How much will this retail for?
We are not in control of the retail price, but expect it to be around GB£ 140 - 150 for the ‘starter set’ Last updated: Sun, Jun 22 2014 7:11 pm EDT
Will international be last to receive their pledges? This has stung me so many times on Kickstarter.
All backer rewards in October will be shipped out at the same time. They will be shipped from Hong Kong. Last updated: Sun, Jun 22 2014 7:19 pm EDT
I read the cars will function in R/C mode ? Can they race like that assuming drivers had the skill?
Yes, they can be raced or driven in R/C mode if you have enough skill. Last updated: Sun, Jun 22 2014 7:19 pm EDT
Why is there no early-bird pricing for the âPro-Racingâ set?
We only gave early bird pricing on the starter set, because we have deliberately ‘over-loaded’ the pro set to reward all backers who select that highest tier. Last updated: Sun, Jun 22 2014 7:19 pm EDT
Is there a practical limit to how much track that can be added to either set?
The cars read the track live & real-time, so any additional pieces you add are no different to the first, as far as yor car is concerned. The only practical limit to how much track you could add / how large you make your track layout is the distance over which your controller is still able to communicate with your car. Last updated: Sun, Jun 22 2014 7:19 pm EDT
How do I purchase additional track, What will be the cost of additional track be and when will it be available assuming the project gets funded?
We can’t say for sure just now, it depends how the campaign goes. If we reach the funding goal, and hopefully a bit more, we would like to offer backers the opportunity to order anything additional they want as soon as the campaign finishes. Delivery of any ‘add-ons’ should be feasible at the same time as other backer rewards. Last updated: Sun, Jun 22 2014 7:19 pm EDT
What is the maximum number of cars that can be raced?
4 cars Last updated: Sun, Jun 22 2014 7:19 pm EDT
If I have a set, and my friend also has a set, will his two cars and my two cars work at the same time for 4-way fun for the whole family? i.e. can the user change the channel for the controller and car, or will we end up with two cars on each channel?
Yes, and its very easy! Each controller handset is capable of pairing with any car. When you first switch on the controller, it asks you to ‘switch on your vehicle’. When you switch on a car (any car), it will pair with it. You can do this with up to 4 cars. The system communicates over 2.4GHz frequency, which means we have plenty frequencies available for dynamic pairing. Last updated: Sun, Jun 22 2014 7:19 pm EDT
How do the track pieces attach together?
Each piece of track has a ultra-thin magnet in the front end corners. They locate & connect with a paired magnet on the end of next piece of track. Its almost instant, and very easy, so you can assemble a track layout very quickly. Last updated: Sun, Jun 22 2014 7:19 pm EDT
The track just looks like a simple gradient⦠Couldn’t I just photocopy or print the track to extend it?
- The sensors don’t read black, they are measuring reflected Infra Red (IR) wavelengths. This essentially means that what the cars are seeing is not the same as what you can see with your eyes. 2. The material used, as well as the ink / toner, all have different qualities. It is impossible to predict the difference that variants invisible to the human eye can make on the IR reflection. White print media, even if supposedly the same composition, can have significantly different characteristics for IR reflectivity. 3. The gradient we work with has been carefully constructed to give the maximum response across track width, as well as functional components like edge detection, barcodes etc. Consequently, any ‘shift’ or compression of this gradient will do all sorts of weird things to the cars response, not just in terms of track positioning, but also the systems ability to recognise laps, pit lane etc. Everything about the functionality in Real FX depends on this being accurately calibrated. 4. Because of this, attempting to print your own track, or photocopy a genuine track, may work to some extent, but performance is likely to be disappointing. For example, even if we ignore the issue f differing IR reflectivity, the contrast will almost certainly be higher in the photocopy, which means the gradient will be higher in the centre, where the car may become unstable, and at the edges it will ‘wander’. Attempting to add ‘rogue’ track copies onto genuine track pieces will also cause all sorts of nasty behaviour in the cars as they transition between the two differing prints. Last updated: Sun, Jun 22 2014 7:19 pm EDT
Real FX uses 2.4Ghz wireless communication, isn’t that going to cause issues with Wi-Fi when using the cars?
Our code is designed to behave in much the same way as a wireless router does. The controller will scan for unused channels in the 2.4 GHz range (there are lots of them), and select a free one to use. It works perfectly, without you even noticing. We have given demonstrations of the product in shows, where there are lots of wi-fi networks operating in the same area, and never yet encountered a problem. In the unlikely event that a device using a really strong signal jumps onto our channel & bullies us off it, the system will announce ‘connection lost’, and you would need to restart the car & handset to dynamically select a new channel & re-pair. The code is set up to do this, but we have never yet witnessed it actually being required even in a jungle of wi-fi networks!! Last updated: Sun, Jun 22 2014 7:19 pm EDT
What is difference between Real FX and Anki DRIVE?
The intention for Real FX Racing was to provide the most fun racing experience possible with radio control cars. They are controlled by the radio control handset included with the car, rather than a smartphone. Real FX is all about driving skill & direct racing competition, and we believe a âpistol styleâ handset as used in high end radio control cars is the best way for players to control their vehicles for racing. Real FX Racing does have what we call ‘pace car’ mode, so you can set a car up to run around the track autonomously as a ‘virtual opponent’ if you want to race but have nobody there to play against. There are also certain elements that are similar to video game racing. For instance, the cars are assisted to stay on the track, which feels a bit like the âstickinessâ of video game racing. The voice menu, setup, race hazards, pit-lane call-ins are also similar to a video gaming experience. However, the most exciting thing with Real FX is the racing. Itâs easy to start, but takes time to perfect your driving skills to outrun & out manoeuvre the opposition. Real FX provides an absorbing, competitive, realistic racing experience. Last updated: Sun, Jun 22 2014 8:10 pm EDT
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