Le Mans 24 Hours Walkthrough :
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Walkthrough - FAQ/Driving Guide FinalLE MANS 24 HOURS DRIVING GUIDE by Wolf Feather/Jamie Stafford FEATHER7@IX.NETCOM.COM Version: FINAL Completed: November 7, 2001 Initial Version Completed August 19, 2001 ==================================== ==================================== ==================================== UPDATE This version of the Driving Guide now lists ALL of the available cars and how to acquire them, more specific details for some courses, more tips for Surviving an Endurance Race, two new sections (Time Trial Tips and Time Trial Goal Times), even more detailed circuit information, and clarifications throughout the guide. This driving guide is even longer than before - now at FIFTY- FIVE pages in the Macintosh version of Word 98, in single- spaced Courier 12 font. It may not necessarily be a great idea to print out this guide in its entirety, unless you just happen to be insanely rich. ==================================== ==================================== ==================================== CONTENTS Spacing and Length Permissions Introduction Game Modes Tires General Tips Time Trial Tips Time Trial Goal Times Surviving an Endurance Race The Circuits Completely Subjective Section Details: Le Mans Details: Bugatti Details: Brno Details: Donington National Details: Donington Grand Prix Details: Catalunya National Details: Catalunya Grand Prix Details: Suzuka East Details: Suzuka West Details: Suzuka Grand Prix Details: Road Atlanta Details: Road Atlanta National Details: Reverse Courses Unlocking Circuits (Spoilers!!!!!) Unlocking Cars (Spoilers!!!!!) Wish List Contact ==================================== SPACING AND LENGTH For optimum readability, this driving guide should be viewed/printed using a monowidth font, such as Courier. Check for appropriate font setting by making sure the numbers and letters below line up: 1234567890123456789012345678901234567890123456789012 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz ==================================== PERMISSIONS This guide may ONLY be posted on FeatherGuides, GameFAQs.com, PSXCodez.com, F1Gamers, Cheatcc.com, Absolute- PlayStation.com, InsidePS2Games.com, RedCoupe, gamesover.com, CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru, cheatingplanet.com, vgstrategies.com, hellzgate, ps2fantasy.com, and neoseeker.com. Permission is granted to download and print one copy of this game guide for personal use. ==================================== ==================================== ==================================== INTRODUCTION I feel extremely fortunate to have been able to watch fifteen of the 24 Hours of Daytona in February 2001 - the first and only time popular NASCAR driver Dale Earnhardt was able to compete in this classic event. While I personally prefer true road courses to stadium courses, I was still caught up in the beauty and artistry of the grueling event. It was really quite special to see cars speeding along on the tight, narrow pavement in the middle of the night, barely able to see anything beyond the glow of the headlights. I also enjoyed the interviews with race teams and spectators alike as they also fought to survive their grueling roles in the race. The changing weather conditions made this all even more difficult for everyone involved. It was my first chance to watch an endurance race, and I instantly fell in love with what was for me a brand new type of racing. Le Mans 24 Hours brings this experience and excitement home. The LONG endurance races - Petit Le Mans (10 hours) and Le Mans (24 hours) - are extremely true to Nature in this respect. The tracking of the shadows as the sun crosses the sky during the day, the tracking of the moon and stars as they cross the night sky, the glare of headlights and taillights, the sound of the engines piercing the air, the drying of the circuit as a long, drenching rain gives way to clear, sunny skies; many of these changes are not easily noticed, as so much of your attention is focused on the mechanics of the race itself, and on anticipating the next corner. The exquisite detail afforded to the realism is breathtaking - IF you happen to notice it as you drive!!! This guide comprises many elements, from listing the unlockable courses and cars, to giving general tips, to providing detailed circuit information. As for this latter point, some of the detail information - with appropriate modifications - comes from the driving guide I wrote for F1 Championship Season 2000 (itself based on the guide I wrote for F1 2000); this only applies to those circuits which are common between these games. For ALL circuits, where the corner/segment names are known, I have translated these names to English and dropped any accent markings, as standard text-only Internet documents are based on the English-language ASCII character set. Also, circuit detail information is for dry-conditions daylight driving; appropriate modifications are required for nighttime driving and driving in other weather conditions. I have also included a section on tires. Much of the information for this section comes from my GT3: Tires Guide, with appropriate modifications. All twelve possible courses (including the three reverse courses) are listed here, with detailed driving instructions for each (except the reverse courses); see Unlocking Circuits (Spoilers!!!!!) below for details. ALL of the advertised 70+ cars in the game are listed, based on my own progress in the game. See Unlocking Cars (Spoilers!!!!!) below for details. ==================================== GAME MODES Le Mans 24 Hours features five game modes: 1.) Quick Race allows you to immediately get started racing. Only four courses are initially available, however, more courses (including the three reverse-direction courses, all unlocked simultaneously) will be unlocked as you win races; see Unlocking Circuits (Spoilers!!!!!) below for details. However, when first playing Le Mans 24 Hours (or ANY racing game with a Time Trial, Free Run, or similar mode), it would be best to start with Time Trail instead to learn the many courses. 2.) Championship presents you with increasingly-difficult championship series; only the Rookie GT Championship is initially available, but winning each series unlocks the next series. However, the circuits listed in the game manual for each championship series are not necessarily the same circuits actually used in the game. 3.) Le Mans mode allows you to race for varying amounts of time in either Petit Le Mans (up to 10 hours at Road Atlanta) or Le Mans 2000 (up to 24 hours). Winning at each race length (measured in time) unlocks more cars; see Unlocking Cars (Spoilers!!!!!) below for details. 4.) Multiplayer allows for one-on-one competition. 5.) Time Trial is a great place to begin, allowing you to learn the courses on your own pace, with no other vehicles on the circuits with you to distract you. Once you learn the courses, this is where you can really work to improve your lap times. Beat the Goal Time for each course (normally two to four seconds slower than the Record Time for each course) to unlock a bonus car. Only four courses are initially available in Time Trial, but more will be opened as you win races in Quick Race mode; see Unlocking Circuits (Spoilers!!!!!) below for details. ==================================== TIRES A very important issue in tire selection actually involves horsepower. The chosen tires need to have some measure of durability, or else you will be stopping in Pit Lane to change tires extremely often. In other words, don't allow the car's horsepower to overdrive the tires' ability to function properly. In the event that the chosen tires wear out too much, cornering at any respectable speed will be virtually impossible, instead causing a nearly-uncontrollable slide into a barrier or into another vehicle. Strong acceleration will likely cause the vehicle to spin. A good driver will not let this happen very often; an expert driver will NEVER let this happen. Always keep an eye on your tire indicators, and plan ahead. If possible, choose tires which will last as least as long as your fuel load. When the tire indicators are green, the tires provide you with the best possible grip for that set of tires. The amount of time the tire indicators remain in the green color range depends on your driving style, the amount of time off- course (in the grass or sand) or banging the barriers (or other cars), and the selection of tire compound. As the tire indicators switch to yellow, you need to start taking better care of your tires. You will likely experience slides when cornering. One of the best ways to reduce the durability of the tires is to corner at high speeds. The manual for Gran Turismo 3 gives an excellent, detailed description of what occurs with the tires when cornering. In short, cornering at high speeds causes a high percentage of the tire to be used for speed, and a low percentage to be used for the actual cornering. To combat this and thus extend the durability of the tires, try to brake in a STRAIGHT line before reaching a turn, thus reducing overall speed, resulting in a lower percentage of the tires to be used for speed and a greater percentage instead used for cornering. Note that if the percentage of the tires used for speed is too high compared to the percentage used for cornering, the car will slide and/or spin. ==================================== GENERAL TIPS For those not accustomed to racing games, Time Trial mode is by far the best place to start. This will allow you to try out cars in all three race categories, and also to learn the many courses without the distraction of other cars on the circuit with you; note that only four courses are initially available in Time Trial mode until other tracks are opened in Quick Race mode. Only really adept racing gamers (especially those who mostly play simulations) will be able to jump into a race on an unknown/unseen course and still perform fairly well. For races with a standing start, DO NOT hold down the accelerator while you wait for the lights to change to green; this will not produce any benefits in Le Mans 24 Hours, and will actually put you far behind everyone else. Instead, keep off the accelerator, and try to time its application with the exact millisecond the lights turn green. This will reduce wheelspin due to excessive engine revs, thus applying all available power to the tires. On some circuits, if you use this strategy from a starting position at the very back of the grid, you can pass up to half of your competitors before reaching the first corner!!! To the extent possible, keep to the approved racing surfaces (pavement, concrete, rumble strips). Grass will slow you down greatly, and sand traps (a.k.a. 'kitty litter') will essentially bring you to an immediate halt. To pass, use the draft; this is especially effective in prototype cars. Or, if you feel a bit rowdy, ram or sideswipe the car in front of you (especially on or just before corner entry) to knock it out of your way and send it careening off-course. If you ram a car hard enough from behind, it is possible to send the other vehicle flipping end-over-end or into a continuous-roll accident; a 'good' place to do this is coming into the final chicane at Road Atlanta (full circuit). If you do not choose to qualify, you will automatically start in last place; therefore, you have nothing to lose and A LOT to gain by qualifying. If you can qualify on Pole, that can mean up to twenty-three FEWER passes you will need to make as a race progresses. This may not be very significant in shorter races, but in the longer (Le Mans and Petit Le Mans) races, this could become a significant factor, especially in relation to Pit strategy. If you are in first place and begin lapping other cars, those cars one or more laps behind you will have blue indicators on the track map. Fortunately, should you run out of fuel, your race does not automatically come to an end like in some other racing games. Instead, you will simply start slowing, and will not be able to accelerate unless you can convince gravity to help you - IF you are fortunate enough to be heading downhill. Therefore, always keep an eye on your fuel gauge and be constantly mindful of the on-screen information displays at the top-center of the screen. In a Championship series, if you can win all the initial races, you may be able to win the series overall even if you decide not to participate in one of the final races of the series; similarly, you may be able to skip a race at a circuit you do not particularly like (or, depending on your point of view, which does not particularly like you) and still be able to win the overall series if you can win at most or all of the remaining circuits. Unfortunately, Le Mans 24 Hours does not provide a Forfeit (or similar) option, so you are required to actually go out to the track; here, press Start, select Quit, and confirm. If your goal is to unlock every possible car in the game, keep checking back to Progress (first select Options at the Main Menu). Use the left and right directional buttons to page through the various modes. Locked cars are silhouetted, while unlocked cars are shown in full color. Note that not all game modes provide the chance to unlock cars. ==================================== TIME TRIAL TIPS In Time Trial mode, you will always begin from a standing start. This means that it will not be possible to best the Goal Time on the initial lap. However, take this opportunity to practice a standing start with no other vehicles on the starting grid to distract you. Also, on this initial lap, brake VERY early and take corners VERY slowly to save the tires (see the next tip below); come up to full racing speed only in the final corner(s) of the circuit. While there are no tire wear indicators on the screen when in Time Trial mode, tire wear does indeed occur; this is especially noticeable if using soft tires (you should be using soft tires anyhow, as they provide the best traction, which you will definitely need to better the Goal Times). Once you have completed about six to eight laps, the tires will no longer be of benefit to you, and will likely be a detriment to you; since any trip to Pit Lane is drive-through only with no servicing, you will be forced to quit Time Trial mode and return to gain fresh tires. The Goal Time for most circuits is set so low that ANY off- course excursion will almost automatically put you out of contention for besting the Goal Time in that lap. In this case, get back on the pavement as quickly as possible, and drive slowly (like on the first lap) to save the tires, coming up to full racing speed only at the final corner(s) of the circuit in anticipation of your next 'hot lap.' For all attempts at besting the Goal Time for a course, make sure to use as little fuel as the CPU will allow; this will reduce the weight of the fuel, thereby reducing the weight of the car and improving handling, accelerating, and braking. If you think fuel weight is not an issue, consider this: One gallon of water equals approximately eight poundsŠ and one gallon of fuel will NOT get you very far, especially not at Le Mans!!!!! You will likely need to experiment with the car settings to see which gives you the best chance at besting the Goal Time for each circuit. I find that setting the Gear Box to Acceleration, the Engine to Sprint, and Downforce to High is a good starting set-up from which to work; be sure to adjust for personal preference and driving style. ==================================== TIME TRIAL GOAL TIMES In Time Trial mode, besting the posted Goal Times earns you a new car, except at the three reverse courses. Here are the Goal Times (including listed Goal Times for the reverse courses), listed here for convenience: Le Mans 3:34.000 Bugatti 1:34.000 Brno 1:45.000 Donington National 1:00.000 Donington Grand Prix 1:21.000 Catalunya National 1:01.000 Catalunya Grand Prix 1:34.000 Suzuka East 0:40.000 Suzuka West 1:01.000 Suzuka Grand Prix 1:07.000 Road Atlanta National 0:46.000 Road Atlanta 1:09.000 Reverse Brno 1:48.000 Reverse Donington National 1:02.000 Reverse Donington Grand Prix 1:23.000 ==================================== SURVIVING AN ENDURANCE RACE While most of the races in Le Mans 24 Hours are relatively short by racing standards, some races are extremely long (especially the full Le Mans or Petit Le Mans races, at twenty-four and ten hours, respectively). Even the 'short' 100-minute Petit Le Mans race is relatively survivable. However, the longer races require even more focus and concentration. Fatigue really begins to set in, especially for those not habituated to playing full-length races in non- endurance racing games such as F1 2001. While Le Mans 24 Hours allows for progress in longer races to be saved when in Pit Lane, you really lose the 'flow' of a given race if you save your progress and shut off the console after one stint in the car, making such a start-and-stop 'method' of racing quite a fragmented, arguably 'postmodern' method of racing. For those who prefer to race for multiple stints at a time, here are some tips to help you keep your concentration and focus: 1.) Make sure you are well-rested and have plenty of time for driving multiple consecutive stints. To give you a benchmark, I average about forty-five minutes per stint at Le Mans (240 minutes) using full fuel and hard tires in a Closed Prototype vehicle. For the Petit Le Mans, I generally race a Closed Prototype car with fifty-percent fuel and soft tires, for thirty to forty minutes per stint. 2.) Make sure you are as comfortable as possible. Real-world race drivers often have specifically-molded seat cushions to help in this endeavor. While such specialized equipment is far too expensive to be used when playing console racing games, the concept is the same: Make sure you are in a comfortable chair, with appropriate cushions if necessary. If you like to have a footrest, make sure it is in place before beginning a race. 3.) While Le Mans 24 Hours does include music, it can quite easily become too repetitive to help you keep your concentration. If you have a stereo or radio separate from the sound system of your console and television, put on other music, perhaps a favorite CD (Lords of Acid, anyone???????). 4.) Adjust for real-world lighting before beginning a race. This is especially important for those - like myself - who have the console and television placed directly in front of a window due to the configuration of a small apartment or dorm room. Adjust the blinds or curtains to your liking so that any light coming in will not bother your eyes, especially when racing through the nighttime portion of races. Also, turn off or move lights whose shine reflects off the television screen. 5.) Have a drink handy. To be more realistic in relation to actual race drivers, only make use of the drink while in Pit Lane, thus simulating a driver receiving a small water bottle while the team handles car servicing. Or, simply have the drink next to you on a table so that you can quickly reach it for a quick sip down a straightaway; this would more or less simulate the in-helmet drink system used by some real-world race-drivers. (Of course, you could always 'cheat' and simply pause the game whenever you need a quick drink.) Note that drinks with high caffeine content (such as Jolt, sold in select markets in the States) may not be a good choice; if you run out of the drink well before the end of a stint, or long before you finish your planned multiple stints, you could experience a rather severe caffeine crash, which will adversely affect your driving performance and your concentration. 6.) Real-world drivers generally do not get a chance to eat during the race, except perhaps while the car is in Pit Lane for fuels and tires. A small plate or bowl of small snack foods might be useful. Small candies, crackers, cheeses, etc., may be good choices. If you are on a diet, first consult with your doctor or nutritionist for some good snack food possibilities. 7.) If you often download images, sounds, movies, etc., from the Internet and have a computer close to the console, set the computer to download a massive number of files before starting the game. Occasionally (preferably when alone on a long straightaway), glance over at the computer to check on the progress of the download. This will subconsciously keep your mind occupied on more than simply racing, thus forcing yourself to remain focused via extra effort. (And if you want to download a flood of Sailor Moon images from Usenet, this will save time, as you are obviously not using the computer personally while you race!!!) 8.) Avoid racing at times of the day (or night) when your body naturally tends to shut down. This applies to life in general, including choosing times between three-hour grad classes!!!!! 9.) Try to internalize the basics of racing before beginning an endurance race. If you can instinctively handle a J-turn, for example, the mechanics of safely navigating the corner will require less concentration. Perhaps the best possible means to learn the basics of racing with 'hands-on' experience is to complete ALL the license tests of any game in the Gran Turismo series; I particularly suggest the license tests in Gran Turismo 2. 10.) Simulate an actual Le Mans or Petit Le Mans race, without pausing or saving the game to continue later. Gather together several friends, and take turns doing the driving, changing drivers only at the Pit Stops as in an actual endurance race. Of course, this will give you an advantage over real-world endurance race drivers: They do not generally get to have good (or boring) conversations with friends while driving. 11.) If your car is lightning-fast compared to the other vehicles in the race, then after the first or second stint, always use 50% fuel. This should also allow you to use soft tires (if in dry conditions), as soft tires will generally begin to really wear out after about half of a fuel tank has been depleted (even faster if you have had many off-course excursions). This method will obviously have you sitting in Pit Lane more often, but that will give you more short breaks to catch your breath and let your adrenaline simmer for a moment. 12.) If playing with randomized weather, always be prepared to stop in Pit Lane to change tires. I have been able to run a number of laps successfully at Le Mans with soft tires when I should have been using intermediate tires, but my lap times were slower than if I had been using intermediate tires. Also, note that it takes approximately thirty minutes for the pavement to dry off after a long, hard, soaking rain, so this may well play into your choice of tires in a long endurance race. 13.) EVERY time you come to Pit Lane, SAVE YOUR PROGRESS!!!!! You never know when some fool will drive into a nearby telephone pole and cut off your electricity. ==================================== THE CIRCUITS Here are the circuits available in Le Mans 24 Hours, along with brief descriptions: Le Mans The longest circuit of the game, Le Mans is quite challenging, especially when approaching the Pits and Front Straightaway. Keep an eye on the tire and fuel indicators; if you run out of fuel or sufficient traction on the back side of the circuit, you may as well just quit the race. Bugatti This is the permanent section of the Le Mans circuit. High speeds are not really effective here with all the technical corners. Brno If not for the many hills, this would be a really great circuit. As it is, great speeds can be achieved here, especially with a low-downforce set-up, but cornering can be somewhat difficult. This circuit would be EXCEPTIONALLY FUN with a motorcycle!!!!! Donington National Good speeds can be achieved at Donington, but there are several tight corners which will really challenge low-downforce cars. Donington Grand Prix Identical to Donington National, with the addition of a nasty chicane and two tight hairpins. Catalunya National A quick course, but the first turn (a hairpin) is sharp. Catalunya Grand Prix An excellent circuit with high speeds possible. This circuit will be quite familiar to those who have played F1-based games such as F1 Championship Season 2000. Suzuka East The Suzuka East circuit includes the famous figure-eight crossover. Good use of the draft can be very beneficial here. Suzuka West The S-curves can be quite dangerous, but they do provide excellent passing opportunities if you can brake deeper than the cars in front of you and/or have superior acceleration for corner exits. Suzuka Grand Prix This circuit will also be quite familiar to those who have played F1-based and motorcycle-based games. This is the most famous circuit in Japan, and perhaps in all of Asia. Road Atlanta National This course provides steep elevation changes, tempering significant straightaways with blind corners. Road Atlanta This course provides steep elevation changes, tempering significant straightaways with blind corners. This course has been offered in other racing games, so some players may already be rather familiar with the Road Atlanta circuit. There are also three official reverse courses: Reverse Brno, Reverse Donington National, and Reverse Donington Grand Prix. Of course, you can drive in reverse on any course at any time, but this is certainly NOT recommended, especially during a race!!!!! ==================================== COMPLETELY SUBJECTIVE SECTION This will likely be utterly useless information for some (unless these items miraculously happen to become answers on Jeopardy!), so this section should be taken with several grains of salt and a large raw salmon. My Favorite Courses: Catalunya Grand Prix Le Mans Road Atlanta (full circuit) Suzuka Grand Prix My Least Favorite Courses: Catalunya National Road Atlanta National Suzuka East Suzuka West My Favorite Corners: Bugatti: Museum Curve Catalunya Grand Prix: Seat Le Mans: Mulsanne and Porsche Curve Road Atlanta: Turn 8 (the second-nastiest corner) and Turn 13 (the nastiest corner, passing underneath Suzuka Bridge) Road Atlanta National: Turn 12 (the nastiest corner, passing underneath Suzuka Bridge) Suzuka Grand Prix: Degner Suzuka West: Degner My Least Favorite Corners: Bugatti: Dunlop Chicane Catalunya Grand Prix: Banc Sabadeau Catalunya National: Banc Sabadeau Donington Grand Prix: Turns 9-10 Donington National: Turns 9-10 Le Mans: Dunlop Chicane, White House Suzuka Grand Prix: Chicane My Favorite Driving Conditions: Broad daylight, dry weather conditions Complete darkness, clear sky, with few trees or other obstacles to block the view of the stars and moon Sunset with clear skies (especially in the Petit Le Mans at Road Atlanta) My Least Favorite Driving Conditions: Hour after hour after hour after hour of non-stop incessant neverending water droplets dripping continuously from the dark clouds above ==================================== ==================================== ==================================== DETAILS: LE MANS This is the longest circuit of the gameŠ and quite likely the reason players buy or rent this game!!! It is IMPERATIVE to learn this circuit flawlessly during daylight conditions, as visibility is unbelievably poor at night and in wet-weather conditions (although better than in the old Test Drive: Le Mans). The trick to successfully completing Time Trial here (and thus unlocking a car) is to find the best possible combination of small car size with strong acceleration and high top-end speed; however, you must begin Time Trial with at least 40% fuel, so you will certainly need to make a number of laps to reduce your fuel load - along with absolutely BETTER-THAN-FLAWLESS DRIVING - to even have a HOPE of besting the Goal Time of 3:34.000. SPECIAL NOTE 1: After driving all night long (especially in the full 24-hour race), the transition to daylight driving (especially under clear skies) can result in poor visibility of cars far ahead of you until your eyes adjust. Be wary of your closing rate on slower, 'unseen' cars far ahead, as you can suddenly find your front bumper banging the rear end of another vehicle. SPECIAL NOTE 2: Lights are used for nighttime driving and other poor visibility conditions (primarily constant rain). While the lights are great in poor visibility conditions, do not allow yourself to become too reliant upon them. Once clear visibility returns, the lights are turned off (approximately 6:30AM in the full 24-hour race). Turn 1 (Dunlop Curve): This is a rather nice right-hand fade which can be taken flat-out. However, it may be a good idea to begin braking for Dunlop Chicane when exiting Dunlop Curve. An elevation change begins here. Turns 2-4 (Dunlop Chicane): Given the continual upward slope through Dunlop Chicane, it is extremely easy to slip off the pavement on either side of the circuitŠ and both sides are filled with plenty of kitty litter. Braking well before entering the Dunlop Chicane is of UTMOST importance as the corners of the chicane are rather tight. At the beginning of a race, all the traffic can make this segment even more treacherous than it would be normally. Straightaway: The significant hill crests as you pass underneath the big Dunlop tire. Turns 5-6 (Red Mound S): This left-right chicane begins just after passing the Ferris Wheel on the left side of the course, and is a good reference point to use in picking your braking zone; note that the Bugatti circuit turns to the right here. The barriers are rather close to the pavement on both sides through the chicane, so any off-pavement excursions will result in sliding along the rails; this is especially important in case you carry too much speed through this chicane. Turns 7-9 (Red Mound Curve): This is a set of three right- hand semi-corners which can usually be taken flat-out, unless you find yourself encumbered by traffic. However, keep a tight line to the apex of each of the three semi-corners, or you may find yourself with a few wheels in the sand and grass on the outside of the course. The outside of the final corner is actually paved (where the Le Mans circuit joins public roads come together), so this can be used as a good swing-out area if necessary, and can also be used to pass a small group of cars on the inside of the corner; beware the outside barrier here as you will be likely be carrying A LOT of speed. Straightaway (Hunaudieres Straight - Part I): This is the longest straightaway of the circuit, and very good top-end speeds can be achieved here, especially if you were able to blast your way through Red Mound Curve without even tapping the brakes. However, there is no room for error if you get involved in a three-abreast situation, as the barriers come almost directly up to the pavement. During the day, look for the distance-to-corner markers or else you will miss Motorola Chicane (flashing red lights alert you to the chicane at night and in poor-visibility conditions). Turns 10-12 (Motorola Chicane): This is the same chicane format as the Dunlop Chicane (right-left-right), but wider and without the hill. Beware the barriers. In poor- visibility conditions, the first corner of the chicane is easily identifiable by the red lights; during the day, however, the chicane is very difficult to see from a distance, so be sure to look for the distance-to-corner markers. Straightaway (Hunaudieres Straight - Part II): Very good top- end speeds can be achieved here. However, there is no room for error if you get involved in a three-abreast situation, as the barriers come almost directly up to the pavement. During the day, look for the distance-to-corner markers or else you will miss Michelin Chicane (flashing red lights alert you to the chicane at night). Turns 13-15 (Michelin Chicane): This is exactly like the Motorola Chicane, but is a left-right-left combination with a tighter initial turn. In poor-visibility conditions, the first corner of the chicane is easily identifiable by the red lights; during the day, however, the chicane is very difficult to see from a distance, so be sure to look for the distance-to-corner markers. Straightaway (Hunaudieres Straight - Part III): Yet another long straightaway, but with a small fade to the right almost one-third of the way along its length. After clearing the small rise (similar to a bridge over a small country stream, about two-thirds of the way along the straightaway), look for the distance-to-corner markers for Mulsanne Curve. Mulsanne: If you can carry enough speed and have sufficient tire grip, you can essentially treat both Mulsanne Hump and Mulsanne Curve as one long double-apex corner by riding up on the inside rumble strip of Mulsanne Curve. Mulsanne Hump and Mulsanne Curve together essentially form a 135-degree (double-apex) megacorner. It is very easy to go too wide exiting this megacorner, and CPU-controlled cars often will find themselves in the sand trap, so keep watch for such activity as you round Mulsanne Curve. Turn 16 (Mulsanne Hump): The distance-to-corner markers actually are for the following right-hand turn, but no one can afford to miss Mulsanne Hump, whose apex is almost exactly in line with the 100m marker and bounded on the left by a nasty barrier. Turn 17 (Mulsanne Curve): The distance-to-corner markers are actually for THIS corner. This is a ninety-degree corner requiring moderate braking and a solid, clean racing line to keep out of the sand trap. Straightaway: This straightaway has three fades to the right along its length. At the apex of the third fade, begin braking for the Indianapolis Curve. Turn 18 (Indianapolis Curve): This left-hand ninety-degree corner can easily be missed, so use plenty of braking beginning at the apex of the third fade along the previous straightaway. Do not cut this corner too sharp or you will likely bang the barrier on the inside of the turn. Turn 19 (Arnage Curve): After a very brief straightaway, this is a right-hand right-angle corner. The trick here is to NOT come up to full speed following the Indianapolis Curve, thus saving your brakes a little (which is extremely importance in endurance races). Do not cut this corner too sharp or you will likely bang the barrier on the inside of the turn. If you go wide, say 'Bonjour' (daytime) or 'Bonsoir' (evening/nighttime) to the outside barrier. Likewise, if you carry too much speed over the inside rumble strip, countersteer immediately to avoid a spin (and that still may not help). Straightaway: This 'straightaway' has four fades (left-right- left-right). After the fourth fade, get ready for the fast- approaching Porsche Curve. 'Chicane:' This next segment essentially forms an extra-wide right-left-left-right ('bus stop') chicane as it leaves the public roads. Extreme care is required here, as the pavement is extreme narrow. Turn 20 (Porsche Curve): Light braking will likely be needed here, although experts can probably blast through here at top speed if not encumbered by traffic. An uphill rise begins here. Turn 21: The rise crests here as the course turns to the left. Turns 22-23: The course elevation drops at Turn 22 as the circuit turns to the left, making this corner more challenging than it would at first appear. Turn 23 follows immediately, turning to the right. Turns 24-27 (Prairie): There are four significant semi- corners (right-left-right-left) here. Top speed can be carried all the way through Prairie, but only with a flawless racing line, else you risk dropping a wheel in the grass and slowing yourself down. On exiting Turn 27, the single yellow line marking the Pit Entry begins on the right. Turns 28-31 (White House): These tight left-right-left-right S-curves are the finale of a rather lengthy lap of the Le Mans circuit. The pavement here is extremely narrow, making safe passing impossible; if any passing is to be done here, it is only by ramming another car off the pavement and into the kitty litter. The entire area is surrounded by massive sand traps, so if you slip off the pavement, you will be slowed almost to a snail's crawl, losing valuable time and allowing those behind you to pass with the greatest of ease. A VERY brief straightaway separates the first left-right combination from the second. Note that to keep your time in this section to a minimum, you will need to make use of the rumble strips on the inside of each corner; however, if you come through ANY corner of White House carrying too much speed (especially in wet racing conditions), the car will bounce severely and perhaps spin or slide out into the kitty litter. ==================================== DETAILS: BUGATTI This is the permanent section of the Le Mans circuit. Bugatti is a rather technical circuit, so top-end speed is generally not the best way to set up a car here. Those familiar with the Nevers Magny-Cours F1 circuit will certainly appreciate its similarity to the four semi-parallel straightaways on the first half of the Bugatti circuit. Turn 1 (Dunlop Curve): This is a rather nice right-hand fade which can be taken flat-out. However, it may be a good idea to begin braking for Dunlop Chicane when exiting Dunlop Curve. An elevation change begins here. Turns 2-4 (Dunlop Chicane): Given the continual upward slope through Dunlop Chicane, it is extremely easy to slip off the pavement on either side of the circuitŠ and both sides are filled with plenty of kitty litter. Braking well before entering the Dunlop Chicane is of UTMOST importance as the corners of the chicane are rather tight. At the beginning of a race, all the traffic can make this segment even more treacherous than it would be normally. Semi-parallel Straightaways: These four semi-parallel straightaways can produce an unexpected aural effect. Once traffic stretches out all around the circuit, whenever you are on the middle straightaways, you will almost certainly hear cars speeding past you on the straightaways to either side of you. Straightaway: The significant hill crests as you pass underneath the big Dunlop tire. Turn 5 (Chapel): This is a rather tight right-hand hairpin which will require moderate breaking on entrance. Chapel begins immediately after passing the tall Ferris Wheel on the left. Turn 6 (Museum Curve): This is a wide left-hand hairpin with an extensive sand trap to the outside of the pavement. Of the three consecutive hairpins, this is by far the easiest to handle, allowing for most cars to still carry some considerable speed through the hairpin, but braking is still required before entry. Turn 7 (Green Garage): Yet another tight right-hand hairpin requiring harsh braking. If you miss your braking zone, you will find yourself beached in the kitty litter to the outside of the hairpin. Turns 8-9 (Ox Way S): Hard braking is required here after the fourth of the semi-parallel straightaways. Beware the sand traps to the outside of each corner, and make sure not to overcompensate and roll through the grass on the inside of the corners. Turn 8 begins immediately after passing underneath the Bridgestone bridge. Turns 10-11 (Blues S): Brake early or Turn 10 will have you either out in the kitty litter or spinning around in the middle of the pavement. The right-handed Turn 10 is rather straightforward. However, there are then TWO pieces of pavement turning to the left. The official Turn 11 is the SECOND pavement, so do not turn too soon. Turns 12-13 (Connection): Pit Entry is to the right immediately before entering Connection, so beware of slower cars here. The Connection complex is extremely complex, as the final chicanes and the Pit Entry of the Le Mans course rejoin the Bugatti course here. Just make two right-hand, ninety-degree turns at a moderate pace (likely making good use of the rumble strips) and you will soon find yourself safely back on the Pit Straight. The pavement here is extremely narrow, making safe passing impossible; if any passing is to be done here, it is only by ramming another car off the pavement and into the kitty litter. ==================================== DETAILS: BRNO Located in the Czech Republic, this is another rather technical circuit, with massive sand traps on the outside of every corner, and sand traps on the inside of many corners as well. A reverse race configuration is also available at Brno (unlocked simultaneously with Reverse Donington National and Reverse Donington Grand Prix). Fortunately, this is a rather wide circuit, so racing three-abreast is easily done without anyone endangering the other cars involved; four-wide racing, however, is certainly NOT recommended at Brno, especially when cornering!!!!! Pit Straight: The Pit Lane barrier is set just far enough away from the official course (marked by the white line on the right side) that an unofficial paved lane is created. You can make use of this unofficial lane to pass several cars at once, especially on a standing start. However, beware of any cars exiting Pit Lane. Turn 1: This is a relatively-fast right-hand J-turn requiring light to moderate braking on entry. For good lap times, a minimum speed of 100MPH/160KPH is required through Turn 1, but I have been able to successfully hold speeds over 110MPH before oversteering begins to take effect. If you can successfully hold such speeds here, Turn 1 is a great place to pass other cars. Do not drift off-course on the left, or you will be beached in the sand. A gentle fade to the left occurs on corner exit. Turn 2: This left-hand corner will require moderate braking on entry to keep out of the sand. Again, good speed can be held through this corner, allowing you to pass one or two cars. Turn 3: After a brief straightaway, this right-hand corner will require light braking to stay out of the sand. Straightaway: The circuit begins its downhill run here. Turn 4: Continuing downhill, this right-hand J-turn requires moderate braking as the car lightens. Turn 5: A right-hand corner requiring light braking as the course continues downhill. Turn 6: After a brief straightaway, the course continues downhill through this left-hand corner, which requires light braking. Do not go wide on exit or you will be caught out in the kitty litter. Turn 7: Still continuing downhill, the course turns left here, requiring light braking. If you go wide, you will be out in the sand. Turn 8: This right-hand J-turn requires moderate braking to keep from sliding out into the sand on the outside of the corner. The inside of the corner also has a sand trap, so do not cut this corner too short if you need to pass other cars here. Turn 9: After a relatively long straightaway, the course has a right-hand downhill J-turn here requiring moderate braking. Drift left on exit, but do not go too wide or you will be beached in the sand. Turn 10: The course finally 'bottoms out' and begins a gentle uphill climb at the entrance of this left-hand corner. Light braking is required here to keep from running out into the sand. Turn 11: Almost immediately following Turn 10, this right- hand corner continues the uphill climb. Moderate braking is necessary here. Turn 12: Still continuing uphill, use moderate braking for this left-hand corner to keep out of the sand. Turn 13: The hill crests on entry to Turn 13. Use light or moderate braking here to stay out of the kitty litter. The single white line indicating Pit Entry begins just after the apex of Turn 13, so be mindful of cars slowing for Pit Entry. ==================================== DETAILS: DONINGTON NATIONAL This popular British venue is the host of many events, and has been included in other racing games. The outside of almost every corner has a very small strip of grass between the pavement and the sand trap. The only difference from the Donington Grand Prix course is that the two straightaways behind the Paddock Suite are bypassed. Turn 1: This right-hand J-turn requires moderate braking, and plenty of patience at the start of a race as traffic really jams up here. Turn 2: This is a long, gentle right-hand semi-corner, sloping downhill along its entire length. Turn 3: Continuing downhill, this left-hand corner will only require light braking, if the brakes are needed at all. Due to the downhill slope, it may be difficult to see the apex of the corner as you approach. Turn 4: Immediately after Turn 3, the course turns uphill to the right here, with light or moderate braking required. Turn 5: After passing underneath the pedestrian bridge, the course turns to the left here. No braking is required. Turn 6: This is really just a left-hand fade. Turn 7: Moderate braking is necessary as the course continues uphill through this right-hand turn. The barrier on the left comes rather close to the pavement, so there is not much grass and sand to stop you if you miss your braking zone. Turn 8: This lengthy, sweeping right-hand J-turn will require light braking to keep out of the grass and sand as the course continues slowly uphill. This corner opens out onto the longest straightaway at Donington. Turns 9-10: Shortly after passing underneath the big Dunlop tire, begin braking for the chicane. This is a tight right- left combination. Barriers to the inside AND outside of Turn 9 prevent any shortcutting. ==================================== DETAILS: DONINGTON GRAND PRIX This popular British venue is the host of many events, and has been included in other games. The outside of almost every corner has a very small strip of grass between the pavement and the sand trap. Turn 1: This right-hand J-turn requires moderate braking, and plenty of patience at the start of a race as traffic really jams up here. Turn 2: This is a long, gentle right-hand semi-corner, sloping downhill along its entire length. Turn 3: Continuing downhill, this left-hand corner will only require light braking, if the brakes are needed at all. Due to the downhill slope, it may be difficult to see the apex of the corner as you approach. Turn 4: Immediately after Turn 3, the course turns uphill to the right here, with light or moderate braking required. Turn 5: After passing underneath the pedestrian bridge, the course turns to the left here. No braking is required. Turn 6: This is really just a left-hand fade. Turn 7: Moderate braking is necessary as the course continues uphill through this right-hand turn. The barrier on the left |
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