![]() Japan: difficult, many curves, little full throttle, tunnel.Italy: easy, fast curves, lots of full throttle, long straights.Germany: medium difficult, few slow curves, lots of full throttle, long straights.England: difficult, few slow curves, short straights.USA: very difficult, many 180° curves, little full throttle, tunnel.Canada: medium difficult, different curves, a bit full throttle.Monaco: medium difficult, very slow curvers, no highspeed, tunnel.Brazil: medium difficult, slow curves, little full throttle.In the second collision both involved cars dropped out due to tire damage, independently from whether the same driver was involved in the first collision or not. The driver's names were all imaginary, they were:įurthermore, the drivers most of the time reached the finish line in this order. Japan - Suzuka International Racing Course.Canada - Circuit Gilles Villeneuve (Montreal).The names of the tracks are not given in the game. However, the view of the track is slightly simplified and partially twisted, so you will probably not instantly recognize the tracks. You can drive the known formula 1 racing tracks that were used in the season of 1988. Each meter ouside the track is also added to the damage bar.įor the first familiarisation you should drive the single races in Italy with the Ferrari or the Williams. At the beginning of a race this quickly leads to a collision which hardly leaves any space for further mistakes, if you make it without scrapping the car. You notice driving mistakes when the car pirouettes or simply slides into the green area due to too high speed. When the bar is full, then you have scrapped the car and the race is over. Barging against something is instantly redeemed by the car with a damage bar above the steering wheel. The car is hard to steer, acts relative realistically and instantly punishes every mistake. If you want to win, you will not be able to avoid lots of practice before the first race. The game has a certain degree of reality. It is the logical step between Test Drive and Test Drive II. Grand Prix Circuit is a F1 racing simulation by Distinctive Software, which was sold by Accolade. 2.2 Qualifying and racing for a good time.All vehicles can be at high or full throttle from the apex of 18 through the end of the back straight. The chicane, Geert Timmer Bocht, is the final opportunity for brave overtakes before returning to the start/finish line. Don't hit the apex at Turn 16, or the right edge of the track prior to Turn 17 (except for the Miata). Skipping ahead to Turn 15, this is where you begin the setup for Ramshoek. Turn 11 is the opposite, where you should exit all the way to the right and only the Miata comes back past half track berfore turning into Turn 12. Exiting 9, Al recommends staying left of mid-track in order to have the best approach into Turn 10. Keep up the speed at Turn 8, such that you're carried all the way to the left and can smoothly transition into Turn 9. The difference in a wide or not-wide exit, however, is only a couple hundredths of a second. High power vehicles benefit more from straightening out early and getting on the gas harder. If you get a good drive out of the corner, unless they draft you there's no reason they'll pass you back on the straight.Įxiting Turn 5, only the Miata ends up using the full width of the track. If you happen to be behind anyone taking the wide line, by using Al's approach you can virtually pass at will. Despite the definite prevalence of that approach, it is virtually guaranteed to be slower than the optimized line. This is in direct opposition to the established approach, which is to keep farther to the right while exiting Turn 4 and swing in for a single late apex at Turn 5. Entering Turn 5, Al has every vehicle driving straight from the apex at 4 to the first of two apexes in Turn 5. How far out you go between Turns 3 and 4 is mostly a matter of preference, as the lines are fairly interchangeable. Only the Miata straightens the steering between 1 and 2 - the other vehicles should carry a continuous rightward lateral load from Turn 1 to Turn 5. The racing line has a couple has a couple surprises, with Al's approach different significantly from convention in a couple areas.Īfter braking down from the back straight, the main idea in Turns 1 and 2 is to utilize a flowing line that goes from the left edge of the track following Turn 1, to the apex at Turn 2, to the left edge again before entering Turn 3. World Superbike also competes at the circuit, along with a sprinkling of other events throughout the year.ĭespite its legendary status, Assen is actually a fairly tight circuit, with 20 turns packed into a length of about 2.8 miles. Dubbed "The Cathedral" of motorcycling, TT Circuit Assen is home to the Dutch TT, which is the longest running event on the MotoGP calendar.
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