Archive for January, 2010

13 January

Street Racing Game Madness



Unlike other racing games that you may find on the Internet a street racing game will combine racing and gambling in a way that will turn each and every street race into a new challenge for you. Before you start to download racing games you can start an online search to find the street racing game that you prefer. You can choose from a long and diverse list of street racing games which includes games like Street Racers Syndicate (SRS), Midnight Club, Tokyo Xtreme Racer, Speed Devils and many more.

Midnight Club is a street racing game that brings you deep within the world of illegal street racing. The cars featured in the game are not models of real cars because no car manufacturer wanted to be associated with a game that involves illegal street racing. In spite of this draw back, Rockstar managed to create a captivating, successful street racing game that has an ever growing fan base. The Street Racing edition of Midnight Club takes the player to the streets of New York City and London where he starts racing with a rather slow vehicle and he has to win as many street races as possible to gain access to better, more powerful cars. The Midnight Club II edition provides a change of scenery and moves the action to the streets of Los Angeles, Tokyo and Paris. In this edition of Midnight Club Rockstar features vehicles that resemble real life cars: the Veloci which is modeled after the Saleen S7, the Victory which is modeled after the Aston Martin Vanquish and the Jersey XS which is modeled after the Dodge Viper.

Another street racing game you will find on your search is Speed Devils which is a fairly simple street racing game but with some interesting features. The goal is to race against as many rival drivers as possible and win to ascend to the next level of the game. Unlike it is the case with other street racing games you can also challenge your opponent to perform certain feats while driving and bet on whether on not he will succeed. An interesting feature is that the obstacles that the game throws your way may sometimes take the form of dinosaurs.

By: Michael Rad

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Caffeinated Content

7 January

Fix And Flip – The Formula



Making money with a “fix and flip” property is a great way to make money in real estate. However, it isn’t about repairing drywall and planting flowers. It’s all about how you do the numbers.

People often buy and sell a fixer-upper without a definite plan. They buy a house, fix it up, then add $10,000 or $20,000 onto their costs. They then put the house up for sale at this price.

Have you ever bought a house according to what the seller has into it? Of course not. You look at similar houses to determine the value. If you have $110,000 into a fix-and-flip project, and similar homes are selling for $105,000, how much will you get? It has nothing to do with what you’ve spent, does it?

The Fix And Flip Formula

1. Determine the after-repair value of the house you’re looking at. Get an appraiser’s help, or look at what similar houses have actually sold for (not asking prices). The price it’s likely to sell for is going to be your starting point.

2. Calculate costs: closing fees, loan fees, document prep, homeowner’s insurance, title policy, repair costs, interest on loans, property taxes, sales commission, fees, title policy, etc. You want projected costs of all four categories: buying, improving, carrying, and selling. Subtract all costs from the expected sales price.

3. Subtract a profit that makes it worth the effort. Now you have the highest price you can pay. You have to walk away if you can’t get it for this price or less. You’ll offer thousands less, of course, to give yourself negotiating room.

A Fix And Flip Example

You’ve found a fixer-upper, and determined you can get $98,000 for it when it’s done. Buying costs will be $2,000. Repair estimates add up to $8,000. Carrying costs will be $2,500. Sales commission and other closing costs will be around $8,000. You figure in $1,500 for the “unexpected.” For you effort, you want a $10,000 profit.

When you subtract all of that from your expected sales price, you have $66,000. That’s the most you’ll pay if you want a safe real estate investment. Offer $61,000, and walk away if you and the seller can’t settle on something under $66,000.

You always start with the eventual sales price and work your way back. This is the right way to safely do a fix and flip.

By: Steven Gillman

About the Author:
Steve Gillman has invested in real estate for years. See a photo of a beautiful house he and his wife bought for $17,500 on his home page, or go straight to the section on Investing In Real Estate: http://www.HousesUnderFiftyThousand.com



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1 January

How Fast Can Indy Cars Go? – Automobile Racing



Just how fast can Indy cars go? Well, to give you an idea, Indy cars can make it down the length of a football field plus some in less then one second. Jet airliners takeoff speeds are between 160 to 180 miles per hour. Throw some flaps or slats and a pair of wings on an Indy car, point it into the wind and there would be take off; that is how fast Indy cars can go.

Back in 1911 Ray Harroun won the very first Indianapolis 500 averaging just a hair under 75 mph. However, how fast can an Indy car go today? The average speeds of Indy cars today range from 185 to speeds over 230 miles per hour. Qualifying speeds range from 215 to 227 miles per hour. The lowest qualifying speed was recorded back in 1912 when Theodore Pilette ran 75.52 mph for a quarter mile. Back then, you had to run at least 75 mph in a quarter mile to qualify. Kenny Brack did the fastest speed recorded in qualifications at 227.598 mph in a quarter in 2005, followed up by Billy Boat in 2002, running a quarter at 226.589.

So when you ask how fast can Indy Cars go, think of this. Indy cars can accelerate from zero to 100 mph in less than three seconds and use up a gallon of gas in less then two miles. Drivers experience G-force while driving through turns on the track equal to what the space shuttle leaves a launching pad. At speeds of 220 miles per hour, Indy cars generate 5000 pounds of down force. At that speed the tread on the racing tires turn to tar like consistency helping car to adhere to the track.

Indy cars have evolved through time to higher levels of sophistication. In the beginning of the 20th century, speeds of 125 mph on the track where considered impressive. Rules have been modified as technology has improved with racing organizations ensuring the safety of both the drivers and the fans. With the strict rules and regulations, today’s Indy cars are far safer then their earlier counter parts such as the roadsters designs.

In 2010, the Indy Racing League will be implementing new engine rules that will allow the return of turbocharged engines that will have a output of about 750 horsepower ; having either 4 or 6 cylinders. Current specifications in regulations are an output of 650 HP. The 3.5 liter Indy cars on a average produce more then 675 horsepower which is four times more then your average car. So when you question how fast can Indy cars go, averaging 220 mph is pretty fast, but we can expect to see even quicker acceleration and speeds on the raceways in the near future.

By: Wendy Pan

About the Author:
Wendy Pan is an accomplished niche website developer and author. To learn more about how fast can indy cars go [http://fastestcarsblog.info/how-fast-can-indy-cars-go-automobile-racing], please visit Fastest Cars Blog [http://fastestcarsblog.info] for current articles and discussions.



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