3/23/2022

Speed Slots

For a very long time now, if you were building an HO scale track using plastic track, the ability to create a good skid apron has been a challenge. Short of using cork roadbed from train scenery, or using foam insulation, ceiling tiles or sheet rock there were little choices. Tyco, Aurora and AFX had a few items, but they were usually for specialty track sections like chicanes or hairpin turns. And the other solutions were not suited for anyone building a temporary track that may be taken up or redesigned often. So along comes SlotStructuress and their line of CNC routed skid aprons and walls for HO scale plastic track. This is a top of the line product, built to exacting measures. They work on any HO scale plastic track and can be used in both a temporary or permanent layouts. So let’s take a closer look at what SlotStructures offers and how they work with HO plastic track.

Slotborders come as a complete package for your outside or inside skid aprons. In the sample, we received a 12 inch radius outside and inside skid apron with large retaining walls for the outside apron and short walls for the inside pieces. The outside apron and retaining walls are shown above. Slotborders are built with a machined step that allows for small dowels (supplied with the aprons by the way) and are adjustable to fit any of the brands of HO plastic track. This is perfect for the racers that change their layout often or set up racing night on the family room floor.

Low slots are a category of module slot found on ships in EVE. Generally, low slots contain passive modules which improve ship performance. Armor tanking modules occupy low slots. Some low slot modules share purposes with mid slot modules, but the details of their use differ. This page is a collection of all the types of modules that use low slots. LENOX® Speed Slot® 2-1/2 in. Hole Saw 1 Piece. Starting at $20.06. LENOX® Speed Slot® Hole Saw Kit. Starting at $216.79. LENOX® Speed Slot® Hole Saw 1 Piece. (12) slots and a (3) slot coil winding pitch. Figures I-E and I-F are brushless designs with (6) pole imbedded rotor magnets. Figure I-E represents a (4) phase motor with (12) slots and a (2) slot coil winding pitch. Figure I-E is a (3) phase motor with (18) slots and a (3) slot coil winding pitch.

Here you can see the adjustable dowel placement on a section Tomy AFX track. The pins can be placed to accommodate Tyco, Life-Like and other brands and can be made to match the radius of these brands.

As seen in the pictures above, Slotborders aprons are perfectly level with the track’s racing surface. So you are free to power slide through your turns and still have a level surface to race from. The Slotborder products are CNC machined and are consistent in their shape and contour and leave no gaps between the track and apron.

Even the retaining wall pieces are machined to fit the specific radius of the turns. Above is the 2-piece, taller retaining wall. The shorter wall used for the inside radius is the same as the lower section pictures above.

Shown at the arrow above is the relief cut that is routed into the apron. This is the mounting point for the retaining wall. The routed area matches perfectly to the machined retaining wall pieces. You can secure the walls with a little Carpenter’s Glue.

Here you can see the outside apron with the retaining wall in place. A very scale appearing setup that can add some serious realism to any racing layout.

Here are both, inside and outside aprons with the retaining walls. These are just sitting in place for the moment. The gap shown in the outside retaining wall will disappear when the final assembly is placed together. This picture shows the difference between the inside and outside retaining wall heights.

You get plenty of drift space with these aprons. You also get the chance to leave your “mark” on the walls if you get too bent out of shape.

I was so impressed with the quality and craftsmanship of the Slotborders product line, I purchased a set of inside aprons for my 15 inch/18 inch custom banked oval.

Slotborders 15 inch inside skid aprons and low retaining walls were the perfect fit for my customized banked turns.

Slotborders product was a perfect fit. They matched the track’s surface height and added that realistic finishing touch, highlighting the end of the racing surface the beginning of the pit area.

Slotborders also has a nice transition section the makes for a smooth entry or exit of the skid apron area, once again making a very professional looking layout.

The next step in my installation will be to paint the surfaces of my new racing surfaces. Slotborders comes in a variety of curved and straight sections. When this article was originally written in 2015 they offered:

Curve Sections – Both Inside and Outside Aprons and Walls

6” Radius Curves
9” Radius Curves (1/8th Curve)
12” Radius Curves
15” Radius Curves
18” Radius Curves

Straight Sections
With Walls and LH/RH Transition Sections

3” Straight
6” Straight
9” Straight
15” Straight
Left Hand (LH) Transition Section
Right Hand (RH) Transition Section

At the time we were writing this article (2015), Slotborders owner, Mark Dill, contacted us about a new item soon to be released. We have a sneak peek of the new “hairpin apron/wall and cap” assembly. This will give you that “Monaco” look of F-1 racing in HO scale. This new assembly fits the 6” radius turns. The pictures also show off a new diorama section that will also be coming soon.

Above 6 Photos Supplied by Slot Borders

With a complete line up of skid aprons and walls for every curve radius and straight currently available, Slotborders has filled a very large gap in the HO scale racing world. Making the aprons user friendly and usable in a temporary or permanent layout was very forward thinking. Slotborders will also soon be offering the aprons without the “under the track” lip for those racers building a permanent layout or for those tracks already secured in place. Slotborders skid apron and walls of all radii match up to all other Slotborders pieces for a seamless flow. So any number of increasing or decreasing radius turns or left and right turn combinations, will be matched by the Slotborders product. With the current product line and new elements being developed, this product should be a great asset to the HO racing community. Slotborders has earned my highest rating ( I guess I need to come up with a rating’s scale now!). I know it has added to the realism and race-ability of my track. Think what it can do for yours!

Mid or medium slots or are a category of module slot found on ships in EVE. Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior. Shield tanking modules occupy mid slots. Some mid slot modules share purposes with low slots, but the details of their use differ.

This page is a collection of all the types of modules that use mid slots.

Capacitor

These modules will restore capacitor energy.

  • Capacitor Batteries
Passive module which increases total capacitor (and subsequently capacitor recharge rate, which is a percent of to total capacitor).
  • Capacitor Boosters
Active module which replenishes capacitor while expanding Cap Boosters.
  • Capacitor Rechargers
Passive module which increases capacitor recharge time.

Boosters are generally preferred for PvP ships since they work well against capacitor neutralizing. For your exact needs, experimenting a fitting tool will show which will serve you best.Compare to engineering rigs and low slot capacitor modules.

Damage application supplements

These modules will increase the ability to damage ships, though not necessarily the amount of damage dealt.

  • Missile Guidance Computers
Active module which increases explosion radius, explosion velocity, missile flight time and missile velocity. Can be scripted to prefer one sort of bonus over another.
  • Tracking Computers
Active module which increases optimal range, falloff range, and tracking speed. Can be scripted to prefer one sort of bonus over another.
  • Tracking Links
Active module which increases the optimal range, falloff range, and tracking speed of an allied ship. Can be scripted to prefer one sort of bonus over another.

Compare to missile and turret rigs and low slot damage application modules

Drone supplements

These modules will increase the performance of drones.

  • Omnidirectional Tracking Links
Active module which increases the optimal range, falloff range, and tracking speed of drones. Can be scripted to prefer one sort of bonus over another. Also improves range, explosion radius and explosion velocity for carrier fighters.
  • Drone Navigation Computers
Active module which increases the microwarpdrive speed of drones, and the speed of carrier fighters. This is the speed when they are flying larger distances, not when they are orbiting and attacking a target.

Compare to low slot drone modules.

EWAR

These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them. See EWAR Guide for more details on these modules.

  • Electronic Counter Measures (ECM)
Active module which can break an enemy ship's locks and prevent them from locking new targets. Comes in 5 varieties, one for each sensor type and one multispectrum module.
  • ECM Bursts
Active module which performs an area of effect ECM attack against all ships around the activating ship.
  • Sensor Boosters
Active module which increases targeting range, scan resolution, and sensor strength. Can be scripted to favor one of these bonuses over another.
  • Remote Sensor Boosters
Active module which increases the targeting range, scan resolution, and sensor strength of an allied ship. Can be scripted to favor one of these bonuses over another.
  • Remote Sensor Dampeners
Active module which decreases the targeting range and scan resolution of an enemy ship. Can be scripted to favor one of these effects over another.
  • Target Painters
Active module which increases the signature radius of an enemy ship, making them easier to apply damage to.
  • Tracking Disruptors
Active module which decreases the range and tracking speed of the turrets on an enemy ship. Can be scripted to favor one of these effects over another.
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  • Guidance Disruptors
Active module which decreases the explosion radius, explosion velocity, missile flight time and missile velocity of the missile launchers on an enemy ship. Can be scripted to favor one of these effects over another.
  • Target Spectrum Breaker
Active module which performs an ECM attack against all ships targeting the activating ship. The jam strength of this module is increased by the number of ships targeting the activating ship. Can only be fitted to battleships. See Target Spectrum Breaker.

Propulsion

These modules are the primary ways to increase a ship's velocity. For more information see Propulsion equipment.

  • Afterburners
Active module which increases velocity.
  • Microwarpdrives
Active module which greatly increases velocity while increasing signature radius by 500% and consuming a significant amount of capacitor.
  • Micro Jump Drives
Active module which, after a spool up time of 12 seconds, instantly teleports the ship 100km in the direction it is facing. Comes in battleship and battlecruiser sizes.
  • Micro Jump Field Generators
Active module which, after a spool up time of 9 seconds, instantly teleports the ship and all nearby non-capital ships 100km in the direction it is facing. Can only be fit to Command Destroyers.

Scanners

These modules provide information about things around you, or allow you to hack.

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  • Cargo Scanners
Active module which gives you information about what is in the cargohold of the targeted ship.
  • Ship Scanners
Active module which gives you information about the fitting of the targeted ship.
  • Survey Scanners
Active module which gives you information about surrounding asteroids.
  • Data Analyzers
Active module which allows you to hack containers in data sites.
  • Relic Analyzers
Active module which allows you to hack containers in relic sites.
  • Integrated Analyzers
Active module which allows you to hack both data and relic containers, but has less coherence than the dedicated analyzers.

Scanning Upgrades

These modules improve the ability to use scanning probes.

  • Scan Acquisition Array
Passive module which decreases scan time of scan probes.
  • Scan Pinpointing Array
Passive module which decreases scan deviation of scan probes.
  • Scan Rangefinding Array
Passive module which increases scan strength of scan probes.

Shield tanking

Main article: Shield Tanking

These modules will restore, extend, or increase the resistance of your shields. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.

  • Shield Boosters
Active module which restores shields.
Variation: Ancillary Shield Boosters
Active module that can be loaded with Cap Boosters to very efficiently repair shields, but with a long reload time.
  • Shield Boost Amplifiers
Passive module which increases the amount restored by Shield Boosters.
  • Shield Rechargers
Passive module which increase shield regeneration.
  • Shield Extenders
Passive module which increases shield hit points while increasing signature radius.
  • Shield Hardeners
Active module which increases shield resistances a great deal while using capacitor. Comes in 5 variations, one for each damage type, and a universal one.
  • Shield Resistance Amplifiers
Passive module which increases shield resistances a bit. Comes in 4 variations, one for each damage type.

Compare to shield rigs.

Tackling

These modules will reduce the velocity of enemy ships and prevent them from warping. See Tackling Guide.

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  • Stasis Webifiers

Speed Sloth

Active module which decreases an enemy ship's velocity.
  • Stasis Grapplers
Active module which greatly decreases an enemy ship's velocity at longer ranges than a webifier, but is less effective as ranges increase. Can only be fit to battleships and larger.
  • Warp Disruptor
Active module which prevents an enemy ship from warping. Has a base range of 20km and a jamming strength of one.
Variation: Heavy Warp Disruptor
Active module which prevents an enemy ship from warping. Has a base range of 22km and a jamming strength of three. Requires much more powergrid and capacitor than the default warp disruptor.
  • Warp Scrambler

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Active module which prevents an enemy ship from warping. Has a base range of 7.5km and a jamming strength of two, and turns off enemy's microwarpdrive.
Variation: Heavy Warp scrambler
Active module which prevents an enemy ship from warping. Has a base range of 8.5km and a jamming strength of six. Requires much more powergrid and capacitor than the default warp scrambler.

Misc

These modules did not fit into the above categories.

  • Hull Repair Systems
Active module which will repair structure. The cycle time is much slower than shield boosters or armor repairers, and restore less, making them ineffective in combat.
  • Passive Targeting Systems
Active module which allows you to target a ship without them knowing. When combine with ship and cargo scanners, it can help determine the value of a potential gank target or find the fittings of a war target.

See also

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