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Points of Interest
Points of interest is meant to be a weekly series that will focus on the tracks that we will be running each week on Sunday night. I will touch on the history of track in the Gran Turismo series and some real life history about some of the tracks. I will also use this spot to refresh everyone on the track boundaries for each of the tracks in use for the week. This post could be edited if something in the boundaries is found that needs to be addressed over the course of practicing during the week.
Suzuka Circuit
Suzuka Circuit is a real world course located in Japan. The 18 turns present a challenging layout with quite a few opportunities for overtaking. Turn 1 is a prime spot to pull up alongside and make a pass. The esses that follow require a certain rhythym to get through quickly. Turn 8 and 9 are a high speed section that can be used to set up a move in the hairpin (11). The spoon curve (13,14) is a corner that requires an optimum line to carry speed onto the back straight. Attempting a pass in the spoon will most likely cost you and your opponent quite a bit of time but it can be done. Turn 15 can be taken flat out in some cars or with just a lift off the gas. The triangle at the end of the course is your last chance to make a pass but you must be careful as the course is quite narrow through this section.
Track boundaries are pretty straight forward at Suzuka. Wherever there is a rumble strip or curb, it serves as the edge of the track. In the absence of a rumble strip, a change in the pavement (painted or otherwise) serves as your boundary.
Deep Forest (reverse)
Deep Forest Raceway is a track that was created by PD for the very first version of Gran Turismo and has been featured in the series ever since. It was recently discovered that the track bore a striking resemblance to an abandoned race track in the Midwestern United States. Link: The track is a mix of high speed sweeping corners and a tighter section in the middle featuring elevation changes throughout. Prime passing opportunities in the reverse configuration are not in great abundance. The best spots are the right hander at the end of the back straight, the center section just before the tunnel and the last turn before the finish line. Attempting a pass in the high speed turn one will more often than not, lead to mayhem or at the very least slowing down both cars for the high speed section that follows.
As with all other tracks, the rumble strip or curbs serve as the edge of the track when they are present. In the absence of these boundaries, a change in pavement serves as the edge of the track. Be aware of the right hander after the tunnel. You can have two tires in the track and the game’s programming will assess a penalty. The concrete areas past the rumble strips on this track are considered to be out of bounds and will result in a penalty from the stewards if you are caught driving out there. These are located in the tunnel between the corners labeled 5 and 4 and the right hander just after that tunnel.
Brands Hatch (gran prix)
Brands Hatch is a circuit new to the Gran Turismo series. When constructed in the 1950’s, the track was originally paved with cinder blocks. It wasn’t long before those were paved over with a tarmac surface. Some of the cinder blocks are still visible upon the exit of turn 2 and turn 4. There is a rumble strip between the tarmac surface and the cinder blocks that designates the edge of the track. Turn one is a tricky corner as the track falls out from under you as you go through the corner. Turn two is a harpin at the top of the hill and can provide a very good pass opportunity. You then head downhill to turn 3. Watch the exit as it’s pretty easy to push wide here. Turn four is key for carrying speed down the straight. Turns 5, 6, and 7 make up a big left hand circle for the most part. Turn 8 is a left hander that leads back into the natural amphitheater that is the setting for the main grandstand and the run back up a hill to turn 9 followed by the front straight.
Remember, it’s always the rumble strips that mark the edge of the track. The area beyond a rumble strip, no matter what it’s paved with, is out of bounds and driving out there is subject to having a penalty issued by the stewards. When there is no rumble strip, always keep two tires on the tarmac racing surface as any change in pavement serves as the edge of the track.
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