Despite being a "newbie" to the event, the German stormed up the hill in 10 minutes, 47 seconds, and walked away with both a win and a record that would stand for years to come. This wasn't Audi's first "race to the clouds," but it was Rohrl's. Despite that, an updated car, wearing insanely large spoilers and fairings designed to increase downforce, was sent to the 1987 Pikes Peak International Hill Climb in Colorado. That certainly sounded promising, but as Group B came to a sudden end halfway through the 1986 season, the Sport Quattro faced a premature demise. With a lithe curb weight (2400 lbs) thanks to composite bodywork, the car was a monster, and could rip from 0-60 mph in roughly three seconds. A derivation of the updated car introduced for the 1985 season, the 1986 iteration packed a 2.1-liter turbocharged five-cylinder with somewhere close to 600 hp on tap. The first, the 1986 Sport Quattro, is likely representative of the second evolution of the short-wheelbase Sport Quattro S1.
Good news, Audi fans - not only is the legendary Sport Quattro S1 rally car modeled in full detail in Gran Turismo 6, but the game actually contains two different variants of Audi's Group B Wunderkind. The finished car was rather heavy, but according to period reviews, it was still capable of a top speed of 155 mph, and fairly stable at its upper limits - which should make it at least somewhat enjoyable to mess around with in Gran Turismo 6. Engineers chose the stubby "breadvan" tail to keep the engine - a modified 12A two-rotor Wankel - cool, but designers adorned the section with space-age touches, including the sixteen rectangular side air intakes and the boomerang-shaped arrays of rear lamps. The tapered snout, wrap-around windscreen, and butterfly doors lent it the air of a contemporary prototype race car, but everything aft of the cabin was Mazda fantasy. The RX500 used a steel tube frame chassis, which was clad with body panels made from both fiberglass and ABS plastic. Construction on the car began in the summer of 1968, and was Mazda's first stab at a Wankel-powered mid-engine sports car since it gave up on the R16A project in 1965.
Case in point: the Mazda RX500, which debuted at the 1970 Tokyo motor show. Japanese concept cars of the late 1960s and early 1970s are rather esoteric, but also incredibly cool. Mitchell continued tweaking the Stingray after it was retired from race use, using it as personal transportation when not assigned to an auto show circuit. Erratic braking and extreme aerodynamic lift at high speeds rendered the car somewhat unsuitable for use on the track, though Thompson somehow managed to coax the car to a SCCA C-Modified national title in 1960. The car raced in 19 without any Chevrolet or Corvette identifying marks, but wore them in 1961 after the C2 Corvette design was locked.
In order to help "test" the radical new design - to say nothing of scratching his itch to go racing despite a GM corporate ban on such activity - Mitchell ordered a leftover chassis for the ill-fated Corvette SS racer be rebodied with a modified form of the design, refined by Tony Lapine and Larry Shinoda. The Stingray began life as a design by Pete Brock for the second-generation Corvette. Now you can drive around the (digital) world in Gran Turismo 6. Design maven Bill Mitchell drove it as a commuter car. This is the ideal configuration, a slightly higher rebound.Dr. Having bound at 6 and rebound at 7, will result in a good stiff compression of shocks and a higher bound means the tires return a bit faster to the ground but not too fast. Bound at 7 and rebound at 6, keeps the tires stiff and return to the ground slower. Try this on a Rally car in dirt to see the exaggerated affects, you'll know what I mean. This is also undesirable, as the tire is not in contact with the road. You'll find the car literally jump over small bumps. On the other hand, bound at 2 and rebound at 9, absorbs more bumps, but returns the shocks the opposite way fast. Not very good because the tire won't make contact with the ground fast enough causing slip = Oversteer. The suspension on rebound will not return as fast. So having bound at 9 and rebound at 2, make the car stiffer when absorbing a bump, compression is harder. Rebound is the rate at which the shocks decompress. Bound is the rate at which the shock compresses.