Gran Turismo 3
Gran Turismo 3
ru/)
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""";;""
""", A - S P E C
T H E R E A L D R I V I N G S I M U L A T O R
�-.__.-�-.__.-�-.__.-�-.__.-�-.__.-�-.__.-�-.__.-�-.__.-�-.__.-�-.__.-�
t h e r e a l d r i v i n g s i m u l a t o r
The-chart-that-shows-what's-in-this-FAQ:
i. Legal Stuff
ii. Updates/Revision History
01. Driving Techniques
� Car Information
� Ultimate Car Setup Guide
� Car Upgrading Tips
� How to earn fast cash
02. General Strategies
03. Simulation Mode
� Getting Started
� License Test Guide
� Quick Prize Guide
� Race / Prize List
� Tuning Information
04. Arcade Mode
� Tracks
05. FAQ (Frequently Asked Questions)
06. Gameshark Codes
===============================================================================
i. Legal Stuff
===============================================================================
This FAQ can only appear on the following sites (w/out having to ask me):
� GameFAQS <www.gamefaqs.com>
� CoreMagazine <www.coremagazine.com>
� GameSages <www.gamesages.com>
� Vgstrategies.com <http://vgstrategies.about.com>
� GameShark.com <www.gameshark.com>
� FAQ Domain <http://nemmysresource.cjb.net>
� Happy Puppy <http://www.happypuppy.com>
� ZDNet/Videogames.com <http://www.videogames.com>
___________________________NOT WWW.FRESHBAKEDGAMES.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.
===============================================================================
===============================================================================
===============================================================================
===============================================================================
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
Triangle - Reverse
Square - Brake
X - Accelerate
Circle - Emergency brake
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.
-=-=-=-=-=-=-=-=-=-
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
_______________________________
/ c
/
/ d (Exit Turn)
| b ______________________
| /
| |
| |
| |
| |
|a |
| |
| |
| |
____________
/ \
| \
| \
| \
| 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 - (From IGN.com)
�����������������������������������
______________________________________________________________
|Maker: |
|Car Name Price of Car (if it can be purchased) |
|______________________________________________________________|
JAPAN
Daihatsu:
Mira TR XX Avanzato R 11,140
Storia X4 13,900
Honda:
CR-X del Sol SiR 18,730
Civic SiR-II 18,890
Civic Type R 19,980
Integra Type R 25,160
Accord Euro R 25,330
S2000 33,800
S2000 type-v 35,600
NSX type S Zero 98,570
NSX type R 99,570
Castrol Mugen NSX 1,250,000
Mugen S2000
Spoon Sports S2000
Spoon Sports S2000 Race Car
Spoon Sports Civic Type R
S2000 LM Race Car
Arta NSX
Raybrig NSX
Mazda:
Demio GL-X 14,660
Miata MX-5 (1989) 16,900
Miata MX-5 (1993) 17,000
Miata MX-5 1.8RS 22,950
Miata MX-5 LS 23,280
Savanna RX-7 Infini III 32,300
RX-7 LM Race Car
Mazda Miata VR Limited A
RX-7 Type RS 37,780
RX-7 Type RZ 39,980
RX-8 ****
787B ****
Mitsubishi:
FTO GP version R 21,600
Lancer Evolution VII RS 25,180
Lancer Evolution VI RS 25,980
Lancer Evolution IV GSR 29,980
Lancer Evolution VII GSR 29,980
Lancer Evolution V GSR 32,480
Lancer Evolution VI GSR 32,480
Lancer Evolution VI GSR Tommi Makinen Edition 32,780
Lancer Evolution VI GSR Tommi Makinen Edition (stripe) 32,780
3000GT VR-4 Turbo 43,230
3000GT VR-4 43,230
Lancer Evolution VI Rally Car ****
Lancer Evolution VII Rally Car Prototype ****
Mine's Lancer Evolution VI
FTO LM Race Car
Nissan:
240SX Fastback Type X 24,980
240SX K's Aero 23,950
300ZX Twin Turbo 2by2 43,980
300ZX Twin Turbo 2seater 39,900
Calsonic Skyline JGTC
C-West Razo Silvia JGTC
Loctite Zexel GT-R JGTC
Mine's Skyline GT-R N1 V-spec (R34)
Nismo 400R
Nismo GT-R LM Road Car ****
Nismo Skyline GT-R S-tune (R32)
Nismo GT-R R-tune
Pennzoil Nismo GT-R 785,000
R390 GT1 LM Race Car ****
R390 GT1 Road Car
Silvia K's 1800cc 18,860
Silvia K's 2000cc 20,360
Silvia Spec-R Aero 25,600
Silvia Varietta 27,980
Skyline GT-R V spec (R33) 53,900
Skyline GT-R V spec II (R33) 52,600
Skyline GT-R V-spec (R34) 55,980
Skyline GT-R Vspec II (R32)
Skyline GT-R V-spec II (R34) 57,480
Skyline GTS-t Type M (R32) 23,850
Z Concept ****
Subaru:
Legacy B4 RSK 26,430
Impreza Sedan WRX STi Version VI 29,190
Impreza WRX STi Version
Impreza Wagon WRX STi Version VI 29,190
Legacy Touring Wagon GT-B 29,300
Impreza Sports Wagon WRX STi 29,980
Legacy Blitzen B4 30,000
Impreza Sedan WRX STi 31,980
Impreza 228 STi Version 50,000
Impreza Rally Car 300,000
Impreza Rally Car Prototype ****
Impreza LM Race Car
Suzuki:
Alto Works Suzuki Sports Limited 12,220
Escudo Pikes Peak Version 1,000,000
Tommy Kaira:
ZZ-S 56,800
ZZ II ****
Toyota:
Chaser TOMS X540
Vitz Euro Edition 12,880
Sprinter Trueno GT Apex 13,550
Vitz RS 1.5 14,530
Celica SS-II (new) 19,700
MR-S S Edition 19,800
Lexus IS 20,600
Celica SS-II 21,360
MR2 G-Limited 23,750
Altezza RS200 24,000
MR2 GT-S 27,130
Celica GT-Four 32,660
Supra SZ-R 34,700
Supra RZ 44,800
Corolla Rally Car 300,000
Castrol Tom's Supra 1,250,000
Celica Rally Car ****
GT-One Race Car ****
Sprinter Trueno GT-Apex S.S. version
Denso Sard Supra
Celica TRD Sports M
Super Autobacs Apex MR-S
GT-One Road Car
Altezza Race Car
UNITED STATES
Acura:
Integra Type R 27,480
3.2 CL Type S 34,230
NSX 94,790
NSX 99,570
RSX Type-S ****
Chevrolet:
Camaro Z28 22,830
Camaro SS 29,530
Corvette Grand Sport 40,010
Corvette Z06 54,000
Corvette CR5 1,000,000
Camaro Race Car
Chrysler:
PT Cruiser 17,980
Dodge:
Viper GTS 78,680
Viper GTS R Concept ****
Viper GTS R Team ORECA 1,000,000
Ford:
Mustang SVT Cobra R 31,150
Escort Rally Car ****
Focus Rally Car 350,000
GT40 Race Car ****
GT40
Panoz:
Esperante GTR-1 2,000,000
Shelby:
Cobra 500,000
GERMANY
Audi:
S4 39,730
TT 1.8 T Quattro 46,580
BMW:
328 ci 50,690
Mercedes-Benz:
SLK 230 Kompressor 55,310
CLK 55 93,110
CL 600 133,950
CLK Touring Car ****
Opel:
Speedster 38,390
Calibra Touring Car ****
Astra Touring Car ****
RUF:
3400 S 76,740
RGT 160,000
CTR2 382,000
Volkswagen:
New Beetle 2.0 15,930
New Beetle Rsi 70,000
Lupo Cup Car ****
New Beetle Cup Car ****
FRANCE
Citroen:
Xsara Rally Car 350,000
Peugeot:
206 S16 23,360
206 Rally Car 350,000
Renault
Clio Sport V6 24V 43,400
Clio Sport Race Car 300,000
ITALY
Alfa Romeo:
156 2.5 V6 24V 38,910
Fiat:
Coupe Turbo Plus 21,030
Lancia:
Delta HF Integrale Rally Car 500,000
Pagani:
Zonda C12 275,010
Zonda S 352,440
Zonda Race Car
UNITED KINGDOM
Aston Martin:
DB7 Vantage Coupe 154,720
Vanquish ****
V8 Vantage 455,000
Jaguar:
XKR Coupe 104,890
XJ220 Road Car 780,000
XJ200 Race Car
Lister:
Storm V12 Race Car 1,198,000
Lotus:
Elise 190 58,530
Esprit V8-SE 106,000
Esprit Sport 350 113,540
Motor Sport Elise 100,000
Mini:
Cooper 1.3i
TVR:
Griffith 500 62,410
Tuscan Speed Six 80,780
Speed 12 ****
BELGIUM
Gillet:
Vertigo Race Car 1,200,000
AUSTRALIA
Tickford:
Falcon XR8 Race Car 1,500,000
FANTASY CARS
F090/S
F686/M
F094/H
F094/S
F688/S
F687/S
_______________________________________________________________________________
Car List - Sorted by Price (Thanks to "Veit Irtenkauf" <veit@usa.com> for this):
�������������������������������������������������������������������������������
____________________________
- 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):
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.
------------------------------------
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):
----------------------------------------------
---------------------------------
Suzuki Escudo (Over 500 MPH):
---------------------------------
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
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
6. set ASM to 0
7. set TCS to 0
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:
---------------------
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.
------------------------------------------------------
(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
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)
---------------------------------------------------
(Tarmac) Nissan Skyline GT-R V-Spec II (R34, J):
---------------------------------------------------
Parts (upgrades):
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)
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):
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)
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.
--------------
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
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.
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
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
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
---------------------------------------------
Chevy Corvette Z06
---------------------------------------------
ASM: 10
TCS: 6
---------------------------------------------
Nissan Skyline GT-R V-spec II(R34,J)(rally)
---------------------------------------------
----------------------
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
ASM: 12
TCS: 5
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
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
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
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:
----------------------------------------
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
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 <>
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
------------------------
ASM: 12
TCS: 9
--------------------------------------
Nissan SKYLINE GT-R V-spec II(R34,J)
--------------------------------------
-------------
zonda z12
-------------
brake balance:
f 15 / r 13
transmission
16
47
22
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:
brake balance:
f 16 / r 13
transmission:
3.085
2.158
1.614
1.264
1.037
.902
final drive 3.101
Auto: lvl 28
--------------------
Dodge Viper GTS
--------------------
Suspension:
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
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
------------------
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
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
Gear Ratios
1) 4.414
2) 3.038
3) 2.116
4) 1.474
5) 1.230
6) 1.010
7) -----
Final: 3.150
-------------------
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
Gear Ratios
1) 3.677
2) 2.540
3) 1.777
4) 1.326
5) 1.039
6) 0.855
7) -----
Final: 3.366
-------------------------------------------
Mitsubishi FTO LM Race Car - Tarmac setup
-------------------------------------------
Parts:
all you can buy for this car is a stage 4 turbo...buy it!
Settings:
Gear Ratio:
Auto setting 36
Final) 4.310
ASM: 0
TCS: 3
VCD: 25%
let me know what you think. i'll have a rally setup tomrrow.
-dave
---------------------
BMW 328ci
---------------------
Gear Ratio:
1) 3.523
2) 2.489
3) 1.888
4) 1.497
5) 1.242
6) 0.977
7) -
Final) 2.700
-------------------------------
Mercedes-Benz CLK55
-------------------------------
ASM: 10
TCS: 5
----------------------------
Ford GT40 Road Car
----------------------------
------------------------
Audi TT 1.8T quattro
------------------------
ASM: 10
TCS: 5
VCD: 45%
__________________
___________________________/ \____________________________
{ Car Upgrading Tips }
���������������������������\__________________/����������������������������
By Dan GC <lbdangc@aol.com>
_____________________________________________________________
|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 :)
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 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.
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.
===============================================================================
===============================================================================
� 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.
===============================================================================
===============================================================================
__________________
___________________________/ \____________________________
{ Getting Started }
���������������������������\__________________/����������������������������
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
==================
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.
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.
---------
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.
---------
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.
---------
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.
---------
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.
---------
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.
---------
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
=====================
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.
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.
---------
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.
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.
---------
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.
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.
---------
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.
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.
---------
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.
---------
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.
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.
---------
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.
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.
---------
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.
==================================
International B License Exams
==================================
With the exception of IB-1 and IB-2, all tests give you a rolling
start.
-----------------------------
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.
---------
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.
---------
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.
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.
---------
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.
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.
---------
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.
---------
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.
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.
---------
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.
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.
---------
Congrats on making it this far! You now have your I-B License!
=============================
International A License Exams
=============================
-----------------------------
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.
---------
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.
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.
---------
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.
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.
---------
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.
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.
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.
---------
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.
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.
---------
---------
---------
=============================
Rally License Exams
=============================
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.
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.
---------
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.
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.
---------
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.
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.
---------
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.
---------
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.
---------
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.
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.
---------
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.
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.
---------
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.
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.
__________________
___________________________/ \____________________________
{ Quick Prize Guide }
���������������������������\__________________/����������������������������
--------------------
Beginner League:
--------------------
Sunday Cup = Toyota Sprinter Trueno GT-Apex
Clubman Cup = MX-5 Miata
FF Challenge = Vitz RS 1.5
FR Challenge = Silvia K's 1800cc
MR Challenge = MR-S S Edition
4WD Challenge = Alto Works
Lightweight K Cup = Mini Cooper 1.3i
Stars and Stripes Grand Championship = Camaro SS
Spider/Roadster Cup = MX-5 Miata RS
80's Sports Car Cup = RX7 Infini III
Race of NA Sports = CRX Del Sol SiR
Race of Turbo Sports = Mira TR XX Avanzato R
Tourist Trophy Audi TT Race = TT 1.8T Turbo
Legend of Silver Arrow Mercedes Benz = SLK 230 Kompressor
Altezza Race = Toyota Celica SS-II (97), Toyota Celica SS-II (99)
Vitz Race = Toyota Vitz RS 1.5
Type R Meeting = Civic 3Door Si
Evolution Meeting = Lancer Evo. VII GSR
Beetle Cup = Beetle RSi
Grand Turismo World Championship = Lancer Evo. VI GSR, MX-5 Miata, GT-Four
Celica, Skyline GT-R V-spec II
-----------------
Amateur League:
-----------------
Japanese Championship = Lancer Evo IV GSR, RX-7 Type RZ, FTO GP Version R,
WRX Sti Wagon
American Championship = Camaro LM Race Car, WRX STi Sedan, Audi TT 1.8T Quattro,
Mazda RX7 Type RS
European Championship = Skyline GTR V-Spec, Vertigo, Cooper 1.3i, Elise 190
Gran Turismo World Championship = Z Concept car, GT-One Road Car, RX8, C-West
Razo Silvia
German Touring Car Championship = Astra Touring Car, Lupo Racer , New Beetle
Cup Car, RUF 3400S
GT All Japan = Denso Sard Supra GT, Calsonic Skyline, Arta NSX, Loctite Zexel GT-R
Tourist Trophy = S4
Race of Red Emblem = Nismo 400R
Legend of Silver Arrow = CLK Race Car
Altezza Championship Race = Tom's X540 Chaser, Vitz RS 1.5, Altezza LM Race Car
Type R Meeting = NSX Type-R,Honda S2000, Spoon S2000, Mugen S2000
Evolution Meeting = LancerEvo. VI Rally Car
Dream Car Championship = Imprezza LM Race Car, RX7 LM Race, FTO LM Race Car,
S2000 LM Race Car
----------------------
Professional League:
----------------------
British GT Car Cup = Vanquish V12
GT World Championship = GT 40 Race Car, R390 GT1 Road Car, XJ220 Race Car,
Calibra Touring Car
GT All-Stars = R390 GT1 Race Car, Viper GTS-R Concept, GT-ONE Race Car, Impreza
WRX Sti Sedan
------------
Rally:
------------
Tahiti Challenge = Celica Rally Car
Tahiti Maze = Escort Rally Car
Smokey Mountain Rally = Focus Rally Car
Rally of Alps = 206 Rally Car
Tahiti Challenge of Rally II = Corolla Rally Car
Tahiti Maze II = Impreza Rally Car
Smokey Mountain II = Lancer Evo. VI Rally Car
Swiss Alps II = Lancer Evo. VII Rally Car
Super Special Route 5 Wet = Xsara Rally Car
Super Special Route 5 Wet II = Impreza Rally Car
Get all Golds = Escudo Pikes Peak Version
--------------
Endurance:
--------------
Grand Valley 300km = Spoon S2000 Race Car, R390 GT1 Road Car, Impreza LM Edition,
F090/s
Luguna Seca 200M = Calsonic Skyline, Altezza LM Race Car, F686/m, F687/s
Passage to Colosseo = Vertigo, Zonda Race Car, Lancia Delta HF Integrate, F688/s
Trial Mountain 2 Hours = Mine's Skyline, Storm V12 Race Car, S2000 LM Race Car,
F094/h
Special Stage Route 11 = Super Autobacs MR-S, C-West Razo Silvia, Arta NSX, F687/s
Roadster Endurance = MX-5 Miata, MX-5 Miata 1.8 RS, MX-5 Miata LS, F688/s
Tokoyo Route 246 = GT-ONE Road Car, RX-7 LM Race Car, C-West Razo Silvia, F094/h
Mistral 78 Laps = Acura RSX, XJ220 Race Car, FTO LM Race Car, F686/m
Super Speedway 150 Miles = Falcon XR8 Race Car, Clio Sport Race Car, Corvette
C5R, F090/s
----------
Extra:
----------
Complete GT Mode = F688/s
Complete Time Trials = Esperante GTR-1
50% Game Completion = Corvette C5R
75% Game Completion = Mazda 787B
100% Game Completion = F094/s
__________________
___________________________/ \____________________________
{ Race / Prize Guide }
���������������������������\__________________/����������������������������
_______________________________________________________________________________
Event Recommended Car Track Prize
�������������������������������������������������������������������������������
BEGINNER LEAGUE:
Spider & Roadster MR2 Spider Deep Forest Raceway 2,500 Credits
Test Course 2,500 Credits
Grand Valley SPDWAY 2 2,500 Credits
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 Recommended Car Track Prize
�������������������������������������������������������������������������������
AMATUER LEAGUE:
80s Sports Car 300ZX TwinTurbo Tokyo Route 246 8,000 Credits
Cup Special Stage Route 5 8,000 Credits
Trial Mountain II 8,000 Credits
Arta NSX
Denso Supra Race Car
Calsonic Skyline
Loctite Zexel GT-R
Audi S4 x 4
Get all Golds in Amateur Mode: Dodge Viper GTS-R Team Oreca
_______________________________________________________________________________
Event Recommended Car Track Prize
�������������������������������������������������������������������������������
PROFESSIONAL LEAGUE:
Spider & Roadster MR2 Spider Grand Valley Speedway 10,000 Credits
Trial Mountain 10,000 Credits
Cote d'Azur 10,000 Credits
Boxer Spirit Any RUF car Deep Forest R.W. II 15,000 Credits
Rome Circuit 15,000 Credits
Super Speedway 15,000 Credits
TVR Speed 12
TVR Griffith
TVR Griffith
TVR Griffith
F090/s
Toyota GT-One Race Car
Panoz Esperante GTR
Mitsubishi FTO LM Race Car
F094/S
Toyota GT-One Race Car
Suzuki Escudo Pike's Peak Edition
TVR Speed 12
F686/M
F687/S
F688/S
F090/S
_______________________________________________________________________________
Event Recommended Car Track Prize
�������������������������������������������������������������������������������
RALLY EVENTS:
_______________________________________________________________________________
Event Recommended Car Track Prize
�������������������������������������������������������������������������������
ENDURANCE RACES:
Grand Valley 300 Any F-1 car Grand Valley S.W. 400,000 Credits
F090/S
Subaru Impreza LM Edition
Nissan 390 GT1 Road Car
Spoon Sports S2000 Race Car
Seattle 100 Miles Any F-1 car Seattle Circuit 150,000 Credits
F687/S
Nismo GT-R LM Road Car
Panoz Esperante GTR-1
Tommy Kaira ZZ II
Laguna Seca 200 Any F-1 car Laguna Seca Raceway 300,000 Credits
Calsonic Skyline
F686/M
F687/S
Toyota Altezza LM Race Car
F094/H
Lister Storm V12 Race Car
Mine's Skyline GT-R N1 V-spec
Honda S2000 LM Race Car
Special Stage Route 11 Any F-1 car S.S. Route 11 500,000 Credits
Roadster Endurance Any F-1 car Apricot Hill Raceway 100,000 Credits
F688/S
Mazda MX-5 Miata
Mazda MX-5 Miata 1.8 RS
Mazda Miata VR Limited A
Tokyo Route 246 Any F-1 car Tokyo Route 246 400,000 Credits
F094/H
Mazda RX7 LM Race Car
Nissan C-West Razo Silvia
Toyota GT-One Road Car
__________________
___________________________/ \____________________________
{ 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: ***
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=======
ENGINE
=======
Performance Chip
-----------------
Rating: ***
Engine Balancing
-----------------
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: *****
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
=================
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
-------
--------------
Semi-Racing
--------------
--------
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:
----------------------
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
* 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.
This racing clutch kit features dual clutch places, ideal for high-torque,
high- power vehicles. Reduces clutch slippage during upshifting, improving
acceleration.
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
------------
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
-----------
Driveshaft
-----------
* Carbon Driveshaft
=======================
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:
* STAGE 4:
=======================
6.) Intercooler
=======================
--------
Sports
--------
---------
Racing
---------
----------------
Suspension Kits
----------------
* Sports
* 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.
=======================
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.
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:
-------------------
For Professionals
-------------------
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.
* 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.
===============================================================================
===============================================================================
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 }
���������������������������\__________________/����������������������������
*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:
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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:
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Tokyo Route 246 II
Grand Valey II
Rome Circuit II
Tahiti Circuit II
Tahiti Maze
Apricot Hill
Group E:
---------
<Coming soon>
Group F:
---------
<Coming soon>
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.
� 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
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STRATEGY FOR TRACKS:
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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.
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.
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.
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.
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. :)
===============================================================================
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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.
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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.
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3. Q: Are there more than 2 car views?
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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?
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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...
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6. Any suggestions for a way to get fast cash?
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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.
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?
-------------------------------------------------------------------------------
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?
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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...
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9. Q: Should I turn the TCS and ASM controls on or off when playing?
-------------------------------------------------------------------------------
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.
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.
===============================================================================
===============================================================================
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
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.
Courtesy of ign.com and AlaskaFox (check out his great GT3 FAQ, also on GameFAQs!):
$500,000-Sim Mode
--------------------
1C0411241456E7A5
1C041120145786C5
$99,999,999-Sim Mode
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1C0411241456E7A5
1C04112017E9C70C
(M) Must Be On
------------------
EC87829C1437062C
10 Trillion Dollars
--------------------
1C0411241456DEAD
1C041120D26487A5
9999 Races
-----------------
1C0411141456089C
9999 Wins
-----------------
1C04111C1456089C
Day 1
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1C0411101456E7A6
Day 9999
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1C0411101456089C
Gold FF Challenge
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1C0249501456E7A5
1C0249541456E7A5
1C0249581456E7A5
Gold FF Challenge
-----------------
1C0249681456E7A5
1C02496C1456E7A5
1C0249701456E7A5
Gold FR Challenge
-----------------
1C0249741456E7A5
1C0249781456E7A5
1C02497C1456E7A5
Gold FR Challenge
-----------------
1C02498C1456E7A5
1C0249901456E7A5
1C0249941456E7A5
Gold MR Challenge
-----------------
1C024B401456E7A5
1C024B441456E7A5
1C024B481456E7A5
Gold MR Challenge
------------------
1C024B281456E7A5
1C024B2C1456E7A5
1C024B301456E7A5
�__.-� This document Copyright � 2000-2001 Nemesis/Orochi Jin. All rights reserved
�-.__�
-EOF-