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E-Mail Address: nemesis@flipmode.com, ExScanner@yahoo.com Copyright: © Copyright 2000-2001 Brett "Nemesis" Franklin and Tim Garza. This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely-accessible, non-commercial web page in it's original, unedited and unaltered format. This FAQ cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ ii. Updates/Revision History €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ Version 0.50 (07/23/01) ------------------------- • Updated the "Ultimate Car Setups Guide" and updated the Race/Prize List Version 0.49 (07/20/01) ------------------------- • Updated the "Ultimate Car Setups Guide" and updated the Race/Prize List, as well as the Arcade Mode section. Version 0.47 (07/18/01) ------------------------- • Updated the "Ultimate Car Setups Guide" Version 0.46 (07/17/01) ------------------------- • Updated the "Ultimate Car Setups Guide" and updated the Race/Prize List Version 0.45 (07/17/01) ------------------------- • Updated the "Ultimate Car Setups Guide" with 4 new car setups, and added the Rally License Test guide Version 0.40 (07/17/01) ------------------------- • Updated the "How To Win Fast Cash" section and the Race/Prize List Version 0.39 (07/16/01) ------------------------- • Added the "Ultimate Car Setups Guide" section, which is very helpful Version 0.35 (07/16/01) ------------------------- • Added the "How To Make Quick Cash" section, and updated various sections of the guide. Version 0.30 (07/15/01) ------------------------- • Added the I-A License Test Guide, and some more strategies in the "Car Information" section! Version 0.25 (07/15/01) ------------------------- • Updated the Race/Prize List, and added the "Ultimate Rally Car Setup", which is very helpful. Version 0.24 (07/14/01) ------------------------- • Added the "Gameshark Codes" section to the guide Version 0.23 (07/13/01) ------------------------- • Updated the Race/Prize Guide and the Different Drivetrains in the Car Information section Version 0.22 (07/13/01) ------------------------- • Added the "Getting Started" section to the Simulation Mode part of the FAQ. This will help those of you who just bought the game and don't know what to do first. Version 0.21 (07/13/01) ------------------------- • Added the FAQ section Version 0.20 (07/13/01) ------------------------- • Updated the Arcade Mode section, and added the International-B License strategies Version 0.15 (07/12/01) ------------------------- • Added the Tuning Information, updated the Race/Prize List, and added the Car Information mini-section. Version 0.10 (07/11/01) ------------------------- • Everything before your beautiful eyes. €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ 01. - Driving Techniques - €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ Controls: -=-=-=-=-=- Logitech Steering wheel controls: ---------------------------------- Wheel - Turn Left and right Moves cursor left and right during selections Left Wheel Tab - Downshift Moves Cursor up during selections Change car camera is focused on in Replay Right Wheel Tab - Upshift Moves Cursor down during selections Change car camera is focused on in Replay Left Foot Pedal - Brake Right Foot Pedal - Gas Confirm choice X - Rear view mirror (hold) Change cameras in replay mode Y - Cancel choice A - Start Button Pause B- Reverse Confirm Choices Controller Controls: ---------------------- Directional pad/Analog stick - Turn car L1 - Use rear-view mirror L2 - Shift Down R1 - Switch car view R2 - Shift up Triangle - Reverse Square - Brake X - Accelerate Circle - Emergency brake This game IS vibration compatable. The following is provided by Greg Strain: Different Types of drivetrains: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4WD: (Four-wheel drive) These cars usually have the engine mounted in the front, but May also have the engine mounted near the center or rear of the car. The drivetrain moves all four wheels, hence the designation. 4WD cars generally provide great traction and control (most rally cars are 4WD for this reason). The added equipment weight for driving another two wheels, however, makes these cars heavier than most. They are also prone to severe understeer without proper technique. FR: Front engine, rear-wheel drive cars are usually prone to oversteer, and can cause some frustration. These types of cars usually have the fastest acceleration and top speeds out of all the types of cars. Their handling (see above) and wheelspin does offset this in many a technical race course. FF: Front engine, front-wheel drive cars are usually the lightest and slowest of the cars. Having the weight of the engine over the wheels moving the car provides great traction and turning in short, twisty courses. This setup also reduces weight. However, weight transfer in acceleration to the rear of the car negates much of the power of the engine. The FF setup is generally good for rallying (for its stability) or small cars. MR: Mid engine, rear-wheel drive cars encompass most of the pure "race" cars of the game. Situating the engine in front of the rear wheels provides excellent weight distribution. Also, the ability to change the areodynamics of the front of these vehicles also makes them the most streamlined in the game. Like FR cars, they are prone to oversteer, since the front wheels are steering while the rear wheels are pushing the car forward. Due to their skittish nature, MR cars are best suited for more experienced drivers. RR: Although rarely seen in the game, rear engine, rear-wheel cars do exist. They have many of the characteristics of MR cars, but the configuration of the engine directly over the rear wheels decreases wheelspin. Their less-than-stellar weight distribution, though, makes oversteer frequent without extreme care. -=-=-=-=-=-=-=-=-=- HOW TO TAKE TURNS: -=-=-=-=-=-=-=-=-=- Terminology: ------------ a: Your Car: First Point b: Your Car: Second Point c: Your Car: Third Point d: Your Car: Fourth Point e: Your Car: Fifth Point Basic 90 degree Turns: ____________________c (Exit Turn) / | | | b___________ | | | | | | | | | | |a | | | | | | | | | ________________________ / | b d | c | __________________ | | | | | | | | | | |a | | | | | | | | | _______________________________ / c / / d (Exit Turn) | b ______________________ | / | | | | | | | | |a | | | | | | | Basic 180 Degree Turns: ____________ / \ | \ | \ | \ | b___ \ | | \ \ | | \ \ |a | \ \ | | \ c \ | | | (Exit Turn) | | | | | | | | ___________ / \ / \ / \ / _b_ \ | / \ | | / \ | |a | | c| | | | | | | | | | | | | | | | d | | | | | | | | | Basic S-Turns: (Exit Turn) | d| | | \ \ \ \ / / ____________/ / / c / / / | / | b___________/ | / | | | | |a | | (Enter Turn) ______________ a \ \ \ \ __________ \ b \ \ \ | | |c | | | | | | \ | d \____________ \ \ \ \____________e_(Exit Turn) __________________ ___________________________/ \____________________________ { Car Information } ―――――――――――――――――――――――――――\__________________/―――――――――――――――――――――――――――― __________________________ - Car List - ―――――――――――――――――――――――――― Acura CL 3.2 Type S Acura Integra Type R Acura NSX '93 Acura NSX '97 AlfaRomeo 156 2.5 V6 24V Aston Martin DB7 Vantage Coupe Aston Martin V8 Vantage Aston Martin Vanquish Audi S4 Audi TT 1.8T Quattro BMW 328ci Chevrolet Camaro SS Chevrolet Camaro Z28 Chevrolet Corvette Grand Sport Chevrolet Corvette Z06 Chrysler PT Cruiser Daihatsu Mira Tr-XX Avanzato R Daihatsu Storia X4 Dodge Viper GTS Fiat Coupe Turbo Plus Ford Escort Rally Car Ford Focus Rally Car Ford GT40 Race Car Ford Mustang SVT Cobra R Honda Accord Euro-R Honda Castrol MUGEN NSX GT Honda Civic SiR-II(EG) Honda Civic Type R(EK) Honda CR-X Del-Sol SiR Honda Integra TypeR 98spec Honda NSX Type R Honda NSX Type S Zero Honda S2000 Honda S2000 Type V Jaguar XJ220 Road Car Jaguar XKR Coupe Lancia Delta HF Integrale Rally Car Lister Storm V12 Race Car Lotus Elise 190 Lotus Esprit Sport 350 Lotus Motor Sport Elise Mazda Demio GL-X Mazda Eunos Roadster'89 Normal Mazda Eunos Roadster'93 Normal Mazda Eunos Roadster ? Mazda Roadster 1.8 RS Mazda Roadster RS Mazda RX-7 Type RS Mazda RX-7 Type RZ Mazda RX-8 Mazda Savanna RX-7 Mercedes Benz CL600 Mercedes Benz CLK55 Mercedes Benz SLK 230 Kompressor Mine's Lancer Evolution VI Mine's Skyline GT-R N1V Spec(R34) Mini Cooper 1.3i Mitsubishi FTO GP Version R Mitsubishi GTO'95 Twin Turbo Mitsubishi GTO'99 Twin Turbo Mitsubishi Lancer Evolution IV GSR Mitsubishi Lancer Evolution V GSR Mitsubishi Lancer Evolution VI GSR Mitsubishi Lancer Evolution VI GSR Tommy Makinen Edition Mitsubishi Lancer Evolution VII GSR Nissan 240SX K's Aero Nissan 240SX Fastback Type X Nissan 300ZX Twin Turbo 2 Seater Nissan 300ZX Twin Turbo 2bY2 Nissan 180SX Type X Nissan Fairlady Z Version S Twin Turbo Nissan R390 GT1 LM RaceCar Nissan Silvia Varietta Nissan Silvia'88 K's S13 1800cc Nissan Silvia'91 K's S13 2000cc Nissan Silvia K's Aero(S14) Nissan Silvia Spec R Aero Nissan Skyline GT-R V-Spec II R34 Nissan Skyline GT-R V-Spec R34 Nissan Skyline GT-R V-Spec II R32 Nissan Skyline GT-R V-Spec R33 Nissan Skyline GTS-t Type M(R32) Nissan Z Detroit Motor Show Model Opel Caribra Touring Car Opel Speedster Pagan Zonda C12 Pagan Zonda C12S Peugeot 206 Rally Car Peugeot 206 S16 Renault Clio Sport Racecar Renault Clio Sport V6 24V RUF 3400S RUF CTR2 RUF RGT Shelby Cobra '67 Spoon Civic Type-R Spoon S2000 Subaru Impreza Premium Sport Coupe 22B-STi Subaru Impreza Rally Car Subaru Impreza Sedan WRX STi Subaru Impreza Sedan WRX STi Version VI Subaru Impreza Wagon WRX STi Subaru Impreza Wagon WRX STi Version VI Subaru Legacy Touring Wagon GT-B Subaru Legacy B4 Blitzen Subaru Legacy B4 RSK Suzuki Alto Works Sports Limited Suzuki Escudo Pikes Peak Version Tickford Falcon XR8 Race Car Tommykaira ZZII Tommykaira ZZ-S Tom's X540 Chaser Toyota Altezza AS200 Toyota Altezza RS200 Toyota Castrol Tom's Supra GT Car Toyota Celica GT-FOUR ST205 Toyota Celica SS-II Toyota Corolla Rally Car Toyota GTONE RaceCar TS020 Toyota MR2 G-Limited Toyota MR2 GT-S Toyota MR-S S Edition Toyota Sprinter Trueno Gt-Apex (AE86 Type 1) Toyota Supra RZ Toyota Supra SZ-R Toyota Vitz RS 1.5 TRD Celica Sports M TVR Griffith 500 TVR Speed 12 TVR Tuscan Speed 6 Volkswagen New Beetle 2.0 Volkswagen New Beetle RSi ____________________________ - Manufacturer List - ―――――――――――――――――――――――――――― Advan Alitalia Alpine Autobacs BBS BP Bremo Bridgestone Castrol Cibie Denso Dunlop elf Enkei Esso Exxon Falken Fet Gulf Havoline Kenwood Magnetti Marelli Masterfit Michelin Mobile MOMO Motul Movistar Oz Pennzoil Pirelli Potenza Puma Quaker State Rays Red Line Racing Red Line Synthetic Oil Speedline Texaco Total Toyo Tire Trampio Valeo Vodafone Yokohama ______________________ - LIST OF TUNERS - ―――――――――――――――――――――― -AMG -Audi Sport -Fiat Auto -Corse -Ford Racing -HKS -Lister Sport -Lotus -Mazda Speed -Mine's -Mugen -Nismo -Ralliart -Spoon -STi -Tom's -TRD -TVR Racing -TWR Racing ________________________ _________________________/ \___________________________ { Ultimate Car Setup Guide } ―――――――――――――――――――――――――\________________________/――――――――――――――――――――――――――― The following was created and thought up by Minty Fresh from the GameFAQs Message Boards (the Gran Turismo 3 message board, to be specific): I have been testing this car for around 5 hours...changing setting here and there...and I think I found the best and final setup (listed below). Purchase, match the setup, and I promise, it will perform like you won't believe. Even better than the 300,00 Cr. Impreza Rally Car!! ----------------------------------- Subaru Impreza 22B-Sti Version (J) ----------------------------------- Parts (upgrades): Fully Customizable Suspension Sport Brakes Break Balance Controller Racing Muffler/Air Cleaner Port Polish Full Engine Balance Racing Chip Stage 4 Turbo Racing Intercooler Full Racing Transmission Twin-Plate Clutch Normal Flywheel Fully Customizable Limited Slip Diff. Carbon Drive Shaft VCD Controller Stage 3 Weight Reduction Settings: (F=Front, R=Rear) Spring Rate - (F) 5.0 (R) 4.0 Ride Height - (F) 140 (R) 140 Shock Bound - (F) Level 7 (R) Level 7 Shock Rebound - (F) Level 7 (R) Level 7 Camber Angle - (F) 2.0 (R) 1.0 Toe Angle - (F) 0.0 (R) 0.0 Stabalizers - (F) Level 4 (R) Level 4 Brake Balance Controller - (F) Level 9 (R) Level 9 Limited Slip Intial Torque - (F) 10 (R) 10 Limited Slip Accel. - (F) 20 (R) 40 Limited Slip Decel. - (F) 10 (R) 20 Gear Ratio's - 1 - 2.877 2 - 2.023 3 - 1.515 4 - 1.187 5 - 0.972 6 - 0.832 7 - ____ Final - 4.444 NOTE: Auto Setting 24 should get the ratios all set correctly, so you don't have to set them manually. Active Stability Management - Level 10 TCS Controller - Level 5 VCD Controller - 35% ------------------------------------ Subaru Impreza 22B-Sti Version (J) ------------------------------------ RALLY settings Spring rate [F]7.0 [R]6.5 (lower setting, a little more body roll but better for those rally courses) Ride Height [F]140 [R]140 (self explanatory) Shock Bound [F]6 [R]7 (This shock setup helps make the car tighter out of turns Shock Rebound [F]7 [F]8 Camber angle [F]4.0 [R]3.0 (More camber more traction) Toe angle [F}0.0 [R]-0.5 Stabilizers [F]4 [R]5 (again I sacrificed more body roll for being stable on the rally courses) Brake balance [F]10 [R]9 (A tad more in the front gives a little understeer, safer than oversteer and spinning out) Limited slip Initial [F]8 [R]8 (the handling is improved out of turns with a lower setting) Limited slip Accel [F]16 [R]35 (Not much need to have a high setting on the front wheels, plus it makes turning a bit easier) Limited slip Decel [F]8 [R]14 (I used the lowest setting possible as to avoid spinning out) Equipment: Fully customizable suspension sports brake brake balance controller racing muffler port & polish engine balance sports comp chip stage 4 turbo racing intercooler full racing trans. triple plate racing flywheel carbon drive shaft Limited slip/ full customize service light weight stage 3 VCD controller Dirt tires Tuning this car was like tuning the Skyline, the car was so well balanced from the start it was a little tough to make sure I was making an improvement on it, I spent about 3-4 hours on this setup. I’ve included at the top the reasons for my settings I figured you will be able to get an Idea of why I did what I did, instead of me just giving you the numbers. This way the tuning will make more sense. From: GEKKO ---------------------------------------------- Mistubishi Lancer Evolution VII GSR (Tarmac): ---------------------------------------------- Fully customizable suspension sports brake muffler/racing sports computer chip Stage 3 turbo Intercooler/Racing Transmission/Full racing clutch/tripple plate flywheel/racing port and polish Racing slick and the body is lightened to stage 3 Spring Rate (F)5.3 (R)4.3 Ride Hight (F)104 (R)104 Shock bound (F)6 (R)7 Shock rebound (F)7 (R)8 Camber angle (F)2.3 (R)1.3 Toe angle (F)0.0 (R)0.5 Stabalizers (F)4 (R)4 I use the preset gear ratios, level 35 *NOTE: This setup is for handling, not speed. - From GEKKO on the Gran Turismo 3 Message Board. --------------------------------- Suzuki Escudo (Over 500 MPH): --------------------------------- From wszeto88, on the Gran Turismo 3 Message Board on Gamefaqs.com - Here are the Escudo Pikes Peak 500+ mph setting the top speed I got was 579.2 mph Follow this and you will be on your way to 500+ mph in no time. Here's what I did: 1. equip the highest turbine kit or na possible 2. decrease the spring rate to the smallest possible value for both front and rear 3. a. decrease ride height to smallest possible value for front and rear b. DRIVETRAIN Front REAR Lim-Slip In Tor.- 5 - 5 Lim-Slip Accel. - 5 - 5 Lim-Slip Decel. - 5 - 5 c. Toe angle and Chamber angle should be 0 4. a. set the gear ratios auto settings to the highest possible level b. set the gear ratios final gear to about 3,000 c. set all gears to lowest value 5. a. decrease the front downforce to the smallest possible level b. increase the rear downforce to the largest possible value 6. set ASM to 0 7. set TCS to 0 8. set VCD to 10% There you have it, a 500+ mph car! Make sure you turn the opposite way when doing the Max Speed test, once around the track won't be long enough for the speed to reach 500+ mph. Have Fun!! --------------------- Or another way: --------------------- 1. Get a car with over 1,000 HP 2. Equip the highest level NA or Turbo. 3. Decrease the spring rate for the front and back to the lowest value. 4. Decrease the ride height for the front and back to the lowest value. 5. Set the gear ratios auto setting to the highest level possible 6. Decrease the front downforce to the lowest value, and increase the rear downforce to the highest value. 7. Put the ASM to 0. 8. put the TCS to 0. Now go to the test course (preferably machine test) and watch what happens when you hit about 230 mph. And someone tell me what they think. It's pretty funny and cool. _________________THE FOLLOWING 3 SETUPS ARE FROM MINTY FRESH___________________ ------------------------------------------------------ (Rally) Mitsubishi Lancer Evolution VI GSR T.M.E. (J) ------------------------------------------------------ Parts (upgrades): Fully Customizable Suspension Sport Brakes Break Balance Controller Racing Muffler/Air Cleaner Port Polish Full Engine Balance Racing Chip Stage 3 Turbo Racing Intercooler Full Racing Transmission Triple-Plate Clutch Sports Flywheel Fully Customizable Limited Slip Diff. Carbon Drive Shaft VCD Controller Stage 3 Weight Reduction Settings: (F=Front, R=Rear) Spring Rate - (F) 5.5 (R) 4.5 Ride Height - (F) 140 (R) 140 Shock Bound - (F) Level 7 (R) Level 7 Shock Rebound - (F) Level 7 (R) Level 7 Camber Angle - (F) 2.0 (R) 1.0 Toe Angle - (F) 0.0 (R) 0.0 Stabalizers - (F) Level 4 (R) Level 4 Brake Balance Controller - (F) Level 9 (R) Level 9 Limited Slip Initial Torque - (F) 10 (R) 10 Limited Slip Accel. - (F) 20 (R) 40 Limited Slip Decel. - (F) 10 (R) 20 Gear Ratio's - 1 - 2.765 2 - 1.921 3 - 1.428 4 - 1.111 5 - 0.905 6 - 0.771 7 - ____ Final - 4.529 (Auto Setting - Level 26) Active Stability Management - Level 10 TCS Controller - Level 5 VCD Controller - 35% --------------------------------------------------- (Tarmac) Nissan Skyline GT-R V-Spec II (R34, J): --------------------------------------------------- Parts (upgrades): Fully Customizable Suspension Sport Brakes Break Balance Controller Racing Muffler/Air Cleaner Port Polish Full Engine Balance Displacement UP Racing Chip Stage 4 Turbo Racing Intercooler Full Racing Transmission Twin-Plate Clutch Normal Flywheel Fully Customizable Limited Slip Diff. Carbon Drive Shaft Tire Front - Racing (Soft) Tire Rear - Racing (Soft) VCD Controller Stage 3 Weight Reduction Settings: (F=Front, R=Rear) Spring Rate - (F) 7.4 (R) 9.4 Ride Height - (F) 95 (R) 95 Shock Bound - (F) Level 7 (R) Level 7 Shock Rebound - (F) Level 8 (R) Level 8 Camber Angle - (F) 3.0 (R) 2.0 Toe Angle - (F) 0.0 (R) -0.5 Stabalizers - (F) Level 4 (R) Level 4 Brake Balance Controller - (F) Level 9 (R) Level 10 Limited Slip Initial Torque - (F) 9 (R) 9 Limited Slip Accel. - (F) 50 (R) 35 Limited Slip Decel. - (F) 10 (R) 15 Gear Ratio's - 1 - 3.896 2 - 2.657 3 - 1.954 4 - 1.506 5 - 1.217 6 - 1.029 7 - ____ Final - 3.545 (Auto Setting - Level 29) Downforce - (F) 0.29 (R) 0.45 Active Stability Management - Level 9 TCS Controller - Level 6 VCD Controller - 23% NOTE: Remember to save your default settings, just incase you want to go back to them. ----------------------- TOUCSAN SPEED SIX ----------------------- PARTS: Full Customizeable Suspension Sports Brakes Brake Balance Controller Racing Muffler Computer Chip NA Tune Up Stage 3 Port&Polish Full Engine Balancing Full Racing Transmission Stage 2 Lightwieght Carbon Drive Shaft Limited Slip Full Customization 2 Plate Clutch Racing Flywheel Spring Rate:(f)8.6(r)7.5 Ride Hieght:(f)69(r)69 Shock Bound:(F)6(R)6 Shock Rebound:(F)6(R)6 Camber Angle:(F)2.0(R)1.0 Toe Angle:(F)0.0(R)0.0 Stabalizers:(F)4(R)4 Brake Balance:(F)9(R)12 Limited Slip Initial:(F)0(R)5 Accel.:(F)0(R)30 Decel:(F)0(R)30 Gear Ratio 1 3.771 2 2.587 3 1.910 4 1.477 5 1.196 6 1.014 7 ----- Final 4.002 ASM 12 TCS 5 ----------------------------------- (Tarmac) Ford Mustang SVT Cobra R ----------------------------------- Parts (upgrades): Fully Customizable Suspension Sport Brakes Break Balance Controller Racing Muffler/Air Cleaner Stage 3 NA Tune Up Port Polish Full Engine Balance Racing Chip Full Racing Transmission Single-Plate Clutch Normal Flywheel Fully Customizable Limited Slip Diff. Carbon Drive Shaft Tire Front - Racing (Medium-Soft) Tire Rear - Racing (Medium-Soft) Stage 3 Weight Reduction Settings: (F=Front, R=Rear) Spring Rate - (F) 6.2 (R) 5.4 Ride Height - (F) 110 (R) 110 Shock Bound - (F) Level 7 (R) Level 7 Shock Rebound - (F) Level 7 (R) Level 7 Camber Angle - (F) 2.5 (R) 1.5 Toe Angle - (F) 0.0 (R) -1.0 Stabalizers - (F) Level 4 (R) Level 4 Brake Balance Controller - (F) Level 9 (R) Level 12 Limited Slip Initial Torque - (F) 0 (R) 12 Limited Slip Accel. - (F) 0 (R) 50 Limited Slip Decel. - (F) 0 (R) 25 Gear Ratio's - 1 - 3.415 2 - 2.301 3 - 1.681 4 - 1.287 5 - 1.034 6 - 0.871 7 - ____ Final - 3.550 (Auto Setting - Level 31) Active Stability Management - Level 9 TCS Controller - Level 6 NOTE: Remember to save your default settings, just incase you want to go back to them. NOTE: The Mustang is a RWD car...it will always behave like that too, even with this settings...so take that into consideration when driving it. ___FROM: DARK CLOUD FREAK____ -------------- TVR Speed 12 -------------- Ok I have been tweaking this one and I finally got it just about as good as it's gonna be. Here are the settings... Parts: Full Customizeable Suspension Normaly Brakes Brake Balence Controller Normal Muffler Normal Chip Na Tune Up Stage 1 Full Raceing Transmission Normal Clutch Normal Flywheel Limited-Slip/Full Customize Normal Driveshaft Lightweight Stage 3 Settings: Spring Rate (f)9.8 (r)8.8 Ride Height (f)60 (r)60 Shock Bound (f)9 (r)9 Shock Rebound (f)9 (r)9 Camber Angle (f)2.0 (r)1.0 Toe Angle (f)1.0 (r)1.0 Stabilizers (r)5 (r)5 Brake Balence (f)11 (r)9 Limited Slip Initial (f)0 (r)5 Limited Slip Accel (f)0 (r)30 Limited Slip Decel (f)0 (r)30 Gear Ratio: 1: 3.611 2: 2.533 3: 1.867 4: 1.411 5: 1.133 6: 0.941 7: ----- Final: 3.203 ASM: 11 TCS: 5 These settings are pretty nice. The car tunrs pretty well now. It has good acceleration and hits around 205 on courses with long straits. Or alternatively, try these settings - everything as above except for the following (for better handling): Suspension Spring Rate (f)11.8 (r)10.8 Ride Height (f)55 (r)55 Shock Bound (f)10 (r)10 Shock Rebound (f)10 (r)10 Camber Angle (f)1.0 (r)1.0 Toe Angle (f)0.0 (r)0.0 Stabilizers (f)5 (r)5 TCS: 9 For even more better handling: Suspension Spring Rate (f)7.8 (r)5.8 Ride Height (f)101 (r)94 Shock Bound (f)7 (r)7 Shock Rebound (f)6 (r)6 Camber Angle (f)2.0 (r)1.3 Toe Angle (f)0.5 (r)1.0 Stabilizers (f)7 (r)7 Brake Balance (f)9 (r)8 Limited-Slip Initial (f)0 (r)49 Limited-Slip Accel (f)0 (r)41 Limited-Slip Decel (f)0 (r)17 Gear Ratios 1) 4.869 2) 3.238 3) 2.226 4) 1.691 5) 1.325 6) 1.091 7) ----- Final: 2.738 ASM: 20 TCS: 9 Tuned by Dark Cloud Freak --------------------------------------------- Chevy Corvette Z06 --------------------------------------------- Spring Rate (f)14.7 (r)13.8 Ride Height (f)79 (r)79 Shock Bound (f)8 (r)9 Shock Rebound (f)9 (r)10 Camber Angle (f)2.0 (r)1.0 Toe Angle (f)0.0 (r)0.0 Stabilizers (f)4 (r)4 Brake Balence (f)11 (r)8 Limited-Slip Initial (f)0 (r)15 Limited-Slip Accel (f)0 (r)30 Limited-Slip Decel (f)0 (r)32 Gear Ratios: 1) 3.597 2) 2.475 3) 1.718 4) 1.267 5) 0.977 6) 0.787 7) ----- Final) 3.260 ASM: 10 TCS: 6 --------------------------------------------- Nissan Skyline GT-R V-spec II(R34,J)(rally) --------------------------------------------- Spring Rate (f)4.0 (r)5.0 Ride Height (f)130 (r)130 Shock Bound (f)6 (r)8 Shock Rebound (f)8 (r)10 Camber Angle (f)2.0 (r)1.0 Toe Angle (f)0.0 (r)0.0 Stabilizers (f)4 (r)4 Brake Balence (f)9 (r)9 Limited-Slip Initial (f)10 (r)10 Limited-Slip Accel (f)20 (r)30 Limited-Slip Decel (f)10 (r)25 Gear Ratios: 1) 3.351 2) 2.229 3) 1.588 4) 1.190 5) 0.937 6) 0.777 7) ----- Final) 3.785 Downforce: (f)0.29 (r)0.57 ASM: 10 TCS: 5 VCD: 15% ---------------------- TVR Touscan Speed 6 ---------------------- Parts: Full Customizeable Suspension Sports Brakes Brake Balence Controller Raceing Muffler Computer Chip Na Tune Up Stage 3 Port&Polish Full Engine Balencing Full Raceing Transmission Stage 2 Lightweight Carbon Driveshaft Limited Slip full customization 2 plate clutch Raceing Flywheel Spring Rate: (f)8.6 (r)7.5 Ride Height (f)69 (r)69 Shock Bound: (F)6 (r)6 Shock Rebound (f)6 (r)6 Camber Angle (f)2.0 (r)1.0 Toe Angle (f)0.0 (r)0.0 Stabilizers (f)4 (r)4 Brake Balence (f)9 (r)12 limited slip initial (f)0 (r)5 accel: (f)0 (r)30 decel (f)0 (r)30 Gear Ratio 1: 3.771 2: 2.587 3: 1.910 4: 1.477 5: 1.196 6: 1.014 7: ----- Final: 4.002 ASM: 12 TCS: 5 Or alternatively, try these settings - everything as above except for the following (for better handling): Suspension Spring Rate (f)11.8 (r)10.8 Ride Height (f)55 (r)55 Shock Bound (f)10 (r)10 Shock Rebound (f)10 (r)10 Camber Angle (f)1.0 (r)1.0 Toe Angle (f)0.0 (r)0.0 Stabilizers (f)5 (r)5 TCS: 9 For even more better handling: Suspension Spring Rate (f)7.8 (r)5.8 Ride Height (f)101 (r)94 Shock Bound (f)7 (r)7 Shock Rebound (f)6 (r)6 Camber Angle (f)2.0 (r)1.3 Toe Angle (f)0.5 (r)1.0 Stabilizers (f)7 (r)7 Brake Balance (f)9 (r)8 Limited-Slip Initial (f)0 (r)49 Limited-Slip Accel (f)0 (r)41 Limited-Slip Decel (f)0 (r)17 Gear Ratios 1) 4.869 2) 3.238 3) 2.226 4) 1.691 5) 1.325 6) 1.091 7) ----- Final: 2.738 ASM: 20 TCS: 9 Tuned by Dark Cloud Freak ---------------------------- Toyota Supra RZ (By GEKKO) ---------------------------- Parts: Fully customizable suspension sports brake brake balance controller racing muffler port & polish enging balance sports comp chip stage 4 turbo racing intercooler full racing trans. tripple plate trans racing flywheel carbon drive shaft Limited slip/ full customize service light weight stage 3 and super soft tires Spring rate [F]17.7 [R]10.7 Ride Hight [F]95 [R]95 Shock Bound [F]6 [R]7 Shock Rebound [F]7 [F]8 Camber angle [F]2.5 [R]1.5 Toe angle [F}0.0 [R]0.0 Stabalizers [F]6 [R]6 Brake balance [F]6 [R]8 Limites slip Initial [F]0 [R]12 use 23 if your a heavy foot Limited slip Accel [F]0 [R]50 Limites slip Decel [F]0 [R]17 I use the preset gear ratios depending on the course, so I change it all the time....but Im working on a more responsive setup with devent top end. I bought all the best parts and all parts available for the Supra total cost $285,850 resulting in a highly responsive 10.899 0-400m car. The car is tuned to give a little oversteer when braking, traction is improved considerably, and steering is responsive, just remember this is a torque monster so drive it with class instead of a mad man. Now the limit is reliant on your tires not the setup. The setup is made for all these parts so not having light weight stage 3 or the barake balance controller etc will probably result in different handling. -------------------- Pagan Zonda C12S -------------------- Parts: Fully Customizeable Suspen. Sports Brakes Brake Balance Controller Muffler Racing Racing Chip NA Tunueup stage 3 Full Engine Balancing Full Racing Transmition Triple Plate Clutch Racing Flywheel Limited Slip/Full Customizable Racing super soft tires (front and rear) lightweight stage 1 spring rate 9.0(F) 6.0(R) ride height 56(F) 56(R) shock bound level 7(F) level 7(R) shock rebound level 7(F) level 7(R) camber angle 2.0(F) 1.0(R) stabilizers level 5(F) level 5 (R) brake balance is level 10 on both F and R put gear ratio to level 40 ---------------------------------------- Nissan Skyline GT-R V-Spec II (R34, J) ---------------------------------------- 1053HP 0-400 9.662 *Probably faster but this is with the track gear ratio I have set .on Equipped with the following: Fully Customizable Suspension Sport Brakes Break Balance Controller Racing Muffler/Air Cleaner Port Polish Full Engine Balance Displacement UP Racing Chip Stage 4 Turbo Racing Intercooler Full Racing Transmission Twin-Plate Clutch Normal Flywheel Fully Customizable Limited Slip Diff. Carbon Drive Shaft Tire Front - Racing (Soft) Tire Rear - Racing (Soft) VCD Controller Stage 3 Weight Reduction Settings: (F=Front, R=Rear) Spring Rate - (F) 11.7 (R) 8.9 Ride Height - (F) 93 (R) 93 Shock Bound - (F) Level 5 (R) Level 7 Shock Rebound - (F) Level 7 (R) Level 9 Camber Angle - (F) 2.7 (R) 1.7 Toe Angle - (F) 0.0 (R) 0.0 Stabalizers - (F) Level 4 (R) Level 4 Brake Balance Controller - (F) Level 9 (R) Level 11 Limited Slip Initial Torque - (F) 8 (R) 8 Limited Slip Accel. - (F) 43 (R) 33 Limited Slip Decel. - (F) 12 (R) 15 Gear Ratio's - 1 - 3.948 2 - 2.727 3 - 1.808 4 - 1.202 5 - 1.974 6 - 0.755 7 - ____ Final - 3.943 <> Downforce - (F) 0.29 (R) 0.45 Active Stability Management - Level 9 TCS Controller - Level 6 VCD Controller - 32% This is an example of a custom gear ratio, I have short second gear just to get me to third and longer third and fourth, since those are the gears I stay in the most, also shifting from third to fourth is smooth and doesent upset the car if you in a turn. Shorter fifth and a long sixth for those straights only hits 220 but most of the straights stop just before the rev limiter. *Note the Skyline was such a well balanced car to begin with It took me a while to make an imprvement, usually it's an ovbious choice of what to change but this one took some time. I like a dash of oversteer when braking and like to omit any body roll thats apparent. This set up works for me the best, it's based on my driving style, I give up a little top end speed for traction and like to set my cars with a tight turn in. I like to set it up in a way that if you get off the gas your line tightens instead of major oversteer. My point, Minty has his set up for his style, I have mine set up for me, Feak has his set up for himself and so on. We all make them so it's best for our driving style. From: Gekko ------------------------ Dodge Viper GTS ------------------------ Spring Rate (f)16.5(r)15.8 Ride Height (f)84 (r)84 Shock Bound (f)10 (r)10 Shock Rebound (f)10 (r)10 Camber Angle (f)2.0 (r)1.0 Toe Angle (f)0.0 (r)-1.5 Stabilizers (f)5 (r)5 Brake Balence (f)11 (r)9 Limited-Slip Initial (f)0 (r)5 Limited-Slip Accel (f)0 (r)40 Limited-Slip Decel (f)0 (r)30 Gear Ratio 1) 2.779 2) 1.806 3) 1.291 4) 0.970 5) 0.766 6) 0.637 7) ----- Final) 3.250 ASM: 12 TCS: 9 -------------------------------------- Nissan SKYLINE GT-R V-spec II(R34,J) -------------------------------------- Spring Rate (f)10.2 (r)12.0 Ride Height (f)90 (r)90 Shock Bound (f)5 (r)5 Shock Rebound (f)9 (r)9 Camber Angle (f)2.0 (r)1.0 Toe Angle (f)0.0 (r)-1.0 Stabilizers (f)4 (r)4 Brake Balence (f)11 (r)9 Limited-Slip Initial (f)5 (r)10 Limited-Slip Accel (f)33 (r)23 Limited-Slip Decel (f)31 (r)31 Gear Ratio 1) 3.451 2) 2.229 3) 1.588 4) 1.190 5) 0.937 6) 0.777 7) ----- Final) 3.785 Downforce (f)0.29 (r)0.57 ASM: 12 TCS: 8 VCD: 30% From: Dark Cloud Freak ------------- zonda z12 ------------- full custom sus, brakes, brake balance controler all the trimmings in engine everything in drivetrain so (best clutch, best fly, full tranny, full custom diff.) top weight savings.. 22,000 or more i believe. suspension: springs f 15.8 / r 12.4 ride hieght f 62 / r 63 bound f 8 / r 7 rebound f 7 / r 7 camber f -1.7 / r -0.6 toe f -0.5 / r 0.5 stablizers f 6 / r 7 brake balance: f 15 / r 13 transmission diff settings only availble for rear wheels. 16 47 22 gear ratios as follows... 3.150 2.132 1.598 1.268 1.019 .858 final drive 3.309 lvl 34 downforce is at 48 traction control is at 9. turn off the active stability controler in the options menu that will fall your cars settings up... traction control doesnt hurt nobody and saves tires. -------------------- corvette z06 -------------------- full custom sus, brakes, brake balance controler all the trimmings in engine everything in drivetrain cept the full custimizable slip so best clutch, best fly, full tranny 1.5 limited slip. top weight savings.. 22,000 or more i believe. suspension: springs f 7.7 / r 8.2 ride hieght f 90 / r 94 bound f 7 / r 8 rebound f 6 / r 8 camber f -1.7 / r -0.8 toe f 0.5 / r 1.0 stablizers f 6 / r 7 brake balance: f 16 / r 13 transmission: gear ratios as follows... 3.085 2.158 1.614 1.264 1.037 .902 final drive 3.101 Auto: lvl 28 -------------------- Dodge Viper GTS -------------------- Suspension: Spring Rate (f)16.5(r)15.8 Ride Height (f)84 (r)84 Shock Bound (f)10 (r)10 Shock Rebound (f)10 (r)10 Camber Angle (f)2.0 (r)1.0 Toe Angle (f)0.0 (r)-1.5 Stabilizers (f)5 (r)5 Brake Balance (f)11 (r)9 Limited-Slip Initial (f)0 (r)5 Limited-Slip Accel (f)0 (r)40 Limited-Slip Decel (f)0 (r)30 Gear Ratios 1) 2.779 2) 1.806 3) 1.291 4) 0.970 5) 0.766 6) 0.637 7) ----- Final: 3.250 ASM: 12 TCS: 9 Tuned by Dark Cloud Freak Or alternatively, try out the following for better acceleration: Gear Ratios 1st: 3.036 2nd: 2.009 3rd: 1.451 4th: 1.101 5th: 0.877 6th: 0.733 Final 3.070 By Matrixiam ------------------ Pagani Zonda Z12 ------------------ Full custom suspensions, Brakes, Brake balance controller, All the trimmings in engine, Everything in drivetrain (Best clutch, best fly, full transmission, full custom diff), All weight reductions Suspension Springs f 15.8 / r 12.4 Ride height f 62 / r 63 Bound f 8 / r 7 Rebound f 7 / r 7 Camber f -1.7 / r -0.6 Toe f -0.5 / r 0.5 Stabilisers f 6 / r 7 Brake Balance - f 15 / r 13 Transmission (diff settings only available for rear wheels) 16 47 22 Gear Ratios 3.150 2.132 1.598 1.268 1.019 .858 Final Drive 3.309 lvl 34 Downforce: 48 Traction Control: 9 Turn off the active stability controller in the options menu. Traction control saves wearing out the tires. Tuned by oN3 37 ---------------------------------- Suzuki Escudo Pikes Peak Version ---------------------------------- Suspension Spring Rate (f)13.6 (r)10.4 Ride Height (f)95 (r)95 Shock Bound (f)7 (r)7 Shock Rebound (f)7 (r)7 Camber Angle (f)2.0 (r)1.0 Toe Angle (f)0.0 (r)0.0 Stabilizers (f)4 (r)4 Brake Balance (f)9 (r)9 Limited-Slip Initial (f)11 (r)11 Limited-Slip Accel (f)36 (r)36 Limited-Slip Decel (f)16 (r)16 Gear Ratios 1) 4.414 2) 3.038 3) 2.116 4) 1.474 5) 1.230 6) 1.010 7) ----- Final: 3.150 Downforce (f)0.71 (r)0.99 ASM: 10 TCS: 4 VCD: 10% Tuned by Dark Cloud Freak ------------------- Tommy kaira ZZII ------------------- Suspension Spring Rate (f)16.8 (r)14.8 Ride Height (f)62 (r)62 Shock Bound (f)5 (r)7 Shock Rebound (f)8 (r)10 Camber Angle (f)2.0 (r)1.0 Toe Angle (f)0.0 (r)-0.5 Stabilizers (f)5 (r)5 Brake Balance (f)12 (r)13 Limited-Slip Initial (f)5 (r)5 Limited-Slip Accel (f)35 (r)35 Limited-Slip Decel (f)15 (r)15 Gear Ratios 1) 3.677 2) 2.540 3) 1.777 4) 1.326 5) 1.039 6) 0.855 7) ----- Final: 3.366 Downforce: (f)0.84 (r)1.11 ASM: 10 TCS: 5 VCD: 30% Tuned by Dark Cloud Freak __________________ ___________________________/ \____________________________ { Car Upgrading Tips } ―――――――――――――――――――――――――――\__________________/―――――――――――――――――――――――――――― By Dan GC _____________________________________________________________ |Transmission Settings: Increasing the Max. Speed Even Further| ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― I've gotten E-mail from people asking me how to increase the max speed even further after getting fully tuning-up their car, and after putting the gear settings to their lowest because some cars seem to only be able to go up to 220 MPH or so. What I'm about to tell you will make the car's max speed exceed the amount you think is the max possible. Well, go to the Machine Test and choose 'Max Speed' to test your car's max speed. Go to the Settings, go to the Gears Settings, and put all of the gears to their lowest and start the test. See your car's max speed and if you want to increase it even further, quit and go back to the Settings. Push [Start] while highlighting one of the gears to return it to its default settings, and change the gears to their lowest settings again. Take the test again and the max speed should have either increased or decreased. Now quit and go back to the Settings once again. You see the option all the way at the bottom of the menu with the gears? Well, select it and move it to the right a few, then push X or O to accept. Then push [Start] and it'll return to its default number. Go to the gears and make them the lowest possible. Take the test again and the max speed should have increased. Note: Don't do this for all cars since the higher your max speed, the less acceleration you have. You can also only do this for the final gear afterwards. _____________________________ - Free Car Upgrades - ――――――――――――――――――――――――――――― From IGN.com: Here's a little trick you can do to save money on upgrading your cars. First, you must have 2 memory cards. Save your game onto both MEMORY CARD #1 and MEMORY CARD #2. Buy the car that you want and upgrade it as much as you can (if you have the money, buy every single upgrade you can think of, including every tire type). Now save the game onto only MEMORY CARD #2. After you've finished saving the game, load the saved game data from the other card, MEMORY CARD #1 (this should be the original save before you purchased anything). Go to your Home and then the Trade section to Load Garage Data from MEMORY CARD #2. Now you can buy the car that you spent hundreds of thousands upgrading for its original sticker price. TIP: You can use this at the beginning of the game to get an extra one or two upgrades for your very first car. ________________________ _________________________/ \___________________________ { How to Earn Fast Cash } ―――――――――――――――――――――――――\________________________/――――――――――――――――――――――――――― At the Beginning: ------------------- Just win the Sunday cup to get the Toyota Trueno (sell it if you already have it), then race the first race of the Sunday Cup to earn cash over and over again, then upgrade the Engine with a racing chip and engine modifications, get it over 200 HP, then save up enough cash for a new transmission and a drivetrain stuff (racing flywheel, Clutch/Triple Plate, Driveshaft/Carbon) and a Lightweight/Stage 1 to boost acceleration, then adjust the transmission so that you get slow acceleration but fast top speed (make the right-most bar on the Gear Ratio screen, when you enter "settings" before a race, touch the top-right corner of the box) and select "Level 35" on the Auto Setting in the Gear Ratio screen, then enter the second race in the Turbo Challenge, and come in first place (5,000 credits) or second place (2,500 credits) to win tons of cash. Repeat until necessary. Or early on in the game, try to find a race that is only for your type of car, they usually pay 5,000 for a win, which is a small fortune in the amatuer league, and the other cars are just stock models, so minor tuning upgrades can give you a technical advantage... the Vitz championships earned me the money to buy a Lancer (HUGE huge huge upgrade)... the amatuer championship is a 10 race series that pays 10K each for winning - but you need a pretty good car... Th best thing to do...look for all of the Super Speedway tracks, but it's the first track in arcade mode. Those are the easiest to win, and the last one in the beginner mode, you win $10,000 and in the Amatuer, there is one that is $15,000 each time. Once you can win those, it's easy money :) Even further along the line... --------------------------------- Here's a tip from IGN.com: The quickest way that we've found is to enter the Amateur League German Touring Car Challenge. It's a five race series with only three laps per race, so it can be completed in less than 20 minutes. You need to finish first in the first four races, earning 10,000 credits per race, then save your game. Enter the fifth and final race and simply quit out of it to end the series. If you finished first in the first four races, you'll win the series, more prize money (30,000 Cr.) and one of four random prize cars. If you get the Opel Astra Touring Car, you can sell it for 245,000 credits, thus bringing your 20-minute prize total to 315,000 credits. Doing this, you can net yourself about 900,000 credits per hour. And more.... --------------- Another thing you can do to get quick cash is get a pretty fast car, then enter the GT World Championship, then race on the Super Speedway track, and win it for an easy $10,000 in under 3 minutes. You can make about $150,000 or more in an hour with this strategy. Or get an I-B liscence and run the gran turismo dream car championships on the test track race, it's 25 g's a race. NO JOKE. Get a car that can go 220 or 230 mph and you win that simple. For those with patience... ----------------------------- For those who can handle boredom, and have a fast car, and have an IA license, do the Super Speedway Endurance, it takes an hour to finish, but you get 200,000 for it. Also, you can try another one (SSR11, Japan Endurance one) and get 500,000 for that, I don't know how long it takes though.... If you have the nerve, you could always do an Endurance race. Most of them offer rewards for first place in the range of 150,000 to 500,000 Cr. With a fast car you can win easily (I did the Super Speedway 150 Miles with a Corvette Z06 which I upped to 800 HP, and the Seattle 100 Miles with a Panoz Esperante GTR-1 which I upped to 983 HP). This only works if you are about 10%+ in the game, though. If you are just starting out, give your car some more horses and do the World Cup in the Beginner League, which offer $10,000 Cr. a race. And a super-cheap way to get cash... -------------------------------------- Just go to the Super Speedway 150 in Beginner Mode, and get your fastest car, and enter the race. Put a twisty-tie or a rubber band on both analog sticks so the Left Stick is facing to the right, and the Right Stick is facing to the left, and put a rubber band on the accelerate button (usually "X"), and just let the car drive itself. Your car will ram into the walls and stuff, but if you use a car that's very fast and has good acceleration, it shouldn't matter, and since the other cars will pit in throughout the race and you won't, you should win easily, getting the $200,000 and the sweet new car. €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ 02. - General Strategies - €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ • Power slide as much as you can on most turns in the game. To power slide, slow down a bit before the turn or chicane with the footbrake, then as you turn, hit the handbrake to make your car swing around the bend (make your car go into the proper direction first), then hit one of your brakes (handbrake is easier to use) while you are facing the direction you wish to be in (straight), and continue driving as normal. • Whenever you are steering into a turn, and smoke begins to come from your tires, this is a sure-sign that your car is about to spin-out if a counter-steer isn't used soon. To counter this eventual spin-out, simply lay off the gas a bit, and counter-steer (steer into the opposite direction) to regain your grip on the road, and to avoid the spin-out easily. • Sometimes (or a lot of the time), you can power-slide in Gran Turismo 3, the racing engine is designed for it like in Gran Turismo 1 & 2. The cars in Gran Turismo 3 can stick to the road sometimes, so power-sliding isn't necessary some of the time. • You don't have to power slide around each turn. Some turns are too tight to try to manuever around, so just brake very hard with the footbrake to come to an almost complete stop, then turn your car into the desired direction, and hit the gas to get moving again. • Don't be too hard on the controls, since they are sort of touchy. The cars handle realisticly, so you will be spinning out after each turn if you really turn sharply or hit a wall at great speeds. • Try not to hit the other car in a race, since you will bounce off of him/her, and slow yourself down, and possibly spin-out. • Try to avoid all walls and barriers. Walls and barriers can slow your car down drastically, and they can also cause your car to have an un- necessary spin-out, which you don't want. • To recover from a spin-out quickly, simply let off the gas while you are spinning or moving, then steer with the spin until you slow down. Once you have done this, simply countersteer (steer into the direction you are spinning), then you will have regained control of your vehicle. • Try not to power-slide TOO much in the game. Why? Because the physics engine of Gran Turismo 3 is very realistic, and if you try to power- slide around a sharp turn at high speeds, your car will skid or spin-out. • Don't take sharp turns at very high speeds (this is especially bad with very, VERY fast cars). Doing this may cause your car to stop or slide, and will slow you down big-time. Draft. Drafting is when you pull up behind another car and stay behind them for awhile. Doing this reduces the air resistance on your car, therefore making it go faster. After awhile, simply pull out from behind the car, and you'll get a significant boost in speed from the lack of air resistance and pass the driver in front of you by a large margin. €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ 03. Simulation Mode €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ __________________ ___________________________/ \____________________________ { Getting Started } ―――――――――――――――――――――――――――\__________________/―――――――――――――――――――――――――――― Start off by purchasing a Toyota Sprinter Trueno GT-Apex or a Mazda Miata. Use this car to enter the Sunday Cup, and race the first race a few times to round up some cash (use the extra cash you have if you buy a Trueno to upgrade the Engine), and use the cash to upgrade the engine and drivetrain. Be sure to purchase some Sports Brakes and a new Suspension, to make the Sunday and Clubman Cups easier. Go and get your B-class and A-Class Licenses. This doesn't take long, unless you want to have all golds. Once you have your A and B Licenses, move onto the next paragraph. Now just win the Sunday cup to get the Toyota Trueno (sell it if you already have it), then race the first race of the Sunday Cup to earn cash over and over again, then upgrade the Engine with a racing chip and engine modifications, get it over 200 HP, then save up enough cash for a new transmission and a drivetrain stuff (racing flywheel, Clutch/Triple Plate, Driveshaft/Carbon) and a Lightweight/Stage 1 to boost acceleration, then adjust the transmission so that you get slow acceleration but fast top speed (make the right-most bar on the Gear Ratio screen, when you enter "settings" before a race, touch the top-right corner of the box) and select "Level 35" on the Auto Setting in the Gear Ratio screen, then enter the second race in the Turbo Challenge, and come in first place (5,000 credits) or second place (2,500 credits) to win tons of cash. Repeat until necessary. Keep doing this until you get enough money to buy a Mitsubishi Lancer Evolution (any type will do), a Nissan Skyline, or a Mitsubishi 3000GT, then enter some more advanced races, win 'em, and use that cash to upgrade your new car to the max. Also, win the Clubman Cup and get the Mazda Miata, then sell it for a quick $4,500. Be sure to sell all of the crappy cars you win in the future. __________________ ___________________________/ \____________________________ { License Test Guide } ―――――――――――――――――――――――――――\__________________/―――――――――――――――――――――――――――― What you get for All Golds in each License (from Frozen Flame): B License - Mazda MX-5 Miata LS A License - Mazda RX-8 IB License - Nissan Z Concept IA License - Aston Martin Vanquish Rally License - Subaru Impreza Rally Car Prototype Super License - Dodge Viper GTS-R Concept Car ================== B LICENSE ================== There are 8 parts to this license test. Most tests are done twice with a different car each time. Please note that going into the grass for over 2 seconds or hitting a wall will result in immediate failure in any test. Getting at least a bronze on each test will allow you to receive the license. --------- B-1 Start, Acceleration and Braking I Accelerate from a standing start and stop as quickly as possible in the goal area beyond the finish line at 1000 meters. It is best to switch from full acceleration to full braking. HINT: Use the distance markers every 100 meters to judge when to start braking. Car used: Volkswagon New Beetle 2.0 Times to beat: Gold : 35.1s Silver : 35.4s Bronze : 35.8s A simple test. As soon as the Go is given, step on the accelerator and don't let up. You'll see signs as you pass every 100 meters. Once past the 900 meter mark, you'll see a small white line to the right of you marking 950 meters. Slam on the brakes at this point or right before to clear the test. --------- B-2 Start, Acceleration and Braking II This test is similar to B-1, but with a higher powered test car that accelerates quicker but is heavier, so you need to start breaking sooner. HINT: Use the distance markers every 100 meters to judge when to start braking. Car used: Viper GTS Times to beat: Gold : 25.6s Silver : 25.8s Bronze : 26.3s Again, another simple test. Again, accelerate as soon as GO is displayed, but this time, full brake at or before the 900 meter mark to stop safely in the goal area. --------- B-3 Basics of Cornering: Front-wheel Drive Negotiate a left turn after a long straightaway. Brake early and slow down before turning. Come in too fast and the car will not turn, but will fly off the outside of the corner. Take it easy going into the corner but hit the gas early coming out. Out of the corner, take full advantage of the track outside edge. Car used: Coupe Turbo Plus Gold : 31.1s Silver : 31.4s Bronze : 32.5s This test is fairly easy to complete, as the game puts a blue dashed line on the track to help you locate the best path to take through the turn. Follow the line and use the brake when you hit the red dash part of the line, then let off both gas and brake in the gray area. Once past that hit the gas to power through and head for the finish line. --------- B-4 Basics of Cornering: Rear-wheel Drive This test is the same as B-3, but this time you are driving a high-powered rear-wheel drive car, so hitting the gas to early in the corner risks the rear wheels losing their grip for a spin. In a corner, adjust the accelerator a little at a time and feel for when to go full out. HINT: Check out the Demo. Car used: S2000 Gold : 29.1s Silver : 29.4s Bronze : 31.0s Again, follow the blue line and brake when the red area is reached. Turn and give the car a little gas. When you find that the car will not go off course, accelerate to full speed and head for the finish. --------- B-5 Applied Cornering: Front-wheel Drive From a standing start, take three consecutive corners: left, right and left. Rather than going full-out on the first two corners, figure how to get out of the third corner smoothly by hitting the gas for a fast time. Take the line that puts you in the best shape for getting out of the last corner. Gaining speed on the following long straightaway is more important than anything else. Car used: Civic Type R(EK,J) Gold : 34.0s Silver : 34.8s Bronze : 36.2s Follow the blue line and in the first turn don't bother braking. In the second turn, let off the gas to turn easier, then accelerate to the third turn. Here you wil brake for a sec, let off both gas and brake, and turn as close as you can to the inside of the corner. As soon as you start past the corner, full-out accelerate to the finish. --------- B-6 Applied Cornering: Rear-wheel Drive This course is the same as in B-5, but with a rear-wheel drive, hitting and releasing the gas cuases even larger changes in attitude. Be careful not to disturb the car's behavior. This car demands more delicate accelerator control and more careful steering than a front-wheel drive. Car used: Mazda MX-5 Miata LS Gold : 33.0s Silver : 33.3s Bronze : 34.7s You will basically follow the same as the last test, except in the second corner, tap the gas pedal through the turn. You'll also need to brake a little sooner to clear the third corner in the same way as before. --------- B-7 Basics of Complex Corners Here you run through a blind high-speed winding section. The left-to-right corner just before the tunnel is a very difficult corner. First get experience in a somewhat underpowered car with less risk. The key is to hit the brakes with the car going as straight as possible. Car used: MR-S S Edition(J) Gold : 33.3s Silver : 33.8s Bronze : 35.4s On each turn, start to the outside, and turn so that you cut as close to the corner as possible. There are two tight corners in the test. Let off the gas, start the turn, and accelerate through to continue on. Make sure not to contact the walls in the tunnel. --------- B License Final Exam This course has many blind corners. The rocky stretch in the first part requires bold driving with no fear of the rocky cliffs Use the technique of releasing the gas to turn the car. The speed out of the last left turn has a big effect on the time. The fastest line barely grazes the cliff when coming into the corner and lets out in the depths of the tunnel. Car used: Skyline GT-R Vspec II(R32,J) Gold : 43.0s Silver : 43.4s Bronze : 46.0s Start by going through the turn to the left full on the accelerator. Once you reach the second turn, brake and let off the gas to make the turn. On each of the following turns, try to cut as close to the walls as possible while tapping the accelerator. In the final turn to the left, make sure to floor the gas as soon as you are through the turn. Doing so ensures you will complete the test in time. Once you have completed that test, you will receive your B License. Congratulations! ===================== A License Exams ===================== A-1 Practical Cornering I Climb a hill with a gentle left and then negotiate a sharp right turn. Trying to approach the right corner from too far to the outside will cause instability under braking, so there is no need to come from excessively far outside. Try to brake in a straight line aiming for the inside curb. Then you just need to find the point to go to full throttle. Car used: NSX Type S Zero(J) Times to beat: Gold : 32.9s Silver: 33.4s Bronze: 34.7s Accelerate from the starting point through the left turn. When you reach the sharp right, you'll want to let off the gas and brake WHILE STILL GOING STRAIGHT. If you brake while turning, you will go flying out into the grass. Once you have gone past the turn, floor the gas and head for the finish line. --------- A-2 Practical Cornering II The secret to a fast time is getting to the inside curb quickly after the end of braking, and using fine accelerator control to trace a long line right next to the curb. Once you see where to come out of the corner and go on the throttle, try to control the tail slide (when the rear tires succumb to too much power and slide to the outside) while riding up just barely on the outside curb. Car used: Skyline GT-R V-spec II(R34,J) Times to beat: Gold : 26.0s Silver: 26.3s Bronze: 27.6s The only difference between this test and the last is in this one, you will brake while starting the turn, the let off the gas to cut as close to the curb, then full throttle out of the turn and try to maintain control of the car when coming out of the turn. --------- A-3 Practical Cornering III Here you negotiate the fasters number 1 corner on the Mid-Field Raceway. In contrast to the corners so far that required heavy braking, try downshifting to 3rd gear with light braking and just grazing the inside. Stay in 3rd and keep your speed upwhile aiming at the curb on the outside to draw a large circular path with a constant radius. There is no need to trace the inside curb all the time. Car used: S2000 Times to beat: Gold : 29.9s Silver: 30.2s Bronze: 31.6s As you enter the turn, lightly use the brake and then accelerate through the rest of the turn. This is a fairly easy test which should give no real problems. --------- A-4 Circle Track: 60R, Dry Road Three laps around a circular track with a 60-m radius. Try using fine steering and accelerator control to keep to a line right next to the inside curb from start to finish. Just before the finish line, gain time by using the full width of the track so that you cross the finsih line all the way to the outside. Watch for tail slides from hitting the gas too hard. Car used: Mazda RX-7 Type RZ(J) Times to beat: Gold : 43.9s Silver: 44.3s Bronze: 46.2s You'll want to keep the car's speed between 60-65mph on this test. Tap the brakes every once in a while to allow yourself to stay as close to the inside curb as possible. On the last lap, head for the outside once you see the finish line. --------- A-5 Circle Track: 100R, Dry Road Three laps around a circular track with a 100-m radius. Try using fine steering and accelerator control to keep to a line right next to the inside curb from start to finish. Just before the finish line, gain time by using the full width of the track so that you cross the finsih line all the way to the outside. Watch for oversteer from hitting the gas too hard. Car used: Mazda RX-7 Type RZ(J) Times to beat: Gold : 55.8s Silver: 56.3s Bronze: 59.0s Same as the last test. You'll want to keep the car's speed between 75-85 mph on this test. Tap the brakes every once in a while to allow yourself to stay as close to the inside curb as possible. On the last lap, head for the outside once you see the finish line. --------- A-6 Long Corners This is a left/right complex corner. Avoid getting close to the inside too early on the first right corner and aim for the inside curb at the tunnel entrance. The next corner is a left, so avoid going all the way to the outside but rather point the car to the right side of the track anf get ready for the next left corner. In the long left corner, avoid goosing the accelerator and keep to the inside without haste. Car used: XKR Coupe Times to beat: Gold : 27.0s Silver: 27.5s Bronze: 29.5s This test gives you a rolling start, so be ready to take command when Start is displayed. In the right turn, brake and left off the gas to cut into the corner as deeply as possible. Make sure to get near the right side of the track once through the turn as you will then need to do the same, except on a left turn. Floor the gas as you come out and speed to the finish. --------- A-7 Blind Corner You must negotiate a right turn at the top of a hill in Seattle. The corner is completely blind, so getting ready to brake in advance is necessary. After landing the last jump, brake immediately and turn to the right, aiming for the inside curb. Hit the gas once you are cleanly on the curb and use the outside wall as far as possible. Car used: Camaro Z28 Times to beat: Gold : 14.2s Silver: 14.7s Bronze: 15.4s Again, you are given a rolling start. Accelerate, but after the third jump, be ready and brake a little to make the right turn, then accelerate to the finish line. --------- A License Final Exam This is the most difficult stretch of Mid-Field. In the small S-corner, ignore the first left and focus on the next right. Make a deep cut into the right curb and come out as close as possible to the next hairpin. Brake while disturbing the car's attitude to turn toward the inside. The key lies in turning the car sharply in the first half of the corner so that you can hit the gas when coming out. Car used: Lancer Evolution IV GSR(J) Times to beat: Gold : 15.53s Silver: 16.0s Bronze: 17.8s On the first left, go to the outside and then be prepared for the right. Cut as close to the inside of the turn as possible, then get ready for the last turn, a left. Brake while turning to the inside, and then accelerate through the turn and head for the finish. Congratulations! You now have your A license! ================================== International B License Exams ================================== With the exception of IB-1 and IB-2, all tests give you a rolling start. ----------------------------- IB-1 Circle Track: 60R, Wet Road Three laps around a circular track with a 60-m radius. This is basically the same test as A-4, but this time the road is wet as if after a rain. The test car has the traction control and other driver assist features turned off, so even more delicate accelerator control is required. See how the car reacts depending on how you step on the gas. Car used: Corvette Z06 Times to beat: Gold : 49.6s Silver: 50.2s Bronze: 52.8s To pass this test, you want to stay as close to the inside curb as close as possible. Keep your speed between 50-60mph and don't brake, just let off the accelerator. Continue to tap the accelerator to keep the speed in that range. You will need to make sure you don't accelerate too fast, else you will begin to spin out. --------- IB-2 Circle Track: 100R, Wet Road Three laps around a circular track with a 100-m radius. This is basically the same test as A-5, but this time the road is wet as if after a rain. The test car has the traction control and other driver assist features turned off, so even more delicate accelerator control is required. See how the car reacts depending on how you step on the gas. Car used: Corvette Z06 Times to beat: Gold : 1m 1.6s Silver: 1m 2.4s Bronze: 1m 5.5s To pass this test, you want to stay as close to the inside curb as close as possible. Keep your speed between 70-75mph and don't brake, just let off the accelerator. Continue to tap the accelerator to keep the speed in that range. You will need to make sure you don't accelerate too fast, else you will begin to spin out. --------- IB-3 Braking and Cornering I Here you negotiate a 90-degree right turn at the end of the Seattle back straightaway, and crank two consecutive sharp turns. Without a solid feel for the point to start braking, not only will you overshoot the first right corner but the car's attitude will be bad for entering the subsequent turns, resulting in a big time loss. Car used: S2000 Type V(J) Gold : 22.45s Silver: 23.0s Bronze: 24.5s Accelerate until the first right turn. Slow down to between 60-70mph or whatever feel comfortable to you, and as you come out of the turn, speed up and you should be able to pass right by the inside corner of the left turn. Once past this, let off the gas to right yourself coming out of the turn, then accelerate and for the following S curve, go right through the middle passing the rails first on the left, then the right side to the goal line. --------- IB-4 Braking and Cornering II This est has you negotiate Seattle's number 1 corner. This is a squared off U shaped corner combining two 90-degree turns. After braking fully to the right speed, try to run a smooth circular line that clips the corners of both turns. Even if oyu are not right at the inside of the first turn, be sure to clip the second corner, taking a line that emphasizes the corner exit. Car used: Corvette Z06 Gold : 19.7s Silver: 20.0s Bronze: 21.2s Accelerate and head to the outside of the first turn. Nearing it, brake down to 40mph and cut as close to the turn as possible. Once past the turn, accelerate and turn right for the second turn and when you come out of it, you should miss hitting the left wall. Head to the finish. --------- IB-5 Turning Accelerating and Weight Shift This is the final stretch of Grand Valley. After accelerating while turning through the tunnel, negotiate two consecutive hairpin turns. While accelerating through the tunnel, avoid swinging too far out. In the double hairpin, change the orientation of the car with rythmical accelerator on/off action. Trying too hard in the first right will make you suffer in the second, more important corner. Car used: RUF 3400S Gold : 28.8s Silver: 29.3s Bronze: 30.5s Accelerate into the tunnel, staying between 75 and 80mph. Once to the first turn, slow down to 40mph and then after the turn, give a bit of acceleration, but take the next turn at 40mph as well. After that, give it the gas to the finish. --------- IB-6 Fast Slalom I: Assist On Cars are susceptible to spin on this slalom track. The test car has the driver assist features turned on. Here you can safely learn how to turn with the accelerator off and stabilize the car with the accelerator on- an important lesson in accelerator control for driving a car. The rhythm is something like "turn the car and then hit the gas while passing the cones". Try to take actions far, far in advance. Car used: RUF RGT Gold : 23.9s Silver: 24.2s Bronze: 26.2s Accelerate through the first two turns, without braking. Use the red and white curbs to your advantage. Release the gas for the third turn to make the turn and the accelerate again for the next turn. Follow this pattern to make it to the end. Your speed should stay between 90- 105mph. --------- IB-7 Fast Slalom II: Assist Off Now the test car's stability control system (which surpresses car spin) is turned off. It is now necessary to turn with the accelerator off and stabilize the car with the accelerator on much more carefully. By comparing against the previous test, you should see just how much cars now depend on technology. The key is to take actions far, far in advance to prevent car movements from becoming too large. Car used: RUF RGT Gold : 24.0s Silver: 24.3s Bronze: 26.3s Accelerate through the first two turns, without braking. Use the red and white curbs to your advantage. Release the gas for the third turn to make the turn and the accelerate again for the next turn. Follow this pattern to make it to the end. Your speed should stay between 85- 95mph. --------- International B License Final Exam This is the most difficult stretch of Apricot Hill. You just graze the inside of the first high-speed left and control the car from its unstable attitude while intermittently applying brakes to enter the second left. Make sure you are able to keep solidly to the inside of the left corner. In the subsequent S turn section, watch for excess speed while rhythmically tracing the curbs. Car used: NSX Type S Zero(J) Gold : 31.7s Silver: 32.0s Bronze: 33.7s Accelerate untilt he first turn, where you'll want to brake to 90- 100mph which should allow you to slide around the corner. Tap the brake for the following turn, and then accelerate, only using the brake when necessary. Stay as close to the curbs on eash turn as possible, and there should be no real trouble. --------- Congrats on making it this far! You now have your I-B License! ============================= International A License Exams ============================= All tests give you a rolling start. ----------------------------- IA-1 Fast Complex Corners I This is a technical section in the middle of Tokyo Route 246. Take the first left by lightly letting up on the gas. Take the right corner at the top of the hill by braking just before starting to climb the hill. It is a blind corner, so be sure to remember the point when to start turning. If you think of this as one large corner, you will be able to drive through it quickly. Car used: LANCER Evolution VI Rally Car Times to beat: Gold : 40.0s Silver: 40.7s Bronze: 42.5s After the first left (which you can slide through easily by letting off the gas and turning) will be a small S curve. You can get through this without even slowing down. Prepare after that to brake and turn right, then accelerate and take the next right. From here, it's a small curve to the finish. --------- IA-2 Fast Complex Corners II This is the last fast chicane on Trial Mountain. Basically you should be able to take it at full throttle. The rhythm going from the first left to cutting right is important. After riding up onto the left curb, you must turn right immediately or risk crashing into the wall on exit. Riding up too far on the high curb on the right side will make the car jump, so try to graze it just barely. Car used: Spoon S2000(J) Times to beat: Gold : 15.7s Silver: 15.9s Bronze: 16.4s This is an easy test. The only thing is that when you get to the left turn before the straightaway, you cannot go too high up onto the right side else the car will jump. The game will fail you if you make the car jump. --------- IA-3 Fast COmplex Corners III This is the same track as in B-7. YOur car has more power this time, requiring more accurate steering and rhythmical accelerator control. In the corner that turns broadly to the right after leaving the first tunnel, inadvertantly hitting the gas too early will cause the car to fly off to the outside, so you must wait patiently for the point to go to full throttle. Car used: IMPREZA Rally Car Prototype Gold : 23.4s Silver: 23.8s Bronze: 25.0s Take the first right without even slowing down. Enter the next leftby letting off the gas and positioning yourself for the following right. This is the most important turn, as you'll need to accelerate when you come out of the turn without going right into the tunnel wall and failing. --------- IA-4 Braking and Cornering III This section is from the latter half of Tokyo Route 246. In the braking into corner number 1, it is important to find the optimal braking start point that lets you turn into the corner the instant that braking ends. Excessive speed must be avoided at all costs. The S-curve surrounded by fences after the tree lined boulevard also require care in braking solidly before entering and accelerating while leaving. Car used: Castrol MUGEN NSX JGTC(J) Gold : 32.2s Silver: 32.4s Bronze: 34.4s Accelerate and head for the first turn. Before the tunr, there is a yellow sign on the right side of you. Use that to gauge when to start braking. Take the turn at the speed you feel you can still control the car (40-50mph is recommended) and then power slide through the coming S curve. --------- IA-5 Corkscrew This is the famous corkscrew curve at Laguna Seca. The downhill stretch before the corner makes the brakes less effective, so early braking is required. Finding the best line is difficult, so check out the demo. The left corner after the corkscrew lies after a steep downhill and has a shallow bank, so watch for unusual car movement. Car used: Viper GTS Gold : 23.0s Silver: 23.3s Bronze: 25.0s Accelerate up the hill but be ready to brake BEFORE the downhill. Once into the turn, be careful as there is a high chance of spinning out if you're going too fast. Ue the curbs to your advantage, but don't go out into the grass. For the last turn, you should be able to take it by letting off the gas or just sliding through the turn. --------- IA-6 Fast COmplex Corners IV This section is in the latte half of the Rome Circuit. These blind S- curves go left-right-left. The back straightaway awaiting afterward is quite long, so think about a line that gives the highest priority to exit speed. The last right corner can definantly be taken at full throttle. It is very important to avoid trying too hard at the exit of the first left corner. Car used: Zonda C12 Gold : 20.1s Silver: 20.4s Bronze: 21.3s Acclerate to the first left turn, and depending on your speed, tap the brakes or let off the gas. For the right turn, stay as close to the right rail as possible and you can go through the turn without using brakes. The last turn is gentle so floor it to the finish. --------- IA-7 Undalating Corners Negotiate the consecutive high-sped S curves while going over hills in the final section of the Complex String track. The track is designed so that turning alternates between the hilltops and valleys, so look out for major changes in steering response depending on weight shifts. Coming out well from the last hairpin turn is most important for shortening your time. Car used: SKYLINE GT-R V-Spec II(R34,J) Gold : 46.0s Silver: 46.6s Bronze: 49.5s Accelerate through the gentle right, then when you reach the first hill, let off the gas. Not doing this will probably cause the car to go straight into the grass on the other side. Once through, just keep a constant speed (105-110) and amke sure you have complete control over the car. For the hairpin, brake early, and watch out for hitting the gas too early as the car may spin out. --------- International A license Final Exam This is a reverse direction run over the constant-radius circular slalom track at COmplex String. The radii of the circles get progressively smaller, so focus on controlling your speed to match the turn radius while avoiding understeer. If you lose your rhythm and swing too far outside, this results in a big time loss. This test is very difficult. Car used: Mine's Skyline GT-R - N1 V-Spec(R34,J) Gold : 1m 8.85s Silver: 1m 10s Bronze: 1m 12.5s This really is a tough challenge. The best advice is accelerate and keep yourself close to the inside of the turns, but don't be afraid to tap the brakes. Watch for spinouts too. The last two turns are really ugly because if you enter too fast, you have no chance and will fail the test. This one took me(OroJin) about 20 tries, most of which I lost in the last turns or took too long. --------- Alright! Two more licenses to go! ============================= Rally License Exams ============================= All tests give a rolling start. ----------------------------- R-1 Rally Driving Basics I This test uses corner number 1 of the Tahiti Circuit. The main straightaway is paved but watch out as it changes to dirt in corner number 1. After going into the dirt while braking, you will find much more sliding but stay calm and get used to the motion of the car. The steering reaction times become slower so be sure to turn the wheel earlier. Car used: 206 Rally Car Times to beat: Gold : 15.6s Silver: 16.0s Bronze: 17.3s Pretty easy test here. Just brake slightly before the turn, and make sure to control your steering. YOu'll need to get used to how the rally cars go. --------- R-2 Rally Driving Basics II This test uses the last section of Smokey Mountain. After the gradual uphill left corner, the section with the right-left-right turns one after another can be driven with steering turns made far, far in advance an exited in a straight line. If it goes well, they can be negotiated without ever letting up on the accelerator. Car used: CAROLLA Rally Car Times to beat: Gold : 29.2s Silver: 29.6s Bronze: 31.8s This test is a good one to learn how to steer the rally cars. Before each turn, start turning so that you'll be ready to go straight in each turn. On the final left turn, you should be able to slide through it without hitting the far wall if you start to turn early enough. --------- R-3 Rally Driving Basics III This is a S-Curve in the middle section of the Swiss Alps track. Try steering to the left while braking and once you graze the fence on the inside of the grassy area, turn to the right at full throttle. Take the gradual right corner just before reaching the back straightaway in "out-in-out" style by turning the wheel as little as possible. The key to driving here is to cut boldly across the grass areas. Car used: Escort Rally Car Gold : 22.3s Silver: 22.7s Bronze: 24.0s The only thing that you really have to do on this test is brake and cut as close to the left fence as possible on the first left turn. Once past this, you should have no real trouble. --------- R-4 Practical Rally Driving I Here are three connected corners in the last stretch of the Tahiti Circuit. Always brake and steer well in advance to turn the car and trace the shortest path while drifting. The key lies in grasping the relationship between speed and sliding. Excess speed that pushes you too far on the outside will make entering the next corner difficult and lead to time losses. Car used: CELICA Rally Car Gold : 22.4s Silver: 22.8s Bronze: 24.3s Take the first turn going full speed, then prepare to brake and steer for each turn after this. Try to stay as close to the inside corner and make sure not to slide too far out. --------- R-5 Practical Rally Driving II This is a difficult section in the final stretch of the Swiss Alps, requiring turn braking in hairpin turns. With full brakes on, just barely graze the fence on the right and when your speed drops low enough, cut back to the left. Taking this corner with a small, compact turn is most important. Drifting too broadly in the final corner will not let you build up speed so try to come out straight. Car used: LANCER Evolution VI Rally Car Gold : 26.85s Silver: 27.3s Bronze: 29.6s Start off on full accleration. Start to turn before the right turn while braking. Once you speed hits 40-50mph, you should have good control over the car. Cut back to the left and don't slide too far to the outside. The following right is the same, again make sure to not slide out. --------- R-6 Drifting Techniques I These are four consecutive hairpin turns in the last stretch of the Tahiti Maze. The key to drifting in a tight turn is to use braking and steering to create an opportunity and instantly cause a tail slide by hitting the gas. Thereafter, maintain the car's attitude with steering and accelerator control. If you keep on the countersteer even further, you will get dumped to the outside when exiting. Car used: Delta HF Integrale Rall Car Gold : 29.4s Silver: 30.0s Bronze: 31.8s On each turn brake while turning to throw yourself into a slide, and then just steer yourself straight while accelerating. This test may take a few tries, but once you get that basic action listed above down, you'll find this test quite easy. --------- R-7 Drifting Techniques II These are three consecutive downhill hairpin turns on the last half of Tahiti Maze II. The basics are the same as in Test R-6, but the downhill makes the car more susceptible to sliding, so try to avoid excessive drift angles. Try to find the point where to hit the brakes so that you just barely graze the inside. Car used: IMPREZA Rally Car prototype Gold : 22.4s Silver: 22.8s Bronze: 24.6s On each turn brake while turning to throw yourself into a slide, and then just steer yourself straight while accelerating. This test is about the same as the previous test, but you have to handle the braking and steering with a tighter grip. --------- Rally License Final Exam One lap around the Tahiti Maze in the latest rally car prototype version of the Lancer Evolution. In the section with consecutive hairpin turns, try tracing the shortest line with a drifting technique that clips corners right in front of your nose. In the section with consecutive small corners in the middle stretch, it is easy to spin out, so avoid drifting too daringly. Drive the paved road at the end as carefully as the circuit. Car used: LANCER Evolution VII Rally Car Prototype Gold : 1m 58.7s Silver: 2m 0s Bronze: 2m 8s This test requires you to put together everything you just learned. The past two tests are in this course, and this is where you'll lose a majority of your time if you aren't careful. This test may take a few tries, but just concentrate on not spinning out. __________________ ___________________________/ \____________________________ { Race / Prize Guide } ―――――――――――――――――――――――――――\__________________/―――――――――――――――――――――――――――― _______________________________________________________________________________ Event Recommended Car Track Prize ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― BEGINNER LEAGUE: Sunday Cup Mazda Miata Super Speedway 1000 Credits Mid-Field Raceway 1000 Credits Trial Mountain 1000 Credits Event Winner Toyota Sprinter Trueno Clubman Cup Mazda Miata Rome Circuit 1000 Credits Special Stage Route 5 1000 Credits Deep Forest Raceway 1000 Credits Event Winner Mazda Eunos Roadster FF Challenge ??? Deep Forest Raceway 2000 Credits Special Stage Route 5 2000 Credits Rome Circuit 2000 Credits Event Winner ??? FR Challenge ??? Grand Valley Speedway 2000 Credits Special Stage Route 5 2000 Credits Apricot Hill R.W. II 2000 Credits Event Winner ??? MR Challenge Acura NSX Trial Mountain 2000 Credits Deep Forest Raceay II 2000 Credits Apricot Hill Raceway 2000 Credits Event Winner Toyota MR2 Spyder 4WD Challenge Lancer Evolution Deep Forest Raceway 2000 Credits Mid-Field Raceway 2000 Credits Special Stage Route11 2000 Credits Event Winner Alto Works Suzuki Sports LE Lightweight Cup ??? Trial Mountain 2,500 Credits Super Speedway 2,500 Credits Laguna Seca Raceway 2,500 Credits Event Winner ??? Stars & Stripes ??? Seattle Circuit 3,500 Credits Super Speedway 3,500 Credits Laguna Seca Raceway 3,500 Credits Seattle Circuit II 3,500 Credits Event Winner ??? Spider & Roadster ??? Deep Forest Raceway 2,500 Credits Test Course 2,500 Credits Grand Valley SPDWAY 2 2,500 Credits Event Winner ??? 80's Car Cup Toyota Trueno Special Stage Route 5 2,500 Credits Tokyo Route 246 II 2,500 Credits Seattle Circuit II 2,500 Credits Event Winner ??? Race of NA Cars ??? Apricot Hill Raceway 5,000 Credits Grand Valley Speedway 5,000 Credits Apricot Hill S.W. II 5,000 Credits Event Winner Honda CRX Del Sol SiR Turbo Sports Lancer Evolution Mid-Field Raceway II 5,000 Credits Test Course 5,000 Credits Special Stage Route11 5,000 Credits Event Winner Daihatsu Mira TR-XX Audi TT Race Audi TT Rome Circuit 5,000 Credits Laguna Seca Raceway 5,000 Credits Trial Mountain 5,000 Credits Special Stage Route11 5,000 Credits Cote d'Azur 5,000 Credits Event Winner ??? Legend of Silver ??? Test Course 10,000 Credits Arrow Trial Mountain II 10,000 Credits Rome Circuit II 10,000 Credits Altezza Race Toyota Altezza Mid-Field Raceway 1,000 Credits Tokyo Route 246 1,000 Credits Deep Forest Raceway 1,000 Credits Special Stage Route 5 1,000 Credits Seattle Circuit 1,000 Credits Event Winner ??? Vitz Race Toyota Vitz Rome Circuit 5,000 Credits Laguna Seca Raceway 5,000 Credits Tokyo Route 246 5,000 Credits Trial Mountain 5,000 Credits Special Stage R5 II 5,000 Credits Event Winner ??? Type-R Meeting Integra Type-R Tokyo Route 246 5,000 Credits Grand Valley Speedway 5,000 Credits Trial Mountain II 5,000 Credits Super Speedway 5,000 Credits Tokyo Route 246 II 5,000 Credits Event Winner ??? Evolution Meeting Lancer Evo. V Laguna Seca Raceway 5,000 Credits Trial Mountain 5,000 Credits Mid-Field Raceway II 5,000 Credits Event Winner Lancer Evolution IV GSR Beetle Cup VW New Beetle Rome Circuit 5,000 Credits Grand Valley Speedway 5,000 Credits Seattle Circuit II 5,000 Credits Test Course 5,000 Credits Cote d'Azur 5,000 Credits Event Winner ??? GT World Champ. Skyline V-Spec II Tokyo Route 246 10,000 Credits Super Speedway 10,000 Credits Trial Mountain 10,000 Credits Mid-Field Raceway 10,000 Credits Laguna Seca Raceway 10,000 Credits Seattle Circuit 10,000 Credits Special Stage Route11 10,000 Credits Apricot Hill Raceway 10,000 Credits Trial Mountain II 10,000 Credits Grand Valley Speedway 10,000 Credits Event Winner (1 of 4 cars): Mazda Eunos Roadster Nissan Skyline R-32 GT-R V-Spec II Mitsubishi Evolution Lancer VI GSR Celica GT-Four >More Coming Soon< _______________________________________________________________________________ Event Recommended Car Track Prize ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― AMATUER LEAGUE: Japanese Nissan Skyline Tokyo Route 246 7,500 Credits Championship Super Speedway 7,500 Credits Apricot Hill Raceway 7,500 Credits Special Stage Route II 7,500 Credits Tokyo Route 246 II 7,500 Credits Event Winner (1 of 4 cars + $20,000): Lancer Evolution IV GSR Impreza Wagon WRX STi Version VI Mazda RX-7 Type RZ FTO GP Version R American Nissan Skyline Seattle Circuit 7,500 Credits Championship Trial Mountain 7,500 Credits Super Speedway 7,500 Credits Seattle Circuit II 7,500 Credits Laguna Seca Raceway 7,500 Credits Event Winner (1 of 4 cars + $20,000): Audi TT 1.8T quattro Impreza Sedan WRX Sti Version VI Chevrolet Camaro Race Car Mazda RX-7 Type RS European Championship Nissan Skyline Rome Circuit 5,000 Credits Special Stage Route 5 5,000 Credits Grand Valley Speedway 5,000 Credits Rome Circuit II 5,000 Credits Cote d'Azur 5,000 Credits Event Winner (1 of 4 cars + $20,000): Vertigo Race Car 424 Nissan Skyline GTR V-Spec II (R32) Lotus Elise Sport 190 Mini Cooper 1.3i MR Challenge Acura NSX Tokyo Route 246 II 5,000 Credits Deep Forest Raceway II 5,000 Credits Grand Valley Speedway 5,000 Credits Event Winner NSX Type S Zero (J) 4WD Challenge Lancer Evolution Super Speedway 5,000 Credits Apricot Hill RacewayII 5,000 Credits Grand Valley Speedway 5,000 Credits Event Winner Lancer Evolution VII GSR GT World F090/S Tokyo Route 246 10,000 Credits Championship Laguna Seca Raceway 10,000 Credits Apricot Hill Raceway 10,000 Credits Deep Forest Raceway 10,000 Credits Special Stage Route 5 10,000 Credits Trial Mountain 10,000 Credits Seattle Circuit 10,000 Credits Mid-Field Raceway II 10,000 Credits Special Stage Route 11 10,000 Credits Grand Valley Speedway 10,000 Credits Event Winner (1 of 4 cars): GT-One Road Car + $100,000 Mazda Rx-8 + $100,000 C-West Retson Silvia + $100,000 Nissan Z Concept + $100,000 German Touring Zonda C125 Trial Mountain 10,000 Credits Car Champ. Mid-Field Raceway 10,000 Credits Deep Forest Raceway 10,000 Credits Laguna Seca Raceway 10,000 Credits Tokyo Route 246 10,000 Credits Event Winner (1 of 4 cars): ??? ??? ??? ??? Dream Car Nissan Skyline Deep Forest Raceway 25,000 Credits Championship Laguna Seca Raceway 25,000 Credits Special Stage Route 5 25,000 Credits Apricot Hill Raceway 25,000 Credits Test Course 25,000 Credits Special Stage Route 11 25,000 Credits Grand Valley S.W. II 25,000 Credits Event Winner (1 of 4 cars): FTO LM (Le Mans) Race Car + $150,000 Mazda RX-7 LM Race Car + $150,000 Impreza LM Race Car + $150,000 Honda S2000 LM Race Car + $150,000 _______________________________________________________________________________ Event Recommended Car Track Prize ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― PROFESSIONAL LEAGUE: British GT Car TVR Speed 6 Trial Mountain 20,000 Credits Cup Special Stage Route 5 20,000 Credits Rome Circuit II 20,000 Credits Event Winner Aston Martin Vanquish FF Challenge F090/s Deep Forest R.W. 10,000 Credits Rome Circuit 10,000 Credits Cote d'Azur 10,000 Credits Event Winner Spoon Sports Civic Type R GT World F090/s Grand Valley Speedway 35,000 Credits Championship Apricot Hill R.W. II 35,000 Credits Trial Mountain 35,000 Credits Deep Forest Raceway 35,000 Credits Test Course 35,000 Credits Special Stage R11 II 35,000 Credits Tokyo R246 35,000 Credits Cote d'Azur 35,000 Credits Grand Valley S.W. II 35,000 Credits Event Winner (1 of 4 cars + $250,000): Ford GT40 Race Car Opel Calibra Touring Car Nissan R390 GT1 Road Car Jaguar XJ220 Race Car _______________________________________________________________________________ Event Recommended Car Track Prize ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― RALLY EVENTS: Tahiti Rally Lancer Evolution Tahiti Circuit 5,000 Credits Tahiti Circuit 10,000 Credits Tahiti Circuit 20,000 Credits Event Winner Toyota Celica Rally Car _______________________________________________________________________________ Event Recommended Car Track Prize ――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――――― ENDURANCE RACES: Super Speedway Skyline V-Spec II Super Speedway 200,000 Credits 150 Event Winner (1 of 4 cars): F090/S (Formula 1 Car) Clio Sport Racecar Tickford Falcon XR8 Race Car Corvette C5R >More Coming Soon< __________________ ___________________________/ \____________________________ { Tuning Information } ―――――――――――――――――――――――――――\__________________/―――――――――――――――――――――――――――― NOTE - The ratings are based on a scale from one to five (* - *****). Five stars is the highest rating something can get. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======== MUFFLER ======== Sports -------- Rating: ** Semi-Racing ------------ Rating: *** Racing ------- Rating: **** ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======= BRAKES ======= Sports Brake ------------ Rating: *** Brake Balance Controller ------------------------- Rating: **** :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======= ENGINE ======= Performance Chip ----------------- Rating: *** Engine Balancing ----------------- Rating: *** Port and Polish ---------------- Rating: *** NA Tune up ----------- Rating: **** Displacement ------------- Rating: *** ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =========== DRIVETRAIN =========== Transmissions ---------------- Sports: ** Semi-Racing: *** Full-Racing: ***** Clutch -------- Single-Plate: *** Twin Plate: **** Triple Plate: **** ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ========= FLYWHEEL ========= Sports ------- Rating: ** Semi-Racing ------------ Rating: *** Racing ------- Rating: **** :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =========== DRIVESHAFT =========== Carbon Driveshaft ------------------ Rating: **** :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ========= TURBO ========= Stage 1 -------- Rating: **** Stage 2 -------- Rating: **** Stage 3 -------- Rating: **** Stage 4 -------- Rating: ***** ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ============= INTERCOOLER ============= Sports ------- Rating: **** Racing ------- Rating: **** ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ============== SUSPENSION ============== Sports ------- Rating: *** Semi-Racing ------------ Rating: **** Full-Customization ------------------- Rating: ***** ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ======== TIRES ======== Sports ------- Rating: *** Racing Hard ------------ Rating: *** Racing Medium -------------- Rating: **** Racing Soft ------------ Rating: ***** Racing Super Soft ------------------ Rating: ***** Real Life Tires ---------------- Rating: ***** Dirt Racing Tires ------------------ Rating: **** :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ================= WEIGHT REDUCTION ================= Stage 1 -------- Rating: *** Stage 2 -------- Rating: **** Stage 3 -------- Rating: **** Racing Modification -------------------- Rating: ***** ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: This mini-section are descriptions that were taken from the GT 2 Reference Manual. _____________________________________________________________________ ======================= 1.) Muffler ======================= ------- Sports ------- Combines a less-restrictive replacement sports-model air cleaner with a low back-pressure sports muffler to improve intake and exhaust flow. Ideal as a first-time turbo upgrade. Improves high-rpm torque in non supercharged engines. -------------- Semi-Racing -------------- A competition-grade air cleaner with urethane sponge filter is combined with a low-back pressure muffler designed to enhance engine performance at high rpm. Ideal for large-displacement turbo engines. When using with a non-supercharged engine, proper tuning beforehand is a must. -------- Racing -------- Delivering even better intake efficiency than the semi-racing model, this racing air cleaner with a velocity stack is combined with a high- efficiency straight muffler designed for racing cars that normally operate in the high-rpm range. Suitable for tunings that maximize peak power. Reduces low-rpm torque and so requires proper consideration of engine characteristics, gear ratio, and other factors. ======================= 2.) Brakes ======================= --------------- Sports Brakes --------------- Contains carbon metallic brake pads for dependable stopping power, even during long-distance driving. With far more initial stopping power and fade resistance than ordinary brakes, these brakes are also suitable for endurance races. Brake fluid (DOT 5) is also changed. -------------------------- Brake Balance Controller -------------------------- Controls the anti-lock braking system to maintain the desired balance in braking power between the front and rear brakes. Strengthen the front to increase understeer for extra stability, or strengthen the rear to increase oversteer for better maneuverability. Remember that a too-strong rear brake balance increases the likelihood of spinout. ======================= 3.) Engine ======================= ------------------ Performance Chip ------------------ The most basic upgrade. Altering the Engine Management Program settings allows you to boost power by adjusting engine ignition timing, the air/fuel ratio, and other variables. For turbocharged vehicles, the air filter and muffler are also replaced, for a beginner's-level upgrade. ---------------------- Full-Engine Balancing ---------------------- An extensive upgrade that includes piston and connecting rod weight balancing, and a precision-balanced crankshaft. Reduces vibration and bearing loads, and allows higher engine speeds. The rev limiter is reset to take advantage of this. ----------------- Port and Polish ----------------- Polishes the interior of the intake ports, reducing air-flow resistance boosts engine power by what may seem a low degree, but is essential for normally aspirated and supercharged engines alike. ------------ NA Tune-up ------------ * STAGE 1: Boosts the power of non-supercharged engines by adjusting the ignition and valve timing and by installing thinner head gaskets for a higher compression ratio. The exhaust manifold is also replaced. Peak power is enhanced without affecting low-rpm torque. * STAGE 2: Picks up where Stage 1 leaves off. Not only raises the compression ratio even further with high-compression pistons and head polishing, but also boots high- rpm output by replacing the cams, mounting reinforced valve springs, and Port and Polish. Although low-speed torque is diminished somewhat, the emphasis here is on boosting high-rpm power. The Engine Management Computer is also reset according to your vehicle specs. * STAGE 3: Following up on Stage 2 enhancements, this upgrade completely overhauls the engine to enhance high-rpm performance. Higher- compression pistons, special high-lift racing cams with a large amount of valve overlap, heavy-duty competition valve sprins and connection rods, and engine block strengthening are all part of the package. The power band is shifted to the medium to high range to boost maximum horsepower. ---------------------- Displacement Increase ---------------------- There's no replacement for displacement. This Acid Rain Sucks upgrade raises cylinder displacement by increasing engine bore and stroke. Greater displacement generally boosts the engine's torque in all rpm ranges. ======================= 4.) Drivetrain ======================= Transmissions =============== * Sports Transmission Replaces a normal transmission assembly with a transmission with closer gear ratios in all five gears. Prevents revs from dropping below the powerband when upshifting, and allows smoother downshifts. Ensures useful power in a variety of turns. Recommended for non-supercharged engines. * Semi-racing Transmission These gear ratios are even closer than those of the Spors Close- Ratio Transmission. This gearbox is ideal for highly-tuned cars with a narrow powerband. Note that upshifting and downshifting will become more frequent. Because of time loss during shifting, this transmission may be counterproductive in cars with high-torque, wide-powerband engines. * Full-racing Transmission For races that permit the replacement of all gears, including the final drive gear. This upgrade also makes it possible to fine-tune the gear ratios according to vehicle specs and circuit features. -------- Clutch -------- * Heavy-Duty Single Plate Clutch Changes the clutch feeling during upshifting, so that upshifting feels more direct than with a normal clutch. * Twin Plate Clutch This racing clutch kit features dual clutch places, ideal for high-torque, high- power vehicles. Reduces clutch slippage during upshifting, improving acceleration. * Triple Plate Clutch Featuring three clutch places, this clutch kit boosts torque transmission and enhances the directness of the power. Ideal for highly-tuned cars. ----------------------------------------------- Limited-Slip Differential (For Professionals) ----------------------------------------------- * 2-Way Limited-Slip A limited-slip differential that delivers the limited slip effect during both acceleration adn deceleration. Stabilizes the vehicle attitude during braking, thereby permitting even harder braking. Delivers powerful traction during acceleration, but clearly makes turning more difficult and so is suited to drivers who are skilled at turning. * 1.5-Way Limited-Slip Reduces the limited-slip effect during deceleration while maintaining the full limited-slip effect during acceleration. This ensures powerful traction, and during braking, prevents excessive reduction in the force of the car attempting to turn. Free of quirkiness, this is a good all-around limited-slip unit. * 1-Way Limited-Slip This limited-slip activates the limited-slip effect only during acceleration, and so is suitable for front wheel drive vehicles, which are difficult to turn under any conditions. The absence of the limited-slip effect during braking makes it possible to maximize turning power. However, the tendency of the vehicle to lose stability during braking should be noted. The shortcoming of this type of limited-slip is that vehicle characteristics during acceleration change greatly when the accelerator is released to decelerate. * Full Customization This special rcing modification allows independent adjustment of the limited- slip effect during acceleration and deceleration. Although capable of greatly changing a car's performance, this modification requires careful adjustment as improper adjustment can destroy the car's balance. ------------ Flywheel ------------ * Sports A lightweight flywheel made with chrome molybdenum steel. Let's the engine rev mroe quickly. Improves acceleration slightly, but with narrow-powerband engines, revs may drop below the powerband unless a close-ratio transmission is also used. * Semi-Racing Even lighter than the sports type, this flywheel is especially designed for racing. Makes for a quick-revving engine. Improves acceleration slightly, but with narrow-powerband engines, revs may drop below the powerband even more easily unless a close-ratio transmission is also used. * Racing A super-lightweight flywheel exclusively for racing. Makes for a quick-revving engine that also drops revs quickly. Improves acceleration and deceleration, but with narrow-powerband engines, revs may drop below the powerband unless a close- ratio transmission is also used and the driver can master the proper shifting technique. ----------- Driveshaft ----------- * Carbon Driveshaft A lightweight driveshaft made with a carbon composite. Situated between the engine and the differential gear in front-engined, rear wheel drive or all wheel drive cars, the driveshaft is just as important as the flywheel for acceleration performance. ======================= 5.) Turbo ======================= Turbo Kits ----------- * STAGE 1: A turbo kit that uses a compact turbocharger to generate high-rpm torque without sacrificing torque in the low to medium rance. Minimal turbo lag and high response combine to create an excellent balance suitable for all types of circuits. Metal gaskets, oil cooler, are inforced oil pump, and other high- durability parts are also installed. * STAGE 2: A turbo kit that stresses high-rpm peak power and low to mid-range balance. Torque in the low range is somewhat low compared to Turbo Kit 1, but mid to high range power is boosted considerably. In addition to metal gaskets, oil cooler, a reinforced oil pump, and other high- durability parts, a fuel pump, injector computer, and other turbo components are also installed. * STAGE 3: A turbo kit that focuses on quarter-mile acceleration. The powerband shifts further into the high-rpm range than with Turbo it 2. For greater effectiveness, this turbo kit should be combined with a close-ratio transmission and other parts. The cam is also replaced with one designed for turbo characteristics. In addition to metal gaskets, oil cooler, a reinforced oil pump, and other high- durability parts, a fuel pump, injector, computer, and other turbo components are also installed. * STAGE 4: An oversized, high-rpm, high-output turbo kit designed purely with maximum horsepower in mind. Suitable for maximum-speed contests, for instance. The cam is also replaced with one designed for turbo characteristics. In addition to metal gaskets, oil cooler, a reinforced oil pump, and other high-durability parts, a special fuel pump, injector, computer, and other turbo components are also installed. ======================= 6.) Intercooler ======================= -------- Sports -------- This air-cooled intercooler cools the hot intake air after it is pressurized by the turbocharger. By lowering the intake air temperature, air density is increased, allowing for more fuel to be used and boosting power. An essential part for a high-performance turbo engine. --------- Racing --------- Boosts the power of a supercharged engine by lowering the intake air temperature. The larger capacity increases the temperature-reducing capabilities but slightly lowers engine response. This high-capacity intercooler is a suitable upgrade for engines with a high maximum supercharging pressure. ======================= 7.) Suspension ======================= ---------------- Suspension Kits ---------------- * Sports An all-purpose, beginner-friendly suspension kit that covers all types of driving, from street to circuit. Both front and rear shock absorbers are adjustable to one of 10 damping force levels. Camber angle is also adjustable. Clearnace is lowered approximately 1 inch in the front and back. Two-way low- pressure gas shock absorbers (adjustable to 10 levels). * Semi-Racing A ride height-altering suspension kit for intermediate drivers. Spring rate and the shock absorber damping force are harder than with normal sports suspension. Front and rear ride height is adjustable in 1-millimeter increments. Damping force is adjustable to one of 10 levels, and camber angle is also adjustable. Single high-pressure gas shock absorbers. * Full Customization (For Professionals) Enables tuning of all suspension parts. Adjusts shock absorbers, replaces springs with ones with different spring rates, and replaces the stabilizar (anti-roll bar), which controls the vehicle's lateral roll stiffness. Wheel camber can be changed, and toe-in is also adjustable. Shock absorber compression (bound) and extension (rebound) are independently adjustable to one of 10 levels. ======================= 8.)Tires ======================= -------------- Sports Tires -------------- Sports tires are for paved-road driving and have a greater grip than normal tires. Mounting high-performance tires enhances a car's cornering, acceleration, and braking performance and is the most effective upgrade. Purchasing tiresentitles you to subsequent tire services for as long as you own those tires. Front and rear tires must be purchased together. -------------------- Racing Slick Tires -------------------- * Racing Hard A set of front and rear slick tires for racing on paved surfaces. These tires have low grip but are made with a durable compund that ensures consisten grip over the long term. Because these tires warm up slowly, use proper caution during the first 2 laps on a racing course. * Racing Medium A set of front and rear slick tires for racing on paved surfaces and made of a special compund that provides a proper balance between grip and durability. Tires heat to the appropriate temperature after 1 lap to ensure high grip. Thee tires are not as durable as hard tires but last longer. * Racing Soft A set of front and rear slick tires for racing on paved surfaces and made of a special compund that provides excellent grip, although at the expense of some durability. Ideal for time trials, for instance. After only one-half lap, these tires heat sufficiently to provide excellent grip. Limited durability requires more-frequent tire replacement. * Racing Super Soft A set of front and rear slick tires for racing on paved surfaces. These tires, which cast durability to the win to provide maximum grip, requre only several turns to warm up to the point of maximum grip. Caution is required as loss of grip due to wear can occur suddenly. ------------------- Dirt Racing Tires ------------------- Dirt racing tires, which must be mounted on all 4 wheels for racing on dirt courses. These tires are designed to ensure vehicle controllability on slippery gravel and other unpaved surfaces. Dirt racing tires are available only for certain vehicle types. -------------------------------------- Simulation Tires (For Professionals) -------------------------------------- A tire that even more closely approximates the characteristic of actual, real-life tires. These tires make driving with the game controller extremely difficult and so provide a virtual experience of real-life driving (as opposed to video-game driving), requiring early braking, careful steering, and delicate accelerator manipulation. This is a set of front and rear tires for paved surfaces. ======================= 9.) Others ======================= ------------------ Weight Reduction ------------------ * STAGE 1: Lightens the vehicle by removing unnecessary parts and relacing others with parts made of lightweight-material. The numerous advantages of a lighter car include enchanced acceleration performance, improved cornering and braking, and better tire durability. * STAGE 2: Lightens the vehicle more by removing more parts and/or replacing more with lighter materials. * STAGE 3: Takes Stage 2 lightening a step further. ------------------- For Professionals ------------------- * Yaw Control System: This component changes the setting of the Yaw Control System, which generates rotational moment in the vehicle by controlling the distribution of torque between the left and ride drive wheels. Raising the setting creates rotational moment during cornering, making turning easier. Note that too high a setting increases the likelihood of tire spinning. * Active Stability Controller: Prevents spinning due to oversteering by actively controlling the braking power of all four wheels. A high setting stabilizes the car but makes cornering more difficult. A low setting permits greater freedom of movement in cornering but diminishes the spin-prevention effectiveness of the device. * TCS Controller: For adjusting the setting of the TCS (Traction Control System), which prevents wheelspin by automatically releasing the accelerator when a drive wheel is detected to be spinning. Changing the traction control setting changes car's handling. A high setting stabilizes the car by eliminating wheelspin, but may dimish acceleration. With powerful rear wheel drive, a low setting can result in oversteering when the accelerator is being pressed. €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ 04. Arcade Mode €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ Arcade mode is the "thin" part of Gran Turismo 3. Everything here is all ready for you to jump into it and get into the game quickly. Start here if you are a Gran Turismo "newbie". __________________ ___________________________/ \____________________________ { Tracks } ―――――――――――――――――――――――――――\__________________/―――――――――――――――――――――――――――― There are 5 to 6 tracks in a group. Getting 1st place on all 6 tracks in a group gives you something depending on difficulty. Example: Clearing all of Group A with 1st place wins on easy gives you Group B. *TIP*: Beating a race on Hard opens up all of the prizes, even the prizes that are given just for a win on Easy Mode. We suggest doing this to avoid having to race more than you have to. Easy - The next 6 tracks are opened Normal or Hard - Cars are given Group A: --------- Super Speedway Mid-Field Smokey Mountain Swiss Alps Trial Mountal Mid-Field II Group B: --------- Smokey Mountain II Tokyo Route 246 Grand Valley Laguna Seca Rome Circuit Tahiti Circuit Group C: --------- Swiss Alps II Trial Mountain II Deep Forest Special Stage Route 5 Seattle Circuit Test Course Group D: ---------- Tokyo Route 246 II Grand Valey II Rome Circuit II Tahiti Circuit II Tahiti Maze Apricot Hill Group E: --------- Group F: --------- Getting 1st place on the 6 races in a group gets the following: Easy - Next 6 courses unlocked Normal and Hard - Cars unlocked So by getting 1st on the starting six courses in Easy, you then receive: • Smokey Mountain II • Tokyo Route 246 • Grand Valley Speedway • Laguna Seca Raceway • Rome Circuit • Tahiti Circuit. Here's a list of all the tracks in GT3: --------------------------------------- • Rome Circuit • Seattle City Circuit • Mid Field Raceway • Trial Mountain Circuit • Deep Forest Raceway • Grand Valley Speedway • Special Stage Route 5 • Special Stage Route 11 • Tahiti Road • Test Course • Laguna Seca Raceway • Super Speedway • Apricot Hill Raceway • Tokyo Route 246 • Cote d'Azur -------------------- STRATEGY FOR TRACKS: -------------------- This will be a small guide to all of the tracks that I've had time to write for, along with the length of each one. TARMAC TRACKS ============= Midfield Raceway ----------------- A course that is semi-hard, or moderate. Some areas are tough to manuver, while the rest is simple. Just watch out for all of those 180 degree turns right after the start line, right before the second sector, and right before the third sector. LENGTH: 3550 Ft. Super Speedway --------------- Now this is the easiest track in the game, because of it's oval shape. You can take this course at full speed if you want to, just be careful. LENGTH: 2406 Ft. Seattle Circuit --------------- Another variation of a course, this time of Seattle Short Course, this one is a hard track to race on. Some trouble spots are right after the finish line, the series of turns after the first sector, and the turns right before and after the third sector. LENGTH: 3779 Ft. Rome Circuit ------------- A variation of the Rome Short Course, this one is pretty tough. Some spots to watch yourself on are the turn after the first sector, and 180 degree turn after the previous turn, the two 90 degree turns right before and after the second sector, and the two 90 degree turns after the third sector. LENGTH: 4000 Ft. Laguna Seca Raceway --------------------- This is one of the best tracks in the game, but it's also one of the hardest to manuver, because of the famous corkscrew and all of the sharp turns that are surrounded by dirt. On the corkscrew, slow down to almost a stop, take the turn from the inside, and veer towards the outside of the road. And as for the sharp turns, just slow down REALLY early. LENGTH: 3602 Ft. Apricot Hill Speedway ----------------------- I hate this course. I hate it because of all the tight turns and 90-180-degree angle turns. Just go slow throughout all of the turns so you don't spin out, and only speed up on the straightway near the finish line. LENGTH: 3864 Ft. Trail Mountain Circuit ----------------------- This is an okay course, if if wasn't for all of the blind turns. Trial Mountain Circuit attacks you with a ton of sharp-ass turns, and if you don't slow down, you'll end up either spinning out, or smashing against the outer barrier of the course. LENGTH: 3979 Ft. Grand Valley Speedway ----------------------- Grand Valley Speedway is rather difficult course to race on. This is mostly because of the 180-degree turn right after the finish line, another 180-degree turn right after the first sector, and multiple 90-degree turns before the second sector, and the last big turns right after the third sector. LENGTH: 4960 Ft. Special Stage Route 5 ---------------------- A variation of Clubman Stage Route 5, the Special Stage Route 5 is just a tad harder. Some of the trouble spots are the sharp turn right after the beginning of the first sector, and the REALLY sharp 180-degree turn shortly after the beginning of the second sector. LENGTH: 3776 Ft. Test Course ------------- Remember what I said about Super Speedway being the easiest course to race on? Well, forget it: The Test Course is the easiest in the game. It's so easy, in fact, that you can take the entire course at full speed. Simple. :) LENGTH: 5242 Ft. Deep Forest Raceway --------------------- Again, another course from the original GT. This is a relativly eay track, but maybe that's because I've played the original GT way too much. ;) All you have to do is slow down around the first three 180-degree turns, and you'll be fine. LENGTH: 3580 Ft. €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ 05. FAQ (Frequently Asked Questions) €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ =============================================================================== 1. Q: How many cars are there in GT3? =============================================================================== There are over 100 cars, but check the "Car Information" section at the beginning of the FAQ for the full list. =============================================================================== 2. Is there a way to turn down the background sound effects and turn up the volume of the background music or vice versa? =============================================================================== In a short answer, no. All you can do is toggle those settings on and off, but you cannot adjust the volume of them. =============================================================================== 3. Q: Are there more than 2 car views? =============================================================================== No, there are only the 2 default views (First Person and behind the car). You cannot adjust the view like in Gran Turismo 1 & 2. This does indeed bite. =============================================================================== 4. Q: Is there an option to add Racing Modifications to your car like in GT1 & GT2? =============================================================================== Sorry, but I don't think there is a racing modification option in GT3, since there are less cars, and it took over 2 years for the developers to make each car life- like, and making them with racing mods would probably take at least another year to do, and I don't think Sony wanted that to happen. Sorry. =============================================================================== 5. Q: What's your recommendation for a first car? =============================================================================== We suggest either going with the Toyota Sprinter Trueno or a Mazda Miata, since they are both almost equal and cheap. However, with the Trueno, you'll have more cash leftover, so you can use that to upgrade it more than you could with the Miata. OrochiJin bought a Miata, and I (Nemesis) got a Trueno, if you wanted to know... =============================================================================== 6. Any suggestions for a way to get fast cash? =============================================================================== Well, if you have a pretty fast Turbo-charged car, you can enter the Beginner League, then the Turbo Challenge, then race on the Test Track (2 laps), and if you win, you get 5,000 credits. However, this is VERY boring, and you need a fast car, since you race against Skylines, 3000GTs, etc. Here's a tip from IGN.com: The quickest way that we've found is to enter the Amateur League German Touring Car Challenge. It's a five race series with only three laps per race, so it can be completed in less than 20 minutes. You need to finish first in the first four races, earning 10,000 credits per race, then save your game. Enter the fifth and final race and simply quit out of it to end the series. If you finished first in the first four races, you'll win the series, more prize money (30,000 Cr.) and one of four random prize cars. If you get the Opel Astra Touring Car, you can sell it for 245,000 credits, thus bringing your 20-minute prize total to 315,000 credits. Doing this, you can net yourself about 900,000 credits per hour. =============================================================================== 7. Q: Are there any codes? =============================================================================== Here's how to open up Professional Mode in Arcade Mode: Go into Arcade Mode, and select the Difficulty Level. Bring the cursor and over the "Hard" option. Hold R1 and L1, then press "X", and Professional Mode will open up! =============================================================================== 8. Q: Can you re-race certain races and win the same car all over again, then sell it for easy cash like in Gran Turismo 2? =============================================================================== You can win cars again from circuits, from say, the Japanese Championship, but you can't win cars again from the Sunday Cup or any other race like that. Basically, no, you can't win the same car for most races, since you have to re- race the entire series of races to earn that car again. You don't get 1 car for 1 race in GT3. You get 1 car for a series of races (anywhere from 4 races to 10 races). It kinda sucks, and most of the time, you get a random car, so it's tough to get the same car you can sell... =============================================================================== 9. Q: Should I turn the TCS and ASM controls on or off when playing? =============================================================================== A response from Chamcham (GT3 Message Board): My advice is to turn it completely off in general. This will give you a more realistic sense of how each car can handle, and how far you can push it's speed and traction envelope. If you encounter a particularly unruly beast, this may be a good time to implement the TCS and ASM in small increments. Some MR cars tend to be a little screwy on corners, and some FR cars can be just downright naughty when they are heavily modified. Another place where these features might be use full is when you are racing in a series that has tire wear. You want to drive as smooth as possible, so you can extend your tires life-time. You may want to increase your TCS or ASM to reign in your car on those corners where you need more traction. €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ 06. Gameshark Codes €¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€¨€ NOTE: All codes taken from Gameshark.com. All credit for them goes directly to them. (M) Must Be On EC87829C1437062C 10 Trillion Dollars GameShark v1.3 or higher required 1C0411241456DEAD 1C041120D26487A5 _Turning on all of the License codes will NOT unlock vehicles._ License Cars can be unlocked if all of the License codes are on and you're able to get a gold in any of the tests. EXAMPLE: Activate all of the License B Gold codes and successfully complete License test B-1. If you complete test B-1 and receive a gold medal, you'll be awarded a bonus car. License B-1 Gold GameShark v1.3 or higher required 1C0207581456E7A5 License B-2 Gold GameShark v1.3 or higher required 1C0206AC1456E7A5 License B-3 Gold GameShark v1.3 or higher required 1C0209001456E7A5 License B-4 Gold GameShark v1.3 or higher required 1C020B541456E7A5 License B-5 Gold GameShark v1.3 or higher required 1C020AA81456E7A5 License B-6 Gold GameShark v1.3 or higher required 1C020DFC1456E7A5 License B-7 Gold GameShark v1.3 or higher required 1C020F501456E7A5 License B-7 Gold GameShark v1.3 or higher required 1C020F501456E7A5 License B-8 Gold GameShark v1.3 or higher required 1C020EA41456E7A5 License A-1 Gold GameShark v1.3 or higher required 1C0211F81456E7A5 License A-2 Gold GameShark v1.3 or higher required 1C02134C1456E7A5 License A-3 Gold GameShark v1.3 or higher required 1C0212A01456E7A5 License A-4 Gold GameShark v1.3 or higher required 1C0215F41456E7A5 License A-5 Gold GameShark v1.3 or higher required 1C0217481456E7A5 License A-6 Gold GameShark v1.3 or higher required 1C02169C1456E7A5 License A-7 Gold GameShark v1.3 or higher required 1C0219F01456E7A5 License A-8 Gold GameShark v1.3 or higher required 1C021B441456E7A5 License IB-1 Gold GameShark v1.3 or higher required 1C021A981456E7A5 License IB-2 Gold GameShark v1.3 or higher required 1C021DEC1456E7A5 License IB-3 Gold GameShark v1.3 or higher required 1C021F401456E7A5 License IB-4 Gold GameShark v1.3 or higher required 1C021E941456E7A5 License IB-5 Gold GameShark v1.3 or higher required 1C0221E81456E7A5 License IB-6 Gold GameShark v1.3 or higher required 1C02233C1456E7A5 License IB-7 Gold GameShark v1.3 or higher required 1C0222901456E7A5 License IB-8 Gold GameShark v1.3 or higher required 1C0225E41456E7A5 License IA-1 Gold GameShark v1.3 or higher required 1C0227381456E7A5 License IA-3 Gold GameShark v1.3 or higher required 1C0229E01456E7A5 License IA-4 Gold GameShark v1.3 or higher required 1C022B341456E7A5 License IA-5 Gold GameShark v1.3 or higher required 1C022A881456E7A5 License IA-6 Gold GameShark v1.3 or higher required 1C022DDC1456E7A5 License IA-7 Gold GameShark v1.3 or higher required 1C022F301456E7A5 License IA-8 Gold GameShark v1.3 or higher required 1C022E841456E7A5 Super License 1 Gold GameShark v1.3 or higher required 1C0231D81456E7A5 Super License 2 Gold GameShark v1.3 or higher required 1C02332C1456E7A5 Super License 3 Gold GameShark v1.3 or higher required 1C0232801456E7A5 Super License 4 Gold GameShark v1.3 or higher required 1C0235D41456E7A5 Super License 5 Gold GameShark v1.3 or higher required 1C0237281456E7A5 Super License 6 Gold GameShark v1.3 or higher required 1C02367C1456E7A5 Super License 7 Gold GameShark v1.3 or higher required 1C0239D01456E7A5 Super License 8 Gold GameShark v1.3 or higher required 1C0238241456E7A5 Rally License 1 Gold GameShark v1.3 or higher required 1C023A781456E7A5 Rally License 2 Gold GameShark v1.3 or higher required 1C023DCC1456E7A5 Rally License 4 Gold GameShark v1.3 or higher required 1C023E741456E7A5 Rally License 5 Gold GameShark v1.3 or higher required 1C0241C81456E7A5 Rally License 6 Gold GameShark v1.3 or higher required 1C02401C1456E7A5 Rally License 7 Gold GameShark v1.3 or higher required 1C0242701456E7A5 Rally License 8 Gold GameShark v1.3 or higher required 1C0245C41456E7A5 BEGINNER LEAGUE CODES: All Gold Sunday Cups GameShark v1.3 or higher required 1C024BD41456E7A5 1C024BD81456E7A5 1C024BDC1456E7A5 All Gold Clubman Cups GameShark v1.3 or higher required 1C0246781456E7A5 1C02467C1456E7A5 1C0246801456E7A5 All Gold FF Challenge Cups GameShark v1.3 or higher required 1C0249501456E7A5 1C0249541456E7A5 1C0249581456E7A5 All Gold FF Challenge Cups GameShark v1.3 or higher required 1C0249501456E7A5 1C0249541456E7A5 1C0249581456E7A5 All Gold FR Challenge Cups GameShark v1.3 or higher required 1C0249741456E7A5 1C0249781456E7A5 1C02497C1456E7A5 All Gold MR Challenge Cups GameShark v1.3 or higher required 1C024B281456E7A5 1C024B2C1456E7A5 1C024B301456E7A5 Έ__.-» This document Copyright © 2000-2001 Nemesis/Orochi Jin. All rights reserved «-.__Έ -EOF-