ROAD/RACE -Sneak Peak!
On the one hand, this is sweet. I'm glad to see a set of headers on the brink of being ready for sale, and I'm glad to hear that some impressive performance gains appear to have been realized with this piece of hardware.
On the other hand however, I can't help but recall you guys about 18 months ago claiming that the stock header was so well designed that the performance gains weren't good enough to justify the high cost of a new header, which is why you only made the downpipe, since that's where our engines were being choked.
Can we get some clarification on why there are gains now when back then there wasn't? Different exaust setup? A new engineer with a creative design idea? New technology that wasn't available back then? Anything to make it look like this isn't a case of '***** envy', if you know what I mean.
On the other hand however, I can't help but recall you guys about 18 months ago claiming that the stock header was so well designed that the performance gains weren't good enough to justify the high cost of a new header, which is why you only made the downpipe, since that's where our engines were being choked.
Originally Posted by ROCK
We just want to make sure it make sure it make significant difference before we do it. Stock manifold is very efficient. It will be hard to better it. On the other hand stock downpipe sucks so with this mod we figure 8-10 h.p. easy with our race series downpipe alone. We tried acould of different designs. This is the one that yeilded the most torque and h.p.
(Poster's note - 19 months ago on this thread.)
(Poster's note - 19 months ago on this thread.)
I would think that they did not have the resources on hand nor the knowledge of the engine at the time they posted it would be hard to better the stock manifold. They have stated that the stock manifold is very efficient, which leads me to believe that this header, while showing good gains, won't be the make or break for a NA engine HP war.
I trust RRM and if they have decided to put there money into designing a header it is not because of "***** envy" as you say, it's because they can.
And while I am not trying to rip RPW or anything, I want them to do well in fact, they have shown us absolutely nothing. I don't even care if RRM takes another three or four months to develop this for resale, they have already shown us that they have at least one prototype for testing. Good enough for me to be happy with it. I can't wait for 100,000 miles!!!
I trust RRM and if they have decided to put there money into designing a header it is not because of "***** envy" as you say, it's because they can.
And while I am not trying to rip RPW or anything, I want them to do well in fact, they have shown us absolutely nothing. I don't even care if RRM takes another three or four months to develop this for resale, they have already shown us that they have at least one prototype for testing. Good enough for me to be happy with it. I can't wait for 100,000 miles!!!
well, i want a 4-1 race long tube header. RPW is almost done with that. that will yeild the most gains and provide better top end which is what the ralliart desperately needs.
if RRM makes this a long tube 4-1 header, i'll wait and compare dynos and prices. but if it's a 4-2-1, i'm sure it'll give good gains, but not what I'm looking for. i need more top end, not low end (which is what a 4-2-1 header would give).
in any event, i'm gonna wait now and compare dyno's and prices for sure. Great job RRM for stepping up and making another great product! you guys have definitely proven yourselves to be a great company devoted to the ralliart!!!!! ROCK ON!!!!
if RRM makes this a long tube 4-1 header, i'll wait and compare dynos and prices. but if it's a 4-2-1, i'm sure it'll give good gains, but not what I'm looking for. i need more top end, not low end (which is what a 4-2-1 header would give).
in any event, i'm gonna wait now and compare dyno's and prices for sure. Great job RRM for stepping up and making another great product! you guys have definitely proven yourselves to be a great company devoted to the ralliart!!!!! ROCK ON!!!!
Originally Posted by DangerousDan
I would think that they did not have the resources on hand nor the knowledge of the engine at the time they posted it would be hard to better the stock manifold. They have stated that the stock manifold is very efficient, which leads me to believe that this header, while showing good gains, won't be the make or break for a NA engine HP war.
I trust RRM and if they have decided to put there money into designing a header it is not because of "***** envy" as you say, it's because they can.
And while I am not trying to rip RPW or anything, I want them to do well in fact, they have shown us absolutely nothing. I don't even care if RRM takes another three or four months to develop this for resale, they have already shown us that they have at least one prototype for testing. Good enough for me to be happy with it. I can't wait for 100,000 miles!!!
I trust RRM and if they have decided to put there money into designing a header it is not because of "***** envy" as you say, it's because they can.
And while I am not trying to rip RPW or anything, I want them to do well in fact, they have shown us absolutely nothing. I don't even care if RRM takes another three or four months to develop this for resale, they have already shown us that they have at least one prototype for testing. Good enough for me to be happy with it. I can't wait for 100,000 miles!!!
To use an extremely nerdy refrence, this header thing reminds me of something Sony Online Entertainment did with Everquest, where for the longest time players would cry about how unfair certain aspects of the game were, such as XP and level loss upon death, PVP class imbalance, inability to move characters to other servers, and so on. The programmers would simply respond with "it's to make the game balanced" or "it's prohibitively exensive for our programmers to root through all that code to fix one problem that effects a small minority of users." Then, Mythic Entertainment comes along and said they're going to make a game, Dark Age of Camelot, that promised to deliver all the fun and features that you get in EQ, but with no XP loss in death, balanced PVP classes, the ability to move characters to other servers, and everything else that the EQ programmers said they couldn't or wouldn't fix. Suddenly, the guys at EQ miraculously figured out how to make these changes so that it didn't affect game play, didn't cost much, didn't whatever. After sticking to their guns for 5 years about how they couldn't or wouldn't do things, they completely 180'd their stance at the first sign that they might lose their subscribers to a competing company; to put it nicely, they caved in like a bunch of pussies to subscriber demand and ruined the game for the casual player. Coincidentally, this is also the same time they stopped displaying server population.
Like I said in the previous post. I just want to know why it works now when it didn't before.
Last edited by kericr; Feb 10, 2006 at 12:14 AM.
Evolved Member
iTrader: (1)
Joined: Sep 2004
Posts: 1,090
Likes: 0
From: Akron, OH (but Philly is where my heart is)
Originally Posted by kericr
Well that's what I want to hear, just from them. I'm not trying to be a pessamist, and I'm certainly not trying to rail on RRM; the only aftermarket part I currently have installed is from them, and I have every intention of picking up the RRM pulley within the next couple of weeks. However, I've seen this kind of behavior before, and for me not to question it would be doing myself a disservice.
To use an extremely nerdy refrence, this header thing reminds me of something Sony Online Entertainment did with Everquest, where for the longest time players would cry about how unfair certain aspects of the game were, such as XP and level loss upon death, PVP class imbalance, inability to move characters to other servers, and so on. The programmers would simply respond with "it's to make the game balanced" or "it's prohibitively exensive for our programmers to root through all that code to fix one problem that effects a small minority of users." Then, Mythic Entertainment comes along and said they're going to make a game, Dark Age of Camelot, that promised to deliver all the fun and features that you get in EQ, but with no XP loss in death, balanced PVP classes, the ability to move characters to other servers, and everything else that the EQ programmers said they couldn't or wouldn't fix. Suddenly, the guys at EQ miraculously figured out how to make these changes so that it didn't affect game play, didn't cost much, didn't whatever. After sticking to their guns for 5 years about how they couldn't or wouldn't do things, they completely 180'd their stance at the first sign that they might lose their subscribers to a competing company; to put it nicely, they caved in like a bunch of pussies to subscriber demand and ruined the game for the casual player. Coincidentally, this is also the same time they stopped displaying server population.
Like I said in the previous post. I just want to know why it works now when it didn't before.
To use an extremely nerdy refrence, this header thing reminds me of something Sony Online Entertainment did with Everquest, where for the longest time players would cry about how unfair certain aspects of the game were, such as XP and level loss upon death, PVP class imbalance, inability to move characters to other servers, and so on. The programmers would simply respond with "it's to make the game balanced" or "it's prohibitively exensive for our programmers to root through all that code to fix one problem that effects a small minority of users." Then, Mythic Entertainment comes along and said they're going to make a game, Dark Age of Camelot, that promised to deliver all the fun and features that you get in EQ, but with no XP loss in death, balanced PVP classes, the ability to move characters to other servers, and everything else that the EQ programmers said they couldn't or wouldn't fix. Suddenly, the guys at EQ miraculously figured out how to make these changes so that it didn't affect game play, didn't cost much, didn't whatever. After sticking to their guns for 5 years about how they couldn't or wouldn't do things, they completely 180'd their stance at the first sign that they might lose their subscribers to a competing company; to put it nicely, they caved in like a bunch of pussies to subscriber demand and ruined the game for the casual player. Coincidentally, this is also the same time they stopped displaying server population.
Like I said in the previous post. I just want to know why it works now when it didn't before.


