RACE 1: '98 Nissan 300ZX ver S TwinTurbo 2seater (Z32) {CS} @ Grand Valley Speedway
The Car: The '98 300ZX is a tank with good torque and has a slight understeer going into turns. You can feel the weight of the car try to carry you straight through a turn as you brake and the car reluctantly turns. It is easy to spin if you get into her too soon or too hard. The positive is her surprising acceleration and descent straight away speed.
The Track: The original classic Grand Valley Speedway is a favorite among the "old timer" who were around when the first Gran Turismo came out. GVS is probably the best fictitious track in the game in relation to World Circuit characteristics. It has it all. Hairpins, esses, long sweeping turns, high speed turns like a 130R, and a good straight to catch the draft of a leading car. This track is capable of door-to-door racing from start to finish. Boundaries are clearly marked with rumble strips, walls, and the track edge. Four very important boundary areas are Turn 4, Turn 7, Turn 15 & Turn 16: They have concrete slabs outside the rumble strips and are not to be used as part of the course. Two tires must remain on the track at all times (rumbles are part of the course).
The Race: If one is patient at the start, there is plenty of time to make it to the front pack due to the way the course drives. An 8-car pack can literally stay together for 2 or more laps. Care must be taken however, at the start, due to high speeds before a slight high-speed left into the
Turn 1 Hairpin. Once again, if patience rules, this can be negotiated in a group and incident free. It's hammer down to
Turn 4 (careful not to cut here) then the
Turn 5 hairpin.
Be aware of surrounding cars from T5 thru T10 and hold lines.
This area is the tightest area on the track so driver awareness is crucial here. It opens up a bit after
T10 up to
T14 with tight esses. Be careful coming out of
T15 so as not to go off track.
Going into Turn 16, it is highly recommended not to try side by side.
Recommended strategy: Tuck in behind if you don't have a complete overtake and use it and the front straight to make your pass.
RACE 2: 464PP - FR {CS} @ Nurburgring GP/F
The Car: Your personal preference of a Front engine Rear drive vehicle.
The Track & Race: A World Circuit(WC) favorite of many. Like most WCs it is wide and technical. GP/F is door-to-door favorable when drivers hold lines and are aware of other drivers. The course is "tight" from
Turn 1 up to
RTL straight.
RTL is short and
Turn 6 is not the best for door-to-door (yet can be done) so overtaking can be a risk, just be careful when/if attempting. A surprising overtaking opportunity sometimes presents itself at
Ford Kurve (Turn 7) and continues up to
Dunlop-Kehre (Turn 8).
It is highly recommended not to overtake at the Shumaker S (Turn 9 & 10) to Bit-Kurve (Turn 12). In rare occasions,
Turn 11 will present a pass. If you get a good run out of
Bit-Kurve, Hochzenbects-Bogen presents overtaking opportunities; just be careful coming into
Veedol chicane
(Turn 14 & 15).
This is the place where most dive bombs occur; please avoid diving under someone here. And finally,
Coca-Cola Kurve (Turn 16) is a surprise overtaking zone coming into the front straight. Be careful at
Turn 1 where many dive bombs occur also.
RACE 3: GT300 Base Model {RH} @ Fuji F
The Car: Superb handling and sticks to the road, but can be spun easily if the hammer is dropped too soon.
The Track: Fuji F has been around since the beginning like GVS, but Fuji is a WC. Again wide and technical.
Turn 1 can be a bear as it is close to a 135-degree turn and follows the top speed straight.
Coca Cola(Turn 3) is tricky but can be taken at a relatively high speed.
100R(Turns 4 & 5) is a long, sweeping right-hander that leads to the sharp,
Hairpin(Turns 6 & 7), left. Coming out of Hairpin, it's hammer down through
300R(Turns 8 & 9) into the very sharp
Dunlop chicane
(Turns 10 & 11). From
Dunlop through Netz(Turns 10 - 15) it is technical and tight.
Netz(Turns 14 & 15) is about the only place, in this section, of any chance at racing door-to-door.
Panasonic(Turn 16), the final turn, is another sharp (and almost blind) hairpin turn entering the long front straight.
The Race: Turn 1 is a common dive bomb area, be careful here, and hold outer or inner line. Once
Turn 1 is behind you it's hammer down and door-to-door all the way to
Hairpin: Just hold lines and be careful at
Coca-Cola. After getting through
Hairpin, it's another all out race to
Dunlop.
Take care going from Dunlop to Netz. Hold lines from
Netz to
Panasonic, then hammer it and race to the dangerous
Turn 1.