Just got around to reading this part and your calculations are backwards. What you need to be doing is comparing each car to the theoretical A-Mod car.Jeremy wrote: Pax Numbers
Howard's car BM 0.960 x 60 sec course = 57.6
Scott's car EM 0.928 x 60 sec course = 55.68
Charles's car SM (Race car) 0.866 x 60 sec course = 51.96
Rob's new Mustang CP (Race car) 0.860 x 60 sec course = 51.6
SSP whatever (Mod class 1 legal) 0.865 x 60 sec course = 51.9
ASP Vette (Mod class 1 legal) 0.863 x 60 sec course = 51.78
BSP S2000 (Mod class 1 legal) 0.859 x 60 sec course = 51.54
CSP Miata (Mod class 2 legal) 0.857 x 60 sec course = 51.42
Let's say the A-Mod car can do the course in 40 seconds.
So, for Howard, the reverse calculate his time you would DIVIDE 40 seconds by his index of .960 to get his time of 41.667. (now, if you take Howard's time and apply the PAX as you were trying to do, you get the A-Mod time of 40 seconds)
So, not that it helps this discussion, but here's what you were trying to say:
Theoretical AM car = 40 seconds
Howard's car BM 40/0.960 = 41.667
Scott's car EM 40/0.928 = 43.103
Charles's car SM (Race car) 40/0.866 = 46.189
Rob's new Mustang CP (Race car) 40/0.860 = 46.512
SSP whatever (Mod class 1 legal) 40/0.865 = 46.243
ASP Vette (Mod class 1 legal) 40/0.863 = 46.350
BSP S2000 (Mod class 1 legal) 40/0.859 = 46.566
CSP Miata (Mod class 2 legal) 40/0.857 = 46.674
Okay, so we get the point. Charles' car is not prepared to a level that it can compete against the likes of BM or EM. But... then there are classes like EP, FP and GP, which all fit our definition of "race car" with indexes of .85 to .87. They can't compete either. Hell, in theory, Scott can't even compete. And if somebody shows up with a well-driven A-Mod car, HOWARD can't compete. That's simply a side-effect of our classing structure that only has one class for that entire category of cars. How many one-car classes does a club our size need?
BTW, the part you're overlooking with your SCCA/SP-to-FAST/Mod comparison is that unlike SP, our Mod is on STREET TIRES. So, add a second or two to each of those times for each of the SP/Mod classes.
I think the solution to this problem (which I'm not willing to concede is a "problem" unless it affects more than one or two cars) is to do one of two things:
Either split the "race car" class in two (opening a whole new "how do we split it" can of worms), or add a 4th "Mod" class that would be "super-unlimited absolutely anything on street tires". I don't believe the proper solution is to slacken the rules in our existing Mod classes.
Just an observation: It's truly amazing how impossible it is to avoid "rule creep".