-==========================================================- -= G R A N T U R I S M O 3 A - S P E C =- -==========================================================- -= Gran Tursimo 3 A-Spec FAQ =- -= For Playstation 2 =- -= By: AlaskaFox(Ronan Murphy) =- -= Created: August 13, 2001 =- -= Date last Updated: September 6, 2002 =- -= Version 2.2 =- -= Home Page: http://tbns.net/deltablue/ =- -= Gamefaqs CRP: =- -= http://www.gamefaqs.com/features/recognition/7818.html =- -= =- -= Post your Questions/Suggestions on: =- -= http://denim.bbboy.net/alaskafox-viewforum?forum=2 =- -==========================================================- Disclaimer ========== This Game Guide / FAQ is created for personal use only. You must not use it for anything that gains profit. Specifically Magazines, Game Guides, Commercial Web Sites, unless you have my written permission. You’re also not allowed to rip off part/s of this Game Guide / FAQ and put it on your own Game Guide / FAQ. Anyone doing this is guilty of plagiarism", the act of stealing and passing off of ideas and words of another as one’s own without crediting the source. You also cannot use this Game Guide / FAQ as a guide for you to make your own Game Guide / FAQ, you must do everything there is to do in the game yourself or have others give info about your game and give them proper credit. You can copy the layout though. You can put this Game Guide / FAQ on your non-commercial or non-profit web site provided that not a single character has been edited or removed and you MUST have permission from me in order to do so. You can also, print a copy of the entire FAQ / Guide or a part of it, provided you only use it for personal purposes. Remember "You don’t have to steal, just ask." - B.O.F.III Questions/Suggestions ===================== If you wish to ask me a question or make a suggestion, go to: http://denim.bbboy.net/alaskafox-viewforum?forum=2 and post a message, stating your query. I will try to get to it as soon as possible. If I get an email regarding GT3, it will be ignored and deleted. Updates ======= The latest version of this FAQ can, and always will be found at: www.gamefaqs.com Current Progress: ----------------- Guide: 95% complete File Size: 309K Version 2.2 (Started: September 6, 2002) ---------------------------------------- - Updated Layout to match newer FAQs - Removed email address, use my message board instead - File Size: 310k Version 2.1 (Started: April 6, 2002) ------------------------------------- Title of this version: "VERSION 2.1 - THE KRUSTSER VERSION" According to Krustser's Critique of this FAQ, there are numerous grammatical errors contained herein. The main point of this version is to eradicate these errors. (Note: I may add some extra stuff to the FAQ if I can get around to doing it.) - Changed £ to Euro, since Ireland did change to the Euro in January - Corrected up to part of the Tuning School, search for SPELLCHECKED TO HERE ************* - File Size: 309k Version 2.0 (Started: February 26, 2002) ----------------------------------------- - Car Guide: Shelby - Volkswagen Added - Car Guide: Ford, Honda Updated - Simulation Races: Amateur, Endurance Updated - 3 FAQs added - FAQ 5 Updated - File Size: 309k Version 1.9 (Started: January 02, 2002) ----------------------------------------- - Layout Updated - Car Guide: Peugeot - RUF Added - File Size: 282k Version 1.8 (Started: October 21, 2001) ----------------------------------------- - Car Guide: Panoz Added - Tuning School: New Board Address added - File Size: still 276k Version 1.7 (Started: October 1, 2001) ----------------------------------------- - Car Guide: Mitsubishi - Pagani Added - Car Guide: Honda Mugen S2000 Added - FAQ Section Added - 11 FAQs added to FAQ Section - Simulation Races Complted - File Size: 276k Version 1.6 (Started: September 22, 2001) ------------------------------------------ - Parts Guide Completed - Simulation Guide/Walkthrough finished - Added all Licences - Car Guide: Chevrolet - Mini Added - A few mistakes corrected. - File Size: 248k Version 1.5 (Started: September 21, 2001) ------------------------------------------ - Car Guide: Acura, Alfa, Aston, Audi, BMW Added - Parts Guide: Engine Completed - Parts Guide: Gearbox, Clutch, Flywheel Added - File Size: 193K Version 1.4 (Started: September 12, 2001) ------------------------------------------ - Parts Guide: Brakes, Engine Added - International B Licence Added - Hints/Tips: 2 Tips Added - Tuning School Updated - Driving School Updated - File Size: 183k Version 1.3 (Started: August 16, 2001) ---------------------------------------- - Glitches Section Added(5 Glitches) - Hints/Tips Added(1 Tip) - Simulation Guide Added - Driving School: Drivetrains, Tyres Added - Gameshark Codes Added - Tuning School Updated - Corrected some small spelling/grammar mistakes - File Size: 145k Version 1.2 (Started: August 15, 2001) ---------------------------------------- - Car Acquisition: Acura-Volkswagen Added - Tuning School Added - A Licence Added - Simulation Races: Endurance Added - File Size: 111k Version 1.1 (Started: August 15, 2001) ----------------------------------------- - Simulation Races: Professional Completed - B Licence Added - File Size: 54.1k Version 1.0 (Started: August 13, 2001) ----------------------------------------- - Arcade Mode Added - Simulation Mode Added - Options Added - Simulation Races: Beginner, Amateur, Professional Added - Disclaimer, Email Notice Added - Outro, Credits Added - File Size: 43.7k Contents ============= i) Options ii) Arcade Mode iii) Simulation Mode iv) Licences a) B Licence b) A Licence c) International-B Licence d) Interantional-A Licence e) Special Licence f) Rally Licence v) Simulation Races a) Beginner League b) Amateur League c) Professional League d) Endurance League e) Rally League vi) Car Acquisition vii) Tuning School viii) Driving School ix) Simualtion Guide x) Parts Guide a) Brakes b) Engine c) Gearbox d) Clutch e) Fly Wheel f) Propellor Shaft g) Mufflers and Air Cleaners h) Weight Reduction i) Professional Tune-Up Parts j) Full Customising Service k) YAW Control System l) Suspension m) Anti-Roll Bars n) Intercooler o) Tyres xi) Car Guide xii) Glitches xiii) Hints/Tips xiv) Gameshark Codes xv) Frequently-Asked-Questions xvi) Outro/Credits -=================================================- -= INTRODUCTION =- -=================================================- Throughout this FAQ you will see the words "Index Number" and "Search Field". These are to help you locate certain sections of the FAQ, as listed in the index. Use Ctrl + F on most Word Processors and in Internet Explorer to use the Find/Locate command. Example:If you are looking for the section "Licences - B Licence", type 'iv-a' into the Find box. 'iv' is the Index Number and 'a' is the section number. This will take you to the beginning of the section. -=================================================- -= OPTIONS =- -=================================================- Index Number: i This section has been removed, as it is absolutely pointless. If you wish to see this section, visit one of the websites which has stolen my FAQ, and you'll get version 1.1 or something close to it. NOTE TO PEOPLE WHOLE STEAL FAQS: I will hunt you all down and kill you, either that or get your website removed from the server. -=================================================- -= ARCADE MODE =- -=================================================- Index Number: ii There are four difficulty modes in Arcade: Easy - I wonder how tough this one is? - 2 Laps in every race Normal - Slighlty more difficult - 3 Laps per race Hard - Arrrrggghhh!!! A tough cookie! - 5 Laps per race Pro - Sssshhhh! It's a secret. - Dunno, haven't tried it. When you get first position in all races(thirty-four of em) in each difficulty level, you will open a prize. I haven't played Arcade much, so I've only completed Easy mode. Post the prizes for the other modes. Thanks to whoever posted the message about Pro mode! To open Pro mode, press L1 and R1 together on the difficulty mode screen. Prizes: Easy - Ending Movie A Normal - ?-?-? Hard - ?-?-? Pro - There are Six Areas in Arcade mode, all of which contain some new tracks. To advance to the next area, you must win all tracks in the current area first. When you complete an Area on Hard difficulty, you will be rewarded with a prize car. I'll get around to this next update. The tracks in each area are: Area A ------ -Mid-Field Raceway -Mid-Field Raceway II -Smokey Mountain -Super Speedway -Swiss Alps -Trial Mountain Area B ------ -Grand Valley Speedway -Laguna Seca Raceway -Rome Circuit -Smokey Mountain II -Taihiti Circuit -Tokyo Route 246 Area C ------ -Deep Forest Raceway -Seattle Circuit -Special Stage R5 -Swiss Alps II -Test Course -Trial Mountain II Area D ------ -Apricot Hill Raceway -Grand Valley Speedway II -Rome Circuit II -Taihiti Circuit II -Taihiti Maze -Tokyo Route 246 II Area E ------ -Cote D'Azur -Deep Forest Raceway II -Seattle Cicuit II -Special Stage R11 -Special Stage R5 II Area F ------ -Apricot Hill Raceway II -Special Stage R11 II -Special Stage R5 -Special Stage R5 II -Taihiti Maze II -=================================================- -= SIMULATION MODE =- -=================================================- Index Number: iii Home ---- You start at home with your wife and three lovely kids. I wonder what the wife(or husband, forgive me women drivers) thinks of your choice of career. I know, I know, you're just trying to raise money to send little Timmy to University. But didn't your mystery benefactor(kinda Great Expectations-like this is) leave you 20 grand? Wouldn't that pay for Timmy's education? But no, you're greedy, you want more. And you're right too... Welcome to the world of Gran Turismo 3 A-Spec! From Home, you can look in your garage, which is currently empty. How did you drive Timmy to the Football Games with no car? You can look at your Game Status, which lists nothing thusfar. You can Trade cars with another Memory Card. You can Save the Game and view the Credits. You can also head off to the shops, races and others. Garage ------ This stores your valued motors. You can sort your cars(when you get some), by a simple press of the START button. There are numerous sorting methods including: Car name, manufacturer(the one you should choose), value, and even colour! So if you want all your blue cars in the one place, you can have it! Oh yeah, your garage can hold up to 200 motors, but no more(is that not enough for you? this is one big garage!). First thing every driver needs...no not furry dice, a car! Car Dealer ---------- The Car Dealer screens, alias Heaven. Here you will find everything you ever dreamt of, not that you can afford it, mind, but it's here. Find a car that tickles your fancy(that is one strange expression), and get in the driving seat. When buying a new car, there is no 2nd-hand ones like the prequels, you can change the colour before you purchase, so select wisely. You can also have a look at the Specs if you like. Next we need to be allowed to drive... Licence Centre -------------- Here you can do numerous tests in order to achieve your goal: Every licence. I'll describe the steps in gaining licences later in this FAQ. We want to check out that car of ours.... Machine Test ------------ You can do a few tests here, but always favourite is the Top Speed test. Get in your vehicle and put the pedal to the metal. Also, if you have time (you won't), try out the 0-400m test. At last, off to the track....Right, I'm back, that horse was a no-hoper! I lost 5 Euro! Damnit! Oh right, you wanted a racing track.... Go Race ------- Here is the most used screen in the game. The race screen. There are many races here, but only some you can enter straight away. Some need licences, some need a mid-engined car or a 4wd, some need Rally Tyres. Yes, I know you're not reading this, you're racing, but listen to me! Or read my text, since you're not hearing my voice. Start off on the Beginner Races, and make your way through the Amateur Races, then onto the rock-hard Professional Races. Also give the Endurance Races and Rallies a try, in fact do it all! That's why you bought/rented/pawned/sold your soul for this game! I'll explain all in more detail later. Now that we've got more money we can turn our vehicle into a mean-green(or red, blue, white, whatever colour it is) driving machine. Tune Shop --------- Siopa Tuineach as the Irish would say, probably not, but I wanted to add a bit of Gaeilge to my FAQ to make it unique. Here you can buy parts for you car to make it better, new tyres, and maybe you might get a smelly tree if you're lucky. GT Auto ------- Here you can get some Alloy Wheels or a Car Wash. Alloys look great, don't you think? But the car wash is a waste of Credits. -=================================================- -= LICENCES =- -=================================================- Index Number: iv There are many kinds of licence: TV Licence, Dog Licence, Sale of Alcohol Licence...mmmm, duff beer....Sorry, anyway, you want a driving licence. Head down to the Test Center, Select which Licence you want, NO! you need to open the earlier ones before you can try the I-A Licence, silly. The key to getting the licences is watching the computer demos, that way you'll see what you need to do to achieve your goal. =---------------------------------= =- B Licence -= =---------------------------------= Search Field: iv-a B-1 --------------------------------- Start, Acceleration and Braking G/S/B: 0:35:100 / 0:35:400 / 0:35:800 Car: Volkswagen New Beetle 2.0 Game Help: Accelerate from a standing start and stop as quickly as possible in the goal area beyond the finish line at 1000 metres. It is best to switch from full acceleration to full braking. AlaskaFox's Guide to Gold: When you come to around 950m brake, yeah, that's it. B-2 --------------------------------- Start, Acceleration and Braking II G/S/B: 0:25:600 / 0:25:800 / 0:26:300 Car: Dodge Viper GTS-R Game Help: 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 braking sooner. AlaskaFox's Guide to Gold: This time, brake around the 888m mark to ensure that vital Gold. B-3 ---------------------------------- Basics of Cornering: Front Wheel Drive G/S/B: 0:31:100 / 0:31:400 / 0:32:500 Car: Fiat Coupé Turbo+ track: Deep Forest Raceway Game Help: Negotiate a left turn after a long straight. Brake early and slow 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. AlaskaFox's Guide to Gold: Follow the Blue line along the track, because it's the Racing Line(no pun intended). Brake around 50m from the corner, take it easy around the turn, and accelerate to the finish. You don't need to brake on the finish this time, just pass over it. B-4 ---------------------------------- Basics of Cornering: Rear Wheel Drive G/S/B: 0:29:100 / 0:29:400 / 0:31:000 Car: Honda S2000 Track: Deep Forest Raceway Game Help: 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 too early in the corner risks the rear wheels losing their grip for a spin. In cornering, adjust the accelerator a little at a time and feel for when to go full out. AlaskaFox's Guide to Gold: This time, brake slightly earlier, and wait until your car has straightened out before accelerating onto the finish. B-5 ----------------------------------- Applied Cornering: Front Wheel Drive G/S/B: 0:34:400 / 0:34:800 / 0:36:200 Car: Honda Civic Type-R Track: Grand Valley Speedway Game Help: From a standing start, take three consecutive corners: left, right and left. Rather than going full-out on the first two corners, figure out 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. AlaskaFox's Guide to Gold: Take the first corner at full pelt, and for the second take it easier, but still no braking. They're just warm-up turns for this last one. Brake in the red section, keep it slow and accelerate into the tunnel. B-6 ------------------------------------- Applied Cornering: Rear Wheel Drive G/S/B; 0:33:00 / 0:33:300 / 0:34:700 Car: Mazda MX-5 Roadster LS Track: Grand Valley Speedway Game Help: This course is the same as in B-5, but with a rear-wheel drive, hitting and releasing the gas causes 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. AlaskaFox's Guide to Gold: Take the first two turns the same as B-5. This test might as well be B-5, because everything is the same. Just Read B-5 to figure out how to do this. B-7 ------------------------------------- Basics of Complex Corners G/S/B: 0:33:300 / 0:33:800 / 0:35:400 Car: Toyota MR-S S Edition Track: Deep Forest Raceway Game Help: 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. AlaskaFox's Guide to Gold: This one is as easy as pie. How easy is pie, I never baked it. Or does it mean the American Pie way? Uhm.... For the first corner, take your finger off X for a short time, and the same for the next corner. Did I mention "easy"? B-8 ------------------------------------- B Licence Final Exam G/S/B: 0:43:000 / 0:43:400 / 0:46:000 Car: Nissan Skyline GT-R Track: Trial Mountain Game Help: 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. AlaskaFox's Guide to Gold: Brake slightly for the first turn, ease of X for the second. And take it easy just before the tunnel. Hopefully you've got all Golds, but maybe not. My Guide to Gold isn't in-depth enough. I'll have to rectify that. Anyway congratulations on getting your B Licence. PRIZE CAR - All Golds in B - Mazda MX-5 Roadster LS =---------------------------------= =- A Licence -= =---------------------------------= Search Field: iv-b A-1 -------------------------------------- Practical Cornering 1 G/S/B: 0:32:900 / 0:33:400 / 0:34:700 Car: Honda NSX Type S Zero Track: Grand Valley Speedway Game Help: 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. AlaskaFox's Guide to Gold: Follow the blue line up to the corner, but as soon as you reach the red lines, brake to get around the corner. Coming out of the corner, straighten out and accelerate to the finish. A-2 -------------------------------------- Practical Cornering 2 G/S/B: 0:26:000 / 0:26:300 / 0:27:600 Car: Nissan Skyline GT-R v-spec II Track: Laguna Seca Raceway Game Help: The secret to a fast time is getting to the inside curb quickly after the end f braking, and using fine accelerator control to trace a long line right next o 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. AlaskaFox's Guide to Gold: This test is almost entirely the same as the above one. Follow the guide for that one, and it'll work here. A-3 -------------------------------------- Practical Cornering 3 G/S/B: 0:29:900 / 0:30200 / 0:31:600 Car: Honda S2000 Track: Mid-Field Raceway Game Help: Here you negotiate the fastest number one 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 up while 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. AlaskaFox's Guide to Gold: Another simple test, upon entering the turn jab the brakes and accelerate out. A-4 ------------------------------------- Circle Track: 60R, Dry Road G/S/B: 0:43:900 / 0:44:300 / 0:46:200 Car: Mazda RX-7 Type RZ Track: Circle Track: 60R Game Help: Three laps around a circular track with a 60-m raidus. 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 finish line all the way to the outside. Watch for tail slides from hitting the gas too hard. AlaskaFox's Guide to Gold: The strategy for this test is pumping the accelerator so as not to exceed 70mp/h, as long as you stay around 65, you should be OK. Keep to the inside of the track to finish this quicker. A-5 ------------------------------------- Circle Track: 100R, Dry Road G/S/B: 0:55:800 / 0:56:300 / 0:59:000 Car: Mazda RX-7 Type RZ Track: Circle Track: 100R Game Help: Three laps around a circular track with a 100-m raidus. 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 finish line all the way to the outside. Watch for tail slides from hitting the gas too hard. AlaskaFox's Guide to Gold: This is the same as the previous one, with a larger track. The strategy is almost the same this time, just keep the speed below 90 and hog the inside kerb(that's how it's spelled in Ireland) to get Gold. A-6 -------------------------------------- Long Corners G/S/B: 0:27:000 / 0:27:500 / 0:29:500 Car: Jaguar XKR Coupé Track: Mid-Field Raceway Game Help: 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 and get ready for the next left corner. In the long left corner, avoid goosing the accelerator and keep to the inside without haste. AlaskaFox's Guide to Gold: You'll be already moving when this test begins, so hold the accelerator before the test begins. Keep accelerating down to the first corner, but as you near it, hit the brakes and take an inside line. If you did this right, braking will not be needed for the next corner, just a decrease in acceleration. A-7 ------------------------------------- Blind Corner G/S/B: 0:14:200 / 0:14:700 / 0:15:400 Car: Chevrolet Camaro Z28 Track: Grand Valley Speedway Game Help: 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. AlaskaFox's Guide to Gold: Another rolling start this one, so be ready! Continue accelerating up to the first turn, following the blue lines. When you reach the red ones, brake to get you around the turn.(It's always the same, isn't it? Follow blue, brake red) A-8 -------------------------------------- A Licence Final Exam G/S/B: 0:15:530 / 0:16:000 / 0:17:800 Car: Mitsubishi Lancer Evolution IV GSR Track: Mid-Field Raceway Game Help: 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. They key lies in turning the car sharply in the first half of the corner so that you can hit the gas when coming out. AlaskaFox's Guide to Gold: Another Rolling start, this time at 100mp/h. Take the blue line again, and take the first corner wide. Take the second one tight, and brake hard for the final one. Wohoo, another licence! Congratulations on getting your licence, you only got it because you were flirting with the tester! Prize for all Golds: Mazda RX-8 =---------------------------------= =- International B licence -= =---------------------------------= Search Field: iv-c IB-1 ---------------------------------------- Circle Track: 60R, Wet Road G/S/B: 0:49:600 / 0:50:200 / 0:52:800 Car: Chevrolet Corvette Z06 Track: Circle Track: 60R Game Help: 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. AlaskaFox's Guide to Gold: Keep to the centre of the road at all times, keeping the milometer at 95mph. If you start to drift inside, speed up a little, but try to keep it between 90 and 100mph at all times. IB-2 ------------------------------------------ Circle Track: 100R, Wet Road G/S/B: 1:01:600 / 1:02:400 / 1:05:500 Car: Chevrolet Corvette Z06 Track: Circle Track: 100R Game Help: 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. AlaskaFox's Guide to Gold: This is the same as the previous one but you can go above 100mph this time, and stay above it! IB-3 -------------------------------------------- Braking and Cornering 1 G/S/B: 0:22:450 / 0:23:000 / 0:24:500 Car: Honda S2000 Type V Track: Seattle Circuit Game Help: 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. AlaskaFox's Guide to Gold: Brake hard at the second turn sign, and turn into the corner. Take the next turn out wide and the chicane wide also, and the rest should be no problem. IB-4 --------------------------------------------- Braking and Cornering 2 G/S/B: 0:19:700 / 0:19:700 / 0:21:200 Car: Chevrolet Corvette Z06 Track: Seattle Circuit Game Help: This test 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 you 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. AlaskaFox's Guide to Gold: At the first U-turn sign, brake. Turn around the corner, keeping above 35mph at all times. IB-5 --------------------------------------------- Turning, Accelerating, and Weight Shift G/S/B: 0:28:800 / 0:29:300 / 0:30:500 Car: RUF 3400s Track: Grand Valley Speedway Game Help: 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. AlaskaFox's Guide to Gold: Take the inside line for the first corner, and go wide 'round the S-bend. Brake while turning to go through the S-bend. IB-6 ----------------------------------------------- Fast Slalom 1 G/S/B: 0:23:900 / 0:24:200 / 0:26:200 Car: RUF RGT Track: Complex String Section Game Help: 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. AlaskaFox's Guide to Gold: Speed through the first two turns, but slow down for the third. Ease off for the rest of the turns. It isn't as tough as tying your laces. IB-7 ------------------------------------------------- Fast Slalom 2 G/S/B: 0:24:000 / 0:24:300 / 0:26:300 Car: RUF RGT Track: Complex String Section Game Help: 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. AlaskaFox's Guide to Gold: Do the exact same as the last test except a small bit slower. IB-8 ---------------------------------------------------- International B Licence Final Exam G/S/B: 0:31:700 / 0:32:000 / 0:33:7000 Car: Honda NSX Type S-Zero Track: Apricot Hill Game Help: 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. AlaskaFox's Guide to Gold: Keep to the right of the track. As you start to turn in for the corner, ease off the gas. Slow down for the second corner, and use the curbs to get through the final few corners. Congratulations! International-B Licence Acquired. Though that was tough?, now you better try it in the game. Reading it was hard, but doing is tougher. =---------------------------------= =- International A Licence -= =---------------------------------= Search Field: iv-d IA-1 ---------------------------------------- Fast Complex Corners 1 G/S/B: 0:40:000 / 0:40:700 / 0:42:500 Car: Mitsubishi Lancer Evolution VI Rally Car Track: Tokyo R246 Game Help: 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. AlaskaFox's Guide to Gold: Go wide for the first corner and use the kerb as you cut into the corner. Keep pumping the accelerator to keep a constant speed around the corner. Take a straight line through the next two corners and set yourself up on the left for the straight. At the top of the hill, slam on the brakes as you turn. Use the kerb, then go wide for the next corner. Again, for the last corner, pump the accelerator to keep a constant speed. IA-2 --------------------------------------------- Fast Complex Corners 2 G/S/B: 0:15:700 / 0:15:900 / 0:16:400 Car: Spoon S2000 Track: Trial Mountain Game Help: 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. AlaskaFox's Guide to Gold: Stay to the right for the straight, and cut into the corner, coming out of it, keep to the right again and the next two corners should be easy. But beware of the second of the two, don't jerk the car around or you'll risk spinning. IA-3 ---------------------------------------------- Fast Complex Corners 3 G/S/B: 0:23:400 / 0:23:800 / 0:25:000 Car: Subaru Impreza Rally Car Prototype Track: Deep Forest Game Help: 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. AlaskaFox's Guide to Gold: Use the inside line for the first two corners. Take the third wide, but cut in gradually to make it through in time. IA-4 ------------------------------------------------ Braking and Cornering 3 G/S/B: 0:32:200 / 0:32:400 / 0:34:400 Car: Honda Castrol Mugen NSX GT Car Track: Tokyo R246 Game Help: 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. AlaskaFox's Guide to Gold: Keep to the left of the straight. When you reach the grind-strip, start braking. Take the second corner out wide, and brake around the same position again. IA-5 ---------------------------------------------------- Corkscrew G/S/B: 0:23:900 / 0:23:300 / 0:25:000 Car: Dodge Viper GTS Track: Tokyo R246 Game Help: 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 AlaskaFox's Guide to Gold: Drive up the hill and go towards the tyre marks. Brake just as you start to come down the hill. Move over a little to the left in preperation for the upcoming turn. Take the kerb route, and take the final turn out wide. IA-6 ------------------------------------------------------ Fast Complex Corners 5 G/S/B: 0:20:100 / 0:20:400 / 0:21:300 Car: Pagini Zonda Z12 Track: Rome Circuit Game Help: 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. AlaskaFox's Guide to Gold: Go wide for the first two bends, and take the inside route for the third. Slow a bit for the first, brake, and slow....Simple. IA-7 ------------------------------------------------------- Undulating Corners G/S/B: 0:46:000 / 0:46:600 / 0:49:500 Car: Nissan Skyline GT-R V-Spec II Track: Complex String Section Game Help: Negotiate the consecutive high-speed 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. AlaskaFox's Guide to Gold: Take the right turn slowly and on the inside. These are just small corners, so take your time. The final corner is a hairpin - beware! IA-8 -------------------------------------------------------- Interantional-A Licence Final Exam G/S/B: 1:08:500 / 1:10:000 / 1:12:500 Car: Nissan Mine's Skyline GT-R V-Spec Track: Complex String Section Game Help: 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. AlaskaFox's Guide to Gold: Although it looks and sounds really hard, in fact it's not. A bronze or better should be achieved on your first go. The secret is to keep to the inside of the turns while mainatining a constant speed. Congartulations!(SIC) =---------------------------------= =- Special Licence -= =---------------------------------= Search Field: iv-e I haven't got this yet. If anyone wants to help, post strategies and advice and info on the exams. Credit will appear in the credit section. S-1 ------------------------------------- G/S/B: 1:40:500 / 1:41:300 / 1:44:500 Track: Apricot Hill Raceway S-2 ------------------------------------- G/S/B: 1:30:200 / 1:31:000 / 1:35:000 Track: Seattle Circuit II S-3 -------------------------------------- G/S/B: 1:52:200 / 1:53:000 / 1:58:000 Track: Trial Mountain Circuit S-4 --------------------------------------- G/S/B: 1:11:000 / 1:12:000 / 1:14:000 Track: Midfield Raceway S-5 ---------------------------------------- G/S/B: 1:58:900 / 2:00:000 / 2:05:000 Car: Toyota Sprinter Trueno GT-Apex Track: Special Stage Route 5 Wet S-6 ---------------------------------------- G/S/B: 1:16:800 / 1:18:000 /1:22:000 Car: Dodge Viper GTS-R Track: Laguna Seca Raceway S-7 ---------------------------------------- G/S/B: 2:10:000 / 2:12:000 / 2:19:000 Car: TVR Griffith 500 Track: Special Stage Route 11 S-8 ---------------------------------------- G/S/B: 1:31:000 / 1:32:000 / 1:35:000 Car: Toyota GT-One Track: Cote D'Azur =---------------------------------= =- Rally Licence -= =---------------------------------= Search Field: iv-f R-1 ------------------------------------------ Rally Driving Basics 1 G/S/B: 0:15:600 / 0@16:000 / 0:17:300 Car: Puegeot 206 Rally Car Track: Tahiti Circuit Game Help: 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. AlaskaFox's Guide to Gold: Stay to the left, and then cut into and across the inside. Let off the accelerator a small bit. R-2 ---------------------------------------------- Rally Driving Basics 2 G/S/B: 0:29:200 / 0:29:800 / 0:31:800 Car: Toyota Corolla Rally Car Track: Smokey Mountain Game Help: 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. AlaskaFox's Guide to Gold: Take the first corners quickly enough, but slow down for the last corner. Thats it, I'm afraid. R-3 ------------------------------------------------ Rally Driving Basics 3 G/S/B: 0:22:300 / 0:22:700 / 0:24:000 Car: Ford Escort Rally Car Track: Swiss Alps Rally Game Help: 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. AlaskaFox's Guide to Gold: Take the first corner pretty tight so you can take the second one wide. Make sure not to hit the fence as doing so will mean failure. R-4 ---------------------------------------------------- Practical Rally Driving 1 G/S/B: 0:22:400 / 0:22:800 / 0:24:300 Car: Toyota Celica Rally Car Track: Tahiti Cicruit Game Help: 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. AlaskaFox's Guide to Gold: Take all the corners wide and make sure to use the brake if you're going out. R-5 ------------------------------------------------------ Practical Rally Driving 2 G/S/B: 0:26:850 / 0:27:300 / 0:29:800 Car: Mitsubishi Lancer Evolution VI Rally Car Track: Swiss Alps Game Help: 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. AlaskaFox's Guide to Gold: Brake sharply as you approach the first corner to make sure you can take the second corner well. Take the inside line and then take the final long turn on the inside also. R-6 ------------------------------------------------ Drifting Techniques 1 G/S/B: 0:29:400 / 0:30:000 / 0:31:800 Car:Delta HF Integrate Rally Car Track: Taihiti Maze Game Help: 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. AlaskaFox's Guide to Gold: This test is all about drifting. There are many tried and tested ways to drift, so try which ever you feel suits you best. These ways can be found on the drifting school on gamefaqs GT3 Message Board. R-7 ------------------------------------------------- Drifting Techniques 2 G/S/B: 0:22:400 / 0:22:800 / 0:24:600 Car: Subaru Impreza Rally Car Prototype Track: Tahiti Maze Game Help: 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. AlaskaFox's Guide to Gold: You can take the first corner at full speed, but slow down more than in R-6 for the other turns. R-8 ---------------------------------------------------- Rally Licence Final Exam G/S/B: 1:58:700 / 2:00:000 / 2:08:000 Car: Mitsubishi Lancer Evolution VII Rally Car Prototype Track: Tahiti Maze Game Help: 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. AlaskaFox's Guide to Gold: Use everything you learned in previous exams! Take all the corners wide by using the brake when drifting to keep away from the walls. Congratualtions! [INSERT HUMOUROUS MESSAGE HERE!!] -=================================================- -= SIMULATION RACES =- -=================================================- Index Number: v =---------------------------------= =- Beginner League -= =---------------------------------= Search Field: v-a ---------- Sunday Cup ---------- Licence Required: -None Courses: -Super Speedway - 3 Laps -Mid-Field Raceway - 2 Laps -Trial Mounatin - 2 Laps Prize Car: -Toyota Sprinter Trueno GT-Apex (AE86 Type I,J) Money Prizes: -1st: 1000 -2nd: 900 -3rd: 800 -4th: 700 -5th: 600 -6th: 500 Regulations/Limitations: -None ----------- Clubman Cup ----------- Licence Required: -None Courses: -Rome Circuit - 2 Laps -Special Stage R5 - 2 Laps -Deep Forest Raceway - 2 Laps Prize Car: -Mazda MX-5 Roadster Money Prizes: -1st: 1000 -2nd: 900 -3rd: 800 -4th: 700 -5th: 600 -6th: 500 Regulations/Limitations: -None ------------ FF Challenge ------------ Licence Required: -None Courses: -Deep Forest Raceway - 2 Laps -Special Stage R5 - 2 Laps -Rome Circuit - 2 Laps Prize Car: -Toyota Vitz RS 1.5(J) Money Prizes: -1st: 1500 -2nd: 1000 -3rd: 800 -4th: 700 -5th: 600 -6th: 500 Regulations/Limitations: -FF Engined Vehicles Only ------------ FR Challenge ------------ Licence Required: -None Courses: -Grand Valley Speedway - 2 Laps -Special Stage R5 - 2 Laps -Apricot Hill Raceway II - 2 Laps Prize Car: -Nissan Silvia K's (S13 1800cc, J) Money Prizes: -1st: 1500 -2nd: 1000 -3rd: 800 -4th: 700 -5th: 600 -6th: 500 Regulations/Limitations: -FR Engined Vehicles Only ------------ MR Challenge ------------ Licence Required: -None Courses: -Trial Mountain - 2 Laps -Deep Forest Raceway II - 2 Laps -Apricot Hill Raceway - 2 Laps Prize Car: -Toyota MR-S Edition (J) Money Prizes: -1st: 2000 -2nd: 1500 -3rd: 1000 -4th: 500 -5th: 400 -6th: 300 Regulations/Limitations: -MR Engined Vehicles Only ------------ 4WD Challenge ------------ Licence Required: -None Courses: -Deep Forest Raceway - 2 Laps -Mid-Field Raceway - 2 Laps -Special Stage R11 - 2 Laps Prize Car: -Alto Works Suzuki Sports Limited(J) Money Prizes: -1st: 2000 -2nd: 1500 -3rd: 1000 -4th: 500 -5th: 400 -6th: 300 Regulations/Limitations: -4WD Engined Vehicles Only -------------------------- Lightweight Sports Car Cup -------------------------- Licence Required: -None Courses: -Trial Mountain - 2 Laps -Super Speedway - 2 Laps -Laguna Seca Raceway - 2 Laps Prize Car: -Mini-Cooper 1.3i Money Prizes: -1st: 2000 -2nd: 1000 -3rd: 500 -4th: 400 -5th: 300 -6th: 200 Regulations/Limitations: -Daihatsu Mira Tr-XX Avanzato R(J), -Alto works Suzuki Sports Limited(J), -Mini Cooper 1.3i -only ---------------------------------- Stars & Stripes Grand Championship ---------------------------------- Licence Required: -None Courses: -Seattle Circuit - 2 Laps -Super Speedway - 4 Laps -Laguna Seca Raceway - 2 Laps -Seattle Circuit II - 2 Laps Prize Car: -Chevrolet Camaro SS Money Prizes: -1st: 3500 -2nd: 1000 -3rd: 500 -4th: 400 -5th: 300 -6th: 200 Regulations/Limitations: -Acura CL 3.2 Type S, -Acura NSX, -Acura Integra Type R, -Chevrolet Corvette Grand Sport, -Chevrolet Camaro Z28, -Chevrolet Corvette Z06, -Chevrolet Camaro SS, -Chevrolet Camaro Race car, -Chevrolet Corvette C5R, -Chrysler PT Cruiser, -Dodge Viper GTSR Concept, -Dodge Viper GTS-R Team Oreca, -Dodge Viper GTS, -Ford Focus Rally car, -Ford Escort Rally car, -Ford Mustang SVT Cobra R, -Ford GT40 Racecar, -Ford GT40, -Panoz Esperante GTR-1, -Shelby Cobra -only --------------------- Spider & Roadster Cup --------------------- Licence Required: -None Courses: -Deep Forest Raceway - 2 Laps
-Test Course - 2 Laps -Grand Valley Speedway II- 2 Laps Prize Car: -Mazda Roadster RS Money Prizes: -1st: 2500 -2nd: 1000 -3rd: 500 -4th: 400 -5th: 300 -6th: 200 Regulations/Limitations: -Honda S2000 Type V, -Honda S2000, -Honda CR-X Del Sol SiR, -Lotis Elise 190, -Mazda Eunos Roadster, -Mazda Roadster 1.8 RS, -Mazda Roadster RS, -Mercedes-Benz SLK 230 Kompressor, -Mugen S2000, -Nissan Silvia Varietta, -Opel Speedster, -RUF 3400S, -Shelby Cobra, -Spoon S2000, -Toyota MR-S S Edition, -TVR Griffith 500 -only ------------------- 80's Sports Car Cup ------------------- Licence Required: -B Licence Courses: -Special Stage R5 - 2 Laps -Tokyo Route 246 II - 2 Laps -Seattle Circuit II - 2 Laps Prize Car: -Mazda Savanna RX7 Infini III Money Prizes: -1st: 2500 -2nd: 1000 -3rd: 500 -4th: 400 -5th: 300 -6th: 200 Regulations/Limitations: -Mazda Savanna RX7 Infini III, -Mazda Eunos Roadster, -Nismo Skyline GT-R S-Tune(R32), -Nissan Skyline GTS-t Type M(R32), -Nissan Skyline GT-R V-spec II(R32), -Nissan Silvia K's (S13 2000cc), -Nissan Silvia K's (S13 1800cc), -Nissan Fairlady Z Version S Twinturbo 2-seater, -Nissan Fairlady Z Version R Twinturbo 2 by 2, -Toyota Sprinter Trueno GT-Apex (A86 Type I), -Toyota Sprinter Trueno GT-Apex S.S. -only ----------------- Race of NA Sports ----------------- Licence Required: -B Licence Courses: -Apricot Hill Raceway - 2 Laps -Grand Valley Speedway - 2 Laps -Apricot Hill Raceway II - 2 Laps Prize Car: -Honda CR-X Del Sol SiR(J) Money Prizes: -1st: 5000 -2nd: 2500 -3rd: 1500 -4th: 1000 -5th: 500 -6th: 300 Regulations/Limitations: -NA Cars only -------------------- Race of Turbo Sports -------------------- Licence Required: -B Licence Courses: -Mid-Field Raceway II - 2 Laps -Test Course - 2 Laps -Special Stage R11 - 2 Laps Prize Car: -Daihatsu Mira Tr-XX Avanzato R(J) Money Prizes: -1st: 5000 -2nd: 2500 -3rd: 1500 -4th: 1000 -5th: 500 -6th: 300 Regulations/Limitations: -Turbo Cars only --------------------------- Tourist Trophy/Audi TT Race --------------------------- Licence Required: -B Licence Courses: -Rome Circuit - 2 Laps -Laguna Seca Raceway - 2 Laps -Trial Mountain - 2 Laps -Special Stage R11 - 2 Laps -Cote D'Azur - 3 Laps Prize Car: -Audi TT 1.8T Quattro Money Prizes: -1st: 5000 -2nd: 1000 -3rd: 500 -4th: - -5th: - -6th: - -Championship: 10000 Regulations/Limitations: -Audi TT 1.8T Quatro only ---------------------- Legend of Silver Arrow ---------------------- Licence Required: -B Licence Courses: -Test Course - 2 Laps -Trial Mountain - 2 Laps -Rome Cicruit II - 2 Laps Prize Car: -Mercedes SLK 230 Kompressor Money Prizes: -1st: 10000 -2nd: 2500 -3rd: 500 -4th: - -5th: - -6th: - Regulations/Limitations: -Mercedes CLK Touring Car, -Mercedes CLK55, -Mercedes CL600, -Mercedes SLK 230 Kompressor -only ---------------------------------- New Generation Sports Altezza Race ---------------------------------- Licence Required: -B Licence Courses: -Mid-Field Raceway - 2 Laps -Tokyo Route 246 - 2 Laps -Deep Forest Raceway - 2 Laps -Special Stage R5 - 2 Laps -Seattle Circuit - 2 Laps Prize Car: -Toyota Celica SS-II(J), -Toyota Celica SS-II(ST202, J) Money Prizes: -1st: 1000 -2nd: 500 -3rd: 200 -4th: - -5th: - -6th: - -Championship: 10000 Regulations/Limitations: -Toyota Altezza RS200, -Toyota Altezza AS200, -Toyota Altezza LM Racecar -only --------- Vitz Race --------- Licence Required: -B Licence Courses: -Rome Circuit - 2 Laps -Laguna Seca Raceway - 2 Laps -Tokyo Route 246 - 2 Laps -Trial Mountain - 2 Laps -Special Stage R5 II - 2 Laps Prize Car: -Toyota Vitz RS 1.5(J) Money Prizes: -1st: 2000 -2nd: 1500 -3rd: - -4th: - -5th: - -6th: - Championship: 5000 Regulations/Limitations: -Toyota Vitz RS 1.5 -Toyota Vitz Euro Edition -only -------------------- Honda Type-R Meeting -------------------- Licence Required: -None Courses: -Tokyo Route 246 - 2 Laps -Grand Valley Speedway - 2 Laps -Trial Mountain II - 2 Laps -Super Speedway - 4 Laps -Tokyo Route 246 II - 2 Laps Prize Car: -Honda Civic Type R(EK), -Honda Civic SiR-II(EG), -Honda S2000 Money Prizes: -1st: 5000 -2nd: 2500 -3rd: 1000 -4th: - -5th: - -6th: - -Championship: 10000 Regulations/Limitations: -Honda Accord Euro-R, -Honda NSX Type R, -Honda Integra Type R 98 spec, -Honda Civic Type R(EK), -Acura Integra Type R, -Spoon Civic Type-R, -only ---------------------------- Mitsubishi Evolution Meeting ---------------------------- Licence Required: -None Courses: -Laguna Seca Raceway - 2 Laps -Trial Mountain - 2 Laps -Mid-Field Raceway II - 2 Laps Prize Car: -Mitsubishi Lancer Evolution IV GSR(J) Money Prizes: -1st: 5000 -2nd: 2500 -3rd: 1500 -4th: 1000 -5th: 800 -6th: 500 Regulations/Limitations: -Mitsubishi Lancer Evolution IV GSR(J), -Mitsubishi Lancer Evolution V GSR(J), -Mitsubishi Lancer Evolution VI GSR(J), -Mitsubishi Lancer Evolution VI GSR T.M.E.(J), -Mitsubishi Lancer Evolution VI GSR T.M.E. (stripe,J), -Mitsubishi Lancer Evolution VI RS(J), -Mitsubishi Lancer Evolution VI Rally Car, -Mitsubishi Lancer Evolution VII GSR(J), -Mitsubishi Lancer Evolution VII RS(J), -Mitsubishi Lancer Evolution VII Rally Car Prototype -only -------------- New Beetle Cup -------------- Licence Required: -B Licence Courses: -Rome Circuit - 2 Laps -Grand Valley Speedway - 2 Laps -Seattle Circuit II - 2 Laps -Test Course - 2 Laps -Cote D'Azur - 3 Laps Prize Car: -Volkswagen New Beetle RSi Money Prizes: -1st: 5000 -2nd: 2500 -3rd: 1500 -4th: 1000 -5th: 800 -6th: 500 -Championship: 10000 Regulations/Limitations: -Volkswagen New Beetle 2.0, -Volkswagen New Beetle RSI, -Volkswagen New Beetle Cup Car, -only ------------------------------- Gran Turismo World Championship ------------------------------- Licence Required: -A Licence Courses: -Tokyo Route 246 - 2 Laps -Super Speedway - 4 Laps -Trial Mountain - 2 Laps -Mid-Field Raceway - 2 Laps -Laguna Seca Raceway - 2 Laps -Seattle Circuit - 2 Laps -Special Stage R11 - 2 Laps -Apricot Hill Raceway - 2 Laps -Trial Mountain II - 2 Laps -Grand Valley Speedway - 3 Laps Prize Car: -Mazda Eunos Roadster, -Nissan Skyline R-32 GT-R V-Spec II, -Mitsubishi Lancer Evolution VI GSR, -Toyota Celica GT-Four Money Prizes: -1st: 10000 -2nd: 2000 -3rd: 1000 -4th: 300 -5th: 200 -6th: 100 -Championship: 50000 Regulations/Limitations: -None --------------------------------------------------------------------------- =---------------------------------= =- Amateur League -= =---------------------------------= Search Field: v-b ------------------ Japan Championship ------------------ Licence Required: -A Licence Courses: -Tokyo Route 246 - 3 Laps -Super Speedway - 6 Laps -Apricot Hill Raceway - 3 Laps -Special Stage R11 - 3 Laps -Tokyo Route 246 II - 3 Laps Prize Car: -Subaru Impreza Wagon WRX STi Version VI, -Mitsubishi Lancer Evolution IV GSR, -Mistubishi FTO GP Version R, -Mazda RX-7 Type RZ Money Prizes: -1st: 7500 -2nd: 3000 -3rd: 2000 -4th: 1000 -5th: 500 -6th: 200 -Championship: 15000 Regulations/Limitations: -None --------------------- American Championship --------------------- Licence Required: -A Licence Courses: -Seattle Circuit - 3 Laps -Trial Mounatin - 3 Laps -Super Speedway - 6 Laps -Seattle Circuit II - 3 Laps -Laguna Seca Raceway - 3 Laps Prize Car: -Subaru Impreza Sedan WRX Sti Version VI, -Audi TT 1.8T Quattro, -Mazda RX-7 Type RS, -Chevrolet Camaro Race Car Money Prizes: -1st: 7500 -2nd: 3000 -3rd: 2000 -4th: 1000 -5th: 500 -6th: 200 -Championship: 15000 Regulations/Limitations: -None --------------------- European Championship --------------------- Licence Required: -A Licence Courses: -Rome Circuit - 3 Laps -Special Stage R5 - 3 Laps -Grand Valley Speedway - 3 Laps -Cote D'Azur - 3 Laps Prize Car: -Gillet Vertigo Race Car 424, -Lotus Elise Sports 190, -Nissan Skyline GTR-V Spec II(R32), -Mini Cooper 1.3i Money Prizes: -1st: 7500 -2nd: 3000 -3rd: 2000 -4th: 1000 -5th: 500 -6th: 200 -Championship: 15000 Regulations/Limitations: -None ------------------------------- Gran Turismo World Championship ------------------------------- Licence Required: -International B Licence Courses: -Tokyo Route 246 - 5 Laps -Laguna Seca Raceway - 5 Laps -Apricot Hill Raceway - 5 Laps -Deep Forest Raceway - 5 Laps -Special Stage R5 - 5 Laps -Trial Mountain - 5 Laps -Seattle Circuit - 5 Laps -Mid-Field Raceway - 5 Laps -Special Stage R11 - 5 Laps -Grand Valley Speedway - 5 Laps Prize Car: -Nissan Z Concept, -Mazda RX-8, -Nissan C-West Retson Silvia, -Toyota GT-One Road Car Money Prizes: -1st: 10000 -2nd: 5000 -3rd: 2500 -4th: 1000 -5th: 500 -6th: - -Championship: 100000 Regulations/Limitations: -None ------------------------------------------------------------- Deutsch Tourenwagen Challenge/German Touring Car Championship ------------------------------------------------------------- Licence Required: -International B Licence Courses: -Trial Mounatin - 3 Laps -Mid-Field Raceway - 3 Laps -Deep Forest Raceway - 3 Laps -Laguna Seca Raceway - 3 Laps -Tokyo Route 246 - 3 Laps Prize Car: -Volswagen New Beetle Cup Car, -Volkswagen Lupo Cup Car, -RUF 3400S, -Opel Astra Touring Car Money Prizes: -1st: 10000 -2nd: 5000 -3rd: 3000 -4th: 1500 -5th: - -6th: - -Championship: 30000 Regulations/Limitations: -None ------------ FF Challenge ------------ Licence Required: -A Licence Courses: -Deep Forest Raceway - 5 Laps -Rome Circuit II - 5 Laps -Apricot Hill Raceway II - 5 Laps Prize Car: -Toyota TRD Celica Sports M Money Prizes: -1st: 5000 -2nd: 3000 -3rd: 2000 -4th: 1000 -5th: 500 -6th: 300 Regulations/Limitations: -FF Engined Vehicles Only, Tyre Wear On ------------ FR Challenge ------------ Licence Required: -A Licence Courses: -Trial Mountain - 5 Laps -Laguna Seca Raceway - 5 Laps -Tokyo Route 246 - 5 Laps Prize Car: -Toyota Sprinter Trueno GT-Apex SS Version Money Prizes: -1st: 5000 -2nd: 3000 -3rd: 2000 -4th: 1000 -5th: 500 -6th: 300 Regulations/Limitations: -FR Engined Vehicles Only, Tyre Wear On ------------ MR Challenge ------------ Licence Required: -A Licence Courses: -Tokyo Route 246 II - 2 Laps -Deep Forest Raceway II - 2 Laps -Grand Valley Speedway - 2 Laps Prize Car: -Honda NSX Type S Zero Money Prizes: -1st: 5000 -2nd: 3000 -3rd: 2000 -4th: 1000 -5th: 500 -6th: 300 Regulations/Limitations: -MR Engined Vehicles Only, Tyre Wear On ------------- 4WD Challenge ------------- Licence Required: -A Licence Courses: -Super Speedway - 5 Laps -Apricot Hill Raceway II - 5 Laps -Grand Valley Speedway - 5 Laps Prize Car: -Mitsubishi Lancer Evolution VII GSR Money Prizes: -1st: 5000 -2nd: 3000 -3rd: 2000 -4th: 1000 -5th: 500 -6th: 300 Regulations/Limitations: -4WD Engined Vehicles Only, Tyre Wear On ---------------------------------- Stars & Stripes Grand Championship ---------------------------------- Licence Required: -A Licence Courses: -Seattle Circuit - 3 Laps -Super Speedway - 6 Laps -Laguna Seca Raceway - 3 Laps -Seattle Circuit II - 3 Laps Prize Car: -Spoon S2000 Race Car Money Prizes: -1st: 7500 -2nd: 2000 -3rd: 500 -4th: - -5th: - -6th: - Regulations/Limitations: -Acura CL 3.2 Type S, -Acura NSX, -Acura Integra Type R, -Chevrolet Corvette Grand Sport, -Chevrolet Camaro Z28, -Chevrolet Corvette Z06, -Chevrolet Camaro SS, -Chevrolet Camaro Race car, -Chevrolet Corvette C5R, -Chrysler PT Cruiser, -Dodge Viper GTSR Concept, -Dodge Viper GTS-R Team Oreca, -Dodge Viper GTS, -Ford Focus Rally car, -Ford Escort Rally car, -Ford Mustang SVT Cobra R, -Ford GT40 Racecar, -Ford GT40, -Panoz Esperante GTR-1, -Shelby Cobra -only ---------------------- Boxer Spirit Challenge ---------------------- Licence Required: -A Licence Courses: -Deep Forest Raceway - 3 Laps -Seattle Circuit - 3 Laps -Mid-Field Raceway II - 3 Laps Prize Car: -Subaru Legacy Blitzen B4 Money Prizes: -1st: 10000 -2nd: 1000 -3rd: 500 -4th: 400 -5th: 300 -6th: 200 Regulations/Limitations: -RUF 3400S, -RUF RGT, -RUF CTR2, -Subaru Impreza WRX STi, -Subaru Impreza Sportswagon STi, -Subaru Impreza Rally car, -Subaru Impreza 22B-STi Version, -Subaru Impreza Sedan WRX STi Version VI, -Subaru Impreza Wagon WRX STi Version VI, -Subaru Impreza Rally car prototype, -Subaru Legacy B4 RSK, -Subaru Legacy B4 Blitzen, -Subaru Legacy Touring Wagon GT-B, -Subaru Impreza LM Racecar -only ------------------- 80's Sports Car Cup ------------------- Licence Required: -A Licence Courses: -Tokyo Route 246 - 3 Laps -Special Stage Route 5 - 3 Laps -Trial Mountain II - 3 Laps Prize Car: -Nismo Skyline GTR S-Tune (R32) Money Prizes: -1st: 8000 -2nd: 4000 -3rd: 1000 -4th: 500 -5th: 300 -6th: 200 Regulations/Limitations: -Mazda Savanna RX7 Infini III, -Mazda Eunos Roadster, -Nismo Skyline GT-R S-Tune(R32), -Nissan Skyline GTS-t Type M(R32), -Nissan Skyline GT-R V-spec II(R32), -Nissan Silvia K's (S13 2000cc), -Nissan Silvia K's (S13 1800cc), -Nissan Fairlady Z Version S Twinturbo 2-seater, -Nissan Fairlady Z Version R Twinturbo 2 by 2, -Toyota Sprinter Trueno GT-Apex (A86 Type I), -Toyota Sprinter Trueno GT-Apex S.S. -only ----------------- Race of NA Sports ----------------- Licence Required: -A Licence Courses: -Apricot Hill Raceway II - 3 Laps -Super Speedway - 6 Laps -Deep Forest Raceway II - 3 Laps Prize Car: -Mazda RX-8 Money Prizes: -1st: 15000 -2nd: 3000 -3rd: 2000 -4th: 1000 -5th: 500 -6th: - Regulations/Limitations: -NA Cars only -------------------- Race of Turbo Sports -------------------- Licence Required: -A Licence Courses: -Apricot Hill Raceway II - 3 Laps -Test Course - 3 Laps -Grand Valley Speedway - 3 Laps Prize Car: -Mine's Lancer Evolution VI Money Prizes: -1st: 15000 -2nd: 3000 -3rd: 2000 -4th: 1000 -5th: 500 -6th: - Regulations/Limitations: -Turbo Cars only ---------------------- Gran Turismo All-Stars ---------------------- Licence Required: -International B Licence Courses: -Laguna Seca Raceway - 5 Laps -Deep Forest Raceway II - 5 Laps -Mid-Field Raceway - 5 Laps -Test Course - 5 Laps -Apricot Hill Raceway II - 5 Laps -Rome Circuit II - 5 Laps -Seattle Circuit - 5 Laps -Special Stage Route 11 - 5 Laps -Grand Valley Speedway II- 5 Laps -Tokyo Route 246 II - 5 Laps Prize Car: -Nismo Skyline GTR R-Tune (R34), -Raybrig NSX JGTC, -Mine's Skyline GT-R V-Spec, -Ford GT40 Racecar Money Prizes: -1st: 25000 -2nd: 8000 -3rd: 4000 -4th: - -5th: - -6th: - -Championship: 200000 Regulations/Limitations: -Tyre Wear on ------------------------- All Japan GT Championship ------------------------- Licence Required: -International B Licence Courses: -Grand Valley Speedway - 5 Laps -Rome Circuit - 5 Laps -Mid-Field Raceway - 5 Laps -Special Stage R5 II - 5 Laps -Laguna Seca Raceway - 5 Laps -Super Speedway - 10 Laps -Apricot Hill Raceway - 5 Laps -Grand Valley Speedway II- 5 Laps -Special Stage R11 - 5 Laps -Tokyo Route 246 - 5 Laps Prize Car: -Honda ARTA NSX, -Toyota Denso Sard Supra GT, -Nissan Loctite-Zexel GT-R Skyline, -Nissan Calsonic Skyline JGTC Money Prizes: -1st: 15000 -2nd: 5000 -3rd: 2500 -4th: - -5th: - -6th: - -Championship: 150000 Regulations/Limitations: -Tyre Wear on --------------------------- Tourist Trophy/Audi TT Race --------------------------- Licence Required: -A Licence Courses: -Seattle Circuit - 3 Laps -Special Stage R5 - 3 Laps -Trial Mountain - 3 Laps -Rome Circuit - 3 Laps -Deep Forest Raceway II - 3 Laps Prize Car: -Audi S4 Money Prizes: -1st: 10000 -2nd: 6000 -3rd: 4500 -4th: 3500 -5th: 1500 -6th: 500 Regulations/Limitations: -Audi TT 1.8T Quatro only ---------------------- Race of the Red Emblem ---------------------- Licence Required: -International B Licence Courses: -Trial Mountain - 3 Laps -Laguna Seca Raceway - 3 Laps -Special Stage Route 11 - 3 Laps Prize Car: -Nismo 400R Money Prizes: -1st: 30000 -2nd: 1000 -3rd: 500 -4th: 400 -5th: 300 -6th: 200 Regulations/Limitations: -Nismo 400R, -Nismo Skyline GT-R S-Tune(R32), -Nismo Skyline GT-R R-Tune(R34), -Nissan Skyline GT-R V-spec II(R32), -Nissan Skyline GT-R V-spec(R33), -Nissan Skyline GT-R V-spec(R34), -Nissan Skyline GT-R V-spec II(R34), -Nissan Pennzoil Nismo GT-R, -Nissan Loctite-Zexel GT-R, -Nissan Calsonic Skyline, -Nismo GT-R LM Road Car (R33), -Mines Skyline GT-R N1 V-spec(R34), -Nissan Skyline GTS-t Type M(R32) -only ---------------------- Legend of Silver Arrow ---------------------- Licence Required: -A Licence Courses: -Trial Mountain - 3 Laps -Super Speedway - 6 Laps -Rome Cicruit II - 3 Laps Prize Car: -Mercedes CLK Touring Car Money Prizes: -1st: 20000 -2nd: 7500 -3rd: 3000 -4th: 1000 -5th: 500 -6th: 200 Regulations/Limitations: -Mercedes CLK Touring Car, -Mercedes CLK55, -Mercedes CL600, -Mercedes SLK 230 Kompressor -only ---------------------------------- New Generation Sports Altezza Race ---------------------------------- Licence Required: -A Licence Courses: -Deep Forest Raceway - 5 Laps -Special Stage R11 - 4 Laps -Grand Valley Speedway - 4 Laps -Tokyo Route 246 - 5 Laps -Cote D'Azur - 7 Laps Prize Car: -Toyota Altezza LM Racecar, -Tom's X540 Chaser, -Toyota Vitz RS 1.5 Money Prizes: -1st: 10000 -2nd: 5000 -3rd: 1000 -4th: - -5th: - -6th: - -Championship: 30000 Regulations/Limitations: -Toyota Altezza RS200, -Toyota Altezza AS200, -Toyota Altezza LM Racecar -only -------------------- Honda Type-R Meeting -------------------- Licence Required: -B Licence Courses: -Tokyo Route 246 - 5 Laps -Special Stage Route 11 - 5 Laps -Super Speedway - 10 Laps -Tokyo Route 246 II - 5 Laps -Cote D'Azur - 7 Laps Prize Car: -Honda NSX Type R, -Spoon Sports S2000, -Mugen S2000, -Honda S2000 Money Prizes: -1st: 10000 -2nd: 5000 -3rd: 4000 -4th: 2000 -5th: 1000 -6th: 500 -Championship: 150000 Regulations/Limitations: -Honda Accord Euro-R, -Honda NSX Type R, -Honda Integra Type R 98 spec, -Honda Civic Type R(EK), -Acura Integra Type R, -Spoon Civic Type-R -only ---------------------------- Mitsubishi Evolution Meeting ---------------------------- Licence Required: -B Licence Courses: -Mid-Filed Raceway II - 6 Laps -Special Stage Route 11 - 4 Laps -Tokyo Route 246 - 5 Laps Prize Car: -Mitsubishi Lancer Evolution VI Rally Car Money Prizes: -1st: 10000 -2nd: 5000 -3rd: 4000 -4th: 2000 -5th: 1000 -6th: 500 Regulations/Limitations: -Mitsubishi Lancer Evolution IV GSR(J), -Mitsubishi Lancer Evolution V GSR(J), -Mitsubishi Lancer Evolution VI GSR(J), -Mitsubishi Lancer Evolution VI GSR T.M.E.(J), -Mitsubishi Lancer Evolution VI GSR T.M.E. (stripe,J), -Mitsubishi Lancer Evolution VI RS(J), -Mitsubishi Lancer Evolution VI Rally Car, -Mitsubishi Lancer Evolution VII GSR(J), -Mitsubishi Lancer Evolution VII RS(J), -Mitsubishi Lancer Evolution VII Rally Car Prototype -only ---------------------- Dream Car Championship ---------------------- Licence Required: -International A Licence Courses: -Deep Forest Raceway - 5 Laps -Laguna Seca Raceway - 5 Laps -Special Stage Route 5 - 5 Laps -Apricot Hill Raceway - 5 Laps -Test Course - 5 Laps -Special Stage Route 11 - 5 Laps -Grand Valley Speedway II- 7 Laps Prize Car: -Subaru Impreza LM Racecar, -Honda S2000 LM Racecar, -Mazda RX-7 LM Racecar, -Mitsubishi FTO LM Racecar Money Prizes: -1st: 25000 -2nd: 15000 -3rd: 7500 -4th: - -5th: - -6th: - -Championship: 150000 Regulations/Limitations: -Tyre Wear On ---------------------------------------------------------------------------- =---------------------------------= =- Professional League -= =---------------------------------= Search Field: v-c ------------------ British GT Car Cup ------------------ Licence Required: -International A Licence Courses: -Trial Mountain - 10 Laps -Special Stage Route 5 - 10 Laps -Rome Circuit II - 10 Laps Prize Car: -Aston Martin Vanquish V12 Money Prizes: -1st: 20000 -2nd: 7500 -3rd: 6000 -4th: 5000 -5th: 2000 -6th: 500 Regulations/Limitations: -Tyre Wear On ------------------------------- Gran Turismo World Championship ------------------------------- Licence Required: -International A Licence Courses: -Grand Valley Speedway - 10 Laps -Apricot Hill Raceway II - 10 Laps -Special Stage R5 II - 10 Laps -Trial Mountain - 10 Laps -Deep Forest Raceway - 10 Laps -Test Course - 10 Laps -Special Stage R11 II - 10 Laps -Tokyo Route 246 - 10 Laps -Cote D'Azur - 10 Laps -Grand Valley Speedway II- 10 Laps Prize Car: -Nissan R390 GT1 Road Car, -Jaguar XJ220 Racecar, -Ford GT40 Race Car, -Opel Calibra Touring Car Money Prizes: -1st: 35000 -2nd: 10000 -3rd: 7500 -4th: 6000 -5th: 3000 -6th: - -Championship: 250000 Regulations/Limitations: -Tyre Wear On ------------ FF Challenge ------------ Licence Required: -International A Licence Courses: -Deep Forest Raceway II - 10 Laps -Rome Circuit - 10 Laps -Cote D'Azur - 10 Laps Prize Car: -Spoon Civic Type-R Money Prizes: -1st: 10000 -2nd: 6000 -3rd: 4000 -4th: 3000 -5th: 1000 -6th: 500 Regulations/Limitations: -FF Engined Vehicles Only, Tyre Wear On ------------ FR Challenge ------------ Licence Required: -International A Licence Courses: -Apricot Hill Raceway - 10 Laps -Mid-Field Raceway II - 10 Laps -Deep Forest Raceway II - 10 Laps Prize Car: -Nismo GT-R LM Road Car Money Prizes: -1st: 15000 -2nd: 7500 -3rd: 5000 -4th: 3000 -5th: 1000 -6th: 500 Regulations/Limitations: -FR Engined Vehicles Only, Tyre Wear On ------------ MR Challenge ------------ Licence Required: -International A Licence Courses: -Trial Mountain - 10 Laps -Laguna Seca Raceway - 10 Laps -Mid-Field Raceway II - 10 Laps Prize Car: -Tommy Kaira ZZII Money Prizes: -1st: 20000 -2nd: 7500 -3rd: 5000 -4th: 3000 -5th: 1000 -6th: 500 Regulations/Limitations: -MR Engined Vehicles Only, Tyre Wear On ------------- 4WD Challenge ------------- Licence Required: -International A Licence Courses: -Special Stage R5 II - 10 Laps -Laguna Seca Raceway - 10 Laps -Deep Forest Raceway - 10 Laps Prize Car: -Mitsubishi Lancer Evolution VII Rally Car Prototype Money Prizes: -1st: 30000 -2nd: 10000 -3rd: 5000 -4th: 3000 -5th: 1000 -6th: 500 Regulations/Limitations: -4WD Engined Vehicles Only, Tyre Wear On --------------------- Spider & Roadster Cup --------------------- Licence Required: -International B Licence Courses: -Grand Valley Speedway - 10 Laps -Trial Mountain - 10 Laps -Cote D'Azur - 10 Laps Prize Car: -Shelby Cobra Money Prizes: -1st: 10000 -2nd: 6000 -3rd: 4500 -4th: 3500 -5th: 1500 -6th: 500 Regulations/Limitations: -Tyre Wear On -Honda S2000 Type V, -Honda S2000, -Honda CR-X Del Sol SiR, -Lotis Elise 190, -Mazda Eunos Roadster, -Mazda Roadster 1.8 RS, -Mazda Roadster RS, -Mercedes-Benz SLK 230 Kompressor, -Mugen S2000, -Nissan Silvia Varietta, -Opel Speedster, -RUF 3400S, -Shelby Cobra, -Spoon S2000, -Toyota MR-S S Edition, -TVR Griffith 500 -only ---------------------- Boxer Spirit Challenge ---------------------- Licence Required: -International B Licence Courses: -Deep Forest Raceway II - 10 Laps -Rome Circuit - 10 Laps -Super Speedway - 10 Laps Prize Car: -RUF RGT Money Prizes: -1st: 15000 -2nd: 7500 -3rd: 4000 -4th: 3000 -5th: 1000 -6th: 500 Regulations/Limitations: -Tyre Wear On -RUF 3400S, -RUF RGT, -RUF CTR2, -Subaru Impreza WRX STi, -Subaru Impreza Sportswagon STi, -Subaru Impreza Rally car, -Subaru Impreza 22B-STi Version, -Subaru Impreza Sedan WRX STi Version VI, -Subaru Impreza Wagon WRX STi Version VI, -Subaru Impreza Rally car prototype, -Subaru Legacy B4 RSK, -Subaru Legacy B4 Blitzen, -Subaru Legacy Touring Wagon GT-B, -Subaru Impreza LM Racecar -only ----------------- Race of NA Sports ----------------- Licence Required: -International B Licence Courses: -Apricot Hill Raceway - 10 Laps -Seattle Circui - 10 Laps -Tokyo Route 246 - 10 Laps Prize Car: -Pagani Zonda C12s Money Prizes: -1st: 20000 -2nd: 5000 -3rd: 2500 -4th: 1000 -5th: 500 -6th: - Regulations/Limitations: -NA Cars only -Tyre Wear On -------------------- Race of Turbo Sports -------------------- Licence Required: -International B Licence Courses: -Mid-Field Raceway - 10 Laps -Test Course - 10 Laps -Apricot Hill Raceway - 10 Laps Prize Car: -RUF CTR2 Money Prizes: -1st: 30000 -2nd: 7500 -3rd: 5000 -4th: 2500 -5th: 1000 -6th: - Regulations/Limitations: -Turbo Cars only -Tyre Wear On ---------------------- Gran Turismo All-Stars ---------------------- Licence Required: -International A Licence Courses: -Laguna Seca Raceway - 15 Laps -Deep Forest Raceway - 15 Laps -Mid-Field Raceway II - 15 Laps -Test Course - 15 Laps -Apricot Hill Raceway - 15 Laps -Rome Circuit - 15 Laps -Seattle Circuit II - 15 Laps -Special Stage R11 II - 15 Laps -Grand Valley Speedway - 15 Laps -Tokyo Route 246 - 15 Laps Prize Car: -R390 GT1 LM Racecar, -Dodge Viper Concept, -Toyota GT-One Racecar, -Subaru Impreza WRX Sti Sedan Money Prizes: -1st: 50000 -2nd: 20000 -3rd: 7500 -4th: 5000 -5th: 3000 -6th: - -Championship: 400000 Regulations/Limitations: -Tyre Wear on ------------------------- All Japan GT Championship ------------------------- Licence Required: -International A Licence Courses: -Grand Valley Speedway - 15 Laps -Apricot Hill Raceway - 20 Laps -Test Course - 15 Laps -Special Stage Route 11 - 15 Laps -Laguna Seca Raceway - 20 Laps -Trial Mountain - 15 Laps -Rome Circuit II - 15 Laps -Grand Valley Speedway II- 15 Laps -Tokyo Route 246 - 15 Laps -Cote D'Azur - 20 Laps Prize Car: -Pennzoil Nismo GT-R, -Toyota Super Autobacs Apex MR-S, -Ford Diablo GT, -Honda Castrol Mugen NSX Money Prizes: -1st: 30000 -2nd: 10000 -3rd: 7000 -4th: 5000 -5th: 1000 -6th: - -Championship: 250000 Regulations/Limitations: -Tyre Wear on ------------------- Italian Avant Garde ------------------- Licence Required: -International B Licence Courses: -Rome Circuit - 10 Laps -Rome Circuit II - 10 Laps Prize Car: -Pagani Zonda Race Car Money Prizes: -1st: 30000 -2nd: 8500 -3rd: 7000 -4th: 5500 -5th: 2500 -6th: 1000 Regulations/Limitations: -Tyre Wear On -Pagani Zonda C12, -Pagani Zonda C12S, -Alfa Romeo 156 2.5 V6 24V, -Fiat Coupé Turbo Plus, -Delta HF Integrale Rally car, -Pagani Zonda Race Car -only ---------------------- Race of the Red Emblem ---------------------- Licence Required: -International A Licence Courses: -Tokyo Route 246 - 10 Laps -Grand Valley Speedway II- 10 Laps -Special Stage R11 II - 10 Laps Prize Car: -Nissan Calsonic Skyline Money Prizes: -1st: 25000 -2nd: 8000 -3rd: 7000 -4th: 5500 -5th: 2500 -6th: 1000 Regulations/Limitations: -Tyre Wear On -Nismo 400R, -Nismo Skyline GT-R S-Tune(R32), -Nismo Skyline GT-R R-Tune(R34), -Nissan Skyline GT-R V-spec II(R32), -Nissan Skyline GT-R V-spec(R33), -Nissan Skyline GT-R V-spec(R34), -Nissan Skyline GT-R V-spec II(R34), -Nissan Pennzoil Nismo GT-R, -Nissan Loctite-Zexel GT-R, -Nissan Calsonic Skyline, -Nismo GT-R LM Road Car (R33), -Mines Skyline GT-R N1 V-spec(R34), -Nissan Skyline GTS-t Type M(R32) -only --------- Vitz Race --------- Licence Required: -International B Licence Courses: -Rome Circuit II - 10 Laps -Laguna Seca Raceway - 10 Laps -Test Course - 10 Laps -Special Stage R11 II - 10 Laps -Grand Valley Speedway II- 10 Laps Prize Car: -Toyota Vitz RS 1.5, -Toyota Altezza LM Racecar, -Toyota Supra RZ, -Toyota Castrol Tom's Supra Money Prizes: -1st: 7500 -2nd: 5000 -3rd: 2500 -4th: 1000 -5th: 500 -6th: 300 Championship: 30000 Regulations/Limitations: -Tyre Wear On -Toyota Vitz RS 1.5 -Toyota Vitz Euro Edition -only ------------ Elise Trophy ------------ Licence Required: -International B Licence Courses: -Cote D'Azur - 10 Laps -Apricot Hill Raceway - 10 Laps -Deep Forest Raceway - 10 Laps -Rome Circuit II - 10 Laps -Trial Mountain - 10 Laps Prize Car: -Lotus Elise 190 Money Prizes: -1st: 15000 -2nd: 7000 -3rd: 3000 -4th: - -5th: - -6th: - Championship: 60000 Regulations/Limitations: -Tyre Wear On -Lotus Elise 190 -Lotus Motor Sports Elise -only ----------- Clio Trophy ----------- Licence Required: -International B Licence Courses: -Rome Circuit - 10 Laps -Grand Valley Speedway - 10 Laps -Special Stage R11 II - 10 Laps -Deep Forest Raceway - 10 Laps -Cote D'Azur - 10 Laps Prize Car: -Volkswagen New Beetle Cup Car Money Prizes: -1st: 15000 -2nd: 7000 -3rd: 3000 -4th: - -5th: - -6th: - Championship: 60000 Regulations/Limitations: -Tyre Wear On -Renault Clio Sports V6 24V -Renault Clio Sports Race Car -only ---------------- Tuscan Challenge ---------------- Licence Required: -International B Licence Courses: -Trial Mountain II - 10 Laps -Special Stage Route 5 - 10 Laps -Rome Circuit II - 10 Laps -Seattle Circuit - 10 Laps -Test Course - 10 Laps Prize Car: -TVR Griffith 500 -TVR Speed 12 Money Prizes: -1st: 50000 -2nd: 10000 -3rd: 5000 -4th: - -5th: - -6th: - Championship: 45000 Regulations/Limitations: -Tyre Wear On -TVR Tuscan Speed 6 only ---------------------- Dream Car Championship ---------------------- Licence Required: -Super Licence Courses: -Test Course - 15 Laps -Grand Valley Speedway - 15 Laps -Trial Mountain II - 15 Laps -Tokyo Route 246 - 20 Laps -Mid-Field Raceway II - 15 Laps -Special Stage R11 II - 15 Laps -Cote D'Azur - 15 Laps Prize Car: -Toyota GT1 Race Car, -Panoz Esperante GTR-1 -Mitsubishi FTO LM Race Car Money Prizes: -1st: 40000 -2nd: 9500 -3rd: 8000 -4th: 6500 -5th: 3500 -6th: 1000 Championship: 250000 Regulations/Limitations: -Tyre Wear On --------------------- Polyphony Digital Cup --------------------- Licence Required: -Super Licence Courses: -Trial Mountain II - 15 Laps -Mid-Field Raceway II - 15 Laps -Rome Circuit II - 15 Laps -Special Stage Route 5 - 15 Laps -Seattle Circuit II - 15 Laps -Apricot Hill Raceway II - 15 Laps -Deep Forest Raceway II - 15 Laps -Special Stage R11 II - 15 Laps -Grand Valley Speedway II- 15 Laps -Tokyo Route 246 II - 15 Laps Prize Car: -TVR Speed 12 -Suzuki Escudo Pikes Peak Version -Toyota GT-One Road Car -F094/S F1 Car Money Prizes: -1st: 50000 -2nd: - -3rd: - -4th: - -5th: - -6th: - Championship: 400000 Regulations/Limitations: -Tyre Wear On -Normal Cars only(no tuning) ------------- Like the Wind ------------- Licence Required: -Super Licence Courses: -Test Course - 20 Laps Prize Car: -Mazda 787B Money Prizes: -1st: 10000 -2nd: 6000 -3rd: 4500 -4th: 3500 -5th: 1500 -6th: 800 Regulations/Limitations: -Tyre Wear On ---------- Formula GT ---------- License Required: -Super License Courses: -Midfield Raceway - 30 Laps -Seattle Circuit - 40 Laps -Grand Valley Speedway - 27 Laps -Super Speedway - 50 Laps -Rome Circuit - 28 Laps -Test Course - 25 Laps -Laguna Seca Raceway - 33 Laps -Apricot Hill Raceway - 27 Laps -Tokyo Route 246 - 25 Laps -Cote d' Azur - 78 Laps Prize Cars: -F687/S F1 Racer (Polyphony 1/2 in the PAL Version) -F090/S F1 Racer -F688/S F1 Racer -F686/M F1 Racer Money Prizes: -1st: 30,000 -2nd: 8,500 -3rd: 7,000 -4th: 5'500 -5th: 2,500 -6th: 1,000 Regulations/Limitations: -Tyre Wear On -Racing Cars Only ---------------------------------------------------------------------------- =---------------------------------= =- Endurance League -= =---------------------------------= Search Field: v-d ------------------ Grand Valley 300km ------------------ Licence Required: -International A Licence Courses: -Grand Valley Speedway - 60 Laps Prize Car: -Nissan R390 GT1 Road Car, -Chevrolet Corvette C5R, -Subaru Impreza LM Race Car, -Spoon S2000 RaceCar Money Prizes: -1st: 400000 -2nd: 100000 -3rd: 85000 -4th: 65000 -5th: 40000 -6th: 11000 Regulations/Limitations: -Tyre Wear On ----------------- Seattle 100 Miles ----------------- Licence Required: -International A Licence Courses: -Seattle Circuit - 40 Laps Prize Car: -Tommy Kaira ZZ II, -Nismo GT-R LM Road Car, -Panoz Esperante GTR-1, Money Prizes: -1st: 150000 -2nd: 70000 -3rd: 55000 -4th: 45000 -5th: 20000 -6th: 9000 Regulations/Limitations: -Tyre Wear On --------------------- Laguna Seca 200 Miles --------------------- Licence Required: -International A Licence Courses: -Laguna Seca Raceway - 90 Laps Prize Car: -Nissan Calsonic Skyline, -Toyota Altezza LM RaceCar, Money Prizes: -1st: 300000 -2nd: 85000 -3rd: 70000 -4th: 55000 -5th: 30000 -6th: 10000 Regulations/Limitations: -Tyre Wear On ------------------- Passage to Colosseo ------------------- Licence Required: -International A Licence Courses: -Rome Circuit - 2 Hours Prize Car: -Gillet Vertigo Race Car, -Pagani Zonda Race Car, -Lancia Delta HF Integrate Race Car Money Prizes: -1st: 300000 -2nd: 85000 -3rd: 70000 -4th: 55000 -5th: 30000 -6th: 10000 Regulations/Limitations: -Tyre Wear On ------------------------ Trial Mountain Endurance ------------------------ Licence Required: -International A Licence Courses: -Trial Mountain - 2 Hours Prize Car: -Mine's Skyline GT-R V-spec -Lister Storm V12, Honda S2000 LM Race Car Money Prizes: -1st: 150000 -2nd: 70000 -3rd: 55000 -4th: 45000 -5th: 20000 -6th: 9000 Regulations/Limitations: -Tyre Wear On -Non-tuned cars only ---------------------- Special Stage Route 11 ---------------------- Licence Required: -International A Licence Courses: -Special Stage Route 11 - 50 Laps Prize Car: -Toyota Autobacs APEX MR-S GT, -Honda Arta NSX, -Nissan C-West Razo Silvia -Chevrolet Camaro Race Car Money Prizes: -1st: 500000 -2nd: 120000 -3rd: 100000 -4th: 80000 -5th: 50000 -6th: 12000 Regulations/Limitations: -Tyre Wear On ------------------ Roadster Endurance ------------------ Licence Required: -International A Licence Courses: -Apricot Hill Raceway - 40 Laps Prize Car: -Mazda MX-5 Roadster, -Mazda MX-5 Roadster 1.8 RS, -Mazda MX-5 Roadster LS Money Prizes: -1st: 100000 -2nd: 60000 -3rd: 45000 -4th: 35000 -5th: 15000 -6th: 8000 Regulations/Limitations: -Tyre Wear On -Mazda MX-5 Roadster, -Mazda MX-5 Roadster 1.8RS, -Mazda MX-5 Roadster LS -only --------------- Tokyo Route 246 --------------- Licence Required: -International A Licence Courses: -Tokyo Route 246 - 100 Laps Prize Car: -Toyota GT-One Road Car, Nissan C-West Razo Silvia -Mazda RX-7 LM Race Car Money Prizes: -1st: 400000 -2nd: 100000 -3rd: 85000 -4th: 65000 -5th: 40000 -6th: 11000 Regulations/Limitations: -Tyre Wear On --------------- Mistral 78 Laps --------------- Licence Required: -International A Licence Courses: -Cote D'Azur - 78 Laps Prize Car: -Jaguar XJ220 Road Car -Acura RSX -Mitsubishi FTO LM Race Car Money Prizes: -1st: 500000 -2nd: 120000 -3rd: 100000 -4th: 80000 -5th: 50000 -6th: 12000 Regulations/Limitations: -Tyre Wear On ------------------------ Super Speedway 150 Miles ------------------------ Licence Required: -International A Licence Courses: -Super Speedway - 100 Laps Prize Car: -Renault Clio Sport Race Car -Chevrolet Corvette C5R -Tickford Falcon XR8 Race Car Money Prizes: -1st: 200000 -2nd: 80000 -3rd: 65000 -4th: 50000 -5th: 25000 -6th: 9500 Regulations/Limitations: -Tyre Wear On ---------------------------------------------------------------------------- =---------------------------------= =- Rally League -= =---------------------------------= Search Field: v-c ---------------- Tahiti Challenge ---------------- Licence Required: -Rally Licence Opposing Car: -Peugeot 306 Courses: -Tahiti Circuit - 2 Laps -Tahiti Circuit - 3 Laps -Tahiti Circuit - 5 Laps Prize Car: -Toyota Celica Rally Car Money Prizes: -Race 1 : 5,000 -Race 2: 10,000 -Race 3: 20,000 Regulations/Limitations: -Rally Tyres Only ----------- Tahiti Maze ----------- Licence Required: -Rally Licence Opposing Car: -Mitsubishi Evolution VII Rally Car Courses: -Tahiti Maze - 2 Laps -Tahiti Maze - 3 Laps -Tahiti Maze - 5 Laps Prize Car: -Ford Escort Rally Car Money Prizes: -Race 1 : 5,000 -Race 2: 10,000 -Race 3: 20,000 Regulations/Limitations: -Rally Tyres Only --------------------- Smokey Mountain Rally --------------------- Licence Required: -Rally Licence Opposing Car: -Subaru Impreza Rally Car Courses: -Smokey Mountain - 3 Laps -Smokey Mountain - 5 Laps -Smokey Mountain - 7 Laps Prize Car: -Ford Focus Rally Car Money Prizes: -Race 1 : 5,000 -Race 2: 10,000 -Race 3: 20,000 Regulations/Limitations: -Rally Tyres Only ------------- Rally of Alps ------------- Licence Required: -Rally Licence Opposing Car: -Subaru Impreza Rally Car Courses: -Swiss Alps - 3 Laps -Swiss Alps - 5 Laps -Swiss Alps - 7 Laps Prize Car: -Peugeot 206 Rally Car Money Prizes: -Race 1 : 5,000 -Race 2: 10,000 -Race 3: 20,000 Regulations/Limitations: -Rally Tyres Only ------------------- Tahiti Challenge II ------------------- Licence Required: -Rally Licence Opposing Car: -Ford Escort Rally Car Courses: -Tahiti Circuit II - 2 Laps -Tahiti Circuit II - 3 Laps -Tahiti Circuit II - 5 Laps Prize Car: -Toyota Corolla Rally Car Money Prizes: -Race 1 : 5,000 -Race 2: 10,000 -Race 3: 20,000 Regulations/Limitations: -Rally Tyres Only -------------- Tahiti Maze II -------------- Licence Required: -Rally Licence Opposing Car: -Mitsubishi Evolution VII Rally Car Courses: -Tahiti Maze II - 2 Laps -Tahiti Maze II - 3 Laps -Tahiti Maze II - 5 Laps Prize Car: -Subaru Impreza Rally Car Money Prizes: -Race 1 : 5,000 -Race 2: 10,000 -Race 3: 20,000 Regulations/Limitations: -Rally Tyres Only --------------------- Smokey Mountain Rally --------------------- Licence Required: -Rally Licence Opposing Car: -Toyota Corolla Rally Car Courses: -Smokey Mountain II- 3 Laps -Smokey Mountain II- 5 Laps -Smokey Mountain II- 7 Laps Prize Car: -Mitsubishi Lancer Evolution VII Rally Car Money Prizes: -Race 1 : 5,000 -Race 2: 10,000 -Race 3: 20,000 Regulations/Limitations: -Rally Tyres Only ---------------- Rally of Alps II ---------------- Licence Required: -Rally Licence Opposing Car: -Toyota Celica Rally Car Courses: -Swiss Alps II - 3 Laps -Swiss Alps II - 5 Laps -Swiss Alps II - 7 Laps Prize Car: -Mitsubishi Evolution VII Rally Car Prototype Money Prizes: -Race 1 : 5,000 -Race 2: 10,000 -Race 3: 20,000 Regulations/Limitations: -Rally Tyres Only ------------------------- Super Special Route 5 Wet ------------------------- Licence Required: -Rally Licence Opposing Car: -Mitsubishi Lancer Evolution VII Rally Car Prototype Courses: -SS Route 5 Wet - 2 Laps -SS Route 5 Wet - 3 Laps -SS Route 5 Wet - 5 Laps Prize Car: -Citroen Xsara Rally Car Money Prizes: -Race 1 : 5,000 -Race 2: 10,000 -Race 3: 20,000 Regulations/Limitations: -Rally Tyres Only ---------------------------- Super Special Route 5 Wet II ---------------------------- Licence Required: -Rally Licence Opposing Car: -Subaru Impreza Rally Car Prototype Courses: -SS Route 5 Wet II - 2 Laps -SS Route 5 Wet II - 3 Laps -SS Route 5 Wet II - 5 Laps Prize Car: -Subaru Impreza Rally Car Prototype Money Prizes: -Race 1 : 5,000 -Race 2: 10,000 -Race 3: 20,000 Regulations/Limitations: -Rally Tyres Only -=================================================- -= CAR ACQUISITION =- -=================================================- Index Number: vi Want to drive all the cars, or looking for an individual one? You've come to the right place! ----- ACURA ----- Integra Type R - Buy for 27,480 3.2Cl Type S - Buy for 34,230 NSX 1993 - Buy for 94,790 NSX 1997 - Buy for 99,570 RSX Type-S - Win Cote D'Azur Endurance Race ---------- ALFA ROMEO ---------- 156 2.5 V6 24V - Buy for 38,910 DB7 Vantage Coupé - Buy for 154,720 Vanquish - Win British GT Cup(PRO)/Gold iA Licence V8 Vantage - Buy for 455,000 ---- AUDI ---- S4 - Buy for 39,730/Win Audi TT Race(AMA) TT 1.8T Quatro - Buy for 46,580/Win Audi TT(BEG)/Win American Champ(AM) --- BMW --- 328ci - Buy for 50,690 --------- CHEVROLET --------- Camaro Z28 - Buy for 22,830 Camaro SS - Buy for 29,350/Win Stars & Stripes(AMA) Corvette Grand Sport - Buy for 40,010 Corvette Z06 - Buy for 54,000 Corvette C5R - Buy for 1m/Win Super Speedway Endurance/Win Grand Valley Endurance/50% Game Completion Camaro Race Car - Win American Champ(AMA)/Win SSR11 Endurance -------- CHRYSLER -------- PT Cruiser - Buy for 17,980 ------- CITROEN ------- Xsara Rally Car - Buy for 350,000/Win SSR5(Rally) -------- DAIHATSU -------- Mira TR-XX Avanzato R- Buy for 11,140/Win Race for Turbo Sports(BEG) Storia X4 - Buy for 13,900 ----- DODGE ----- Viper GTS - Buy for 78,680 Viper GTS Concept - Win GT All-Star(PRO)/Gold S Licence Viper GTS-R Team Oreca-Buy for 1m/Win all Amateur races ---- FIAT ---- Coupé Turbo Plus - Buy for 21,030 ---- FORD ---- Mustang SVT Cobra R - Buy for 31,150 Escort Rally Car - Win Tahiti Maze(Rally) Focus Rally Car - Buy for 350,000/Win Smokey Mountain(Rally) GT40 1966 - Win GT All-Stars(AMA) GT40 1969 - Win GT World Champ(PRO) Tickford Falcon XR8 Race Car - Buy for 150,000/Win Super Speedway 150 End. ------ GILLET ------ Vertigo Race Car - Buy for 1.2m/Win European Champ(AMA)/Win Rome 2Hr End ----- HONDA ----- CR-X del Sol SiR - Buy for 31,150/Win NA Sports Car Cup(BEG) Civic SiR-II - Buy for 18,890/Win Type R Meeting(BEG) Civic Type R - Buy for 19,980 Integra Type R 98 - Buy for 25,160 Accord Euro-R - Buy for 25,330 S2000 - Buy for 33,800/Win Type R Meeting(AMA) S2000 Type V - Buy for 35,600 NSX Type S Zero - Buy for 98,570/Win MR Challenge(AMA) NSX Type R - Buy for 99,570/Win Type R Meeting(AMA) Castrol Mugen NSX GT Car - Buy 1.25m/Win All Japan Champ(PRO) Raybrig NSX Race Car - Win GT All-Stars(AMA) Arta NSX - Win All Japan Champ(AMA)/Win SSR11(Endurance) S2000 LM Race Car - Win Trial Mountain 2Hr Endurance Mugen S2000 - Win Type R Meeting(AMA) ------ JAGUAR ------ XKR Coupé - Buy for 104,980 XJ220 Road Car - Buy for 780,000/Win Cote D'Azur Endurance XJ220 Race Car - Win GT World Championship(PRO) ------ LANCIA ------ Delta HF Integrate Rally Car - Buy for 500,000 ------ LISTER ------ Storm V12 Race Car - Buy for 1,198,000/Win Trial Mountain 2-Hr Endurance ----- LOTUS ----- Elise 190 - Buy for 58,530/Win European Championship(AMA)/ - Win Elise Trophy(PRO) Espirit V8-SE - Buy for 106,000 Espirit Sport 350 - Buy for 113,540 Motor Sport Elise - Buy for 100,000 ----- MAZDA ----- Demio GL-X - Buy for 14,660 Roadster MX-5 1989 - Buy for 16,900/Win Clubman Cup Roadster MX-5 1993 - Buy for 17,000/Win GT World Champ(BEG) Roadster MX-5 1.8RS - Buy for 22,950/Win Roadster Endurance Roadtser LS - Buy for 23,280/Win Spider & Roadster Cup(AMA)/ - Gold B Licence Savanna RX-7 Infini III - Buy for 32,300/Win 80's Cup(BEG) RX-7 Type RS - Buy for 37,780/Win American Champ(AMA) RX-7 Type RZ - Buy for 39,980/Win Japanese Champ(AMA) RX-8 - Win NA Sports(AMA)/GT Worlds(AMA)/Gold A Licence 787B - Win Like the Wind(PRO)/75% Game Completion RX-7 LM Race Car - Win Dream Car Race(AMA)/Win Tokyo 246 Endurance -------- MERCEDES -------- SLK 230 Kompressor - Buy for 55,310/Win Silver Arrow(BEG) CLK55 - Buy for 93,110 CL600 - Buy for 133,950 CLK Touring Car - Win Silver Arrow(AMA) ---------- MITSUBISHI ---------- Mine's Lancer Evolution VI - Win Turbo Sports(AMA) FTO GP Version R - Buy for 21,600/Win Japan Champ(AMA) Lancer Evolution VII RS - Buy for 25,180 Lancer Evolution VI RS - Buy for 25,980 Lancer Evolution IV GSR - Buy for 29,980/Win Japan Chmap(AMA) Lancer Evolution VII GSR- Buy for 29,980/Win 4WD Challenge(AMA) Lancer Evolution V GSR - Buy for 32,480/Win all Beginner Races Lancer Evolution VI GSR - Buy for 32,480/Win GT World Champ(BEG) Lancer Evolution VI GSR Tommi Makinenen Edition - Buy for 32,780 3000GT VR-4 Turbo - Buy for 43,230 3000GT VR-4 - Buy for 43,320 Lancer Evolution VI Rally Car - Win Evolution Meeting/Win Smokey Mt Rally Lancer Evolution VII Rally Car Prototype - Win 4WD Challenge(PRO)/ - Win Swiss Alps II Rally FTO 1996 LM Race Car - Win Dream Car Race/Win Cote D'Azur Endurance ------ NISSAN ------ Mine's Skyline GTR-N1 V Spec - Win GT All-Star(AMA)/ Win Trial Mt 2Hr End. Silvia Varietta - Buy for 27,980 Skyline GTS-t Type M - Buy for 23,850 Skyline 1994 GT-R V Spec II - Buy for 52,600/Win Euro Champ(AMA) Skyline GT-R spec - Buy for 53,900 Skyline 1999 GT-R V spec - Buy for 55,980 Skyline 2000 GT-R V Spec II - Buy for 57,480 Silvia 1991 K's 2000cc - Buy for 20,360 Silvia 1998 K's 1800cc - Buy for 18,860/Win FR Challenge(BEG) 240 SX K's Areo - Buy for 23,950 Silvia Spec-R Aero - Buy for 25,600 240 SX Fastback Type X - Buy for 24,980 300ZX Twin Turbo 2-Seater - Buy for 39,900 320ZX 2by2 - Buy for 43,980 Pennzoil Nismo GT-R - Buy for 785,000/Win All Japan Champ(PRO) Z Concept - Win GT World Champ(AMA)/Gold iB Licence Nismo GT-R LM Road Car - Win FR Challenge(PRO)/Win Seattle Endurance R390 GT1 LM Race Car - Win GT All Star(PRO) R390 GT1 Road Car - Win GT World(PRO)/Win Grand Valley 300 End. Nismo 400R - Win Race of Red Emblem Nismo Skyline GTR R-Tune - Win GT All-Star(AMA) Nismo Skyline GTR S-Tune - Win 80'S Car Challenge(AMA) C-West Razo Silvia JGTC - Win GT World Champ(AMA)/Win Tokyo 246 End. Loctite Zexel JGTC - Win GT All-Japan Champ(AMA) Calsonic Skyline JGTC - Win All-Japan Camp(AMA)/Win Laguna Seca End. Nismo GT-R LM Road Car - Win FR Challenge(PRO) ------ PAGINI ------ Zonda C12 - Buy for 275,010/Win NA Sports(PRO) Zonda S - Buy for 352,440 Zonda LM Race Car - Win Rome 2Hr Endurance ----- PANOZ ----- Esperante GTR-1 - Buy for 2m/Win Dream Car Cup(AMA)/Win Seattle Endur. ------- PEUGEOT ------- 206 S16 - Buy for 23,360 206 Rally Car - Buy for 350,000/Win Swiss Alps Rally ------- RENAULT ------- Clio Sport V6 24V - Buy for 43,400 Clio Sport Race Car - Buy for 300,000/ Win Super Speedway Endurance ----- ROVER ----- Mini Cooper 1.3l - Win Lightweight-K Cup/Win European Championship(AMA) --- RUF --- 3400S - Buy for 76,740/Win German Touring(AMA) RGT - Buy for 160,000/Win Boxer Spirit(PRO) CTR2 - Buy for 382,000/Win Turbo Sports(PRO) ------ SHELBY ------ Cobra - Buy for 500,000/Win Spider & Roadster Race(PRO) ----- Spoon ----- S2000 - Win Type R Meeting(AMA) Civic Type-R - Win FF Challenge(PRO) S2000 Race Car - Win Dream Car Cup(AMA)/Win Stars & Stripes(AMA)/ - Win Grand Valley 300 Endurance ------ SUBARU ------ Legacy B4 RSK - Buy for 26,430 Impreza Sedan WRX STi Ver VI - Buy for 29,190/Win American Champ(AMA) Impreza Wagon WRX STi Ver VI - Buy for 29,190/Win Japanese Champ(AM) Legacy Touring Wagon GT-8 - Buy for 29,330 Impreza Sports Wagon WRX STi - Buy for 29,980 Legacy B4 Blitzen - Buy for 30,000/Win Boxer Spirit(AMA) Impreza Sedan WRX STi 2001 - Buy for 31,980 Impreza Sedan WRX STi 2000 - Win GT All-Stars(PRO) Impreza 22B STi Version - Buy for 50,000 Impreza Rally Car - Buy for 300,000/Win Taihiti Maze II Rally
Impreza Rally Car Prototype - Win SSR5 Wet II(Rally)/Gold Rally Licence Impreza LM Race Car - Win Dream Car Race(AMA) ------ SUZUKI ------ Alto Works Suzuki Sports Limited - Buy for 12,220/Win 4WD Challenge(AMA) Escudo Pikes Peak Version - Buy for 1m/Win all Rallies/ - Win Polyphony Digital Cup ----------- TOMMY KAIRA ----------- ZZ-S - Buy for 56,800 ZZ II - Win MR Challenge(PRO)/Win Seattle End. ------ TOYOTA ------ Vitz Euro Edition - Buy for 12,880 Vitz RS 1.5 - Buy for 14,530/Win FF Challenge(BEG)/ - Win Vitz Race(BEG)/Win Altezza Race(AMA) Celica SS-II Fastback - Buy for 19,700/Win Altezza Race(BEG) MR-S S Edition - Buy for 19,800/Win MR Challenge(AMA) Lexus IS - Buy for 20,600 Celica SS-II - Buy for 21,360 MR2 G-Limited - Buy for 23,750 Altezza RS200 - Buy for 24,000 MR2 GT-S - Buy for 27,130 Celica GT-Four - Buy for 32,660/Win GT World(AMA) Supra SZ-R - Buy for 34,700 Supra RZ - Buy for 44,800/Win Vitz Cup(PRO) Corolla Rally Car - Buy for 300,000/Win Taihiti II Challenge Castrol Tom's Supra - Buy for 1,250,000/ Win Vitz Cup(PRO) Celica Rally Car - Win Tahiti Challenge Rally GT-One Race Car - Win GT All-Stars(PRO)/ Win Dream Car Champ(PRO)/ - Win Polyphony Cup GT-One Road Car - Win Tokyo 246 Endurance Chaser Tom's X540 - Win Altezza Race(AMA) Sprinter Trueno GT-Apex - Buy for 13,550/Win Sunday Cup Altezza LM Race Car - Win Altezza Cup(AMA)/Win Vitz Cup(PRO)/ - Win Laguna Seca Endurnace Autobacs Apex MR-S GT Car - Win Japan Champ(PRO)/Win SSR11 Endurance Celica TRD Sports M - Win FF Challenge(AMA) Denso Sard Supra 2000 - Win Japan Champ(AMA) Sprinter Trueno GT-Apex Shigeno Version - Win FR Challenge(AMA) --- TVR --- Griffith 500 - Buy for 62,410/Win TVR Tuscan Challenge(PRO) Tuscan Speed 6 - Buy for 80,790 Speed 12 - Win TVR Tuscan Challenge(PRO)/Win Polyphony Cup ------------- VAUXHALL/OPEL ------------- Speedster - Buy for 38,390 Calibra Touring Car - Win GT World Champ(PRO) Astra Touring Car - Win German Touring Car Cup(AMA) ---------- VOLKSWAGEN ---------- New Beetle 2.0 - Buy for 15,930 New Beetle RSi - Buy for 70,000/Win Beetle Cup(BEG) Lupo Cup Car - Win German Touring Car Cup(AMA) New Beetle Cup Car - Win German Touring Car Cup(AMA)/Win Clio Cup(PRO) -=================================================- -= TUNING SCHOOL =- -=================================================- Index Number: vii Sections are by Not Me unless otherwise indicated. A big thanks to Not Me for teaching us how to tune. I already know how to tune a radio, but a car? If you wish to ask our resident Tuner a question, go to: http://cgi.gamefaqs.com/boards/genmessage.asp?board=27212&topic=1374911 THIS IS THE NEW TUNING TOPIC ------------ INTRODUCTION ------------ "I try to be objective and give general ideas, and principles that are the same regardless. What works for someone else probably won't work for you. That's why, while I can appreciate the trouble someone may go through to create all these settings for different cars and posting them, it just doesn't make sense. Some one that can demolish the game maybe able to pilot a car on the edge of its traction circle a lot better than a beginner, so if a beginner comes here and sets their car up according to someone else's post and can't win with it they'll assume they suck, or the game is just too hard. Don't buy into the "this is the ultimate setup" bit. Nothing works exactly the same for everyone." -Not Me ----------- RIDE HEIGHT ----------- Lowering the ride height lowers the center of gravity making the car more stable in general. Important to remember when lowering the car is to slightly increase your spring rates (I do it uniformly) to compensate for the decrease in travel. If you don't increase spring rates, you'll bottom out and lose speed and handling over quick elevation changes or curbs. Also, if you notice your car bouncing a lot after you lower it, increase the bound rate of the shock absorbers (a lot of this stuff can only be done on the full custom shocks) and like the game says the rebound can be harder but I usually set it equal to the bound. Now on the other hand, if your car is jumping i.e. both front wheels coming off the ground over a curb then your suspension set up is probably too hard, just soften up the springs and shocks a little to take care of this. Don't be afraid to spend time in the Run and Settings place learning what works and doesn't for you and your car. ------------ LIMITED SLIP ------------ Limited slip is kind of a mixed blessing: it locks the wheels together for powerful acceleration, but it can make turning a nightmare. That's why they're limited, a fully locked differential is beneficial for straight line acceleration, but since both wheels must spin at the same speed (because they're locked together) with high hp you'll push straight no matter how much you try to turn, as when you corner in a car the outside wheel has to cover more ground and needs to roll faster, so a limited slip allows you to unlock the wheels during trailing throttle, braking and mild acceleration. It all varies depending on how the car is set up. If you are having severe problems with understeer it could be attributed to having your LSD set to high. A limited slip is a device that allows both wheels to work together when possible, and more importantly allows them to be independent when necessary. During cornering the outside wheels have to travel a further distance than the inside wheels so the outside wheel needs to travel faster to get through the corner with the rest of the car. A fully locked differential won't allow this. In a fully locked diff, both wheels are conjoined, or physically locked together. This is great for straight line acceleration, as both wheels put down max power, however, it induces tons of understeer, and when you put the power down in a corner, you will lurch straight ahead, usually into a wall, because the inability of the outside wheel to outrun the inside wheel is magnified when you put the power down. A limited slip device like in this game is programmable to allow you to adjust how much the wheels lock together initially (coasting or cruising), how much during deceleration (active braking), and acceleration. The numbers are usually represented in percentages. For example the new Porsche GT2 has an asymmetrical diff (that means different values for acceleration and deceleration) with a 60% lock on acceleration and a lower more cornering friendly 40% on trailing throttle (crusing or coasting) and deceleration. You can adjust the values in the game higher or lower to do different things. For example say you're constantly oversteering out of a turn when you try to put the power down, increase the acceleration number a little at a time to induce a little less throttle oversteer. The converse is true as well, if every time you put down the power you rocket straight into a wall, try turning down the acceleration value and you'll get a little more independent wheel spin which will induce better turning than before. Deceleration is the same but hardly as noticeable, you should really have to only deal with acceleration. If you're having turning problems unrelated to acceleration you should probably check out your suspension setup. ---------- BRAKE BIAS ---------- A front brake bias tends towards understeer and stability, but a rear brake bias tends towards oversteer, the more exaggerated the bias, the more pronounced the effect. ---------- SUSPENSION ---------- If you want stiffer suspension then set the spring rate higher, not the ride height. The springs are rated in kg/mm, or how many kg it takes to compress the springs, so the higher you set it the more weight it takes to compress the springs, so you'll see less weight transfer (it will still be the same, just not as dramatic) and yaw (how much the car rolls left and right in turns) will decrease also, but don't get too carried away, increase it in moderation until you find a setting that works for you. Bound and rebound are the functions of the actual shock itself. Bound is the compression of the shock the harder it is the rougher the ride, but better handling, don't get too hard though or all the weight presses down on the shock and tries to compress, and it will have no where to go but back up (every action has an equal and opposite reaction) and then you'll have a very nervous car. The rebound is decompression, or how fast the shock returns from its compressed state to normal, the higher this is set the faster the shock recovers, too high and the car can jump, but too low and it won't recover fast enough and you'll bottom out your suspension in twisty or hilly parts. The rebound can be higher than the bound but I like to keep them uniform. --------- DOWNFORCE --------- Downforce does effect your suspension (in real life anyway), but downforce usually increases with speed i.e. the faster you go the stronger the downforce (measured in pounds) becomes, so when the downforce is high you usually aren't going to pay a big penalty for the few mm of compression you're going to get, because you'll be barreling down a straight. Slightly increase you spring rates if you increase downforce. Low cars have the best center of gravity. The lower you can make your car the faster it will travel, the better it will handle, and the more stable it will be, conversely though there is a limit, too low and you'll scrape over bumps and curbs - drop your car incrementally until it handles right for you. When you lower downforce, increase spring rates, and possibly bound and rebound. SPELLCHECKED TO HERE *********** ------------ GEARS-PART 1 ------------ If you're having trouble launching on a track, but want to keep a shorter gear setting because the track requires strong acceleration, then make 1st gear taller by moving the bar to the left. This will allow you to keep a sporty setting, but make first gear slightly longer creating a little more speed and a little less acceleration for a better launch. This is not a big loss either as 1st is rarely used except in an accident or at the beginning. Again taller gears have smaller numbers for example 4.000 is taller than 4.580, so you can achieve a greater top speed with a 4.000 but less acceleration. -------------- TUNING-GENERAL -------------- The smart tuners order is thus: Make it stop better, then make it handle better, then make it go faster. Most people (in real life, and my friends with a GT game) go this way. Make it faster, faster again, faster some more, oh, now I need to turn better, faster some more. Oh crap, now I can't stop my 200 mph road rocket, guess I'll have to get some brakes. Seriously good brakes don't slow you down, they make you faster by allowing you to brake later and more precisely, then if you handle better you can brake even later. In real life you have increased your cars performance without even cracking open the engine. In the game well none of that matters because you don't have to pay to maintain and fuel these monsters (other than the oil changes). But seriously you'll find that you can take what seemed like an equal or lesser car increase the braking and handling characteristics and dominate without and power increase. SPELLCHECKED TO HERE ****************************************** ------------ GEARS-PART 2 ------------ If you're only concerned about top speed then increase them all. Depending on your hp/kg ratio, you may want to start with something like an overall set of 32. If you don't get close to hitting redline in 6th before you have to turn, then lower the total set 1 level at a time until you get close, if you hit the rev limiter then raise the overall set 1 at a time until you don't. Once you just barely miss the rev limiter in each straight (I assume you're on the test track) then you will have the best possible gearing for top speed with your cars current set up. Any lower and you redline, any higher and you don't accelerate up to speed as quickly. ----------------------------------- TURBO & NATURALLY ASPIRATED ENGINES ----------------------------------- N/A stands for Naturally Aspirated (aspiration is breathing). A n/a car breathes in its intake air under its own power (most American cars are n/a, including ones like the Pontiac Trans/Am whose Ram-Air scoops do not make it forced induction). There are three kinds (that I can think of) of forced induction: 1.Turbo charging 2: Supercharging 3: NOS (NOX, or Nitros, Nitrous Oxide). Forced induction means a device or devices are used to help the car breath. A Turbo charger runs off of the exhaust gases in a car, they spin a impeller (internal propeller) which is connected to a shaft that turns another impeller which takes the incoming air (which comes through an air filter like every other vehicle) and compresses it. Without getting to complex the way to make more power is to burn more fuel some engines do it with cubic inches (vettes, vipers, etc...) some do it with forced induction. Skylines, Supras, etc... when you compress more air into the cylinder more fuel can be put in as well (air and fuel mix in a ratio called the A/F ratio). Turbo charging allows you to put a higher VOLUME (versus the same car without forced induction) of air and fuel into each intake stroke. Thus producing as much if not more power than a much larger N/A engine. Superchargers are about the same, except they run off of an engine belt driven by the crankshaft, instead of running off exhaust. NOS basically injects more O2 into your intake runner, or directly into each cylinder thus allowing more fuel to be added. ------------ GEARS-PART 3 ------------ If you lower (make the value a smaller number) the first two gears you'll increase the top speed attainable in those gears, and if you raise (increase the value of the number) gears 3 and 4 you'll pick up some acceleration in those gears but the top speed will be lower. So you would come off the line a little slower then have strong accelration with gears 3 and 4 then return to normal with 5 and 6. With gears there is no real law of averages whatever you do to one gear has no effect on another (excluding the final drive which effects all gears) except that it might make another gear useless, for example if you make 2nd really tall (low number value) it may have a maximum speed close to 3rd's, making 3rd all but useless. In general you'll want to only manipulate the 1st gear or 6th (7th if you have it) until you get comfortable with the gears. As stated before I like a sporty setting 22-25 overall with a long 6th (lowest possible number value) and I usually leave the final drive (differential) alone. By the way the Total is the final drive and your top gear factored together (I think) for all intents and purposes you don't have to understand it. ----------- INTERCOOLER ----------- An intercooler is like a radiator for your intake charge (air about to be forced into a cylinder). The compression action of a turbo or super charger increases the temperature of the air, and since cool air is more dense, and dense air contains more oxygen, forced induction cars sometimes use intercoolers to lower the temperature of the air after it is compressed but before it goes into the cylinder. Also cool air is less likely to cause detonation. --------- OVERSTEER --------- If you oversteer your outside drive wheel is out accelerating your inside wheel and one possible way to correct this is to increase the acceleration number on the LSD. This is only one possible way, but I prefer it to some other methods. It's there to be adjusted, just remember some tunings make radical differences and some are more subtle. Let me also state that the above is not all inclusive to reasons you may be oversteering. Suspension set up can have major effect also, but if your suspension is set up well and you just oversteer a little to much (or a lot) give the above a try. ------------------------------- ASM/Active Stability Management ------------------------------- ASM uses brakes to slow down the wheels that are going to fast. In real life (and I assume this is how the setup in the game works) a car with ASM senses your speed, notes your steering input, and calculates what the wheel speeds for each wheel should be to maintain your dialed in course. If it detects otherwise it brakes the offending wheel. For instance if you are powering out of a turn, and start to encounter throttle induced oversteer, than the computer will recognize the outside drive wheel as the offender (going too fast and pushing the car steeper into the turn) and will apply brake pressure to slow it down. In the real world this is all good, but in a racing game it slows you down, and makes you understeer. --------------------------- TCS/Traction Control System --------------------------- TCS can work two ways. Some cars use a method similar to above and apply brakes to a spinning drive wheel, some cars however detect wheel speed vs forward speed, and the calculate the gear you are in and will actually retard (stop or slow) the engine in microbursts, cutting the power on and off like a light switch to maintain traction (á la Formula 1) the second method is actually better as it doesn't beat the crap outta the brakes. ------- Yaw/ESP ------- A yaw-sensing feature works to increase traction during potential side- skidding situations. In other words, whereas both ABS and traction control work on the longitudinal (front-to-back) axis of the vehicle, stability control operates on the lateral (side-to-side) axis. Bosch's Electronic Stability Program (ESP), the first such system on the market, began appearing in 1995 Mercedes-Benz S-Class sedans. It has since become a popular feature on many upscale vehicles. In addition to discrete electrical components, ceramic sensors and solenoid valves, stability control systems typically utilize wheel-speed sensors, steering-angle sensors and a hydraulic modulator. The key component is, however, something called a rotational speed sensor (also known as a yaw-rate sensor). Yaw can be described as "the movement of an object turning on its vertical axis." The yaw-rate sensor determines how far off-axis a car is "tilting" in a turn. This information is then fed into a microcomputer that correlates the data with wheel speed, steering angle and accelerator position, and, if the system senses too much yaw, the appropriate braking force is applied. Remember, though, that stability control, like any technology, is not fool- proof. All vehicles must ultimately obey the laws of physics. Much of the above information was gleaned from a monstrous article on all kinds of stability systems. I know its long but it's the best way I know to explain yaw. ------------------- Limited Slip-Part 2 ------------------- As best as I understand LSD's, "initial" is the value of wheel lock under a non accelerating throttle application. For example cruising down a highway at 65 without accelerating or decelerating would cause the LSD to "relax" into its much lower initial value. Usually cars do this so you can maneuver easily around sweepers, through lane changes, etc... The low initial value allows the wheels to spin more independently which is as discussed above more beneficial to handling. I should state, that if you actually modulate a throttle analog style, and sometimes apply constant power around a turn to maintain a speed, not accelerating but maintaining a speed, such as going a steady 30-40 mph around a tight hairpin and you understeer, you can lower the initial value on the LSD to increase independent wheel rotation thus allowing less understeer, the converse is true also. This adjustment will be ultra small in results, but if you're just trying to tune that last little thing, this may be what you're looking for. ----------- FISHTAILING ----------- If you are trying to get your car to snap into the second part of an "S" turn, but the tail makes you plow wide on the second turn then you could try this. Lower the spring rate just a touch up front, and maybe stiffen it a little in the rear. Also if you have downforce adjustable parameters, then try a little more up front and less in the back. Maybe also lower you Accelerating value on the LSD. The objective here is to try and get the front to bite a little more and the rear a little less. Right now your car has more grip in the butt than the nose (and in all likely hood in less it is a FF car it always will) but with some of the above suggestions, you can balance it a little more towards neutral. Another suggestion that I hardly see people talk about is tire compound. If you want the front to bite harder and snap the tail around more, then try to run a slightly less grippy tire in the rear. Tire wear will become an issue at sometime, but it may be something you can live with, and if you fishtail around the turns than the rears should wear as fast as the shorter lived front tires. --------- BODY ROLL --------- I don't think it is important for the body to roll a lot on a race track. If you ever get the chance to drive an open wheel racer you'll see how little roll a car can have. I prefer to keep the suspension as hard as possible, but still correct mechanically (when I say as hard as possible I don't mean maximum values). Stiffer stabilizers will make the car sit into a turn faster. If the body cannot roll on the suspension as much all of the yaw energy goes to the tires faster giving you a much more true indication of the line the car will take sooner than a softer suspension. Example if you are turning through a decreasing radius turn and having to turn harder and harder the car will "tilt" more and more the harder you turn. On a softer suspension set up the cars suspension can absorb some of this "tilt" but it will reach a point when all of the energy transfers to the tires, now this is true regardless of your suspension set up, but in a firm set up the energy transfers to the tires more quickly not late in the curve which could potentially change your line. Also of note, a car in full tilt will raise its center of gravity, and as we know that's not conducive to handling. So set'em harder if you want to, but do it incrementally, as dramatic changes can sometimes spoil you on an idea that may have worked in moderation. ------------ REAR SPRINGS ------------ During braking, there is almost no rear spring effect, as all the weight is transferring forward (regardless of engine layout), but during acceleration the reverse is true. Harder springs in the back don't take the weight as well so the transfer is interrupted, or when you accelerate and your car goes rocking back a harder spring catches the weight better, and forces more weight to stay on the front (compared to the same set up with softer rear springs) obviously we want the front to keep weight because those wheels direct us. The down side to all this is that since the rearward weight transfer is reduced, you may spin a little more during WOT (Wide Open Throttle) acceleration. If this is an aspect you want to tune, try to find a happy medium, after all to much spinning will reduce your times as bad (if not worse) as understeering. Cornering force is not so noticeable unless you have a drastic difference in front and rear spring rates (of course front and rear should be different because of weight distribution, I am referring to really drastic differences in stock set up). However, a stiffer spring is like a stiffer stabilizer (anti-roll bar) and will transfer the Yaw energy of the car to the tire more quickly (without drastic changes, this won't be ultra noticeable). ------ CAMBER ------ Camber is the relation of the contact patch to the road. Example, think about a tire as it sits on the road, looking at the tire from behind or infront of the car you see that the tire is flat on the ground and that the side of the wheel and tire are straight up and down. Now lets add some camber take the outside edge of the tire where it meets the road and adjust the wheel so that it is slightly off the road. Now the side looks funny, the top of the wheel and tire are inset (still looking from infront or behind the car) and the bottom sticks out more, why would I make my car look funny. Well, when you turn your weight transfers from the center of the car to the outside, and underbraking or lifted throttle deceleration to the outside front tire the most. As the weight transfers the outside front tire starts to lift on its inside (it wants to roll over onto its sidewall) but since we have made our car look funny with added camber instead of rolling to the side and lifting the inside off of the road we now push the outside (which was lifted because of camber) down onto the road, and unless we are sick and doing something stupid the inside will stay on the road as well. This has allowed us to use the entire contact patch during a turn, when it is needed most. Positive camber yields better turning characteristics, but a slight drop in straight line stability. The rear works the same but should be used with more moderation, because you need the contact patch there during acceleration. This is all in reference to a rear drive car, but once you grasp this you should be able to adapt it to all styles. ------------- CAMBER(2)/TOE ------------- Camber helps corner, but reduces top speed, the trade off could be good, or bad. In the game you can't set negative camber so any numbers I mention are positive. I like to run a touch of camber something like 2.0-3.0 degrees in the front, and 1.0-1.5 in the rear. The front setting is more dramatic because those are really the wheels that do most of the work in a turn, and you don't want to set the rear really high (in a rear drive car) because camber causes the contact patch of the tire to become smaller (because the tires at angle with the road surface) and smaller contact patches mean a harder time putting down the power. Toe is a little different. I don't like to do too much with the toe settings, but if you understeer, you can try to set the rear toe in (a negative number) or visa versa if your problem is oversteer. Toe should always be changed incrementally as it can really screw up, or perfect a car. ---------------------- ACCELERATION CORNERING ---------------------- Since technically every time you release the throttle you'll slow down, in order to maintain a certain speed you must be accelerating when you reapply the throttle right!?! Here's the kicker though during tapping applications I would think you're in and out of the throttle so much that both values accel and decel have something to do with it. I'm not exactly sure how the game really deals with this particular aspect, but maybe I would mess with the acceleration value if I were having problems simply because it'll probably be more beneficial to adjust than the deceleration value. Again if you are going wide, lower the accel value, and if you oversteer increase it. ------------ TORQUE STEER ------------ Torque Steer plagues FF and 4WD vehicles. Torque steer is caused from the fact that the turning wheels are pulling also, this is kinda like a stupifying understeer, and is usually only present in lower gears when you are in the fat part of your torque curve (like shooting out of corners in 1st or 2nd). Does your car have a VCD, or whatever the acronym in this game is? If so try this, turn down the amount of power going to the front wheels a little at a time. I may not remember the name of it but the VCD? controls how much power goes to the front wheels, if you turn it down a little you'll experience less torque steer. ----------- DRIVETRAINS ----------- (by kebl0632) FF - Front engine, Front wheel drive; tend to understeer. FR - Rear engine, Rear wheel drive; tend to oversteer=lots of fun in drifting. MR - Mid engine (after the front axel and before the rear axel); best car for conering since the bulk of the mass is in the middle of the car; tend to over steer a little and difficult to recover once your tail sticks out too much on the side. RR - Rear engine, Rear wheel drive; tends to understeer as the weight of the car tends to lift it up and not giving the front tyre enough weight for traction. ------- FF CARS ------- Question/Comment(by kebl0632) i never understand how to drive an FF car properly... it won't steer a lot of the time with my way of driving. in the end, i ended up using handbrake turn to get the car's tail around the corner. softening the spring could help but that puts extra strain on the front tyres... Answer(by Not Me) Try this. shorten your midrange gears a little bit 2nd, 3rd, 4th this will allow them to produce a little more traction frying power in a turn. If you want to slide you have to get the back to break traction, as you probably know. What you want to achieve is a controllable slide so if you haven't yet, stiffen up the springs in the rear just a touch, do the above with the gears, make sure the front suspension is a little softer than the rear, add some toe in in the rear, no more than 2 or 3 negative degrees, maybe turn the rear camber down a little like 0 to 1 degree. One last thing for a snap around increase your brake bias towards the rear, this will allow you to start your turn, tap your brakes, and watch the a$$ try to beat you around the turn. Dial these settings slowly and maybe one at a time, until you get that nice controlled slide. Question(by Wiseblood) I'm struggling with the Cruiser. In deep forest two, it pulls. I want to say understeer, but it's actually powersliding... like the front tires have no grip. I softened the front springs, and added slight camber to the front... but still sliding. Not spinning - sliding sideways. Answer(by Not Me) Try to toe in the front tires a couple of degrees (toe in is a negative number) and maybe reduce your rear camber to 0 if its not already, also the brake thing make work well for you. I don't know exactly what you mean when you say powersliding, but I guess you mean plowing (no matter how you turn you slide straight of the track), if you are powersliding in the true since of the word (4 wheel drift) and sliding off the track sideways, then try to add some serious camber up front, like 2 or 3 degrees. --- TOE --- Here goes my tirade on toe. For this you may need paper or a really good imagination. Draw a rectangle (in your head or on paper I don't care) This will be a car as viewed from above (birds eye view). Lets label one end F and the other R (front and rear). Now do me a favor and rotate the paper or your mental picture so that f faces up away from you. Draw a box on the front left side representing the front driver tire, now do the same for the front left. Keep these "tires" parallel with the body. Now you would have something like this (sorry it looks crappy but it's the best I can do). (NOTE: For a better version of these Diagrams go to: http://cgi.gamefaqs.com/boards/genmessage.asp?board=27212&topic=1145828&page=11 ) "F" .---- [] [] .l..l .l..l .l..l .---- "R" Next, draw a dot in the exact center of your car. Now draw a line from the rear left corner to the dot, do the same from the right rear corner. You should have something like an upside down V drawn on your car now. "F" .---- [] [] .l..l .l/\l ./..\ /----\ "R" Sorry about the art again. The rear tires (which I won't draw here) should now be drawn in along the upside down V line. The tires should run parallel to the V line, not the car. Once you are done, you have rear toe in. Obviously this is greatly exaggerated, but you get the point. Now look at your drawing. Lets pretend our car is going left around a turn. We know that the outside wheels have to go farther to reach the same point, and in order to reduce understeer we need that damned out side rear wheel to move especially fast. With toe in our outside wheel is more pointed in the direction we want the car to go, thus reducing the amount of distance it has to travel, and the inside wheel is going the wrong way, this pushes the inside towards the out and forces the outside around in the direction you want to go. It may not make complete since at first, but you just have to look at it long enough. Also, remember that when you are turning the outside wheels bear more weight so the toe in aspect is even more apparent, and when the weight gets on that wheel, its going to push tighter around the turn. I hope that helps, and I am sorry it's long. ---------- TOE-PART 2 ---------- Front toe in has the same effect, though not as noticeable, you'll notice a slightly crisper turn-in and a little less understeer. My model was a FR car, but toe is the same for all drivetrains, you just have to remember that a drive wheel behaves differently than a non drive wheel. A possible way to get a FF car to snap is to toe in the front, and leave the rear alone, or maybe toe out a little, this will cause the front to bite more crisply, but cause the rear to want to go straight, and with the right spring rates, etc... the butt would snap around (it can't keep going straight unless the ar comes apart). This set up would be horrible on a FR or MR and pretty bad on a 4WD, but since a FF carries most of its weight on the front axel it can work. ------------------- COEFFICIENT OF DRAG ------------------- I think the game generically deals with it. Like on the F1 cars for instance, if you increase the front down force, which we all know increase frontal area, you'll have a lower top speed, but I don't know that it actually adheres to the correct formula. About the difference in arcade and simulation, I honestly think that has to do with the fact that it is an arcade mode. That may be a lame answer, and there may be more to it then that, but even in the last GT (2) I thought the cars handled easier in arcade mode. -------------- GENERAL TUNING -------------- (by kebl0632) springs: generally - soft=>stability, hard=>handling front springs: soften it to allow greater weight transfer in deceleration, giving front tyre more grip to turn. too soft==>too much grip on the front relative to the back and you can spin out. rear spring: soften to allow weight transfer on acceleration==> more grip on the rear tyres for acceleration. too soft will make the rear feel sluggish at cornering. brake balance: front bias==>understeer, rear bias==>oversteer damper: explained ride height: lowered for sharper handling. watch out for "bottom out" if set too low stabiliers: stiffer for reduced roll in cornering and so sharper handling. too stiff will lead to any momentum change on one wheel being passed to opposite wheel. i.e. if you hit a curb, the wheel away from the curb could lose traction. camber: increase for cornering stability toe: toe in(-ve) to induce oversteering and toe out (+ve) to induce understeer. gear ratio: increase max acceleration (closer setting) or max speed (wider setting) ------------------ WEIGHT TRANSFER-FR ------------------ (by kebl0632) Driving is about balance and weight transfer. in very simple terms, the more weight you put on a tyre, the more traction it will have (i.e. more power can be delivered without slipping). when a car is standing still or driving at a steady speed on a straight road, the amount of weight on the front and the back doesn't change. when you accelerate, weight begins to move to the back tyres. so if you want more traction on acceleration, then soften the rear spring, but at the same time compromising the handling. the same is true for the front tyres when you decelerate. for example, if you find a car oversteer easily, the chances are too much weight is transferred to the front wheels. it could be driving style (braking too late) or too soft a spring/damper. ------------------ WEIGHT TRANSFER-FF ------------------ You want as little weight transfer as possible in a FF car, keep all of the weight you can on the front, and maybe give yourself some toe in up front and a little in the rear. Unfortunately wearing tires are true to form on an FF car they have to bear a majority of the weight, do all the turning, and accelerating, as well as most of the braking. Don't boost the rear end so stiff that there is no weight transfer, or you'll slide forever, of course in a FF car a slide is easy to catch if the front is going the way you want it to. Just stand on the gas, and the front will pull the butt around. ------------------- LIMITED SLIP-PART 3 ------------------- (by vaporseal) Higher Limited Slip settings mean less discrepancy in wheel spin. Certainly I turned the accel down at one point, and found my car was oversteering more. Turned it back up, and it was a bit stiffer. Also, another car of mine (set for the test course) got extra acceleration out of turning it way up. ---------------- TOE ANGLE-EUROPE ---------------- (by kebl0632) "When a car is standing still, it will almost certainly have a front toe angle. If you have a positive toe angle (toe-in), the front wheels will be pointing inwards (towards each other) slightly. A negative toe angle and the wheels will be pointing outwards slightly (toe-out)." --- RPM --- (by kebl0632) RPM is an intrinsic quality of the engine. engine with high rpm is "better" as it would have more power stroke (more explosions) per minute and hence more powerful. to take an example, a typical 4 cylinder engine has a rev limit of around 5-6 thousand. while a honda s2000, with a 4 cylinder engine also, redlines at 9000. (by Not Me) RPM is an acronym for Revolutions Per Minute. A revolution is one complete rotation (360 degrees) of the crankshaft (the part of the engine the pistons connect to via the connecting rods). The more RPM's the better, but it takes a special design of engine to rev really high. ------------ DISPLACEMENT ------------ (by kebl0632) Displacement is the distance that the cylinder head travels. so increasing displacement would effectively increase the size of the engine and so a more powerful engine. (by Not Me) Displacement is the cubic space of the cylinders summed together, for instance my car has a 3.0L (Liter) I6 (inline 6 cylinder) engine, each cylinder therefore has a displacement of 0.5L. In general more cc (cubic centimeters) or ci (cubic inches) or L (liters) an engine displaces the more air/fuel mixture can be consumed at each power stroke. A quick side note 3000cc is equivalent to 3.0L so 1000cc is 1L. Displacement is directly connected to RPM's. The higher the displacement of an engine, the lower it's maximum RPM's, without getting to complex, this is because higher displacement equals more reciprocating (rotating) mass. For example a new C5 Corvette (street car) has a 5.7L engine (346 ci, or 5700cc), and makes around 350 hp, where as a F1 car uses a smaller displacement (also like the corvette, naturally aspirated) 3.0L engine, but makes 800-900 hp, the difference is in the RPM's. A Corvette maxes out at around 6500-6750 RPM's or so where as a F1 car goes to 18000 RPM's. What I am getting at is there is a trade off in displacement and RPM's. ------ TORQUE ------ Torque is twisting force. In cars torque is measured in ft/lb (in the US anyway), and 1 ft/lb of torque is the energy required to lift 1lb, 1ft off of the floor. Torque is the grunt or the power in a vehicle, but Horsepower is responsible for speed (sort of). For instance a Dodge Ram Turbo Diesel produces 500 or so ft/lbs of torque, but is nowhere near as quick, or fast as a sports car with half of that torque, so big torque doesn't always mean quick, but in a car, usually the more torque the more low end tire frying power available. ------------------ UNSTABLE CORNERING ------------------ You could try to soften your spring rates. Also, try to decrease your rear brake power. If the brakes are high in the rear, then that will give you a very unstable car. I shouldn't say "very unstable", but it will give you a car that is harder to control at it's limit, and a car that snaps over if you brake a little while even slightly turning at the speeds you're talking about. 147mph or so is enough to amplify quirks that don't appear at lower speeds. Lastly, maybe some toe changes are in order. It seems like your front has great turn-in, so great in fact that it is violently yanking the back over and causing it to lose traction. Oh, and maybe, it may not be able to be corrected without, sacrificing some of the characteristics that you like at lower speeds. Sometimes you just have to give, and let up a little, because your car can't be set up perfectly to handle every kind of situation equally. -------------- ANTI-ROLL BARS -------------- (by SeiGe Nihon) Anti-roll bars are essential in any high performance suspension vehicle (I think it is called "stabilizers" in GT3, but don't quote me on it). It's job is to reduce body lean (or roll) in a turn. This is important because excessive body roll can result in camber changes in a car's tires. And everyone knows what that means (reduced traction *ahem*). This is a given: The larger the contact patch between the tire and the road, the better the traction. The more traction there is, the faster you can go! Camber is basically the measure of how much the wheels of a car tilt away from a vertical plane. Loss in camber (aka negative camber) means the top of the wheels tilt in towards the center of the car and positive camber means the top tilt outwards. As your car leans during a turn, they undergo either camber changes (dependent on the turn). In ideal situations, which means that you should forget about struts, wishbones, rods, etc, your car would always maintain a constant camber throughout a turn. That way, you would have maximum traction (which means maximum speed!). However, that is just ideal situations. But since this is GT3 and we can just about customize everything, here I go! To minimize camber changes, you could stiffen the springs. The only thing wrong with this is that you need more dampers (struts or shocks) to function properly. Not to mention your ride wont drive nearly as smooth. Since price isn't an option here, we can tweak and tune to our hearts content. The springs of the suspension is used to equal out the car's front to rear and not side to side, thats why we have anti-roll bars! Tad-dah! Took me a while to reach here, so take a break and give yourself a pat on the back. The anti-roll bar is connected to your suspension (its kind of U-shaped). So when you turn (lets say a left handed turn), the right tire travels up, and the left tire travels down. The anti roll bar twists with the suspension (right side of the U is pulled up with the suspension while the left side is pulled down). Since it a connected with the chassis, it has to react and twist back on the suspension with an equal force. The result is that the bar tends to resist the roll of the car during a turn (Ah ha!). And that is why this sucker is called a "Anti-Roll Bar" (don't listen to those bums who call it anti-sway bars, roll bars. stabilizer bars or even no roll bar). Making the front anti-roll bar stiffer usually results in understeer. Likewise, decreasing the stiffness would cause oversteer. Cars with only a front bar will tend to understeer while cars with only a rear bar will oversteer. This is why most if not all autocross racers make changes to the bar to greatly affect the handling of their vehicles. Not only that, the stiffness if also dependent on the diameter of the bar (fourth power of the bar diameter). So if you have a 15mm bar and you want to switch to a 17mm bar, you would be increasing the bar stiffness of that end of the car by: 17(4th power)/15(4th power) = 1.649 or 65% A moderately understeering car would become dangerously oversteering now. Simplified: You will regret this change you crazy fool!!! You can also change the location of the pick-up point of the bar. So if you move the pick-up point inward of a bar 2 inches on a 10 inch U, that would mean: 2/10 = .2 or 20% (increase in stiffness) Luckily, most factory anti-roll bars aren't adjustable. So your only option is really a aftermarket supplier. When you take a turn, the only thing resisting body roll is the anti-roll bar at the front and rear of the car. When the body rolls, the bar twists and goes into the suspension (which pushes the outside tires down into the ground while pulling up the inside tires). If you only had an anti-roll bar in the front, the outside front wheel has to resist all of the body roll. If everything was equal, the tire with the heaviest load on it would begin to slide first. So the front bar only car would understeer. As a result, if you had a car with only a rear anti-roll bar, all the cornering load would be on the rear wheel, thus you would oversteer. However, there are many things that also change the outcome of a car's handling. Like I said before, this is based on ideal situations, which means we are neglecting several things (such as springs and shocks(which also affect body roll)). --------- POWERBAND --------- Powerband, hmm. Well some people say it is from your engines peak torque rating until redline, and some say it is from peak horse power to redline. I think it is the former, because most cars don't make full power until rather high in the rpm range. You can't manipulate the powerband of an engine (without changing parts) in the game, so you use the gear ratios to maximize the effective use of it. ---------------------- REAL-LIFE RACING GEARS ---------------------- Racing teams, can and do change every gear, I'll use F1 as my example. Alot of F1 teams run a 7spd transmission (they are allowed between 4 and 7 forward gears plus reverse) and manipulate every gear, they also change the final drive gear (differential). There objective is to find the optimum gears for a particular venue. The optimum gears can be defined as thus: Gear ratios allowing a driver to keep the engine in its powerband at all times. In reality, there is some trade off. Lets look at Hockenhiem (traditionally the fastest F1 circuit with speeds of 230 or so). Hockenhiem is largly a flat out circuit (flat out means wide open throttle driving); however, it has a twisty section that runs through the stadium around the Start/Finish line. The twisty section is long enough to warrant quick acceleration over top speed, but the rest of the course demands long legs. The solution is to give a car a short gear set in the primary gear (1st through 3rd or 4th) with the gears slightly getting a little longer than a normal short range set as you climb, and then giving the top gears moderately longer ratios ntil 7th which should be long enough that the car is constantly accelerating, and never peaking, but short enough that it comes ever so close to peaking on the longest straight. Any shorter and you're not going as fast as you could, and longer and you're not accelerating as hard as possible. Now, you can mathematically calculate the speed a car can obtain in a given gear if you know a few variables. Take an engines maximum RPM's (18,000 in a modern F1 car) divide that by the gear ratio, let's say 3.00 for math simplicity to get the number of time the drive pin (drive shaft in a normal car) turns at maximum RPM's. 6,000 turns of the pin at redline, now we divide this number by the final drive ratio, let's say 3.000, that gives us a total of 2,000. 2,000 what you say, 2,000 turns of the half-shafts that connect the wheels to the transaxle, so know if you know the circumference of the wheel you can figure how many mph you can obtain by multiplying the circumference by 2,000. I'm not sure, but I think the diameter of a F1 tire is 20 inches or so. To find circumference we multiply pie times the diameter. 62.83 inches per revolution, so at max rpm's in said gear, the car is covering 125663.706 inches per minute which is 118.999 mph. Obviously this wouldn't be 1st or 2nd gear because it would accelerate slowly from a standstill a first gear is more like 6.000 or higher (higher numbers equal shorter gears). Teams mathematically calculate speed for gears, they also use this speed to determine where the next gear should be, for instance. If at 18,000 rpms in the above gear you're going 119 mph a gear twice as tall in the transmission 1.500 would net the same speed at half the rpm's, 9,000. The powerband on an F1 engine is between 13,000 and 18,000 rpm's, so 1.500 would not be a good gear, because when you shift, the car is going to go down to 9,000 rpm's and drop below the powerband. ----------------------------- SHELBY COBRA BRAKING PROBLEMS ----------------------------- Shelby Cobra's actually carry most of there weight on the rear axle, even though they are FR. Technically speaking, the engine is almost completely behind the front axle, so it should be a front of the car mid-engine design. You may find a set up similar to what you would use in a MR car to be more conducive. Turn down the brake settings, as the higher they are the harder the breaks grab. Also, because of the weight distribution, it is imperative that you break before the turn, as trail braking in a MR car is tricky at best, and treacherous at worst. Lots of people seem to have trouble with this car, myself included when I first got one in GT2, I think it stems from the fact that people tune it like a traditional FR. Once you get the car
dialed in, it should be a great car. Also consider, this car is yestertech, and is not going to handle like a modern high performance car, and in the spirit of keeping the game semi-realistic, the car is quirky, and twitchy just like the originals. --- ABS --- Comment:(by GTRacer) Notice how the setup menu and manual say the brake controller is an ABS system? Sure seems to lock up a lot for ABS... I've never found settings that really feel like the car is stopping on the limit all the time (straights or corners). Anyone? Response:(Not Me) I would agree, if it's ABS, I sure can't tell. I think if you set the brake controller way down, it acts like ABS, but ABS is really effective in real life, and allows most cars to actually stop faster than the same car without ABS. Unlike ASM and TCS, ABS hinders you in no way in real life. If these cars had sports brakes and ABS, they should stop on a dime, but sometimes they don't. -------------------- Extreme Acceleration -------------------- If you want massive acceleration, but no spinning out you'll have to raise your LSD accel rate, the trade off is a little understeer, try to find a compromise that you're happy with. Tires in this game suck. The better racing tires really do grip well, but they wear completely, unrealistically fast. I really hope to see a drastic improvement in tire wear in the next game. I don't know what to tell you, I get about 10 laps out of a medium set of slicks, but just barely. Try not to slide, or brake during turning too much (not that you do, I am just making suggestions). Standing hard on the breaks wears tires quicker than modulating into full breaking, also running on the curbs, smacking armco's and walls, and running on grass or dirt really seems to affect tire life. Never under any circumstances run the super grippy short lived tire, unless there is no tire wear in the race you're in. Also, if you have turned TCS completely off, try turning it to 1, as that sometimes will help increase tire life without interfering too much with you driving style. --------------- DOWNFORCE / CoD --------------- (by Not Me, DaFrog) Light cars do have more trouble launching. Well maybe, F1 cars get off the line like a beast, as do top fuel dragsters and they are both super light. CoD, Cx, etc... has no regard to weight. A school bus made of Carbon Fibre has the same Cx as the same bus made of lead, one is just heavier. I think we're in agreement on that, maybe I worded it poorly, but I never said weight had to do with Cx. I also never said the lighter car would be faster, I just said it would handle better and stop easier, and in general be the better of the cars. Or did I? Lastly, most cars are designed to put out most of their downforce at a speed common to their use. An F1 car doesn't have no downforce and then suddenly at 200mph generate 1500lbs of it. -NotMe For most of the race the lighter car would be travelling faster, it would not always be true. Now in game terms, losing a second or two at launch is not a big deal, but losing tens of miles an hour on the straight is. (In case anyone is not following my rationale/thinks I am nuts - its going faster because at that point ~all the power is used to offset the drag, the drag is the same, but the power is double. Of course, lighter cars tend to be smaller and have less drag too, but probably not half as much. I assume Cx is related to area so is easily < 1/2, but not when you start adding spoilers etc to add downforce as they are going to be a major part of drag causing components on both cars. ) -DaFrog In essence, downforce is a force that's pushing down on the car, and therefore also on the tires. In a way, this is like 'free grip': it doesn't require any weight shifting, that's also why most of the time, the distinction is made between 'mechanical grip' and 'aero grip'. It isn't totally free though: more downforce also means more drag, i.e. more wind resistance, so you'll always have to find the best possible compromise between grip and aerodynamical drag. So again we agree here that adding downforce increases drag. The drag coefficient is a number that aerodynamicists use to model all of the complex dependencies of drag on shape, inclination, and some flow conditions. This equation is simply a rearrangement of the drag equation where we solve for the drag coefficient in terms of the other variables. The drag coefficient (Cd) is equal to the drag (D) divided by the quantity: density (r) times half the velocity (V) squared times the reference area (A). A lot of people only use the drag formula, but coefficient of drag is what you need. -NotMe ------------------ DRIFTING/OVERSTEER ------------------ Well, if you want it to oversteer; I think that's desirable for drifting, you could try to increase your rear stabilizer, and decrease your front one. Try to set the rear toe in, and set the front camber a little higher. Turn off (or way down) the ASM and TCS, also lower the Acceleration value on the LSD, maybe the decel and intial values also. Lastly you could try to put a less grippy tire in the rear, and stiffen your rear spring rates to keep weight on the front tires. Obviously don't do all these things at once, and try not to be to extreme, just tweak a little at a time. All of the above things will cause your car to understeer less. For drifting, you probably want either a neutral car, or one that oversteers. --------------- TYRES/OVERSTEER --------------- I use different tires sometimes. For instance if I have a car pretty much the way I want if but it oversteers just a little too much, but changing the suspension completely mucks it up, then I'll put a slightly slicker tire in front. That kinda makes it balance out a little. You can also do the reverse for an understeering problem. ------------- GEAR SHIFTING ------------- The best time to up shift, is when you'll be making more power in the next gear than you are in the current gear. Horsepower is usually charted like an arch, on the left of the arch you have low hp and low revs. The power climbs linearly (in a N/A car) until it peaks, then it starts to drop off. The drop off is usually slower then the accent though. I'll make a theoretical car here for example. We have a car that makes peak power at 8000 rpms, it rev limits at 10,000 rpms. Say at 8000 the car makes 400hp, and by the time it's at 10,000 it's down to 300hp (dramatic, I know, it's just an example). Now lets say when you shift from 2nd to 3rd, you know you'll drop around 1500 rpms. Now we'll say at 7000 rpms the car makes 350hp. If we stay in 2nd till redline, we're wasting time, because at 9500 rpms where we're probably making 325hp, we could upshift and hit 7000 rpms with the next gear and be making 350hp. If you know approximately how many rpms you drop with a gear change (usually is pretty consistent from gear to gear with a normal setup) and you know the power curve of a car you can precisely set mental shift points for optimum power at all times. In real life a car produces peak torque before it produces peak horsepower. For example a new 2002 Corvette ZO6 produces 400 lb/ft of torque at 4800 rpm, but produces peak horsepower at 6000 rpm. Usually you base your shift on peak horsepower. I can't remember off hand, but in all cases, it should be close to redline, and the game may list this as peak torque?!, but I think that's a flub in the translation to English. You'll want to shift after peak power, somewhere between the peak and rev limiter. Experiment with different cars, if you notice that the car is barely accelerating 1000 rpms before redline, the go ahead and up shift, if it's still pulling hard, then push all the way to redline. Usually N/A cars can be shifted before redline, where as forced induction cars usually pull hard all the way to redline, but that is a generalization, and not the absolute rule. ------------ LATE BRAKING ------------ You'll want really stable brakes if you're a late braker. I am, and I usually set my brakes with a front bias, that way if I happen to start turning with my brakes still applied, my car doesn't freak out. For getting on it strong at the apex (mid point of a turn) you'll want to set you acceleration value as high as you can on the LSD, not the maximum value, just as high as you can take it without it causing you to violently understeer. Just turn it up, one notch or so at a time until you can stand on the gas pretty good, and not spin out. Unfortunately, there is no generic setting that makes all cars great; however, there are a few settings that work decent on most cars. For the F1's I just turn up the down force a little, and turn the ASM off, and the TCS off or down to 1. Things to keep in mind with the Viper is, even though the engine is in front, a Viper carries more than 50% of its weight on its rear axle, so it has a weight distribution closer to that of a mid-engine car. --------- TYRE WEAR --------- All forms of friction wear tires. Acceleration, deceleration, and lateral acceleration. Increased downforce, will increase tire wear under acceleration, deceleration, and may slightly increase it during turning, as you'll be taking the turns at a higher speed, and that reduces the benefit of reduced lateral movement. Lower down force can cause the rear tires to wear faster if you don't moderate your throttle usage, and due to increased lateral movement can also wear tires quickly; however, one way is bound to work better for you than the other. Experiment to figure out which way generates longer tire life for yourself. Again, tires in this game suck. I like tire wear, but they're going to have to get more realistic. What kind of crappy tire wears out in 5 laps in real life that you would ever see on a racecar?!? Maybe a drag racing slick, but even the worst of the slicks is only good for 10-20 laps tops! Where as the F1 grooved dry tires last for at least half of a 70+ lap race in real life. Based on this, I guess I am to believe that there tires are more akin to the sports tires. I doubt it! -------------- SUPRA STEERING -------------- First off, try to lower your ASM and TCS if they're not already low. Some people say turn them all the way off, and I do that for some cars, but if your not comfortable turning them all the way off, just turn them down a bit (as low as you're comfortable). Don't go from 10 to 0 and not expect to have problems though if you have always driven with them up. Try to soften your front stabilizer maybe a point or two at most. Give yourself a little toe in, in the rear. and maybe a little more camber in front. If you have a brake balancer, and you are breaking through the turns, then lower the front (or raise the rear) bias, and that will cause you to oversteer a little more during trail braking. Lastly, but definitely not least, don't underestimate the importance of the LSD device. Turn down the acceleration, and deceleration rates to induce better turning characteristics. Try all these ideas in moderation, and give them a chance. Also, do them on or two at a time, all at once will drastically affect your handling. Remember all these things will cause the car to understeer less, and in some cases induce oversteer at the extremes. ------ CASTER ------ Even though you can't adjust it in the game the 3rd and often overlook measurement in alignment is caster. Caster is the horizontal movement of the wheel to affect the vertical axis. Think of this, you're looking at a car from the side, look at the front wheel. See the vertical shock in your mind that's behind the wheel? The bottom of the shock attaches close to the center of the wheel, the top attaches to the car chassis under the hood right. Take the wheel and move it towards the front of the car in the wheel well, this makes the shock at an angle now with the bottom closer to the front than the top. This is a positive caster, the reverse would be a negative caster. Since you can't adjust it in the game I won't talk much more, but it can have a drastic affect on camber the more you turn the wheels. --- VCD --- It controls how much of the engines power is sent to the front wheels. For instance if your engine makes 400hp and the VCD is at 50%, then 200 horses pull at the front, and 200 push from the rear. In most 4wd cars the VCD is a variable thing, i.e. the above car would normally route most if not all of it's power through the rear tires, but if slip is detected, up to 50% of the available power could be sent to the front. --------------- REAR BRAKE BIAS --------------- A rear bias will not effect weight transfer, what it does is causes the rear brakes to lose traction faster than the front. What you're striving for is a controlled loss of traction. The decrease in rear traction allows the front to assert more control over the car. A front bias does the opposite, and when the front wheels lose traction, the car goes straight. In real life, and in the game if you pull the emergency brake and turn, you'll spin out. That's because the emergency brake completely locks the rear, and only the rear wheels up. By setting a higher rear bias, you achieve a controlled version of this which allows the car to understeer less. Yes, you could also try to soften your front spring rates. Stiffen your rear stabilizer by 1 or so also, this will help combat understeer also, especially at high speed. You can also try to put a less grippy tire on the back for better turn in. -=================================================- -= DRIVING SCHOOL =- -=================================================- Index Number: viii ---------------- BASIC TECHNIQUES ---------------- (Courtesy of the Gran Turismo 2 game manual) ACCELERATING ------------ Accelerating makes the car move more quickly, so the best thing is to keep your foot pressed down on the accelerator as much as possible. In an automatic car (AT) the best thing to do is just put your foot to the floor and GO! In a manual car (MT) it goes without saying that you will have to maximise your revs at each gear change and accelerate through the gears, but once you get used to that there should be no problem. The difficult thing is to get away from the start line quickly, and this is particularly true in real-life MT cars. If you rev the engine and engage the clutch too wuickly the wheels will spin. When this happens, the car will not move forward smoothly, but if you don't get any wheelspin at all it may be a sign that your revs are not high enough and you will not get a fast start. The trick is to keep the revs reasonably high and to half-engage the clutch rather than letting it out all at once. You should also keep the revs steady until the clutch is engaged - don't keep revving the engine up. The revs will vary depending on the car, the road conditions and the wheels, so you will need practice to improve your driving skill and get the hang of using them properly. BRAKING ------- In sports driving, the most difficult and sensitive technique is braking. On a circuit, if you cannot reduce speed quickly, you will be unable to get a fast time. Most beginners are unable to brake hard enough at first: in order to make the best use of the brake, you need to put your foot down hard. While you are still learning how to use the brakes properly, you should brake as hard as you possibly can. More details will be given in the section on rear wheels, but when the wheels lock it means you have braked too hard. Your aim is to brake as hard as you possibly can without locking the wheels. FF - Front Engine, Front Drive ------------------------------ FF cars have the engine loaded in the front and front wheel drive. FR cars (front engine, rear drive) used to be the norm in most sedan cars, but FF cars are more spacious because there is no need for the mechanical parts transferring the power from the engine to the rear wheels, and now FF is the more popular. However, in FF casr the weight is all at the front so when turning left and right and when accelerating or decelerating the focus is always on the front wheels and it is therefore difficult to balance FF cars as sports cars. In spite of that, FF cars have been used as sports cars for quite some time now and due to the more recent advances in technology, sports hatch-backs such as the Civic have become very popular. In addition, they can be made to go faster than second class FR cars. However you should be careful of understeering in FF cars because much of the weight of the vehicle is on the front wheels, and if you drive for long periods whilst under-steering the front tyres get hot and therefore begin to lose their grip. The best way to avoid this is to accelerate and steer as smoothly as you can. The main merits of FF cars are that they do not spin easily and they run well even on wet roads. FR - Front engine, rear drive ----------------------------- FR cars are rear wheel driven with the engine at the front. In recent years they have declined in popularity as sedan cars, but as sports cars they have good balance and are still very popular. There are two reasons for this: for one thing, the front and rear weight balance is close to 50/50; also, as the steering is handled by the front wheels and the power comes from the rear wheels, a good driver can use all four wheels to their full advantage. This means that FR cars are comparatively easy to handle and to control, and can help to improve your driving technique. In addition, they are also the best cars in which to handle drifting. So, if you learn the basic skills of driving this car will respond well and will be a lot of fun to drive. Both the front and rear wheels have their own particular role in FR cars, so neither one nor the other will get hot, and you don't need to alter the way you drive to react to particular conditions. Also, one final merit is that an FR car will slow down gradually rather than suddenly grinding to a halt. MR - Middle engine, rear drive ------------------------------ As you will probably know from F1 racing cars, if it's speed you're after the best car to go for is one with the engine in the middle. Taking the largest, heaviest part of the car, the engine, and placing it at the centre of the vehicle, allows you far greater control when cornering. An MR car is one with a middle engine and rear wheel drive. The nose of the car is light, which means that the steering is very sensitive, responding to the lightest touch. On top of that, the engine, being placed toward the middle of the car, means that the weight is displaced over the rear wheels, and this provides greater power on the road. Also, even if you brake hard, the MR car will not skew out of control. As a sports car the MR is undoubtedly the most suitable for the job, but the reality is that they are difficult to drive. First of all you have to make sure the car is properly balanced, and whilst it is excellent for driving to the very limits when cornering, this car is very unforgiving of a driver's mistakes. However, if you can drive well it can be superbly fast, and this is why the MR is undoubtedly the car of choice for the experts. 4WD - 4-wheel drive ------------------- As everyone knows, a car has four wheels. And no doubt you will agree that in order to get the most speed from a car, four wheels being driven by the engine is better than two. Taking the brakes as an example, years ago brakes were fitted either to the front or back, but now all vehicles have brakes fitted to all four wheels. The 4WD car operates on the same principal, that 4 is better than two, especially when driving on snow, slippery ground or rough terrain. For this reason, the 4WD is rapidly becoming a popular vehicle for use on paved or dirt roads, and particularly for rallies, and more recently the 4WD sports car is being adopted for use on circuits and mountainous terrain too. The more powerful the engine, the more suitable it is to a 4WD car. However, the mechanism that transfers the power from the engine to each of the four wheels is extremely complex and the different wheel speeds required for cornering can be problematic for 4WD vehicles. It is particularly easy to under-steer in a 4WD car and this is certainly a problem for a sports car. Howeverm recent developments in electronic technology have meant that the newer 4WD cars are a lot easier to handle. Therefore, taking its fantastic traction into account the 4WD is an extremely powerful sports car indeed. Especially in rain or other slippery conditions, the 4WD is much safer than its 2-wheel drive counterparts, and even leaves the powerful MR standing. TYRES ----- Perhaps the most important part of any sports car is its tyres. The tyres are the things that connect the car directly to the road surface and propel the car along the road, so if they are not up to the job it doesn't matter how powerful the engine or how hard the suspension of the car. Every movement on the road (be it accelerating, decedlerating or turning) is controlled by the grip of the tyres on the road surface. The power of that grip can be represented by a graph (see diagram below). The vertical component of the graph represents acceleration and deceleration whilst the horizontal component represents turning left and right. There is a limit to the ammount of grip a tyre has and exceeding that limit causes the tyre to slip. The area within the circle on the graph represents the grip limit of a tyre on the road, whilst the circumference of the circle itself represents the very edge of that grip limit. When a tyre begins to slip, as you probably know already, there is often a screeching or squealing sound. A gentle squeal is roughly indicative of when a tyre reaches the very limit of its grip capability on a road surface, but a loud, ear- splitting screech means that the grip limit has been exceeded. Naturally it is important to be able to use your tyres to their limit in order to get the most speed from your car. To make the car brake as quickly as possible, you will need to be able to take the tyres right to their grip limit (point C on the graph). However, if you brake too hard (i.e., if you exceed point C on the graph), you will skid or the wheels will lock, you will lose control of your braking and your stopping distance will be greatly increased. In addition, if you exceed the grip limits when cornering (points B and D on the graph) you will lose control of the steering and may even spin out of control altogether. The most difficult part to judge is the other areas within the circle on the graph besides the axis lines. The tyres are not there simply to enable you to speed up and slow down, or to turn left and right. If you are trying to brake whilst turning right or trying to accelerate and turn left, you are not just using the left / right grip capabilities of your tyres but also the acceleration / deceleration grip capabilities. If you brake hard whilst driving in a straight line, the grip limit of your tyres is point C on the graph. However, if you brake hard whilst turning right, even slightly, the grip limit of the tyres shifts towards point B. In other words, the brakes are driving in a slight line. Therefore, if 10% of your brake power is being used to counteract your right turn, your remaining effective braking power is only 90%. What this menas is that in order to use 100% of your braking power none of that braking power should be wasted turning left of right. In effect this means that if you are braking whilst turning left or right, your braking should be slightly greater than usual. The same thing is true when you are accelerating and turning. So, driving sports cars is not simply about accelerating, decelerating or turning left and right - it is a combination of all these things. However in order to drive as fast as possible you need to be driving to the very limits all the time. This means that you should try your very best to drive the car to the edge of the limits on the graph circle. A -|- -' | '- D-----------B -_ | _- '|' C WEIGHT SHIFTING --------------- So now you understand the vital importance of making full use of your tyres' grip on the road and the fact that the grip limit is not the same in all cases: it is different according to the road conditions, the tyres themselves and the way they are used. The simplest of these to understand is the road conditions: there is a huge difference in the vehicle's grip on the road when driving on a normal asphalt road and a gravel road. Naturally the grip on the asphalt road is far greater than on the gravel. Also, even on the same asphalt road there is a huge difference in the vehicle's grip on the road when the road surface is dry and when it is wet. The tyres with the best grip of all are sports car tyres. The size of the tyres also affects their grip on the road: the wider the tyres, the more of the tyre surface touches the road, and the more of the tyre surface touching the road, the greater the tyre's grip on the road surface. On top of that, the way you drive can also have a great effect on the grip power of your vehicle on the road, and this is known as weight shifting. It is quite obvious that it is the four tyres which support the weight of any vehicle on the road. For example, if the total weight of a particular vehicle is 1000kg, each of the four tyres bears 250kg of the weight. However, this is only when the car is stationary. When the car begins to move the balance of the weight is displaced. For example, when viewed from the side, a stationary car is supported equally by all the tyres, but a car which is accelerating has the nose raised and the tail down, but when you apply the brake the care(sic) has its nose down and its tail raised. This is because the balance of the weight of the vehicle has shifted. When the car is stationary the front and rear wheels each support 500kg, but when it accelerates the weight balance is shifted to the rear so that the front tyres support 400kg whilst the rear tyres support 600kg. You can even experience this weight shift for yourself when riding in a car: when accelerating your back is pressed into the seat whereas when you brake you tend to fall forwards. As you might expect, this weight shifting also has an effect on the tyres' grip on the road: basically, the more weight applied through a tyre, the greater its grip on the road surface. Again you can try it for yourself - using a pencil rubber try rubbing it lightly on a piece of paper and then try rubbing it hard. You will feel the difference in the friction (=grip) between the two. Therefore when a vehicle barkes, the 500kg on the front wheels becomes 600kg due to weight shifting, and this has the effect of increasing the grip of the front tyres on the road surface. If we apply this to the graph we used previously (with regard to the tyres), this has the effect of increasing the size of the circle bordering the grip limits of the tyres. Increasing the weight of the tyres from 500kg to 600kg (an increase of 20%) increases the area within the circle on the graph by 20%. If you apply these ideas to your driving, you will soon be able to drive both quickly and steadily. APPLICATION OF WEIGHT SHIFTING ------------------------------ The most important thing to learn when racing on a circuit is to be able to take corners at speed. The reason for this is that, when driving down the straight there is no particular technique you can use to help you win - just select the appropriate gear and keep your foot pressed down on the accelerator. In order to take corners at speed you need to be able to make full use of weight shifting and use the tyres to their limit. Here we will explain in simple terms how to take a croner joining two straights as quickly as possible. First of all, from the road leading up to the corner to entering the corner itself. ENTERING THE CORNER - TURNING IN -------------------------------- To turn your vehicle around a corner you need to turn the steering wheel in the direction of the corner, but in order to take the corner as fast as possible you also need to use the full grip capabilities of the tyres when tuning the car. The most effective way to do this, as we discussed in the last section, is to brake hard in order to shift the balance of weight of the car from the back to the front so that more of the weight of the vehicle is displaced over the front tyres. In other words, you should brake into a corner. If you brake hard and then release the brake before turning the steering wheel, the weight you transferred to the front tyres will be removed and the grip of the front tyres will therefore decrease. This is why you should brake into the corner, turning the steering wheel as you brake. The most difficult part of this is judging how hard to brake. If you brake too hard when cornering, you will exceed the tyre grip limit (point C on the vertical graph axis) and you will therefore have no left/right grip with which to turn the corner. There is no quick and easy way around this - you just have to practise and learn from your mistakes. Perhaps the best advice is brake as hard as possible as you approach the corenr, then ease off the brake slightly as you turn the corner. You should however, remember not to release the brake entirely. Just ease up slightly or you will be unable to take corners at speed. If you think of the grip limit (point C) as the top of the scale at 10, when turning the corner you should be braking at around a strangth of 3 or 4 (although this may change depending on the situation). The reason for this is that the weight shifting effect of braking keeps the weight over the front tyres making for a better grip on the road. Once you have turned the corner sufficiently you can then release your foot from the brake pedal and you should then accelerate out of the corner. If your car starts spinning as you begin to turn the corner, this means that either you have too much weight transferred to the front wheels or you are travelling too fast to take the corner. If you find that you have too much weight transferred to the front of the car you should begin to ease up off the brake a little earlier, and if you are driving too fast you should try braking a little earlier. ACCELERATING OUT OF CORNERS --------------------------- If you have managed to negotiate teh corner successfully, you should then accelerate away into the next straight as quickly as possible. Getting away quickly from a corner is the key - the faster you can begin to accelerate out of a corner determines how quickly you can take the corner. Therefore, as was explained earlier, the key points are using the weight shifting technique to its full advantage, and atking your car's braking capabilities to the limit. Your car is very unstable as it enters a corner. Simply put, when cornering you are putting your car into a position in which it is much more likely to spin. This can clearly be seen from the previous example; the car will begin to spin if there is too much weight at the front of the car as it begins to turn the corner. Therefore the key point here is that you should try to start accelerating from the clipping point on the corner. The clipping point will be different depending on the size of the corner, but this will be discussed further under DRIVING LINES. So what is the best way to stabilise a car which is on the point of spinning? Spinning occurs because the left/right grip limit of the rear wheels (horizontal axis on the graph) has been exceeded, so you have to increase the gripping power of the rear wheels. In order to do that you need to transfer weight to the rear of the car by accelerating. In other words, you should accelerate out of a spin to stabilise your car. However, here again the difficult problem is the degree of correction you should take, and this will be different dependng on whether the car is front or rear driven. If for example your car is rear drive and you accelerate too hard, you lose your left/right grip power (horizontal on the graph) to the front wheels, you will be unable to control the direction of the car and you will go into a spin. You should therefore shift the weight to the rear more gradually in order to keep control of the steering. In other words, accelerate slightly to make use of weight shifting and to stabilise the car, then accelerate hard out of the corner when you have the car under control. This is the key to fast cornering. Another reason behind failing to corner quickly is under-steering: this is where you accelerate out of the corner too soon, before turning the corner properly. The result is that the corner is not taken on a good racing line but is taken too wide. In other words, whilst the car is reasonably stable (i.e., it will not go into a spin) there is still some leeway on the left/right grip limit of the tyres so the car is not being driven to its limits. Therefore, if you put your foot down on the accelerator you can accelerate out of the corner because you still have leeway on the vertical axis of the graph too. However, the gripping power on the front tyres is not very good when under-steering because there is insuffcient weight shifting to the front of the vehicle. Therefore even if you turn the steering wheel further into the corner, the car will not recover a tight line on the corner because the grip limits of the front tyres have been exceeded. If you experience under-steering you need to turn your car more into the corner, so you need to barke longer than you would normally and turn the steering wheel further into the corner. If this does not rectify the situation, it means that you are going into the corner too slow, so if you increase your speed a little you should be able to turn more easily. Now we will go on to cover front drive cars. In the case of FR cars, you do not need to worry about the vehcile spinning out of control even if you hit the accelerator suddenly. This is because the front wheels tend to lose some of their gripping power the more you accelerate in FR cars which means that the only real problem is under-steering. Therefore, when you take a corner in an FR vehicle, the most important thing to bear in mind is to accelerate without under-steering. As with rear drive cars, FR cars are unstable (trying to spin) when cornering, so you should stabilise the car by increasing your acceleration a little, thus reducing the left/right grip power of the front tyres. As you gradually return the steering wheel to a straighter line as you come out of the corner you should accelerate hard to make as much use as possible of the acceleration grip (vertical axis on the graph). In summary, whether you are driving n FR or an FF car, the most basic rule to observe when cornering is to use both the gripping power of the car to its limits at all times whilst also belancing the vertical and horizontal components of the graph. In addition, when driving your car to its limits all the time, you also have to bear in mind the fact that it is very easy to exceed the grip capabilities of your tyres by accelerating or braking too hard or too quickly or by turning the steering wheel to(sic) hard. -=================================================- -= SIMULATION GUIDE =- -=================================================- Index Number: ix Welcome, drivers! This is aimed at everyone starting Simulation mode, people who have never played GT1 or 2 and experienced veterans(so they think!) alike. Most of you shouldn't follow this too closely, because it's more fun doing everything for yourself. You start off with some money to buy a car, but we wont be spending that to buy a car. No? Well, hopefully not. First things first, go to the Licence Centre to do your B class Licence, because you'll need it to enter races. The aim here is to get all Golds in the B Licence, so take as long as it requires to get them. Also, read my Licence Guide above to help you. By getting all Golds, you will be awarded with a free car: a Mazda Roadster MX-5(Miata). Although this car is available to buy with the money available to you, you now can spend your money upgrading it. This will help you win the earlier races alot easier. You could also get the A Licence around this time, because you'll need it soon enough. You don't have to go for Gold in this one, bronze will be sufficient. Instead of updating your MX-5, you may wish to buy a Toyota Sprinter Trueno GT Apex, which is thought by many to be the best beginning car. You'll have some money left over to update it a small bit, but you could sell your MX-5 to create more money. Now race in the first few leagues to raise more cash, and to get a few cars in your garage. Try and save up a bit of money to buy a Skyline, the GT drivers favourite, or a 3000GT VR-4 Turbo. Which are available for less than 60,000. Now you can race in most races and tear away the opposition, and with a bit of tuning, you'll nearly be unstoppable. Race in all the races to finish the beginner and amateur leagues, and use your winnings to tune your car. By now, you'll want more licences, so it's back to the test centre to pick up the International B and A Licences. These will take time to acquire, so be patient. After you have acquired your licences, go and use your tuned motor in the Like The Wimd Race in Professional League. For winning this you get one of the best cars in the game the Mazda 787B. You'll also get a large sum of money for winning this one race. Simple! From now on, you will use the Mazda in everything it can enter, simply put, it's that good! For now, race and win every race you can enter. Do what you like with the money, coz it doesn't really matter, you have such a good car. Although, I would recommend purchasing the Suzuki Pike's Peak for its sheer speed and handling. This will help you win all the Rallies. Speaking of Rallies....Now it's time to get that Rally Licence...Welcome Back! You got it? Well done. Since you've spent your money and can't afford something as expensive as Mitsubishi Lancer Evolution VII Rally Car Prototype. This car really is the mutts' nutts. Win all the Rallies using this as your car. Now to get that dreaded special licence, so you can do the remaining races. This will take you 20 years or so to do, it's that tough! Not really, but it makes the game sound harder... Then win the remaininmg races, and you've finished it..... -=================================================- -= PARTS GUIDE =- -=================================================- Index Number: x These descriptions were all taken from the Gran Turismo 2 Game Manual. =---------------------------------= =- Brakes -= =---------------------------------= Search Field: x-a Sports Brake Kit ---------------- Carbon metallic brake pads give stable stopping power even after long periods of driving. Initial braking force and anti-fade properties are greatly superior to normal brake pads so they can be used in endurance races. If the vehicle is due for a service, the brake fluid will be replaced. Brake Balance Controller ------------------------ Controls the management of the anti-lock braking system, and adjusts the balance between front and rear braking power. Increasing front braking causes understeer with focus on stability, while increasing rear braking causes oversteer with focus on cornering. Note that increasing the rear braking too much makes it easier to spin off the road. =---------------------------------= =- Engine -= =---------------------------------= Search Field: x-b Sports ROM ---------- The most elementary type of tuning. The Sports ROM alters the engine management system to increase power by adjusting the engine's sparking period and the air/fuel ratio. For turbo-charged vehicles a complete tune-up suitable for beginners can be achieved by installing a sports ROM and exchanging the air cleaner and exhaust. Port Grinding ------------- Smoothes the internal surfaces of the inlet and exhaust ports, allowing air to pass through with less resistance and improving engine response. Although the increase in power is only slight, this is considered seesntial for tuning naturally-aspirated engines. Engine Balancing ---------------- Increases power and enables high engine speeds. Engine friction is reduced by a detailed tuning process including the implementation of piston weight matching, and a high-precision fully balanced crankshaft. The engine speed limiter is also reset. NA Tuning - Stage 1 ------------------- Increases the power of naturally-aspirated engines by replacing the gasket with a thinner one to increase the compression ratio, and by adjusting the ignition period and valve timing. This upgrade also includes exhaust manifold replacement. Increases peak power without changine the torque at low engine speed. NA Tuning - Stage 2 ------------------- Increases power ouput even further at high engine speed by the use of high compression pistons and head surface grinding to further increase the compression ratio, and by changing the cams, fitting strengthened valve springs and grinding the ports. This causes a slight reduction in torque at low engine speeds range, but increased power at high engine speeds. The negine management computer is reset to match the specifications. NA Tuning - Stage 3 ------------------- In addition to the contents of NA Tune stage II, the valve system weight is reduced to the minimum, and the materials of the pistons, cams, valves, and con-rods, comprehensively upgraded to handle high engine speeds. The cams fitted are special racing ones with high lift and wider valve overlap. The compression ratio is increased to the maximum. The power band is narrowed to the medium and high engine speed ranges in order to achieve maximum horsepower. Increasing the Displacement --------------------------- This tuning process involves increasing the displacement of each cylinder by increasing the bore diameter and/or the stroke length. As a rule, increasing the displacement makes possible an increase in torque throughout the entire engine speed range. =---------------------------------= =- Gearbox -= =---------------------------------= Search Field: x-c Sports Close Gearing -------------------- An exchange of the normal gear assembly for gearing with 5 ratios close to close to each other. This makes it easy to keep the engine speed in the power band. This is particularly recommended for naturally-aspirated engines. Semi-Racing Super-Close Gearing ------------------------------- The gear ratios are even closer to each other than with close gearing. This is ideal for hard-tuned cars with narrow power bands. However, frequent gear changing is required. This may have a negative efect on engines with a broad torque range once up-shift power loss is taken into account. Fully Customised Service ------------------------ A service for racing cars in which all the gears, including the final gears can be replaced. This can result in extremely finely-tuned gear ratios to match the specifications of the machine and the characteristics of a circuit at any time. =---------------------------------= =- Clutch -= =---------------------------------= Search Field: x-d Big Single - High Capacity Single Plate Clutch ---------------------------------------------- This alters the feel of gear changes, and gives a more direct feel when up-shifting than with a normal clutch. Twin Plate Clutch ----------------- A racing clutch kit with two clutch plates, suitable for high-torque, high-power machines. Clutch slip on up-shift is reduced, and acceleration imporved. Triple Plate Clutch ------------------- A 3 plate clutch kit which improves torque transmission and gives a more direct feel. Ideal for cars with hard-tuned engines. =---------------------------------= =- Fly Wheel -= =---------------------------------= Search Field: x-e Sports Light-Weight Flywheel ---------------------------- A light-weight flywheel incorporating chrome-molybdenum steel. This makes engine revving easier. Acceleration is also slightly improved, but a side-effect is that with narrow torque range engines the car tends to lose speed easily when the road rises. Semi-Racing Flywheel -------------------- A flywheel designed for racing, it is even lighter than the sports flywheel. Engine revving is sudden. Acceleration is also slightly improved, but a side-effect is that with narrow torque range engines the car tends to lose speed easily when the road rises. Racing ------ An ultra-light flywheel for racing use. Both rise and fall in engine speed is sudden. Acceleration and deceleration are both improved, but a side-effect is that with narrow torque range engines the car tends to lose speed easily when the road rises. =---------------------------------= =- Propellor Shaft -= =---------------------------------= Search Field: x-f Carbon Propellor Shaft ---------------------- A light-weight propellor shaft made from carbon composite materials. Because the propellor shaft links the engine and the differential, changine its weight has a similar effect on acceleration to changing the weight of the flywheel. Increases acceleration. =---------------------------------= =- Mufflers and Air Cleaners -= =---------------------------------= Search Field: x-g Mufflers and Air Cleaners ------------------------- A combination of a perfectly-shaped sports air cleaner and a sports exhaust with good exhaust extraction properties. Ideal as a first step in turbo tuning, it increases torque at high engine speed in naturally-aspirated engines. Semi-Racing ----------- A combination of racing air cleaner with a urethane sponge filter, and a small, low-resistance exhaust designed to give superior engine efficiency at high engine speed. Ideal for high-displacement turbo-charged engines. If used with a naturally-aspirated engine, the engine itself must always be perfectly tuned. Racing ------ A combination of racing air filter equipped with an air funnel that gives even better air intake than the semi-racing filter, and a high efficiency straight-through exhaust designed for racing cars which normally run at high engine speeds. Because torque is reduced at low engine speed, the engine characteristics and gear ratios need to be taken into account. =---------------------------------= =- Weight Reduction -= =---------------------------------= Search Field: x-h Stage 1 ------- The car body is made lighter by removing unnecessary parts and by changing some the materials used(sic). Reducing the weight of the body has many benefits, such as improved acceleration, cornering, braking, and tyre durability. Stage 2 ------- Further removal of unnecessary parts and changing some materials used to reduce weight. Further improvements in acceleration, cornering, braking, and tyre durability. Stage 3 ------- Further removal of unnecessary parts and changing some materials used to reduce weight. Further improvements in acceleration, cornering, braking, and tyre durability. Stage 4 ------- Yet further changes to the materials and also the shape of the car body. Changes to the colouring and addition of aerodynamic parts. It is possible to add downforce to the car by the addition of aerodynamic parts. The balance of the car at high speeds can be changed by adjusting the strength of the downforce at the front and rear. =---------------------------------= =- Professional Tune-Up Parts -= =---------------------------------= Search Field: x-i It will not be possible to use these parts correctly without a detailed knowledge of cars. Please take adequate precautions. Limited Slip Differential(LSD) ------------------------------ These are tuning parts designed to prevent wheel spin from the inside wheel when accelerating through corners. By preventing the free spinning of the wheel on one side which causes a loss of vertical loading, load is applied to the wheel, and torque can be transferred to the wheel on the other side. By skilful use of the LSD, the character of a vehicle can be markedly changed. The strength of the LSD effect is important in for example at the start of a drag race, and when enjoying power slides in rear-wheel drive cars. However, although the LSD can increase the acceleration and deceleration performance of the car, the cornering performance suffers, and it is necessary to adjust the settings of the LSD to take into account the balance between these settings and the skill of the driver. 2 Way LS3D ---------- This is an LSD which delivers a limited slip effect both in the direction of acceleration and deceleration. The car body position is stabilised during braking, the brakes can be applied harder, and there is also greater traction during acceleration. However, as the car is clearly more difficult to turn, the system is best suited to a driver who has special cornering skills. 1.5 Way LSD ----------- This system restricts the limited slip effect in the direction of deceleration while maintaining the effect in the direction of acceleration. The characteristic of this is thaat the tuning force of the car when braking is not restricted too much, whilst good strong traction is
delivered. Because the character of this LSD is not too distinctive in any one direction, it is jack-of-all-trades. 1 Way LSD --------- These parts are used when you only want to apply the LSD effect in the direction of acceleration. Normally, these parts are used in front-wheel drive cars which are difficult to turn. Because the LSD effect is not applied at all when braking, the cornering force of the car can be pushed to the maximum. However, as it is easy for the car body to lose stability, great care must be taken. The weakness of this type of LSD is the great change in character in the car from when the accelerator is pressed, to when accelerating and the accelerator is released, and then when the car is decelerating. =---------------------------------= =- Full Customising Service -= =---------------------------------= Search Field: x-j Full Customise -------------- This is a service which seperates the acceleration and deceleration into independant sides, and allows adjustment of the LSD effect for use in racing. The character of the car can be greatly changed if there is a strong effect from the LSD, but on the other hand because the settings can be changed easily it is also easy to destroy the balance of the car, so adjustments must be made very carefully. =---------------------------------= =- YAW Control System -= =---------------------------------= Search Field: x-j These are parts which will allow the strength of the yaw control system effects to be adjusted. As the effect is applied stronger and stronger, turning moment occurs in the car during acceleration, and the cornering becomes better. Please take care in adjustment as the car will spin more easily if the control effect is too strong. Active Stability Controller --------------------------- A device for preventing spinning of the car due to oversteering by actively controlling the braking force of all four wheels. When it is applied strongly, it is possible to strongly stabilise the car. When the control is lightly applied, the freedom of movement of the car is increased, but the spin prevention effect is lessened. Traction Control System ----------------------- A device which detects wheelspin in driving wheels and automatically backs the accelerator off in order to prevent the free spinning of the wheels. It can improve the manoeuvrability of cars with high power output. Although the car is stabilised if it is applied strongly, the acceleration will suffer as a result. If it is applied lightly, oversteer will occur when the accelerator is applied in the case of powerful rear-wheel drive cars. =---------------------------------= =- Suspension -= =---------------------------------= Search Field: x-l Sports Suspension Kit --------------------- Covers all situations from street driving to circuit driving, and is easy to work with even for beginners. Both the front and the rear shock absorbers (dampers) can be adjusted to 10 different dampong levels, and the camber angles can also be adjusted. The front and rear ride height can be lowered in 2 cm steps. Incorporates double-cylinder low-pressure gas shock absorbers. Semi-Racing Suspension Kit -------------------------- This highly adjustable suspension kit is recommended for intermediate drivers. Compared to the normal setting on the sports suspension, this kit features much harder settings for the spring rate and shock damping. Car height in both front and rear can be adjusted to millimeter units. The damping adjustment has five settings. The camber angle is also adjustable. This kit uses a single-chamber high-pressure gas shock absorber. Fully Customised Service ------------------------ Shock absorber adjustment, camber adjustment, and also rapid exchange of springs with different spring rates. Expansion (bound side) and contraction (rebound side) of the shock absorbers is independant and 10 levels of adjustment are possible. =---------------------------------= =- Anti-Roll Bars -= =---------------------------------= Search Field: x-m Strengthened Anti-Roll Bars for Street Use (Soft) ------------------------------------------------- Reduce sideways body swaying and rolling. They can suppress rolling without altering ppitching (tipping of the car body backwards and forwards). Used skilfully, they can reduce lateral load change without interfering with longitudinal load transfer. Both front and rear are set at rather harder than normal level. Racing Anti-Roll Bars (Medium) ------------------------------ Torsion bars and springs to supress body roll. An alternative method of supressing lateral roll is to harden the suspension by raising the spring rate, but this reduces longitudinal pitching at the same time, and makes load transfer during braking more difficult. Anti-roll bars are springs that work on lateral roll only. These Anti-Roll Bars are set at a harder spring rate than the 'soft' stabilisers. Racing Anti-Roll Bars (Hard) ---------------------------- The hardest available and have the highest spring rate. Some caution is necessary, as the car is apt to spring up if it runs onto the inside kerb. However, since hard suspension doesn't make the car any faster, you should select the product that gives the right feel for your driving style. Fully Customised Service ------------------------ Adjust of the front and rear stabilisers possible at any time. It is also possible to carry out fine adjustment of the car's movement by skillfully finding the best balance, matching the adjustments to those of the other suspension parts such as the springs and shock absorbers. =---------------------------------= =- Intercooler -= =---------------------------------= Search Field: x-n Sports Intercooler ------------------ An air-cooled intercooler that cools intake air that has been heated by pressurisation in a device such as a turbocharger. Engine power is increased because, at a given supercharge pressure, more air enters the combustion chamber if the air is cooler. This is an essential upgrade for a turbo-charged engine. Racing High-Capacity Intercooler -------------------------------- Increases engine power by cooling the intake air in a supercharged engine. The greater the intercooler capacity, the higher the cooling power, but engine response is reduced slightly. This high-capacity racing intercooler is suitable for tuning engines with high maximum supercharge pressure. =---------------------------------= =- Tyres -= =---------------------------------= Search Field: x-o Sports Tyres ------------ Special sports driving tyres which will allow a higher level of grip on surfaced roads than normal tyres. One set for front and rear wheels. Fitting high performance tyres is one of the more effective ways of improving the driving performance of the car. Once you buy the tyres, you will receieve tyre service continually from then onwards. Racing Slick Tyres - Hard ------------------------- Although the absolute level of grip is lower, they use a durable compound. They can deleiver good stable grip characteristics over long periods. As the temperature of the tyres is slow to increase, they take some warming up, and sufficient care must be taken while driving during the first two laps. These are tyres specific to surfaced roads. RS-Medium --------- These tyres use a compound that achieves a good balance between grip and durability. The tyres will reach the correct temperature after 1 lap, and can deliver good grip. They don't have the durability of the hard compound tyres, but they do not wear out as fast as the soft tyres. These are tyres specific to surfaced roads. RS-Soft ------- Even though these tyres are durable to a degree, the compound used has been chosen to deliver the best possible absolute grip. These are the optimum tyres for races such as time trials. The tyres will be warmed up enough to deliver good grip after only half a lap. Because the durability is low, very careful tyre replacement is necessary. These are tyres specific to surfaced roads. RS-Supersoft ------------ These are tyres which sacrifice durability for the sake of the maximum possible grip. The maximum grip characteristics will only be displayed after having gone through several corners. Because the grip will suddenly deteriorate due to wear, great care must be taken in handling the tyres. These are tyres specific to surfaced roads. Control Tyres ------------- Tyres which are as close as possible in characteristics to real tyres. Although it is extremely difficult to drive using the game controller, you can experience a simulation of real driving which does not feel like a game. These tyres require quicker braking, careful steering and delicate work with the accelerator. These are tyres specific to surfaced roads. Dirt Tyres ---------- These are special tyres for driving on dirt surfaces. These tyres must always be fitted when driving on dirt courses. These are designed with the emphasis on controlling the car when it is driving on slippery gravel or unsurfaced roads. These special tyres for dirt driving are not provided for all cars: they are availbale only for a certain number of models. NOTE: Frictional wear and tear occurs only in long races and 2-player races. You can alter the settings for 2-player races in OPTIONS. Although the above statement is correct for GT2, in GT3, most of the difficult races have tyre wear on, check my race section to see which. -=================================================- -= CAR GUIDE =- -=================================================- Index Number: xi ----- ACURA ----- Integra Type-R -------------- Cost: 27,480 Cr DriveTrain: FF Weight: 1197 kg Height: 1321 mm Length: 4379 mm Width: 1709 mm Wheelbase: 2570 mm Max Power: 197 HP/8000 rpm Max Torque: 137.42 ft.lb/6200 rpm Displacement: 1797cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 5.159 Torque Weight Ratio: 0.546 3.2CL Type S ------------ Cost: 32,230 Cr DriveTrain: FF Weight: 1574 kg Height: 1410 mm Length: 4877 mm Width: 1793 mm Wheelbase: 2715 mm Max Power: 260 HP/6100 rpm Max Torque: 232.17 ft.lb/4500 rpm Displacement: 3210cc Engine Type: V6 SOHC NA/Turbo: NA Power Weight Ratio: 5.143 Torque Weight Ratio: 0.421 NSX 1993 -------- Cost: 94,790 Cr DriveTrain: MR Weight: 1392 kg Height: 1171 mm Length: 4425 mm Width: 1811 mm Wheelbase: 2530 mm Max Power: 289 HP/7100 rpm Max Torque: 224.21 ft.lb/5500 rpm Displacement: 3179cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 4.070 Torque Weight Ratio: 0.386 NSX 1997 -------- Cost: 99,570 Cr DriveTrain: MR Weight: 1370 kg Height: 1170 mm Length: 4430 mm Width: 1811 mm Wheelbase: 2530 mm Max Power: 276 HP/7300 rpm Max Torque: 216.98 ft.lb/5400 rpm Displacement: 2977cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 4.254 Torque Weight Ratio: 0.392 RSX Type-S ---------- Cost: ----- Cr DriveTrain: FF Weight: 1249 kg Height: 1400 mm Length: 4375 mm Width: 1725 mm Wheelbase: 2570 mm Max Power: 200 HP/7400 rpm Max Torque: 141.76 ft.lb/6000 rpm Displacement: 1988cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 5.254 Torque Weight Ratio: 0.547 ---------- ALFA ROMEO ---------- 156 2.5 V6 24V -------------- Cost: 38,910 Cr DriveTrain: FF Weight: 1320 kg Height: 1415 mm Length: 4430 mm Width: 1745 mm Wheelbase: 2595 mm Max Power: 190 HP/6300 rpm Max Torque: 163.46 ft.lb/5000 rpm Displacement: 2492cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 6.949 Torque Weight Ratio: 0.602 ------------ ASTON MARTIN ------------ DB7 Vantage Coupé ----------------- Cost: 154,720 Cr DriveTrain: FR Weight: 1775 kg Height: 1243 mm Length: 4692 mm Width: 1830 mm Wheelbase: 2590 mm Max Power: 420 HP/6000 rpm Max Torque: 399.97 ft.lb/5000 rpm Displacement: 5935cc Engine Type: V12 NA NA/Turbo: NA Power Weight Ratio: 4.236 Torque Weight Ratio: 0.325 Vanquish -------- Cost: ----- Cr DriveTrain: FR Weight: 1820 kg Height: 1318 mm Length: 4665 mm Width: 1923 mm Wheelbase: 2670 mm Max Power: 449 HP/6500 rpm Max Torque: 410.12 ft.lb/5000 rpm Displacement: 5939cc Engine Type: V12 NA NA/Turbo: NA Power Weight Ratio: 4.023 Torque Weight Ratio: 0.325 V8 Vantage ---------- Cost: 455,500 Cr DriveTrain: FR Weight: 1990 kg Height: 1330 mm Length: 4745 mm Width: 1944 mm Wheelbase: 2611 mm Max Power: 550 HP/6800 rpm Max Torque: 549.70 ft.lb/4000 rpm Displacement: 5340cc Engine Type: V8 DOHC NA/Turbo: NA Power Weight Ratio: 3.559 Torque Weight Ratio: 0.260 ---- AUDI ---- S4 -- Cost: 39,730 Cr DriveTrain: 4WD Weight: 1510 kg Height: 1396 mm Length: 4483 mm Width: 1733 mm Wheelbase: 2607 mm Max Power: 261 HP/5800 rpm Max Torque: 295.10 ft.lb/2300 rpm Displacement: 2671cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 4.902 Torque Weight Ratio: 0.318 TT 1.8T QUATRO -------------- Cost: 46,580 Cr DriveTrain: 4WD Weight: 1395 kg Height: 1345 mm Length: 4041 mm Width: 1764 mm Wheelbase: 2494 mm Max Power: 221 HP/5900 rpm Max Torque: 206.86 ft.lb/5500 rpm Displacement: 1781cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 5.344 Torque Weight Ratio: 0.420 --- BMW --- 328ci ----- Cost: 50,690 Cr DriveTrain: FR Weight: 1465 kg Height: 1369 mm Length: 4488 mm Width: 1757 mm Wheelbase: 2725 mm Max Power: 190 HP/5500 rpm Max Torque: 206.86 ft.lb/3500 rpm Displacement: 2793cc Engine Type: L6 DOHC NA/Turbo: NA Power Weight Ratio: 6.540 Torque Weight Ratio: 0.441 --------- CHEVROLET --------- Camaro z28 ---------- Cost: 22,830 Cr DriveTrain: FR Weight: 1561 kg Height: 1303 mm Length: 4907 mm Width: 1882 mm Wheelbase: 2568 mm Max Power: 285 HP/5200 rpm Max Torque: 324.75 ft.lb/2400 rpm Displacement: 5727cc Engine Type: V8 OHV NA/Turbo: NA Power Weight Ratio: 4.645 Torque Weight Ratio: 0.229 Camaro SS --------- Cost: 29,530 Cr DriveTrain: FR Weight: 1560 kg Height: 1301 mm Length: 4915 mm Width: 1882 mm Wheelbase: 2568 mm Max Power: 325 HP/5200 rpm Max Torque: 258.21 ft.lb/4000 rpm Displacement: 5665cc Engine Type: V8 OHV NA/Turbo: NA Power Weight Ratio: 4.051 Torque Weight Ratio: 0.276 Corvette Grand Sport -------------------- Cost: 40,010 Cr DriveTrain: FR Weight: 1496 kg Height: 1176 mm Length: 4534 mm Width: 1796 mm Wheelbase: 2443 mm Max Power: 330 HP/5800 rpm Max Torque: 339.94 ft.lb/4500 rpm Displacement: 5665 cc Engine Type: V8 OHV NA/Turbo: NA Power Weight Ratio: 3.835 Torque Weight Ratio: 0.271 Corvette Z06 ------------ Cost: 54,000 Cr DriveTrain: FR Weight: 1409 kg Height: 1212 mm Length: 4566 mm Width: 1890 mm Wheelbase: 2656 mm Max Power: 379 HP/6000 rpm Max Torque: 358.02 ft.lb/4800 rpm Displacement: 5665cc Engine Type: V8 OHV NA/Turbo: NA Power Weight Ratio: 3.152 Torque Weight Ratio: 0.244 Corvette C5R ------------ Cost: 1,000,000 Cr DriveTrain: FR Weight: 1139 kg Height: 1163 mm Length: 4643 mm Width: 1941 mm Wheelbase: 2659 mm Max Power: 620 HP/6400 rpm Max Torque: 494.73 ft.lb/5200 rpm Displacement: 6980cc Engine Type: V8 NA/Turbo: NA Power Weight Ratio: 1.581 Torque Weight Ratio: 0.153 Camaro Race Car --------------- Cost: ------ Cr DriveTrain: FR Weight: 1160 kg Height: 1240 mm Length: 4915 mm Width: 1912 mm Wheelbase: 2568 mm Max Power: 592 HP/7000 rpm Max Torque: 680.00 ft.lb/4500 rpm Displacement: ????cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 1.959 Torque Weight Ratio: 0.170 -------- CHRYSLER -------- PT Cruiser ---------- Cost: 17,980 Cr DriveTrain: FF Weight: 1270 kg Height: 1600 mm Length: 4288 mm Width: 1704 mm Wheelbase: 2616 mm Max Power: 149 HP/5200 rpm Max Torque: 167.07 ft.lb/4000 rpm Displacement: 2429cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 7.175 Torque Weight Ratio: 0.437 ------- CITROEN ------- Xsara Rally Car --------------- Cost: 350,000 Cr DriveTrain: FF Weight: 960 kg Height: 1305 mm Length: 4167 mm Width: 1855 mm Wheelbase: 2555 mm Max Power: 294 HP/8500 rpm Max Torque: 184.40 ft.lb/7000 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 2.758 Torque Weight Ratio: 0.324 -------- DAIHATSU -------- Mira TR-XX Avanzato R --------------------- Cost: 11,140 Cr DriveTrain: FF Weight: 700 kg Height: 1430 mm Length: 3295 mm Width: 1395 mm Wheelbase: 2300 mm Max Power: 63 HP/7500 rpm Max Torque: 73.77 ft.lb/4000 rpm Displacement: 659cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: ?.??? Torque Weight Ratio: 0.699 Storia X4 --------- Cost: 13,900 Cr DriveTrain: FF Weight: 840 kg Height: 1450 mm Length: 3660 mm Width: 1600 mm Wheelbase: 2370 mm Max Power: 118 HP/7200 rpm Max Torque: 194.02 ft.lb/4000 rpm Displacement: 713cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 7.118 Torque Weight Ratio: 0.656 ----- DODGE ----- Viper GTS --------- Cost: 78,680 Cr DriveTrain: FR Weight: 1531 kg Height: 1194 mm Length: 4488 mm Width: 1923 mm Wheelbase: 2443 mm Max Power: 449 HP/5200 rpm Max Torque: 489.66 ft.lb/3700 rpm Displacement: 1997cc Engine Type: V10 OHV NA/Turbo: NA Power Weight Ratio: 3.409 Torque Weight Ratio: 0.229 Viper GTS-R Concept ------------------- Cost: ----- Cr DriveTrain: FR Weight: 1475 kg Height: 1193 mm Length: 4902 mm Width: 1935 mm Wheelbase: 2509 mm Max Power: 498 HP/6000 rpm Max Torque: 499.07 ft.lb/3600 rpm Displacement: 7990cc Engine Type: V10 OHV NA/Turbo: NA Power Weight Ratio: 2.961 Torque Weight Ratio: 0.216 Viper GTS-R Team Oreca ---------------------- Cost: 1,000,000 Cr DriveTrain: FR Weight: 1150 kg Height: 1142 mm Length: 4548 mm Width: 1933 mm Wheelbase: 2444 mm Max Power: ??? HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: 7986cc Engine Type: V10 OHC NA/Turbo: NA Power Weight Ratio: 1.955 Torque Weight Ratio: 0.162 ---- FIAT ---- Coupé Turbo Plus ---------------- Cost: 21,030 Cr DriveTrain: FF Weight: 1330 kg Height: 1355 mm Length: 4250 mm Width: 1765 mm Wheelbase: 2740 mm Max Power: 219 HP/5750 rpm Max Torque: 226.55 ft.lb/2500 rpm Displacement: 1996cc Engine Type: L5 DOHC NA/Turbo: TURBO Power Weight Ratio: 6.273 Torque Weight Ratio: 0.427 ---- FORD ---- Mustang SVT Cobra R ------------------- Cost: 31,150 Cr DriveTrain: FR Weight: 1628 kg Height: 1326 mm Length: 4661 mm Width: 1857 mm Wheelbase: 2573 mm Max Power: 384 HP/6250 rpm Max Torque: 384.79 ft.lb/4250 rpm Displacement: 5409cc Engine Type: V8 DOHC NA/Turbo: NA Power Weight Ratio: 4.448 Torque Weight Ratio: 0.310 Escort Rally Car ---------------- Cost: ----- Cr DriveTrain: 4WD Weight: 1230 kg Height: 1354 mm Length: 4387 mm Width: 1770 mm Wheelbase: 2499 mm Max Power: 299 HP/5500 rpm Max Torque: 361.64 ft.lb/4000 rpm Displacement: 1993cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.113 Torque Weight Ratio: 0.249 Focus Rally Car --------------- Cost: 350,000 Cr DriveTrain: 4WD Weight: 1230 kg Height: 1420 mm Length: 4152 mm Width: 1770 mm Wheelbase: 2635 mm Max Power: 299 HP/6500 rpm Max Torque: 383.34 ft.lb/4000 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.113 Torque Weight Ratio: 0.235 GT40 1966 --------- Cost: ----- Cr DriveTrain: MR Weight: 998 kg Height: 1016 mm Length: 4293 mm Width: 1778 mm Wheelbase: 2421 mm Max Power: 493 HP/6500 rpm Max Torque: 433.97 ft.lb/5000 rpm Displacement: ????cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 2.204 Torque Weight Ratio: 0.163 GT40 1969 --------- Cost: ----- Cr DriveTrain: MR Weight: 998 kg Height: 1016 mm Length: 4293 mm Width: 1778 mm Wheelbase: 2421 mm Max Power: 493 HP/6500 rpm Max Torque: 433.97 ft.lb/5000 rpm Displacement: ????cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 2.204 Torque Weight Ratio: 0.163 ------ GILLET ------ Vertigo Race Car ---------------- Cost: 1,200,000 Cr DriveTrain: FR Weight: 803 kg Height: 1600 mm Length: 3930 mm Width: 1930 mm Wheelbase: 2340 mm Max Power: 419 HP/???? rpm Max Torque: 325.48 ft.lb/???? rpm Displacement: 3600cc Engine Type: V6 NA/Turbo: NA Power Weight Ratio: 1.625 Torque Weight Ratio: 0.153 Tickford XR8 Race Car --------------------- Cost: 1,500,000 Cr DriveTrain: FR Weight: 1350 kg Height: 1360 mm Length: 4970 mm Width: 1860 mm Wheelbase: 2763 mm Max Power: 599 HP/6000 rpm Max Torque: 460.01 ft.lb/4000 rpm Displacement: 5000cc Engine Type: V8 NA/Turbo: NA Power Weight Ratio: 1.906 Torque Weight Ratio: 0.182 ----- HONDA ----- CR-X del-Sol SiR ---------------- Cost: 19,150 Cr DriveTrain: FF Weight: 1100 kg Height: 1255 mm Length: 4005 mm Width: 1695 mm Wheelbase: 2370 mm Max Power: 167 HP/7800 rpm Max Torque: 115.72 ft.lb/7300 rpm Displacement: 1595cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 6.666 Torque Weight Ratio: 0.700 Civic SiR-II ------------ Cost: 18,890 Cr DriveTrain: FF Weight: 950 kg Height: 1350 mm Length: 4070 mm Width: 1695 mm Wheelbase: 2570 mm Max Power: 167 HP/7800 rpm Max Torque: 115.72 ft.lb/7300 rpm Displacement: 1595cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 5.828 Torque Weight Ratio: 0.605 Civic Type-R ------------ Cost: 19,980 Cr DriveTrain: FF Weight: 1050 kg Height: 1360 mm Length: 4185 mm Width: 1695 mm Wheelbase: 2620 mm Max Power: 182 HP/5200 rpm Max Torque: 117.89 ft.lb/7500 rpm Displacement: 1595cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 5.833 Torque Weight Ratio: 0.656 Integra Type-R 98 ----------------- Cost: 21,560 Cr DriveTrain: FF Weight: 1080 kg Height: 1330 mm Length: 4380 mm Width: 1695 mm Wheelbase: 2570 mm Max Power: 197 HP/8000 rpm Max Torque: 137.42 ft.lb/6200 rpm Displacement: 1797cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 5.482 Torque Weight Ratio: 0.583 Accord Euro-R ------------- Cost: 25,330 Cr DriveTrain: FF Weight: 1330 kg Height: 1405 mm Length: 4680 mm Width: 1720 mm Wheelbase: 2665 mm Max Power: 216 HP/7200 rpm Max Torque: 162.74 ft.lb/6700 rpm Displacement: 2156cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 6.157 Torque Weight Ratio: 0.593 S2000 ----- Cost: 33,800 Cr DriveTrain: FR Weight: 1240 kg Height: 1285 mm Length: 4135 mm Width: 1750 mm Wheelbase: 2400 mm Max Power: 246 HP/8300 rpm Max Torque: 160.57 ft.lb/7500 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 5.102 Torque Weight Ratio: 0.568 S2000 Type V ------------ Cost: 35,600 Cr DriveTrain: FR Weight: 1260 kg Height: 1285 mm Length: 4135 mm Width: 1750 mm Wheelbase: 2400 mm Max Power: 246 HP/8300 rpm Max Torque: 160.57 ft.lb/7500 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 5.185 Torque Weight Ratio: 0.577 NSX Type S Zero --------------- Cost: 98,570 Cr DriveTrain: MR Weight: 1270 kg Height: 1160 mm Length: 4430 mm Width: 1810 mm Wheelbase: 2530 mm Max Power: 276 HP/7300 rpm Max Torque: 224.21 ft.lb/5300 rpm Displacement: 3179cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 4.456 Torque Weight Ratio: 0.401 NSX Type R ---------- Cost: 99,570 Cr DriveTrain: MR Weight: 1230 kg Height: 1170 mm Length: 4430 mm Width: 1810 mm Wheelbase: 2530 mm Max Power: 276 HP/7300 rpm Max Torque: 216.98 ft.lb/5400 rpm Displacement: 2977cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 2.431 Torque Weight Ratio: 0.291 Castrol Mugen NSX GT Car ------------------------ Cost: 1,250,000 Cr DriveTrain: MR Weight: 1150 kg Height: 1090 mm Length: 4430 mm Width: 1910 mm Wheelbase: 2530 mm Max Power: 473 HP/7800 rpm Max Torque: 289.31 ft.lb/7500 rpm Displacement: 3500cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 2.431 Torque Weight Ratio: 0.291 Raybrig NSX Race Car -------------------- Cost: ----- Cr DriveTrain: MR Weight: 1150 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: ??? HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 2.431 Torque Weight Ratio: ?.??? Arta NSX -------- Cost: ----- Cr DriveTrain: MR Weight: 1150 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 473 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 2.431 Torque Weight Ratio: ?.??? S2000 LM Race Car ----------------- Cost: ----- Cr DriveTrain: MR Weight: 1050 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 473 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 2.423 Torque Weight Ratio: ?.??? Mugen S2000 ----------- Cost: ----- Cr DriveTrain: FR Weight: 1240 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 243 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 5.102 Torque Weight Ratio: 0.??? Spoon Civic Type R ------------------ Cost: ----- Cr DriveTrain: FF Weight: 820 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 214 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ?? NA/Turbo: NA Power Weight Ratio: 3.831 Torque Weight Ratio: ?.??? Spoon S2000 2000 ---------------- Cost: ----- Cr DriveTrain: FR Weight: 1100 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 271 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ?? NA/Turbo: NA Power Weight Ratio: 4.059 Torque Weight Ratio: ?.??? Spoon S2000 Race Car -------------------- Cost: ----- Cr DriveTrain: FR Weight: 1050 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 271 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ?? NA/Turbo: NA Power Weight Ratio: 3.874 Torque Weight Ratio: ?.??? ------ JAGUAR ------ XKR Coupé --------- Cost: 104,890 Cr DriveTrain: FR Weight: 1640 kg Height: 1296 mm Length: 4760 mm Width: 2015 mm Wheelbase: 2588 mm Max Power: 369 HP/6150 rpm Max Torque: 387.68 ft.lb/3600 rpm Displacement: 3996cc Engine Type: V8 DOHC NA/Turbo: TURBO - Supercharger Power Weight Ratio: 4.315 Torque Weight Ratio: 0.310 XJ220 Road Car -------------- Cost: 780,000 Cr DriveTrain: MR Weight: 1375 kg Height: 1150 mm Length: 4930 mm Width: 2007 mm Wheelbase: 2640 mm Max Power: 516 HP/7000 rpm Max Torque: 473.03 ft.lb/4500 rpm Displacement: 3498cc Engine Type: V6 DOHC NA/Turbo: TURBO Power Weight Ratio: 2.664 Torque Weight Ratio: 0.213 XJ220 Race Car -------------- Cost: ----- Cr DriveTrain: MR Weight: 1320 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 542 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: v6 DOHC NA/Turbo: TURBO Power Weight Ratio: 2.435 Torque Weight Ratio: ?.??? ------ LANCIA ------ Delta HF Integrate Rally Car ---------------------------- Cost: 500,000 Cr DriveTrain: 4WD Weight: 1120 kg Height: 1380 mm Length: 3900 mm Width: 1770 mm Wheelbase: 2480 mm Max Power: 295 HP/7000 rpm Max Torque: 314.63 ft.lb/4500 rpm Displacement: 1995cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 3.726 Torque Weight Ratio: 0.261 ------ LISTER ------ Storm V12 Race Car ------------------ Cost: 1,198,000 Cr DriveTrain: FR Weight: 1438 kg Height: 1321 mm Length: 4547 mm Width: 1975 mm Wheelbase: 2591 mm Max Power: 593 HP/6100 rpm Max Torque: 580.07 ft.lb/3450 rpm Displacement: 6996cc Engine Type: V12 NA/Turbo: NA Power Weight Ratio: 2.420 Torque Weight Ratio: 0.182 ----- LOTUS ----- Elise 190 --------- Cost: 58,530 Cr DriveTrain: MR Weight: 870 kg Height: 1202 mm Length: 3726 mm Width: 1701 mm Wheelbase: 2300 mm Max Power: 190 HP/7000 rpm Max Torque: 139.59 ft.lb/4900 rpm Displacement: 1796cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 3.582 Torque Weight Ratio: 0.348 Espirit V8-SE ------------- Cost: 106,000 Cr DriveTrain: MR Weight: 1380 kg Height: 1150 mm Length: 4415 mm Width: 1885 mm Wheelbase: 2420 mm Max Power: 349 HP/6500 rpm Max Torque: 295.10 ft.lb/4280 rpm Displacement: 3506cc Engine Type: V8 DOHC NA/Turbo: TURBO Power Weight Ratio: 3.909 Torque Weight Ratio: 0.343 Espirit Sport 350 ----------------- Cost: 113,540 Cr DriveTrain: MR Weight: 1300 kg Height: 1150 mm Length: 4369 mm Width: 1883 mm Wheelbase: 2420 mm Max Power: 349 HP/6500 rpm Max Torque: 295.10 ft.lb/4250 rpm Displacement: 3506cc Engine Type: V8 DOHC NA/Turbo: TURBO Power Weight Ratio: 3.682 Torque Weight Ratio: 0.323 Motor Sport Elise ----------------- Cost: 100,000 Cr DriveTrain: MR Weight: 700 kg Height: 1200 mm Length: 3796 mm Width: 1716 mm Wheelbase: 2300 mm Max Power: 200 HP/8000 rpm Max Torque: 144.65 ft.lb/7500 rpm Displacement: 1796cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 3.482 Torque Weight Ratio: 0.355 ----- MAZDA ----- NOTE: Mazda Roadster series is the same as the Miata Series Demio GL-X ---------- Cost: 14,660 Cr DriveTrain: FF Weight: 960 kg Height: 1535 mm Length: 3800 mm Width: 1670 mm Wheelbase: 2390 mm Max Power: 98 HP/6000 rpm Max Torque: 94.02 ft.lb/4800 rpm Displacement: ????cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 9.795 Torque Weight Ratio: 0.750 Roadster MX-5 1989 ------------------ Cost: 16,900 Cr DriveTrain: FR Weight: 980 kg Height: 1235 mm Length: 3955 mm Width: 1675 mm Wheelbase: 2265 mm Max Power: 128 HP/6500 rpm Max Torque: 115.72 ft.lb/4500 rpm Displacement: 1839cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 7.538 Torque Weight Ratio: 0.624 Roadster MX-5 1993 ------------------ Cost: 17,000 Cr DriveTrain: FR Weight: 940 kg Height: 1235 mm Length: 3955 mm Width: 1675 mm Wheelbase: 2265 mm Max Power: 128 HP/6500 rpm Max Torque: 101.26 ft.lb/5500 rpm Displacement: 1597cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 7.966 Torque Weight Ratio: 0.681 Roadster MX-5 1.8RS ------------------- Cost: 22,950 Cr DriveTrain: FR Weight: 1030 kg Height: 1235 mm Length: 3955 mm Width: 1680 mm Wheelbase: 2265 mm Max Power: 142 HP/6500 rpm Max Torque: 120.06 ft.lb/5000 rpm Displacement: 1839cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 7.202 Torque Weight Ratio: 0.631 Roadster LS ----------- Cost: 23,280 Cr DriveTrain: FR Weight: 1070 kg Height: 1235 mm Length: 3955 mm Width: 1680 mm Wheelbase: 2265 mm Max Power: 157 HP/7000 rpm Max Torque: 125.12 ft.lb/5500 rpm Displacement: 1839cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 6.687 Torque Weight Ratio: 0.629 Savanna RX-7 Infini III ----------------------- Cost: 32,300 Cr DriveTrain: FR Weight: 1200 kg Height: 1270 mm Length: 4310 mm Width: 1690 mm Wheelbase: 2430 mm Max Power: 212 HP/6500 rpm Max Torque: 202.52 ft.lb/4000 rpm Displacement: 1308cc Engine Type: Rotary NA/Turbo: TURBO Power Weight Ratio: 5.741 Torque Weight Ratio: 0.434 RX-7 Type RS ------------ Cost: 37,780 Cr DriveTrain: FR Weight: 1280 kg Height: 1230 mm Length: 4285 mm Width: 1760 mm Wheelbase: 2425 mm Max Power: 276 HP/6500 rpm Max Torque: 231.45 ft.lb/5000 rpm Displacement: 1308cc Engine Type: Rotary NA/Turbo: TURBO Power Weight Ratio: 4.459 Torque Weight Ratio: 0.390 RX-7 Type RZ ------------ Cost: 39,980 Cr DriveTrain: FR Weight: 1270 kg Height: 1230 mm Length: 4285 mm Width: 1760 mm Wheelbase: 2425 mm Max Power: 276 HP/6500 rpm Max Torque: 231.45 ft.lb/5500 rpm Displacement: 1308cc Engine Type: Rotary NA/Turbo: TURBO Power Weight Ratio: 4.379 Torque Weight Ratio: 0.383 RX-8 ---- Cost: ----- Cr DriveTrain: FR Weight: 1200 kg Height: 1331 mm Length: 4326 mm Width: 1781 mm Wheelbase: 2700 mm Max Power: 245 HP/8500 rpm Max Torque: 152.65 ft.lb/7500 rpm Displacement: 1308cc Engine Type: Rotary NA/Turbo: TURBO Power Weight Ratio: 4.270 Torque Weight Ratio: 0.489 787B ---- Cost: ----- Cr DriveTrain: MR Weight: 830 kg Height: 1003 mm Length: 4782 mm Width: 1994 mm Wheelbase: 2662 mm Max Power: 690 HP/9000 rpm Max Torque: 448.43 ft.lb/6500 rpm Displacement: 1308cc Engine Type: Rotary NA/Turbo: TURBO Power Weight Ratio: 1.202 Torque Weight Ratio: 0.135 RX-7 LM Race Car ---------------- Cost: ----- Cr DriveTrain: FR Weight: 1050 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 572 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: Rotary NA/Turbo: TURBO Power Weight Ratio: 1.835 Torque Weight Ratio: ?.??? ------------- MERCEDES-BENZ ------------- SLK 230 Kompressor ------------------ Cost: 55,310 Cr DriveTrain: FR Weight: 1325 kg Height: 1285 mm Length: 3995 mm Width: 1715 mm Wheelbase: 2400 mm Max Power: 193 HP/5300 rpm Max Torque: 206.86 ft.lb/2500 rpm Displacement: 2295cc Engine Type: L4 DOHC NA/Turbo: TURBO - Supercharger Power Weight Ratio: 5.862 Torque Weight Ratio: 0.399 CLK55 ----- Cost: 93,100 Cr DriveTrain: FR Weight: 1570 kg Height: 1371 mm Length: 4567 mm Width: 1722 mm Wheelbase: 2690 mm Max Power: 347 HP/5500 rpm Max Torque: 376.11 ft.lb/4300 rpm Displacement: 5439cc Engine Type: V4 SOHC NA/Turbo: NA Power Weight Ratio: 3.838 Torque Weight Ratio: 0.259 CL600 ----- Cost: 133,950 Cr DriveTrain: FR Weight: 1955 kg Height: 1398 mm Length: 4993 mm Width: 1857 mm Wheelbase: 2885 mm Max Power: 361 HP/5500 rpm Max Torque: 391.29 ft.lb/4000 rpm Displacement: 5786cc Engine Type: V12 NA/Turbo: NA Power Weight Ratio: 4.578 Torque Weight Ratio: 0.310 CLK Touring Car --------------- Cost: ----- Cr DriveTrain: FR Weight: 1000 kg Height: 1260 mm Length: 4655 mm Width: 1850 mm Wheelbase: 2690 mm Max Power: 443 HP/7500 rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: 4000cc Engine Type: V8 NA/Turbo: NA Power Weight Ratio: 1.912 Torque Weight Ratio: 0.169 ---- MINI ---- Mini Cooper 1.3l ---------------- Cost: ----- Cr DriveTrain: FF Weight: 750 kg Height: 1350 mm Length: 4120 mm Width: 1240 mm Wheelbase: 2040 mm Max Power: 61 HP/6000 rpm Max Torque: 93.21 ft.lb/4000 rpm Displacement: 1271cc Engine Type: L4 OHV NA/Turbo: NA Power Weight Ratio: 11.803 Torque Weight Ratio: 0.765 ---------- MITSUBISHI ---------- FTO GP Version R ---------------- Cost: 21,600 Cr DriveTrain: FF Weight: 1150 kg Height: 1300 mm Length: 4365 mm Width: 1735 mm Wheelbase: 2500 mm Max Power: 197 HP/7500 rpm Max Torque: 147.55 ft.lb/6000 rpm Displacement: 1998cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 5.867 Torque Weight Ratio: 0.572 Lancer Evolution VII RS ----------------------- Cost: 25,180 Cr DriveTrain: 4WD Weight: 1320 kg Height: 1450 mm Length: 4455 mm Width: 1770 mm Wheelbase: 2625 mm Max Power: 276 HP/6500 rpm Max Torque: 292.08 ft.lb/2750 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.190 Torque Weight Ratio: 0.315 Lancer Evolution VI RS ---------------------- Cost: 25,980 Cr DriveTrain: 4WD Weight: 1260 kg Height: 1415 mm Length: 4350 mm Width: 1770 mm Wheelbase: 2510 mm Max Power: 276 HP/6500 rpm Max Torque: 274.85 ft.lb/3000 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.038 Torque Weight Ratio: 0.303 Lancer Evolution IV GSR ----------------------- Cost: 29,980 Cr DriveTrain: 4WD Weight: 1260 kg Height: 1415 mm Length: 4350 mm Width: 1770 mm Wheelbase: 2510 mm Max Power: 276 HP/6500 rpm Max Torque: 260.38 ft.lb/3000 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.038 Torque Weight Ratio: 0.303 Lancer Evolution VII GSR ------------------------ Cost: 29,980 Cr DriveTrain: 4WD Weight: 1400 kg Height: 1450 mm Length: 4455 mm Width: 1770 mm Wheelbase: 2625 mm Max Power: 276 HP/6500 rpm Max Torque: 282.08 ft.lb/2750 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.444 Torque Weight Ratio: 0.334 Lancer Evolution V GSR ---------------------- Cost: 32,480 Cr DriveTrain: 4WD Weight: 1360 kg Height: 1415 mm Length: 4350 mm Width: 1770 mm Wheelbase: 2510 mm Max Power: 276 HP/6500 rpm Max Torque: 274.85 ft.lb/3000 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.444 Torque Weight Ratio: 0.326 Lancer Evolution VI GSR ----------------------- Cost: 32,480 Cr DriveTrain: 4WD Weight: 1360 kg Height: 1415 mm Length: 4350 mm Width: 1770 mm Wheelbase: 2510 mm Max Power: 276 HP/6500 rpm Max Torque: 274.85 ft.lb/3000 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.358 Torque Weight Ratio: 0.327 Lancer Evolution VI GSR Tommi Makinen Edition ---------------------------------------------- Cost: 32,780 Cr DriveTrain: 4WD Weight: 1360 kg Height: 1405 mm Length: 4350 mm Width: 1770 mm Wheelbase: 2510 mm Max Power: 276 HP/6500 rpm Max Torque: 274.85 ft.lb/2750 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.358 Torque Weight Ratio: 0.327 Lancer Evolution VI GSR Tommi Makinen Edition (Striped) ------------------------------------------------------- Cost: 32,780 Cr DriveTrain: 4WD Weight: 1360 kg Height: 1405 mm Length: 4350 mm Width: 1770 mm Wheelbase: 2510 mm Max Power: 276 HP/6500 rpm Max Torque: 274.85 ft.lb/2750 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.358 Torque Weight Ratio: 0.327 3000GT VR-4 Turbo ----------------- Cost: 43,230 Cr DriveTrain: 4WD Weight: 1710 kg Height: 1285 mm Length: 4575 mm Width: 1840 mm Wheelbase: 2470 mm Max Power: 276 HP/6500 rpm Max Torque: 314.63 ft.lb/2500 rpm Displacement: 2972cc Engine Type: V6 DOHC NA/Turbo: TURBO Power Weight Ratio: 5.428 Torque Weight Ratio: 0.349 3000GT VR-4 ----------- Cost: 43,230 Cr DriveTrain: 4WD Weight: 1680 kg Height: 1285 mm Length: 4600 mm Width: 1840 mm Wheelbase: 2470 mm Max Power: 276 HP/6500 rpm Max Torque: 314.63 ft.lb/2500 rpm Displacement: 2972cc Engine Type: V6 DOHC NA/Turbo: TURBO Power Weight Ratio: 5.333 Torque Weight Ratio: 0.343 Lancer Evolution VI Rally Car ----------------------------- Cost: ----- Cr DriveTrain: 4WD Weight: 1230 kg
Height: 1415 mm Length: 4350 mm Width: 1770 mm Wheelbase: 2510 mm Max Power: 297 HP/6000 rpm Max Torque: 376.11 ft.lb/3500 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.086 Torque Weight Ratio: 0.240 Lancer Evolution VII Rally Car Prototype ---------------------------------------- Cost: ----- Cr DriveTrain: 4WD Weight: 1230 kg Height: 1415 mm Length: 4350 mm Width: 1770 mm Wheelbase: 2625 mm Max Power: 301 HP/6500 rpm Max Torque: ???.85 ft.lb/???? rpm Displacement: ????cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.086 Torque Weight Ratio: 0.??? FTO LM Race Car (1996 Model) ---------------------------- Cost: ----- Cr DriveTrain: 4WD Weight: 980 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 567 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 1.728 Torque Weight Ratio: 0.??? Mine's Lancer Evolution VI -------------------------- Cost: ----- Cr DriveTrain: 4WD Weight: 1210 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 394 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 3.071 Torque Weight Ratio: 0.??? ------ NISSAN ------ Silvia Varietta --------------- Cost: 27,980 Cr DriveTrain: FR Weight: 1330 kg Height: 1285 mm Length: 4445 mm Width: 1695 mm Wheelbase: 2525 mm Max Power: 162 HP/6400 rpm Max Torque: 141.76 ft.lb/4800 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 6.927 Torque Weight Ratio: 0.580 Skyline GTS-t Type M -------------------- Cost: 23,850 Cr DriveTrain: FR Weight: 1260 kg Height: 1325 mm Length: 4530 mm Width: 1695 mm Wheelbase: 2615 mm Max Power: 212 HP/6400 rpm Max Torque: 195.28 ft.lb/3200 rpm Displacement: 1998cc Engine Type: L6 DOHC NA/Turbo: TURBO Power Weight Ratio: 5.019 Torque Weight Ratio: 0.401 Skyline 1994 GT-R V-spec II --------------------------- Cost: 52,600 Cr DriveTrain: 4WD Weight: 1540 kg Height: 1340 mm Length: 4545 mm Width: 1755 mm Wheelbase: 2615 mm Max Power: 276 HP/6800 rpm Max Torque: 260.38 ft.lb/4400 rpm Displacement: 2568cc Engine Type: L6 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.601 Torque Weight Ratio: 0.358 Skyline GT-R V-spec ------------------- Cost: 53,900 Cr DriveTrain: 4WD Weight: 1540 kg Height: 1360 mm Length: 4675 mm Width: 1780 mm Wheelbase: 2720 mm Max Power: 276 HP/6800 rpm Max Torque: 271.23 ft.lb/4400 rpm Displacement: 2568cc Engine Type: L6 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.738 Torque Weight Ratio: 0.353 Skyline 1999 GT-R V-spec ------------------------ Cost: 55,980 Cr DriveTrain: 4WD Weight: 1560 kg Height: 1360 mm Length: 4600 mm Width: 1785 mm Wheelbase: 2665 mm Max Power: 276 HP/6800 rpm Max Torque: 289.31 ft.lb/4400 rpm Displacement: 2568cc Engine Type: L6 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.712 Torque Weight Ratio: 0.336 Skyline 2000 GT-R v-spec II --------------------------- Cost: 57,480 Cr DriveTrain: 4WD Weight: 1560 kg Height: 1340 mm Length: 4600 mm Width: 1785 mm Wheelbase: 2665 mm Max Power: 276 HP/6800 rpm Max Torque: 289.31 ft.lb/4400 rpm Displacement: 2568cc Engine Type: L6 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.712 Torque Weight Ratio: 0.336 Silvia 1991 K's 2000cc ---------------------- Cost: 20,360 Cr DriveTrain: FR Weight: 1170 kg Height: 1290 mm Length: 4470 mm Width: 1690 mm Wheelbase: 2475 mm Max Power: 202 HP/6000 rpm Max Torque: 202.52 ft.lb/4000 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.875 Torque Weight Ratio: 0.359 Silvia 1988 K's 1800cc ---------------------- Cost: 18,860 Cr DriveTrain: FR Weight: 1120 kg Height: 1290 mm Length: 4470 mm Width: 1690 mm Wheelbase: 2475 mm Max Power: 172 HP/6400 rpm Max Torque: 166.35 ft.lb/4000 rpm Displacement: 1809cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 5.517 Torque Weight Ratio: 0.419 240 SX K's Aero --------------- Cost: 23,950 Cr DriveTrain: FR Weight: 1250 kg Height: 1295 mm Length: 4520 mm Width: 1730 mm Wheelbase: 2525 mm Max Power: 216 HP/6000 rpm Max Torque: 202.52 ft.lb/4800 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.940 Torque Weight Ratio: 0.384 Silvia Spec-R Aero ------------------ Cost: 25,600 Cr DriveTrain: FR Weight: 1240 kg Height: 1285 mm Length: 4445 mm Width: 1695 mm Wheelbase: 2525 mm Max Power: 246 HP/6400 rpm Max Torque: 202.52 ft.lb/4800 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.261 Torque Weight Ratio: 0.381 240 SX Fastback Type X ---------------------- Cost: 24,980 Cr DriveTrain: FR Weight: 1220 kg Height: 1290 mm Length: 4520 mm Width: 1695 mm Wheelbase: 2475 mm Max Power: 202 HP/6000 rpm Max Torque: 202.52 ft.lb/4000 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 5.083 Torque Weight Ratio: 0.375 300ZX Twin Turbo 2-Seater ------------------------- Cost: 39,900 Cr DriveTrain: FR Weight: 1520 kg Height: 1245 mm Length: 4305 mm Width: 1790 mm Wheelbase: 2450 mm Max Power: 276 HP/6400 rpm Max Torque: 286.42 ft.lb/3600 rpm Displacement: 2960cc Engine Type: V6 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.676 Torque Weight Ratio: 0.330 300ZX 2by2 ---------- Cost: 43,980 Cr DriveTrain: FR Weight: 1580 kg Height: 1255 mm Length: 4520 mm Width: 1800 mm Wheelbase: 2570 mm Max Power: 276 HP/6400 rpm Max Torque: 286.42 ft.lb/3600 rpm Displacement: 2960cc Engine Type: V6 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.861 Torque Weight Ratio: 0.343 Pennzoil Nismo GT-R ------------------- Cost: 785,000 Cr DriveTrain: FR Weight: 1200 kg Height: 1220 mm Length: 4600 mm Width: 1885 mm Wheelbase: 2665 mm Max Power: 493 HP/6000 rpm Max Torque: 520.76 ft.lb/4400 rpm Displacement: 2708cc Engine Type: L6 DOHC NA/Turbo: TURBO Power Weight Ratio: 2.044 Torque Weight Ratio: 0.143 Z Concept --------- Cost: ----- Cr DriveTrain: FR Weight: 1320 kg Height: 1331 mm Length: 4300 mm Width: 1864 mm Wheelbase: 2649 mm Max Power: 275 HP/6000 rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: 3500cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 4.086 Torque Weight Ratio: 0.339 Nismo GT-R LM Road Car ---------------------- Cost: ----- Cr DriveTrain: FR Weight: 1580 kg Height: 1300 mm Length: 4675 mm Width: 1880 mm Wheelbase: 2720 mm Max Power: 300 HP/6800 rpm Max Torque: 274.85 ft.lb/4800 rpm Displacement: 2568cc Engine Type: L6 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.450 Torque Weight Ratio: 0.357 R390 GT1 LM Race Car -------------------- Cost: ----- Cr DriveTrain: MR Weight: 900 kg Height: 1140 mm Length: 4720 mm Width: 2000 mm Wheelbase: 2720 mm Max Power: 542 HP/6800 rpm Max Torque: 470.13 ft.lb/4400 rpm Displacement: 3495cc Engine Type: V6 DOHC NA/Turbo: TURBO Power Weight Ratio: 1.188 Torque Weight Ratio: 0.103 R390 GT1 Road Car ----------------- Cost: ----- Cr DriveTrain: MR Weight: 1180 kg Height: 1140 mm Length: 4720 mm Width: 2000 mm Wheelbase: 2720 mm Max Power: 352 HP/6800 rpm Max Torque: 470.13 ft.lb/4400 rpm Displacement: 3495cc Engine Type: V6 DOHC NA/Turbo: TURBO Power Weight Ratio: 3.352 Torque Weight Ratio: 0.103 Nismo 400R ---------- Cost: ----- Cr DriveTrain: 4WD Weight: 1550 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 395 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 3.924 Torque Weight Ratio: ?.??? Nismo Skyline GTR R-Tune ------------------------ Cost: ----- Cr DriveTrain: 4WD Weight: 1560 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 452 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 3.451 Torque Weight Ratio: ?.??? Nismo Syline GTR S-Tune ----------------------- Cost: ----- Cr DriveTrain: 4WD Weight: 1500 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 403 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 3.722 Torque Weight Ratio: ?.??? C-West Razo Silvia ------------------ Cost: ----- Cr DriveTrain: FR Weight: 1150 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 296 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 3.885 Torque Weight Ratio: ?.??? Loctite Zexel ------------- Cost: ----- Cr DriveTrain: FR Weight: 1100 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 461 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 2.386 Torque Weight Ratio: ?.??? Calsonic Skyline ---------------- Cost: ----- Cr DriveTrain: FR Weight: 1100 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 461 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 2.386 Torque Weight Ratio: ?.??? Nismo GT-R LM Road Car ---------------------- Cost: ----- Cr DriveTrain: FR Weight: 1580 kg Height: 1300 mm Length: 4675 mm Width: 1880 mm Wheelbase: 2720 mm Max Power: 301 HP/6800 rpm Max Torque: 274.85 ft.lb/4500 rpm Displacement: 2568cc Engine Type: L6 DOHC NA/Turbo: TURBO Power Weight Ratio: 5.249 Torque Weight Ratio: 0.422 Mine's Skyline GTR-N1 V-spec ---------------------------- Cost: ----- Cr DriveTrain: 4WD Weight: 1340 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 591 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 2.267 Torque Weight Ratio: ?.??? ------ PAGANI ------ Zonda C12 --------- Cost: 275,010 Cr DriveTrain: MR Weight: 1250 kg Height: 1151 mm Length: 4345 mm Width: 1933 mm Wheelbase: 2730 mm Max Power: 388 HP/5200 rpm Max Torque: 420.95 ft.lb/3800 rpm Displacement: 5987cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 3.221 Torque Weight Ratio: 0.218 Zonda S ------- Cost: 352,440 Cr DriveTrain: MR Weight: 1250 kg Height: 1151 mm Length: 4345 mm Width: 1933 mm Wheelbase: 2730 mm Max Power: 543 HP/5500 rpm Max Torque: 553.31 ft.lb/4100 rpm Displacement: 7010cc Engine Type: V12 NA/Turbo: NA Power Weight Ratio: 2.302 Torque Weight Ratio: 0.165 Zonda LM Race Car ----------------- Cost: ----- Cr DriveTrain: MR Weight: 1150 kg Height: 1151 mm Length: 4345 mm Width: 1933 mm Wheelbase: 2730 mm Max Power: 651 HP/5500 rpm Max Torque: 553.31 ft.lb/4100 rpm Displacement: 7010cc Engine Type: V12 NA/Turbo: NA Power Weight Ratio: 1.766 Torque Weight Ratio: 0.165 ----- PANOZ ----- Esperante GTR-1 --------------- Cost: 2,000,000 Cr DriveTrain: FR Weight: 1150 kg Height: 1235 mm Length: 4459 mm Width: 1838 mm Wheelbase: 2544 mm Max Power: 570 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 2.017 Torque Weight Ratio: ?.??? ------- PEUGEOT ------- 206 S16 ------- Cost: 23,360 Cr DriveTrain: FF Weight: 1080 kg Height: 1432 mm Length: 3835 mm Width: 1652 mm Wheelbase: 2442 mm Max Power: 138 HP/5800 rpm Max Torque: 135.23 ft.lb/4000 rpm Displacement: 1997cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 6.666 Torque Weight Ratio: 0.497 206 Rally Car ------------- Cost: 350,000 Cr DriveTrain: FF Weight: 1230 kg Height: 1300 mm Length: 4005 mm Width: 1770 mm Wheelbase: 2468 mm Max Power: 299 HP/5250 rpm Max Torque: 349.89 ft.lb/3500 rpm Displacement: 1988cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 3.474 Torque Weight Ratio: 0.193 ------- RENAULT ------- Clio Sport V6 24V ----------------- Cost: 43,400 Cr DriveTrain: MR Weight: 1335 kg Height: 1365 mm Length: 3803 mm Width: 1810 mm Wheelbase: 2510 mm Max Power: 226 HP/6000 rpm Max Torque: 221.32 ft.lb/3750 rpm Displacement: 2946cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 4.540 Torque Weight Ratio: 0.375 Clio Sport Race Car ------------------- Cost: 300,000 Cr DriveTrain: MR Weight: 1150 kg Height: 1280 mm Length: 3803 mm Width: 1810 mm Wheelbase: 2510 mm Max Power: 285 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: 2946cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 3.323 Torque Weight Ratio: 0.323 --- RUF --- 3400S ----- Cost: 76,740 Cr DriveTrain: MR Weight: 1300 kg Height: 1290 mm Length: 4315 mm Width: 1780 mm Wheelbase: 2415 mm Max Power: 305 HP/6800 rpm Max Torque: 265.44 ft.lb/4750 rpm Displacement: 3387cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 3.601 Torque Weight Ratio: 0.304 RGT --- Cost: 160,000 Cr DriveTrain: MR Weight: 1330 kg Height: 1305 mm Length: 4430 mm Width: 1765 mm Wheelbase: 2350 mm Max Power: 379 HP/7700 rpm Max Torque: 277.02 ft.lb/5200 rpm Displacement: 3600cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 2.975 Torque Weight Ratio: 0.298 CTR2 ---- Cost: 382,000 Cr DriveTrain: 4WD Weight: 1380 kg Height: 1275 mm Length: 4290 mm Width: 1735 mm Wheelbase: 2272 mm Max Power: 512 HP/5800 rpm Max Torque: 505.57 ft.lb/4800 rpm Displacement: 3600cc Engine Type: V6 SOHC NA/Turbo: TURBO Power Weight Ratio: 2.273 Torque Weight Ratio: 0.169 ------ SHELBY ------ Cobra ----- Cost: 500,000 Cr DriveTrain: FR Weight: 1068 kg Height: 1245 mm Length: 3962 mm Width: 1727 mm Wheelbase: 2286 mm Max Power: 485 HP/6500 rpm Max Torque: 480.26 ft.lb/3500 rpm Displacement: 6997cc Engine Type: V8 OHV NA/Turbo: NA Power Weight Ratio: 2.202 Torque Weight Ratio: 0.163 ------ SUBARU ------ Legacy B4 RSK ------------- Cost: 26,430 Cr DriveTrain: 4WD Weight: 1410 kg Height: 1405 mm Length: 4605 mm Width: 1695 mm Wheelbase: 2630 mm Max Power: 276 HP/6800 rpm Max Torque: 249.53 ft.lb/5000 rpm Displacement: 1994cc Engine Type: V4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.325 Torque Weight Ratio: 0.349 Impreza Sedan WRX STi Version VI -------------------------------- Cost: 29,190 Cr DriveTrain: 4WD Weight: 1270 kg Height: 1405 mm Length: 4350 mm Width: 1690 mm Wheelbase: 2520 mm Max Power: 276 HP/6500 rpm Max Torque: 260.38 ft.lb/4000 rpm Displacement: 1994cc Engine Type: Boxer4 DOHC NA/Turbo: TURBO Power Weight Ratio: 3.848 Torque Weight Ratio: 0.303 Impreza Wagon WRX STi Version VI -------------------------------- Cost: 29,190 Cr DriveTrain: 4WD Weight: 1310 kg Height: 1440 mm Length: 4350 mm Width: 1690 mm Wheelbase: 2520 mm Max Power: 276 HP/6500 rpm Max Torque: 260.38 ft.lb/4000 rpm Displacement: 1994cc Engine Type: Boxer4 DOHC NA/Turbo: TURBO Power Weight Ratio: 3.969 Torque Weight Ratio: 0.313 Legacy Touring Wagon GT-B ------------------------- Cost: 29,330 Cr DriveTrain: 4WD Weight: 1430 kg Height: 1490 mm Length: 4680 mm Width: 1695 mm Wheelbase: 2630 mm Max Power: 276 HP/6500 rpm Max Torque: 249.53 ft.lb/5000 rpm Displacement: 1994cc Engine Type: Boxer4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.373 Torque Weight Ratio: 0.322 Impreza Sports Wagon WRX STi ---------------------------- Cost: 29,980 Cr DriveTrain: 4WD Weight: 1430 kg Height: 1460 mm Length: 4405 mm Width: 1695 mm Wheelbase: 2525 mm Max Power: 276 HP/6400 rpm Max Torque: 274.85 ft.lb/4000 rpm Displacement: 1994cc Engine Type: Boxer4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.372 Torque Weight Ratio: 0.322 Legacy B4 Blitzen ----------------- Cost: 30,000 Cr DriveTrain: 4WD Weight: 1470 kg Height: 1410 mm Length: 4627 mm Width: 1695 mm Wheelbase: 2650 mm Max Power: 276 HP/6500 rpm Max Torque: 249.53 ft.lb/5000 rpm Displacement: 1994cc Engine Type: Boxer4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.509 Torque Weight Ratio: 0.364 Impreza Sedan WRX STi 2001 -------------------------- Cost: 31,980 Cr DriveTrain: 4WD Weight: 1430 kg Height: 1435 mm Length: 4405 mm Width: 1730 mm Wheelbase: 2525 mm Max Power: 276 HP/6400 rpm Max Torque: 274.85 ft.lb/4000 rpm Displacement: 1994cc Engine Type: Boxer4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.373 Torque Weight Ratio: 0.322 Impreza Sedan WRX STi 2000 -------------------------- Cost: ----- Cr DriveTrain: 4WD Weight: 1430 kg Height: 1435 mm Length: 4405 mm Width: 1730 mm Wheelbase: 2525 mm Max Power: 276 HP/6400 rpm Max Torque: 274.85 ft.lb/4000 rpm Displacement: 1994cc Engine Type: Boxer4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.373 Torque Weight Ratio: 0.322 Impreza 22B STi Version ----------------------- Cost: 50,000 Cr DriveTrain: 4WD Weight: 1270 kg Height: 1390 mm Length: 4365 mm Width: 1770 mm Wheelbase: 2520 mm Max Power: 276 HP/6000 rpm Max Torque: 267.60 ft.lb/3200 rpm Displacement: 2212cc Engine Type: Boxer4 DOHC NA/Turbo: TURBO Power Weight Ratio: 3.875 Torque Weight Ratio: 0.295 Impreza Rally Car ----------------- Cost: 300,000 Cr DriveTrain: 4WD Weight: 1230 kg Height: 1390 mm Length: 4340 mm Width: 1770 mm Wheelbase: 2520 mm Max Power: 299 HP/5500 rpm Max Torque: 347.17 ft.lb/4000 rpm Displacement: 1994cc Engine Type: Boxer4 DOHC NA/Turbo: TURBO Power Weight Ratio: 3.484 Torque Weight Ratio: 0.220 Impreza Rally Car Prototype --------------------------- Cost: ----- Cr DriveTrain: 4WD Weight: 1230 kg Height: 1435 mm Length: 4405 mm Width: 1770 mm Wheelbase: 2325 mm Max Power: 301 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 4.086 Torque Weight Ratio: 0.??? Impreza LM Race Car ------------------- Cost: ----- Cr DriveTrain: 4WD Weight: 1150 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 572 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 2.010 Torque Weight Ratio: 0.??? ------ SUZUKI ------ Alto Works Suzuki Sports Limited -------------------------------- Cost: 12,220 Cr DriveTrain: 4WD Weight: 710 kg Height: 1365 mm Length: 3925 mm Width: 1365 mm Wheelbase: 2335 mm Max Power: 53 HP/6000 rpm Max Torque: 72.32 ft.lb/4000 rpm Displacement: 657cc Engine Type: L3 SOHC NA/Turbo: TURBO Power Weight Ratio: 9.594 Torque Weight Ratio: 0.614 Escudo Pikes Peak Car --------------------- Cost: 1,000,000 Cr DriveTrain: 4WD Weight: 800 kg Height: 1510 mm Length: 5050 mm Width: 1900 mm Wheelbase: 2540 mm Max Power: 981 HP/8100 rpm Max Torque: 144.87 ft.lb/6400 rpm Displacement: 1998cc Engine Type: V6 DOHC NA/Turbo: TURBO Power Weight Ratio: 0.696 Torque Weight Ratio: 0.072 ----------- TOMMY KAIRA ----------- ZZ-S ---- Cost: 56,800 Cr DriveTrain: MR Weight: 670 kg Height: 1100 mm Length: 3630 mm Width: 1740 mm Wheelbase: 2375 mm Max Power: 192 HP/7300 rpm Max Torque: 144.87 ft.lb/6400 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 2.964 Torque Weight Ratio: 0.287 ZZ II ----- Cost: ----- Cr DriveTrain: 4WD Weight: 1000 kg Height: 1190 mm Length: 4300 mm Width: 1860 mm Wheelbase: 2650 mm Max Power: 542 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: V6 DOHC NA/Turbo: TURBO Power Weight Ratio: 1.562 Torque Weight Ratio: 0.156 ------ TOYOTA ------ Vitz Euro Edition ----------------- Cost: 12,880 Cr DriveTrain: FF Weight: 850 kg Height: 1500 mm Length: 3610 mm Width: 1660 mm Wheelbase: 2370 mm Max Power: 86 HP/6000 rpm Max Torque: 90.41 ft.lb/4400 rpm Displacement: 1298cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 9.770 Torque Weight Ratio: 0.691 Vitz RS 1.5 ----------- Cost: 14,530 Cr DriveTrain: FF Weight: 940 kg Height: 1500 mm Length: 3630 mm Width: 1660 mm Wheelbase: 2370 mm Max Power: 108 HP/6000 rpm Max Torque: 105.60 ft.lb/4200 rpm Displacement: 1496cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 8.623 Torque Weight Ratio: 0.657 Celica SS-II Fastback --------------------- Cost: 19,700 Cr DriveTrain: FF Weight: 1140 kg Height: 1305 mm Length: 4335 mm Width: 1735 mm Wheelbase: 2600 mm Max Power: 187 HP/7600 rpm Max Torque: 133.08 ft.lb/6800 rpm Displacement: 1795cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 6.162 Torque Weight Ratio: 0.629 MR-S S Edition -------------- Cost: 19,800 Cr DriveTrain: MR Weight: 970 kg Height: 1235 mm Length: 3885 mm Width: 1695 mm Wheelbase: 2450 mm Max Power: 138 HP/6400 rpm Max Torque: 125.85 ft.lb/4400 rpm Displacement: 1794cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 7.028 Torque Weight Ratio: 0.567 Lexus IS -------- Cost: 20,600 Cr DriveTrain: FR Weight: 1310 kg Height: 1410 mm Length: 4400 mm Width: 1720 mm Wheelbase: 2670 mm Max Power: 157 HP/6200 rpm Max Torque: 147.55 ft.lb/4400 rpm Displacement: 1998cc Engine Type: L6 DOHC NA/Turbo: NA Power Weight Ratio: 8.291 Torque Weight Ratio: 0.651 Celica SS-II ------------ Cost: 21,360 Cr DriveTrain: FF Weight: 1200 kg Height: 1305 mm Length: 4435 mm Width: 1750 mm Wheelbase: 2535 mm Max Power: 197 HP/7000 rpm Max Torque: 151.89 ft.lb/6000 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 6.629 Torque Weight Ratio: 0.625 MR2 G-Limited ------------- Cost: 23,750 Cr DriveTrain: MR Weight: 1220 kg Height: 1235 mm Length: 4170 mm Width: 1695 mm Wheelbase: 2400 mm Max Power: 197 HP/7000 rpm Max Torque: 151.89 ft.lb/6000 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 6.130 Torque Weight Ratio: 0.589 Altezza RS200 ------------- Cost: 24,000 Cr DriveTrain: FR Weight: 1340 kg Height: 1410 mm Length: 4400 mm Width: 1720 mm Wheelbase: 2670 mm Max Power: 207 HP/7600 rpm Max Torque: 159.12 ft.lb/6400 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 6.504 Torque Weight Ratio: 0.620 MR2 GT-S -------- Cost: 27,130 Cr DriveTrain: MR Weight: 1270 kg Height: 1235 mm Length: 4170 mm Width: 1695 mm Wheelbase: 2400 mm Max Power: 241 HP/6000 rpm Max Torque: 224.21 ft.lb/4000 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 5.162 Torque Weight Ratio: 0.419 Celica GT-Four -------------- Cost: 32,660 Cr DriveTrain: 4WD Weight: 1380 kg Height: 1305 mm Length: 4420 mm Width: 1780 mm Wheelbase: 2635 mm Max Power: 251 HP/6000 rpm Max Torque: 224.21 ft.lb/4000 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 5.162 Torque Weight Ratio: 0.416 Supra SZ-R ---------- Cost: 34,700 Cr DriveTrain: FR Weight: 1450 kg Height: 1275 mm Length: 4520 mm Width: 1810 mm Wheelbase: 2550 mm Max Power: 221 HP/6000 rpm Max Torque: 209.75 ft.lb/4800 rpm Displacement: 2997cc Engine Type: L6 DOHC NA/Turbo: NA Power Weight Ratio: 6.531 Torque Weight Ratio: 0.512 Supra RZ -------- Cost: 44,800 Cr DriveTrain: FR Weight: 1510 kg Height: 1275 mm Length: 4520 mm Width: 1810 mm Wheelbase: 2550 mm Max Power: 276 HP/5600 rpm Max Torque: 332.71 ft.lb/3600 rpm Displacement: 2997cc Engine Type: L6 DOHC NA/Turbo: NA Power Weight Ratio: 5.471 Torque Weight Ratio: 0.333 Corolla Rally Car ----------------- Cost: 300,000 Cr DriveTrain: 4WD Weight: 1230 kg Height: 1365 mm Length: 4100 mm Width: 1770 mm Wheelbase: 2488 mm Max Power: 298 HP/5700 rpm Max Torque: 376.11 ft.lb/4000 rpm Displacement: 1972cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.099 Torque Weight Ratio: 0.240 Castrol Tom's Supra ------------------- Cost: 1,250,000 Cr DriveTrain: FR Weight: 1100 kg Height: 1200 mm Length: 4520 mm Width: 1910 mm Wheelbase: 2550 mm Max Power: 463 HP/6000 rpm Max Torque: 470.13 ft.lb/4500 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 2.370 Torque Weight Ratio: 0.171 Celica Rally Car ---------------- Cost: ----- Cr DriveTrain: 4WD Weight: 1200 kg Height: 1305 mm Length: 4424 mm Width: 1770 mm Wheelbase: 2545 mm Max Power: 295 HP/5700 rpm Max Torque: 368.87 ft.lb/3750 rpm Displacement: 1998cc Engine Type: L4 DOHC NA/Turbo: TURBO Power Weight Ratio: 4.013 Torque Weight Ratio: 0.239 GT-One Race Car --------------- Cost: ----- Cr DriveTrain: MR Weight: 900 kg Height: 1125 mm Length: 4840 mm Width: 2000 mm Wheelbase: 2800 mm Max Power: 599 HP/???? rpm Max Torque: 479.54 ft.lb/???? rpm Displacement: 3600cc Engine Type: V8 DOHC NA/Turbo: TURBO Power Weight Ratio: 1.382 Torque Weight Ratio: 0.128 GT-One Road Car --------------- Cost: ----- Cr DriveTrain: MR Weight: 900 kg Height: 1125 mm Length: 4840 mm Width: 2000 mm Wheelbase: 2800 mm Max Power: 600 HP/???? rpm Max Torque: 479.54 ft.lb/???? rpm Displacement: 3600cc Engine Type: V8 DOHC NA/Turbo: TURBO Power Weight Ratio: 1.500 Torque Weight Ratio: 0.128 Chaser Tom's X540 ----------------- Cost: ----- Cr DriveTrain: FR Weight: 1490 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 315 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 4.730 Torque Weight Ratio: ?.??? Sprinter Trueno GT-Apex ----------------------- Cost: 13,550 Cr DriveTrain: FR Weight: 925 kg Height: 1335 mm Length: 4205 mm Width: 1625 mm Wheelbase: 2400 mm Max Power: 128 HP/6600 rpm Max Torque: 109.94 ft.lb/5200 rpm Displacement: 1587cc Engine Type: L4 DOHC NA/Turbo: NA Power Weight Ratio: 7.283 Torque Weight Ratio: 0.620 Altezza LM Race Car ------------------- Cost: ----- Cr DriveTrain: FR Weight: 1150 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 597 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 1.926 Torque Weight Ratio: ?.??? Autobacs Apex MR-S GT Car ------------------------- Cost: ----- Cr DriveTrain: MR Weight: 1125 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 299 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 3.762 Torque Weight Ratio: ?.??? Celica TRD Sports M ------------------- Cost: ----- Cr DriveTrain: FF Weight: 1140 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 197 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 5.786 Torque Weight Ratio: ?.??? Denso Sard Supra 2000 --------------------- Cost: ----- Cr DriveTrain: FR Weight: 1100 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 464 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: TURBO Power Weight Ratio: 2.370 Torque Weight Ratio: ?.??? Sprinter Trueno GT-Apex Shigeno Version --------------------------------------- Cost: ----- Cr DriveTrain: FR Weight: 825 kg Height: ???? mm Length: ???? mm Width: ???? mm Wheelbase: ???? mm Max Power: 207 HP/???? rpm Max Torque: ???.?? ft.lb/???? rpm Displacement: ????cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 3.985 Torque Weight Ratio: ?.??? --- TVR --- Griffith 500 ------------ Cost: 62,410 Cr DriveTrain: FR Weight: 1000 kg Height: 1250 mm Length: 3892 mm Width: 1943 mm Wheelbase: 2282 mm Max Power: 340 HP/5500 rpm Max Torque: 350.07 ft.lb/4000 rpm Displacement: 4988cc Engine Type: V8 OHV NA/Turbo: NA Power Weight Ratio: 3.117 Torque Weight Ratio: 0.221 Tuscan Speed 6 -------------- Cost: 62,410 Cr DriveTrain: FR Weight: 1100 kg Height: 1200 mm Length: 4235 mm Width: 1720 mm Wheelbase: 2361 mm Max Power: 359 HP/7000 rpm Max Torque: 310.29 ft.lb/5250 rpm Displacement: 3966cc Engine Type: L6 DOHC NA/Turbo: NA Power Weight Ratio: 3.047 Torque Weight Ratio: 0.261 Speed 12 -------- Cost: ----- Cr DriveTrain: FR Weight: 1020 kg Height: 1160 mm Length: 4690 mm Width: 2030 mm Wheelbase: 2666 mm Max Power: 799 HP/7250 rpm Max Torque: 650.23 ft.lb/5750 rpm Displacement: 7730cc Engine Type: V12 NA/Turbo: NA Power Weight Ratio: 1.278 Torque Weight Ratio: 0.115 ------------- VAUXHALL/OPEL ------------- Speedster --------- Cost: 38,390 Cr DriveTrain: MR Weight: 850 kg Height: 1112 mm Length: 3790 mm Width: 1711 mm Wheelbase: 2330 mm Max Power: 144 HP/5800 rpm Max Torque: 149.72 ft.lb/4000 rpm Displacement: 2200cc Engine Type: ???? NA/Turbo: NA Power Weight Ratio: 5.000 Torque Weight Ratio: 0.354 Calibra Touring Car ------------------- Cost: ------ Cr DriveTrain: 4WD Weight: 1060 kg Height: 1385 mm Length: 3673 mm Width: 1756 mm Wheelbase: 2605 mm Max Power: 449 HP/11500 rpm Max Torque: 221.32 ft.lb/9000 rpm Displacement: 2497cc Engine Type: V6 DOHC NA/Turbo: NA Power Weight Ratio: 2.000 Torque Weight Ratio: 0.297 Astra Touring Car ----------------- Cost: ----- Cr DriveTrain: FR Weight: 1000 kg Height: 1250 mm Length: 4290 mm Width: 1850 mm Wheelbase: 2617 mm Max Power: 453 HP/7500 rpm Max Torque: 368.87 ft.lb/5000 rpm Displacement: 3998cc Engine Type: V8 NA/Turbo: NA Power Weight Ratio: 1.865 Torque Weight Ratio: 0.168 ---------- VOLKSWAGEN ---------- New Beetle 2.0 -------------- Cost: 15,930 Cr DriveTrain: FF Weight: 1256 kg Height: 1511 mm Length: 4089 mm Width: 1724 mm Wheelbase: 2508 mm Max Power: 115 HP/5200 rpm Max Torque: 121.50 ft.lb/2600 rpm Displacement: 1984cc Engine Type: L4 SOHC NA/Turbo: NA Power Weight Ratio: 9.443 Torque Weight Ratio: 0.624 New Beetle RSi -------------- Cost: 70,000 Cr DriveTrain: 4WD Weight: 1156 kg Height: 1461 mm Length: 4089 mm Width: 1804 mm Wheelbase: 2508 mm Max Power: 224 HP/6200 rpm Max Torque: 223.62 ft.lb/3200 rpm Displacement: 3200cc Engine Type: V6 NA/Turbo: TURBO Power Weight Ratio: 4.345 Torque Weight Ratio: 0.308 Lupo Cup Car ------------ Cost: ----- Cr DriveTrain: FF Weight: 840 kg Height: 1385 mm Length: 3527 mm Width: 1637 mm Wheelbase: 2300 mm Max Power: 123 HP/???? rpm Max Torque: 103.43 ft.lb/???? rpm Displacement: 1600cc Engine Type: L4 NA/Turbo: NA Power Weight Ratio: 5.793 Torque Weight Ratio: 0.506 New Beetle Cup Car ------------------ Cost: ----- Cr DriveTrain: FF Weight: 1170 kg Height: 1450 mm Length: 4081 mm Width: 1770 mm Wheelbase: 2500 mm Max Power: 201 HP/???? rpm Max Torque: 199.62 ft.lb/???? rpm Displacement: 2800cc Engine Type: V6 NA/Turbo: NA Power Weight Ratio: 4.915 Torque Weight Ratio: 0.364 -=================================================- -= GLITCHES =- -=================================================- Index Number: xii Thanks to Soulfly for some of the Glitches, you can see pictures and videos of them at his website: http://www.envy.nu/gt3central/ Also, thanks to FuSoYa for some Glitches. Without them, this section wouldn't be here. How to get the Glitches: ------------------------ (by FuSoYa) -SAVE GAME first cuz game freezes -Get a fast car, needs to go over 230+ Mph e.g, escudo,787 etc. Adjust gear ratios accordingly -use "Wheelie Setting" Lower Springs,ride height,camber, toe,LSD,ASM,TCS, and front downforce all the way down. -Raise rear downforce all the way up -Break through wall at any stage -Accelerate away from track into nothingness to gain massive speed.Car will Wheelie and gain more speed -Car goes into millions of Mph(My 787 did 2,147,483,647 Mph) and then game freezes. -Reset game, and HAVE A NICE DAY It is easier to do these in Arcade mode, Free Run --------------------- SPECIAL STAGE ROUTE 5 --------------------- You can drive throught the walls at both ends of the pit lane. For pictures/videos go to: http://www.envy,nu/gt3central/ --------------- SEATTLE CICRUIT --------------- Look for the tyres at the each end of the straight. You can drive out there. ----------- COTE D'AZUR ----------- At the chicane with the tyres and men in orange, you can go through the wall to the inside of the track. Go down the hill towards the Castrol and Ford signs. Hit the corner to the left of the Castrol sign. You can go outside here. ---------------------- SPECIAL STAGE ROUTE 11 ---------------------- In the pit lane, going the right way, stay parallel to the garages. At the end there is a yellow and black rail. You can drive through that. -=================================================- -= HINTS/TIPS =- -=================================================- Index Number: xiii -------------------------------- Buy New Cars previously upgraded -------------------------------- You need to have two memeory cards for this to work. Save the game on the first memory card. Replace it with the second one. Buy the car you want. Upgrade it as much as your money will let you. Save onto memory card 2. Load the game from Memory card one, and trade the car across from mc2 for the cost price, but you'll also get the upgrades, and still have money left over. -------------------------- Shorter Long Championships -------------------------- (by Not Me) Hey, here's a tip for everyone. I am a freak about oil changes, when I am in a long series like the Polyphony Digital Cup I do this to keep my car from falling apart. Never qualify, win the First 6 races, and somewhere along the line make sure that the car that finishes 2nd finishes low. With me, it was a Z06 Corvette and I ran him into a wall on Seattle, he finished last. I know this may sound like cheating, but I think the no oil changes during a series sucks, so this is the only time I do this. After the 6th race I had 60 points, The Corvette had 30. If you don't qualify, he'll always start in third, and if you start the race, then immediately exit he'll finish in third netting miniscule points 3 or 4, I forget, either way not enough to beat you, the car that starts in first however will net 10 points each race for the remaining four races, so watch him. Depending on how the car that normally has the pole (without qualifying) has done, you may have to race seven races tops. I have won series after series this way, and it never seems to wise up. Again, the only reason I do this is because by the time I get to the 5th race, my oil light is on, and I don't want to suffer a permanent hp drop. ------------ No 10 points ------------ (by kebl) If you start a race, burn to the first corner to place first then quit you will get 0 points , but the others get 6,4 etc i.e. Nobody gets the 10 points (just set for max accel as you won't really be racing). -=================================================- -= GAMESHARK CODES =- -=================================================- Index Number: xiv Courtesy of ign.com $500,000-Sim Mode -------------------- 1C0411241456E7A5 1C041120145786C5 $99,999,999-Sim Mode --------------------- 1C0411241456E7A5 1C04112017E9C70C (M) Must Be On ------------------ EC87829C1437062C 10 Trillion Dollars -------------------- 1C0411241456DEAD 1C041120D26487A5 9999 Races ----------------- 1C0411141456089C 9999 Wins ----------------- 1C04111C1456089C Day 1 ----------------- 1C0411101456E7A6 Day 9999 ----------------- 1C0411101456089C Gold 4WD Challenge ------------------ 1C0247B81456E7A5 1C0247BC1456E7A5 1C0247C01456E7A5 Gold 4WD Challenge ------------------ 1C0247D01456E7A5 1C0247D41456E7A5 1C0247D81456E7A5 Gold 80's S.Car Cup ------------------- 1C0247E81456E7A5 1C0247EC1456E7A5 1C0247F01456E7A5 Gold 80's S.Car Cup ------------------- 1C0247DC1456E7A5 1C0247E01456E7A5 1C0247E41456E7A5 Gold All JapGT Champ -------------------- 1C0248D81456E7A5 1C0248DC1456E7A5 1C0248E01456E7A5 1C0248E41456E7A5 1C0248E81456E7A5 1C0248EC1456E7A5 1C0248F01456E7A5 1C0248F41456E7A5 1C0248F81456E7A5 1C0248FC1456E7A5 1C0248001456E7A5 Gold Altezza Champ. ------------------- 1C02470C1456E7A5 1C0247101456E7A5 1C0247141456E7A5 1C0247181456E7A5 1C02471C1456E7A5 1C0247201456E7A5 Gold Altezza Race ----------------- 1C0247F41456E7A5 1C0247F81456E7A5 1C0247FC1456E7A5 1C0247001456E7A5 1C0247041456E7A5 1C0247081456E7A5 Gold American Champ ------------------- 1C024A7C1456E7A5 1C024A801456E7A5 1C024A841456E7A5 1C024A881456E7A5 1C024A8C1456E7A5 1C024A901456E7A5 Gold Audi TT Race ----------------- 1C024BE01456E7A5 1C024BE41456E7A5 1C024BE81456E7A5 1C024BEC1456E7A5 1C024BF01456E7A5 1C024BF41456E7A5 Gold Beetle Cup ---------------- 1C0247241456E7A5 1C0246281456E7A5 1C02462C1456E7A5 1C0246301456E7A5 1C0246341456E7A5 1C0246381456E7A5 Gold Boxer Spirit ----------------- 1C0246481456E7A5 1C02464C1456E7A5 1C0246501456E7A5 Gold Clubman Cup ---------------- 1C0246781456E7A5 1C02467C1456E7A5 1C0246801456E7A5 Gold Dream Car Champ -------------------- 1C0246BC1456E7A5 1C0246C01456E7A5 1C0246C41456E7A5 1C0246C81456E7A5 1C0246CC1456E7A5 1C0246D01456E7A5 1C0246D41456E7A5 1C0246D81456E7A5 Gold European Champ ------------------- 1C0246F41456E7A5 1C0246F81456E7A5 1C0246FC1456E7A5 1C0246001456E7A5 1C0246041456E7A5 1C0246081456E7A5 Gold Evolution Meeting ---------------------- 1C0246181456E7A5 1C02461C1456E7A5 1C0246201456E7A5 Gold Evolution Meeting ---------------------- 1C02460C1456E7A5 1C0246101456E7A5 1C0246141456E7A5 Gold FF Challenge ----------------- 1C0249501456E7A5 1C0249541456E7A5 1C0249581456E7A5 Gold FF Challenge ----------------- 1C0249681456E7A5 1C02496C1456E7A5 1C0249701456E7A5 Gold FR Challenge ----------------- 1C0249741456E7A5 1C0249781456E7A5 1C02497C1456E7A5 Gold FR Challenge ----------------- 1C02498C1456E7A5 1C0249901456E7A5 1C0249941456E7A5 Gold GT World Champ ------------------- 1C0248601456E7A5 1C0248641456E7A5 1C0248681456E7A5 1C02486C1456E7A5
1C0248701456E7A5 1C0248741456E7A5 1C0248781456E7A5 1C02487C1456E7A5 1C0248801456E7A5 1C0248841456E7A5 1C0248881456E7A5 Gold GT World Champ. -------------------- 1C0249081456E7A5 1C02490C1456E7A5 1C0249101456E7A5 1C0249141456E7A5 1C0249181456E7A5 1C02491C1456E7A5 1C0249201456E7A5 1C0249241456E7A5 1C0248281456E7A5 1C02482C1456E7A5 1C0248301456E7A5 Gold GermanTourChamp -------------------- 1C0246841456E7A5 1C0246881456E7A5 1C02468C1456E7A5 1C0246901456E7A5 1C0246941456E7A5 1C0246981456E7A5 Gold GranTurismo AS ------------------- 1C0249C41456E7A5 1C0249C81456E7A5 1C0249CC1456E7A5 1C0249D01456E7A5 1C0249D41456E7A5 1C0249D81456E7A5 1C0249DC1456E7A5 1C0249E01456E7A5 1C0249E41456E7A5 1C0249E81456E7A5 1C0249EC1456E7A5 Gold Japanese Champ ------------------- 1C0248941456E7A5 1C0248981456E7A5 1C02489C1456E7A5 1C0248A01456E7A5 1C0248A41456E7A5 1C0248A81456E7A5 Gold MR Challenge ----------------- 1C024B401456E7A5 1C024B441456E7A5 1C024B481456E7A5 Gold MR Challenge ------------------ 1C024B281456E7A5 1C024B2C1456E7A5 1C024B301456E7A5 Gold Race NA Sports ------------------- 1C024B4C1456E7A5 1C024B501456E7A5 1C024B541456E7A5 Gold Race NA Sports ------------------- 1C024B641456E7A5 1C024B681456E7A5 1C024B6C1456E7A5 Gold Race Red Emblem -------------------- 1C0249FC1456E7A5 1C0249001456E7A5 1C0249041456E7A5 Gold Silver Arrow ----------------- 1C02481C1456E7A5 1C0248201456E7A5 1C0248241456E7A5 Gold Silver Arrow ----------------- 1C0248101456E7A5 1C0248141456E7A5 1C0248181456E7A5 Gold Spider&Roadster -------------------- 1C024B9C1456E7A5 1C024BA01456E7A5 1C024BA41456E7A5 Gold Sports Car Cup ------------------- 1C0248041456E7A5 1C0248081456E7A5 1C02480C1456E7A5 Gold Stars & Stripes -------------------- 1C024BC41456E7A5 1C024BC81456E7A5 1C024BCC1456E7A5 1C024BD01456E7A5 Gold Stars & Stripes -------------------- 1C024BB41456E7A5 1C024BB81456E7A5 1C024BBC1456E7A5 1C024BC01456E7A5 Gold Sunday Cup ---------------- 1C024BD41456E7A5 1C024BD81456E7A5 1C024BDC1456E7A5 Gold Tourist Trophy ------------------- 1C024BF81456E7A5 1C024BFC1456E7A5 1C024B001456E7A5 1C024B041456E7A5 1C024B081456E7A5 1C024B0C1456E7A5 Gold Turbo Sports ----------------- 1C024B101456E7A5 1C024B141456E7A5 1C024B181456E7A5 Gold Turbo Sports ----------------- 1C024A281456E7A5 1C024A2C1456E7A5 1C024A301456E7A5 Gold Type-R Meeting ------------------- 1C024A641456E7A5 1C024A681456E7A5 1C024A6C1456E7A5 1C024A701456E7A5 1C024A741456E7A5 1C024A781456E7A5 Gold Type-R Meeting ------------------- 1C024A4C1456E7A5 1C024A501456E7A5 1C024A541456E7A5 1C024A581456E7A5 1C024A5C1456E7A5 1C024A601456E7A5 Gold Vitz Race ---------------- 1C024A941456E7A5 1C024A981456E7A5 1C024A9C1456E7A5 1C024AA01456E7A5 1C024AA41456E7A5 1C024AA81456E7A5 License A-1 Gold ---------------- 1C0211F81456E7A5 License A-2 Gold ---------------- 1C02134C1456E7A5 License A-3 Gold ---------------- ???????????????? License A-4 Gold ---------------- 1C0215F41456E7A5 License A-5 Gold ---------------- 1C0217481456E7A5 License A-6 Gold ---------------- 1C02169C1456E7A5 License A-7 Gold ---------------- 1C0219F01456E7A5 License A-8 Gold ---------------- 1C021B441456E7A5 License B-1 Gold ---------------- 1C0207581456E7A5 License B-2 Gold ---------------- 1C0206AC1456E7A5 License B-3 Gold ---------------- 1C0209001456E7A5 License B-4 Gold ---------------- 1C020B541456E7A5 License B-5 Gold ---------------- 1C020AA81456E7A5 License B-6 Gold ---------------- 1C020DFC1456E7A5 License B-7 Gold ---------------- 1C020F501456E7A5 License B-8 Gold ---------------- 1C020EA41456E7A5 License IA-1 Gold ----------------- 1C0227381456E7A5 License IA-2 Gold ------------------ 1C02268C1456E7A5 License IA-3 Gold ----------------- 1C0229E01456E7A5 License IA-4 Gold ----------------- 1C022B341456E7A5 License IA-5 Gold ----------------- 1C022A881456E7A5 License IA-6 Gold ----------------- 1C022DDC1456E7A5 License IA-7 Gold ----------------- 1C022F301456E7A5 License IA-8 Gold ----------------- 1C022E841456E7A5 License IB-1 Gold ----------------- 1C021A981456E7A5 License IB-2 Gold ----------------- 1C021DEC1456E7A5 License IB-3 Gold ----------------- 1C021F401456E7A5 License IB-4 Gold ----------------- 1C021E941456E7A5 License IB-5 Gold ----------------- 1C0221E81456E7A5 License IB-6 Gold ----------------- 1C02233C1456E7A5 License IB-7 Gold ----------------- 1C0222901456E7A5 License IB-8 Gold ----------------- 1C0225E41456E7A5 Low Arcade Times ---------------- 0D6B1D681426B7A5 1D6B1D68145617A5 Low License Times ----------------- 0D6A785C142617A5 1D6A785C145617A5 Max Series Points ----------------- 0D6B32D81456E7A5 4D6B32D81456089C Max Series Points ----------------- 0D6B32D81456E7A5 4D6B32D81456089C Rally License 1 Gold -------------------- 1C023A781456E7A5 Rally License 2 Gold -------------------- 1C023DCC1456E7A5 Rally License 3 Gold -------------------- 1C023C201456E7A5 Rally License 4 Gold -------------------- 1C023E741456E7A5 Rally License 5 Gold -------------------- 1C0241C81456E7A5 Rally License 6 Gold -------------------- 1C02401C1456E7A5 Rally License 7 Gold -------------------- 1C0242701456E7A5 Rally License 8 Gold -------------------- 1C0245C41456E7A5 SIM-1 Lap=Finish ---------------- 0D6E6FBC1456E7A5 3D6E6FBC1456E7A7 3D6B3C7D1456E7A8 3D6DC0A41456E7A8 SIM-Instant Win ---------------- 0D6E6FBC1456E7A5 3D6E6FBC1456E7A8 3D6B3C7D1456E7A8 3D6DC0A41456E7A8 Super License 1 Gold -------------------- 1C0231D81456E7A5 Super License 2 Gold -------------------- 1C02332C1456E7A5 Super License 3 Gold -------------------- 1C0232801456E7A5 Super License 4 Gold -------------------- 1C0235D41456E7A5 Super License 5 Gold -------------------- 1C0237281456E7A5 Super License 6 Gold -------------------- 1C02367C1456E7A5 Super License 7 Gold -------------------- 1C0239D01456E7A5 Super License 8 Gold -------------------- 1C0238241456E7A5 -=================================================- -= FREQUENTLY ASKED QUESTIONS =- -=================================================- Index Number: xv 1. Can you Racing Modify your car/get a new paint scheme? Unfortunately in GT3 you can't do a full Racing Modification on your car. The reason for this is that the cars alone took ages to complete, if there was also a Racing Modified version of each car, the game still wouldn't be released! 2. How can I get the Lamborghini? I'm sorry folks, but the Lamborghini is only available in the Japanese version of the game. 3. I won X Race, how come I can't get X car? The cars you win are random, so keep trying until you get the car you want. 4. There is supposed to be 6 F1 cars, how come I can only get 2? In the American version there are 6, but in the European version there are only 2 F1 cars. They do have 3 different paint schemes, so basically there is 6. 5. I've done everything and only got 98% complete, what's up with that? You need to finish first in the Time Attack Mode in the Arcade Mode. This is VERY HARD; is the same as getting gold medels in the S-licence. Also, finish the Single Race in the Arcade Mode can boost up the percentage too. 6. Why is the Sprinter Trueno GT-Apex Shigeno Version worth so much? The Spriner Trueno SS is worth 125,000 CR because it is a special model from some comic book in Japan/USA. I'll find out which comic... 7. Can you turn your engine off like in the ads? Nope... 8. What's an alloy? An alloy is an aluminium wheel. 9. Is GT3 going to be released on PSone? We can only hope... I doubt it will ever be released on PSone. Maybe if we bribed Sony.... 10. How can I ask a question that will appear here? Post the question on my message boards - the address is given at the top. 11. I emailed you but you never responded. Why? I get loads of mail and if I was to respond to them all, I'd never get any sleep. 12. I was just wondering why they called the option Trading, trading. I mean you aren't trading cars your buying them. Am I right or am i missing an option so your can trade one car for another? No you're right, but the option is called trading as that is just another way of saying buying and selling, or commerce. It's just that it sounds better than any other name you could call it. 13. I've won X Race, but didn't get X car. Why? The car you win is random, just win the race(s) again, and hope you win it this time. 14. I bought a part for my car, but accedentaly chose No when installing it. How can I install it? Go to Settings before the race and you should be able to install it. -=================================================- -= OUTRO =- -=================================================- Index Number: xvi FAQ Credits: -Not Me for a lot of the Tuning School and some Tips -kebl0632 for various additions to the tuning school and tips -vaporseal for an entry to the Tuning School -Wiseblood for a Tuning School question -Soulfly for some of the Glitch locations -FuSoYa for some Glitch locations -Powerstation Magazine for some Car/Race info -Various Sources(Magazines) for Car Stats -Tricksta Rules for adding to the race guide. -Kyle Colbey for some corrections -Nich for Question 12 -Larrylmho for answering question 5 -Everyone who emailed me with Questions and stuff. General Credits: -"A" Tadeo for the Disclaimer -CJayC for putting this FAQ on his site -Polyphony/Sony for this Game -Microsoft for Windows and Notepad -You for reading it -All Vehicle names are trademarks of their manufacturers -Gran Turismo and Playstation 2 are recognised trademarks of SCEE, SCEA, and SCEJ -AlaskaFox's Guide to Gold is not endorsed by Nike or Coca Cola ___ _ ___ ______ _____ ____ ____ _ _ / _ \| | / _ \/ __/ |/ / _ \| __| | \/ / | ___ | |__| ___ |__ \ | ___ | __| || || | |_| |_|____|_| |_|___/_|\_\| |_|_| |____|_/\_\TM ©Ronan Murphy - AlaskaFox 2001/2002