Real FX slotless racing: Review
Smart RC cars you can race like Scalextric with videogame-like interaction? Gis a go!
At heart RealFX uses small radio-controlled cars running around a plastic track. But it's far, far smarter than that with optical sensors able to keep them within the track confines without any control from the driver whatsoever. The faster you go the more throttle and steering input is required and if you overcook it you will leave the track. Unlike Scalextric you don't have to send your little brother to the other side of the room to recover it though - you can simply drive it back onto the circuit and carry on racing.
The 'smart' element means Billy No Mates types can race against a self-driving rival (akin to the 'ghost' cars in videogames), the level of difficulty can be adjusted from near autonomous to total control and RealFX can even throw in virtual 'traps' like oil spills, tyre wear and other challenges. And because there are no slots you can overtake on either side, powerslide around your rivals and genuinely feel like you have real control over your car.
Chucking out time at PH Towers or not, when RealFX founder Graeme Taylor offered to drop by and let us set up a track on the office floor there were more than a few calls to home.
Track set-up is quicker than the fiddly clips of Scalextric, the sheets of plastic simply linking together to create a circuit that suits your space and driving skills. Ours had a crossover bridge included, Graeme says the cars will in theory be capable of doing a loop the loop and they're working on the mechanics of making this happen. Everything is battery operated, Taylor telling us he set a car running in autonomous mode with a fresh set and it bimbled round on its own for a number of hours.
The starter set comes with a pair of cars but you'll be able to add more to the grid as required; at the moment they're a generic NASCAR style vehicle but RealFX is in negotiation with car manufacturers to get properly licenced versions of 'real' cars and the clip-on bodyshells and wheels mean you'll be able to run a fleet of cars off the same chassis much as you'd have a virtual garage in Gran Turismo.
The number of features packed into the cars and control system is hugely impressive, the fact the cars and track 'talk' to each other and the 'smart' control aspect bringing videogame style difficulty control to radio-controlled cars. So a five-year-old can race a car with all the assists on against dad with a more challenging car that needs full control to stay on the track, creating a level playing field for participants of all abilities. Lap times are recorded and reported via the handset, races of any length can be created and features like fuel consumption, tyre wear and damage can be incorporated requiring pit stops and other tactical elements.
Is it any good though? It'll certainly test your hand-eye coordination and those with experience of radio-controlled cars will be at an advantage. Learning the necessary smoothness to really balance the control inputs to the action on the track will take a bit of time too, at least given by our jerky inputs and frequency with which cars were departing the track and disappearing under nearby desks. If that happens you simply switch to RC mode, drive back onto the track and then switch the sensors back on to continue.
There's clearly a whole lot of time-wasting potential and, as promised, it's a lot more interactive and 'real' than a videogame while retaining welcome irritation factors to annoy grown-ups, be that the engine noise and commentary from the handsets, excitable shouting of competitors or traditional potential for chipped skirting boards from flying cars. And at £99.99 for the starter set it looks like pretty good value for money too.
[Source: Wow! Stuff via YouTube]
It would be nice to know more about the mechanism for keeping the cars on track and to see the controller in use but, at the end of the day, what's not to covet!
Also not sure why the article is linking to a fan site rather than the official one.
And apparently they started out trying with smartphone control but there was too much lag so a dedicated controller has been used.
We were assured that the starter set is now on sale in Argos with other retailers coming on stream too. Can you ever be too early for Christmas?!
While I'm here credit to our sales guy Sabs, Racing Pete and PH production man Nikolai all of whom were considerably better than me at controlling the things. Special notice to Nikolai for getting a dab of oppo caught on camera too - mad skillz!
Cheers,
Dan
Xmas pressie sorted (though it might have to be "dad tested" first..ahem)
PS. Want!
So first of all, a disclaimer, as it was me that came in to give the demo, but I'm not here to do any selling! just thought I might be able to help answer any of the more specific questions that may come up :-)
There has been a bit of discussion about the degree of 'restriction' of the cars on the track. Just to clarify, the system uses AI to assist your driving, but you still need to practice & use your skill to get round it fast... the more you practice, the better you get.
At the moment, the degree of 'assistance' is fixed. We have tuned it to try & match realistic racing as closely as possible, so the car WILL come off on a bend if you take it too fast, or oversteer.
I mentioned that in future, we may allow adjustment of the assistance level, but for now, its set at what we believe to be the optimal balance to help you get around the track, with no restriction on where you can take your car in overtaking / undertaking moves, or following your desired racing line.
Some of the kickstarter supporters started a thread here back in December, is anyone on that thread reading this and can comment now they've had the sets for a few months?
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