same each time. Since engine torque varies through the RPM range, it is best to keep your launch RPM near the peak torque. If you go over or under, it will vary the time it takes the car to react.
4) Use the delay box to compensate for your reaction time. Program the box so that you can leave on one of the amber lights (the first is statistically the best). If you don't want to use the delay box, plan on leaving off the third amber light and saying a word to yourself such as "click" before you stomp on it.
5) Prepare to race the same each time. Develop a routine that you follow. This will help keep things under control and your mind focused on the race and not worrying about which button you changed the trans-brake to, or how fast your opponent was on the last run. Also, do your burnout for the same amount of time each run. Tire temperature can have a broad effect on grip and thus reaction time.

The main point to remember is to be consistent. Not having a great inherent reaction time does not lose races- being inconsistent does.

Top End Clinic
Top end tactics are only applicable to bracket-style racing. Some believe that top end tactics are just a way to compensate for being inconsistent at the start. While this is true, nobody's perfect and there are definitely certain reasons to employ tactics at the finish line. Top end racing is arguably more difficult than the starting line. At the starting line, you can employ many consistent and measurable tactics to improve reaction time. At the top end, it requires more of an instinctual response.

In bracket racing, the general objective is to get to the finish line first while either not going over your dial-in or, in the case of a double break out, by going over your dial-in by the least amount. There is no timer or indicators telling you if you are going to break-out. You must rely on your instincts to tell you if you should take action by slowing down at the finish line, called "dumping".

Dumping involves getting off the gas or even hitting the brakes before the finish line to keep yourself from breaking out or breaking out less than your opponent. Here are the basic "rules" for dumping your opponent:

1) If you are obviously going to lose the race to the finish, your only bet is to dump and hope that your opponent breaks out making you the winner.
2) If you think you are going to break out, you may decide to let your opponent cross the line first by backing off the gas.
3) If you think your opponent had a better reaction time and you are equal at the finish you may decide to dump and let your opponent cross the line first. His chances of breaking out will be greater than yours.

How do you judge who will cross the finish first? Here are some tactics to help make a better judgment:

1) When at the start line, pick an object on the screen that lines up with the front (or any distinct part) of your opponent's car. As you near the finish line you can make sure this point is in front or behind you with a quick glance.
2) Use the roof-top or overhead (helicopter) view. Judging distances from views behind the car or track side is difficult. When using the top view, keep in mind that the front of the car may extend past the front tires differently on different cars, making it hard to judge the actual distance.
3) Use the distance gauge. The distance gauge in Burnout indicates within a few feet where your opponent is. This may be cheating a little but it makes up for the lack of sensations that actually occur while racing a real car.

Mental
As is true for most sports, the best competitors are the most mentally fit and prepared. In order to be a great driver it is important that you study and know your controls, your car, and the track you're driving. In drag racing, things happen very fast - too fast for your brain to evaluate and make decisions. Your brain must be programmed to act in a consistent and predictable manner in any racing situation with out thinking about it. This takes a lot of practice and study, there is no magic formula. The mentally prepared driver will be able to sense what his car is doing and react to correct it.

How do you go about becoming mentally prepared? There are three main areas to focus on; motivation, implementation, and analysis.

Motivation has to do with the way you think about a race. Obviously, most driver's motivation is to win the race but it can go deeper than this. Motivation should always have a positive manifestation. Positive manifestations would include things such as the thrill of victory, breaking a record or setting a personal best, or simply going fast. Negative thoughts, though good motivation, should be kept far from the driver's mind. Negative motivators such as the fear of losing or the financial stability of the team tend to distract the driver rather than provide focus for the task at hand. Drivers must work at dominating their thoughts with positive motivators.

Implementation has to do with reducing the number of distractions associated with racing. The best way to do this is to develop a system or a series of steps that are done the same every time. Not only does this usually produce a more efficient team, but it will also reduce the number of distractions and insecurities that the driver will need to deal with. As the driver pulls into the stage light, his focus should be totally on the tree and not wondering if the two-step is engaged or if the burnout was long enough. Putting on a "race face"  takes practice and demands familiarity with every aspect of your car.

Analysis is the act of looking back at a race or event and figuring out how you can improve your process. This includes analyzing your mental state. Often during a race you'll think you are doing the best you can. Only by performing a "post mortem" will you figure out the less obvious mental mistakes. Once identified, you'll be able to take steps to improve your skills.

Physics Of Drag Racing

It is important that a driver have a basic understanding of the physics controlling his vehicle. Vehicle dynamics is the study of the physics that apply to vehicles in motion. These dynamics can be broken down into understandable parts so that the driver can apply the knowledge to setting up his car properly.

Forces
Every object has mass. According to Newton's second law, a force must be applied to that mass in order for it to accelerate or change directions. The actual forces involved are very complex but the forces the driver can control (steering, acceleration, and braking) all affect a relatively small area of the vehicle: the contact patch between the tire and the road surface. The forces applied are limited by the amount of friction that can be generated between the tire and the road. If the forces exerted are greater than the friction limit, the tires will not produce enough force and the car will continue in its previous state and the results could be serious.

The Engine
The engine is used to produce the forward longitudinal force. If the engine produces more force than the tires will handle, the tires break loose and will spin. It is important to note that a lot of the power produced by the engine never reaches the tires (as much as 30%) but is lost through having to accelerate engine components, gearbox and drive train. This in one reason engine builders try to use components with the lowest mass and moment of inertia possible while still maintaining structural strength... a very difficult task.

The Brakes
Brakes produce the reverse longitudinal force used to slow or stop the car. Other forces also aid the brakes, more or less out the control of the driver such as tire rolling resistance and aerodynamic drag.

In drag racing there is a braking system unique to the sport- the parachute. Because of the high speeds and relatively short distance to stop the car, parachutes are a very safe and effective way of slowing the car. Parachutes are not a replacement for regular brakes but rather work in conjunction with the wheel brakes. Parachutes can generate as much as 7 G-forces, something the wheel brakes could never do.

The Suspension
The suspension is in constant motion. As forces are applied, weight is transferred to different wheels and the suspension parts are responsible for handling and controlling this additional weight. A lot of the tasks associated with setting up a car have to do with adjustments to the suspension.

In drag racing, longitudinal weight transfer to the rear wheels is the most important. Ultimately the rear tires would receive all the weight of the car, allowing the rear tires enough grip to handle all the power coming from the engine.

The Tire
The tire is the most important and least understood element of a vehicle's dynamics. All of the interaction between the car and the road is handled by the tires. In a simplified sense, the tire can withstand a maximum amount of force or friction. If the forces cause the tire to exceed this limit, the tire begins sliding and friction is reduced. Before the tire reaches this friction limit the tire will develop "slip" angles, usually less than 12 degrees. This slip angle progression is very linear with the peak rounding out the curve. The force produced by the tire is affected predominately by the vertical load on the tire and, in lesser amount, by the tire camber and pressure.

The G-G diagram
A common method of representing all the forces acting on a car is referred to as a G-G diagram. The diagram visually displays all the forces acting on a car as a directional line and the maximum force the tires can withstand as a circle. If the line segment extends outside the circle then the tires are sliding. In addition, a typical G-G diagram will display the load over each tire. The directional line represents a vector sum of the forces acting on the tires. For example, if the player is braking and turning left at the same time, the line would point to the right and backward. The amount of combined force between braking and the centripetal force generated by turning is represented as the length of the line. For the car to be at optimal performance, the force line should be kept near the friction circle. This requires a balance between acceleration or braking and turning. The best drivers balance these forces so that the tires are always at their limit.

Glossary

Breakout: Used only in handicap racing, the term breakout refers to a contestant running quicker than he or she predicted his or her vehicle (called a dial-in). Unless his or her opponent commits a more serious infringement (e.g., red-lights, crosses the centerline, or fails a post-race inspection), the driver who breaks out loses. If both drivers break out, called a double-breakout, the one who runs closest to his or her dial-in is the winner. 

Burned Piston: When a cylinder runs lean (too much air in the air-to-fuel mixture) and excessive heat burns or melts the piston. 

Burnout: Spinning the rear tires in water to heat and clean them prior to a run for better traction. A burnout precedes every run. 

"Cherry Picker": A cherry picker is that competitor that sits in the back of the lanes and purposefully tries to "pair-up" with whomever he thinks will be the easiest to defeat. 

Christmas Tree: The Tree, as it often is called, is the noticeable electronic starting device between lanes on the starting line. It displays a calibrated-light countdown for each driver. 

Clutch Can: The bell-shaped housing, or bellhousing, used to encase the clutch and flywheel. 

Clutch Dust: Carbon dust created when the surface of the clutch discs wear as they slide together during the clutch-lockup process. 

Clutch Lockup: The progression of clutch-disc engagement controlled by an air-timer management system. 

Delay box: The "box", as it is usually called, is an electronic device to aid the driver. The driver can dial a number into the box, called the delay. Usually used in conjunction with a transmission brake and two-step, the driver can hold down a button mounted on his steering wheel, activating the trans-brake and two step, and then let go of the button the instant he sees the "first flash" of amber from the first bulb. The delay box will then count the thousandths of a second dictated by the driver, and then release the trans-brake and two-step. The driver can adjust his reaction times by changing the number on the delay box. The theory is that a driver instinctively reacting to an initial signal (the first amber) will be quicker and more consistent than a driver that must train himself to wait for the third amber. This is indeed often the case, making the box a controversial (but legal) tool in many classes. 

Deep Staged: A driver is deep staged when, after staging, he or she rolls a few inches farther, which causes the pre-stage light to go out. In that position, the driver is closer to the finish line but dangerously close to a foul start. 

Dial-in: A dial-in is your educated guess or prediction of your car's ET. Dial-ins are used to handicap cars in eliminations. When two cars race, the two dial-ins are subtracted, and the slower car is given the difference in a head start. The head start is shown by the Christmas Tree coming down in his lane first. The theory is that if both drivers have identical reaction times, and both hit their dials exactly, they will meet on the finish line at exactly the same time. Example: You made time trials with these ET's: 15.05, 15.07, 15.01. If you decide to dial-in at 15.00, and your opponent dials a 12.00, you will receive a 3.00 second head start. 

Dial-Under: Dialing under allows drivers in handicap categories to select an elapsed time quicker than the national index. As with a dial-in, a driver selects a dial-under, or e.t., that he or she thinks the car will run based on qualifying performance. The breakout rule is in effect. 

Diaper: A blanket made from ballistic and absorbent material, often Kevlar, that surrounds the oil pan and serves as a containment device during engine explosions. Required on Top Fuel dragsters, Funny Cars, Alcohol Dragsters, and Alcohol Funny Cars. 

Displacement: In an engine, displacement is the total volume of air-to-fuel mixture that an engine theoretically is capable of drawing into all cylinders during one operating cycle. 

Dropped Cylinder: When a cylinder becomes too rich (too much fuel in the air-to-fuel mixture) and prevents the spark plug(s) from firing. 

Dumping: Purposefully lifting off the accelerator or hitting the brakes with the intention of letting your opponent hit the finish line first, hopefully to force him to break out while you do not. 

Elapsed Time: An elapsed time, or e.t., is the time it takes a vehicle to travel from the starting line to the finish line. A car "starts" or triggers the ET timer by reconnecting the staging beam (ie, when it leaves the starting line). Starting the ET timer is identical to stopping the Reaction Time (R/T) timer.

Eliminations: After qualifying, vehicles race two at a time, resulting in one winner and one loser. Winners continue to race in tournament-style competition until one remains. 

Foul Start: A foul start is indicated by a red-light on the Christmas Tree when a car has left the starting line before receiving the green light, or starting signal. 

Fuel Injection: A fuel-delivery system that replaces conventional carburetion. Fuel injection delivers fuel under pressure directly into the combustion chamber or indirectly through the airflow chamber. 

Full Tree: Used in Competition, Super Stock, and Stock, for which a handicap starting system is used to equalize competition. The three amber bulbs on the Christmas Tree flash consecutively five-tenths of a second apart, followed five-tenths later by the green starting light. a perfect reaction time on a full Tree is .500. 

Guard Beam: A light beam-to-photcell connection located 16 inches past the staged beam that is used to prevent a competitor from gaining an unfair starting-line advantage by blocking the stage beam with a low-installed object such as an oil pan or header collector pipe. If the guard beam is activated while the staged beam is still blocked, the red foul light is triggered on the Christmas Tree and the offender is automatically disqualified. 

Headers: Fine-tuned exhaust system that routes exhaust from the engine. Replaces conventional exhaust manifolds. 

Hemi: A hemi engine has a hemispherically shaped cylinder-head combustion chamber, like a ball cut in half. 

Holeshot: Reacting quicker to the Christmas Tree starting lights to win a race against a quicker opponent. 

Hydraulic: When a cylinder fills with too much fuel, thus prohibiting compression by the cylinder and causing a mechanical malfunction, usually an explosive one. 

Index: The expected performance for vehicles in a given class as assigned by NHRA. It allows various classes of cars in the same category to race against each other competitively. 

Interval Timers: Part of a secondary timing system that records elapsed times, primarily for the racers' benefit, at 60, 330, 660, and 1,000 feet. 

"Killing the tree": This phrase is said to describe a driver that has been getting consistently great reaction times. Also, "I nailed the tree on him" means that you had a much better light than your opponent. 

Lights: Lights has two different meanings, which are contextual. It can either refer to the starting lights on the Christmas Tree, or the top-end 'lights' or 'eyes', which is talking about the photocells near the finish line (ie, the last 60 feet). "The lights came down..." refers to the tree, whereas, "I was ahead of him going through the lights" refers to the top end. 

Line-lock: A line-lock allows the driver to set the brakes on just one set of tires. Usually, racers put a line-lock on the front tires in order to aid their burnouts. They set the brake, hold a button, and then release the brake pedal. The brakes will release on the back, but hold the front brakes until the button is released. Some people try to simulate a transbrake by having four-wheel line-locks. This allows the driver to hold the brakes with the button on the line, instead of his foot. 

Methanol: Pure methyl alcohol produced by synthesis for use in Alcohol Dragsters and Alcohol Funny Cars. 

Nitromethane: Produced specifically as a fuel for drag racing. It is the result of a chemical reaction between nitric acid and propane. 

Pre-staged: When a driver is approximately seven inches behind the starting line and the small yellow light atop his of her side of the Christmas Tree is illuminated. 

Pro Tree: Used in Top Fuel, Funny Car, Pro Stock, Pro Stock Bike, Alcohol Dragster, Alcohol Funny Car, Super Comp, Super Gas, and Super Street, which feature heads-up competition. All three large amber lights on the Christmas Tree flash simultaneously, followed four-tenths of a second later by the green starting light. A perfect reaction time on a Pro Tree is .400. 

Reaction time (R/T): or "light". Reaction time (R/T) indicates how much delay occurs from the last Yellow light being turned on and the car starting the Elapsed Time timer, measured in thousandths of a second. The green light is turned on .500 seconds (.400 on Pro tree) after the last yellow, so a R/T value of .500 indicates a "perfect light". A value less than .500 indicates the car started before the Green light, which is an illegal start activating the the Red light. R/T values greater than .500 indicate how much delay occured from the Green light coming on to when the car started. The larger the delay, the greater opportunity for an opponent to start before you and gain an advantage. 

Red-lighting: or "bulb", A red-light occurs if a car starts before the green light comes on. During competition, this will immediately give the win to the opponent. Racer's will often say, "He bulbed it away," meaning he lost because he red-lighted. 

Rollout Time: The time it takes for the car to leave the stage beam from a standing start. The Rollout time is dependant on the car's front tire size and where the car is initially staged.

RPM: Revolutions per minute is a measure of engine speed as determined by crankshaft spin. RPM is usually measured off the firing of a spark plug.

Sandbagging: This is the practice of dialing-in an ET that is much slower than the ET's that your car runs so that you should always hit the finish line first. In order to be an effective sandbagger, you usually must have a better reaction time than your opponent, and then hit the finish line just before your opponent to avoid breaking out. 

Stage and pre-stage: Each driver is required to line-up their car at the starting line. The starting line consists of a light beam which is about 1" off the ground. Once a car moves forward enough for its front tire to block the beam from reaching the other side, the car is considered "staged". Once both cars have staged, the calibrated countdown (see Christmas Tree) may begin at any time. To assist drivers in staging, a "pre-stage" beam is also used. This beam is located a few inches behind the "stage" beam. This lets drivers know when they are getting close to the stage beam. 

Sixty-foot Time: The time it takes a vehicle to cover the first 60 feet of the racetrack. It is the most accurate measure of the launch from the starting line, which in most cases determines how quick the rest of the run will be. 

Slider Clutch: A multi-disc clutch designed to slip until a predetermined RPM is reached. Decreases shock load to the drive wheels. 

Speed Trap: The final 66 feet to the finish line, known as the speed trap, where speed is recorded. 

Supercharger: The supercharger, or blower, is a crank-driven air-to-fuel mixture compressor. It increases atmospheric pressure in the engine, resulting in added horsepower.

Top-end: The finish line area: this is where the bracket racer has to make his decisions as to what tactics he is going to use to try to win the race. Will he need to hit the brakes? Will his opponent? 

Trans-brake: A trans-brake is a device which allows a car to remain stationary even when the motor is under power. It works by placing the transmission in 1st gear and Reverse at the same time. Since both gears have the same ratio, but it opposite directions, the car cannot move. The trans-brake can be released with a button, which releases the Reverse gear. Although they make for powerful launches, trans-brakes can be hard on transmissions. 

Trap speed: Trap Speed refers to a car's MPH measured during the last 60 feet of the 1/4-mile. By knowing the weight of a car, the trap speed is a good indicator of how much horsepower an engine is making. 

Turbocharger: The turbocharger, is an exhaust gas-driven air-to-fuel mixture compressor. It increases atmospheric pressure in the engine, resulting in added horsepower.

Two-step: A two-step is an electrical ignition device that will "cut out" cylinders at random, after the engine RPM tries to exceed a certain point. This is basically a rev-limiter. The driver can set the low-side RPM of the two-step to be his launch rpm. With this, the driver can activate the two-step, and press the gas to the floor without over-revving the engine. You can recognize a two-step by the uneven Pop-Pop-Pop of the motor. Release the two-step, and the motor is unleashed, the throttle already wide open. 

Wedge: An engine with a wedge combustion chamber, a combustion chamber resembling a wedge in shape. Wedge shaped pistons need not have parallel intake and exhaust valve stems. 

Weight Transfer: Weight transfer is critical to traction. Vehicles are set up to provide a desired weight transfer to rear wheels. When the vehicle accelerates, the front wheels lift and the weight shifts to the rear wheels, which makes them less likely to spin. 

Wheelie Bars: Used to prevent excessive front-wheel lift. 


Troubleshooting


General
Problem:	The program hangs when I try to run it.
Solution:	Try selecting NO SOUND in the setup program. If the wrong sound card was chosen it is possible that Burnout can hang when trying to play a sound. Another problem may be memory. Burnout requires 16 meg to run. If you do not have 16 meg or more memory installed, chances are Burnout will not run. Check the amount of memory free by running the dos program mem. If you don't have 16 total meg you will have to add some memory If you are running under Windows you may have to shut down Windows and run under DOS.

Problem:	Burnout won't recognize that I have a joystick plugged in.	
Solution:	Burnout will only detect joysticks using the standard joystick port. If a joystick requires a special card or a connector which plugs into multiple places, chances are Burnout won't detect it. Some computers have multiple joystick ports (i.e. one on a sound card and one on a multi I/O card). Only one of the ports will function at a time and the other must be disabled. Make sure the joystick is plugged into the active port. Look in hardware's manual for how to do this.

Problem:	I switched to a different joystick and now my controls are messed up and joystick calibration doesn't help.
Solution:	Different joysticks return different ranges of values. The calibration settings must be reset in order for Burnout to detect its real range. To do this, select OPTIONS from the main selection screen and then CALIBRATE JOYSTICK 1 or 2. Select the Reset button to reset the values and then, once again, move the joysticks to their extents. The new calibration will be saved.

Video
Problem:	I get a video error when I run Burnout.
Solution:	This is probably due to not having a VESA driver installed. Burnout requires a VESA driver and uses mode 101 by default. If you have a VESA driver but Burnout still gives this error it may be because your VESA driver doesn't support this mode. Check that your VESA driver is loading and working properly. If you don't have a VESA driver and don't know where to get one, you can use the universal VESA driver found on the CD. It is a trial version but should get you up and running.

Problem:	I have a 3Dfx card but Burnout returns a Glide error.
Solution:	This is probably due to the glide driver not being installed correctly. The latest Glide drivers are supplied on the Burnout CD in the GLIDE directory. These must be installed under Windows. Once installed, Burnout should run correctly.

Sound and Music
Problem:	The SETSOUND program won't recognize my sound card or no sound is heard.
Solution:	It is sometimes possible for the auto-detect routines in the setup program to mistake the type or configuration of your sound card. Verify that the settings are correct using a setup program provided by the sound card manufacturer. If all else fails, the basic Sound Blaster configuration seems to be the "universal" standard (assuming the card is supposed to be compatible).

Problem:	I don't get any digital sound.
Solution:	First try running the setup program. Select the sound card you have installed (or let setup auto-detect it). Be sure to try the test sound. If you get a test sound, Burnout should have sound. If this doesn't fix the problem, make sure the volumes of the sound effects are turned up. Do this in the Sound Options accessed from the Options Screen.

Modem Play

Problem:	When trying to connect using direct connect, the machines never connect.
Solution:	Make sure that the correct COM port is selected for each computer and that they are both operating at the same baud rate. If this doesn't remedy the problem you may have an improperly wired cable. Direct connect requires the use of a Null Modem cable which is different than a standard serial cable. Null modem adapters can be purchased that will convert a standard serial cable to a null modem cable.

Problem:	The modem does not seem to be responding to Burnout.
Solution:	First check the COM port and cable connections. If this doesn't solve the problem, check the command string. If there is an error in the command string, the modem won't execute it. To test the modem connection, replace the initialization sting with ATZ and see if the modem then attempts to dial.

Problem:	The modem dials but will not connect.
Solution:	Different modems have different characteristics and protocols making this problem a difficult one. If possible, attempt to connect to another modem using a communication program. If this succeeds, the problem is probably in the setup string (see above solution).




