Actually you can try to select "Test race" on this track with this car and race up to 99 laps and try to beat it if you want. Personally I don't want, cause I'm already impressed of how good this car can be on this track.
Here's another run with the Concept Car race mod. It wouldn't be possible to replicate those lap times on the NTSC-U and PAL versions, though - the Japanese version is hilariously fast and has an almost 1:1 power-to-weight ratio. View attachment 1306193
Many thanks for sharing this tune! Settling the bounce glitch at 30fps is a strange art. Zero rear camber and high ride height seem like important parts of the puzzle.
EDIT: A day later and found a sweet spot with the tune and learned enough of the bumps to drive around them. Not a perfect drive but I'll take it!
I don't know if it means something but I did this on my highlander PSP fat.
TRD3000GT on HSR 1 during testing:
0:43:321
NTSC-U version
No ridewall, just used @TeaKanji setup advice find in his GT1 ultimate guide.
I'm not able to wallride beause I consider a cheat. Maybe I can do this time during the first race of GTWC and shoot the replay with my smartphone. The TRD has more downforce than a regular RZ and it's easier to turn at high speeds. I used maximum downforce, softer spring rate, brake bias 12/6, low front and high rear height, damper 5/3 (or 5/4 i don't remeber). Gearing between 5000 and 6500 rpm.
Great job.
A question about the game:
I see a very different behaviour of the cars (especially during 2nd turn and last turn of HSR). I noticed it watching many times the video of the stock FTO, seems a different game physics (more smooth, less bumpy, more precise).
I'm confused because playing on PSP feels exactly like the original hardware (I have both) using the original D-pad (frame rate drop included 😅).
So, maybe is it an emulator setup effect?
Is it an analog controller better performance?
Or simply there's nothing wrong and am I simply stupid? 😂😂
For the FTO, I think I use part-steering around the final turn. Not using buttons to steer. Not pushing stick the entire way over if I have enough rotation already. Through the long first turn I use part-steering at the beginning, then carefully move the stick to full steering for the tight part.
A small 'wobble'with the throttle can stop a bounce. Has to be at the right moment when I see the car is about to bounce. For the [R]ConceptCar at Trial Mountain, I had to memorise track bumps and compressions to avoid or drive softly to prevent a bounce. This kind of 'finesse' was importat with the TRD3000GT lap.
I haven't looked for input overlays yet. It's on my list if I make more videos.
If your sticks are a bit broken, you might make the car bounce even though your hands are being smooth.
For the 2nd turn, it's important to brake a small amount and then use part-throttle. The brake slows the car enough and gets the weight forward so the car begins to turn nicely. Then the throttle stabilise the turn, while the speed lowers, so the weight is still forward. Braking and steering too much in 2nd turn makes the car slide and then tilt and then bounce. It's a careful balance at 30fps!
Original Hardware Runs!
I did a short session on my console tonight. PS1 SCPH-7502 (PAL) with GT1 UK disc SCES-00984 (PAL). I think this means 24fps 576i. Using composite from the Multi-AV into a Dell U2410 IPS 60Hz monitor. (It also does Component, nice for my PS2.)
Feels like input is better, less lag with everything wired on hardware which doesn't have web browser e-mail calendar etc etc in the background. And it isn't Windows OS, more like a lightweight MS-DOS. The graphics are really bad and 4:3 makes spotting corner exits on long, tight corners impossible. Had to learn different mid-corner reference points fast to get anywhere near my emulator times. Sound quality is really good, though.
I did get near them, though.
Seems I sold my TRD3000GT long ago. Some of my TT records on other tracks were named 2003 on this savegame.