GT1 world records

  • Thread starter DaKraken
  • 190 comments
  • 19,786 views
Update:
with a better damper/stabilisers setup
0:43:161 during test run.
1000022324.jpg
 
Incredible time, It's nearly impossible to beat, especially with only 1 hotlap available.
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.
 
Last edited:
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
Last attempt at setting a time with the [R] Concept Car on Trial Mountain. I should try another track now.View attachment 1306384
Sure thing. I had to soften the dampers and springs so it wouldn't bounce that much on the straights and lift on two wheels around corners.
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!

Code:
[R]ConceptCar (NTSC-U in DuckStation @ 30fps engine 60Hz screen)
Trial Mountain 1:07.968 1:01.712 2:09.680

Code:
Suspension
4.3    4.3
100    120
  3      1
2.0    0.0
  3      5
  9      6

Gears
2.200
1.650
1.350
1.150
1.000
0.875
3.400

Downforce
0.70
0.80

Code:
[R]ConceptCar
Trial Mountain 1:08.405 1:03:498 2:11.903

Code:
Suspension
3.5    3.8
100    120
  3      3
2.0    0.0
  4      5
  7      7

Gears
2.200
1.650
1.350
1.150
1.000
0.875
3.250

Downforce
0.70
0.80
Maybe the front could be lower if the bounce is only really a problem when the rear driving wheels do it? That would make this tune faster.

Mitsubishi FTO GP Version R (Stock - New)

High Speed Ring:
2nd lap time: 1:05:304
FTO GP VersionR (stock)
1:04:522


Incredible time, It's nearly impossible to beat, especially with only 1 hotlap available.
Code:
FTO GPverR [Normal]
High Speed Ring 1:11.373 1:02:574 2:13.947
 
Last edited:
Well, here we are at last. Toyota, turbo models this time around. - High Speed Ring (Part 3).

TRD3000GT:
Stock time (Lap 2): 1:01:301
Tuned time (Lap 2): 0:43:801 - New PB (and probably WR)

Chaser LM:
Time (Lap 2): 0:49:933

Supra RZ 95:
Stock time (Lap 2): 1:02:531
Tuned time (Lap 2): 0:45:210 - Old PB

Supra RZ 96:
Stock time (Lap 2): 1:01:623
Tuned time (Lap 2): 0:44:664 - Old PB

Castrol Supra GT:
Time (Lap 2): 0:46:882
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.
Update:
with a better damper/stabilisers setup
0:43:161 during test run.
After 6 attempts I edged below 43 seconds.
Code:
[R]TRD3000GT (NTSC-U in DuckStation @ 30fps engine 60Hz screen)
High Speed Ring 50.395 42.944 1:33.339
 
After 6 attempts I edged below 43 seconds.
Code:
[R]TRD3000GT (NTSC-U in DuckStation @ 30fps engine 60Hz screen)
High Speed Ring 50.395 42.944 1:33.339

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? 😂😂

After 6 attempts I edged below 43 seconds.
Code:
[R]TRD3000GT (NTSC-U in DuckStation @ 30fps engine 60Hz screen)
High Speed Ring 50.395 42.944 1:33.339
 
@nicmos-gt 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.
WP_20241125_005 PS1 TT DB7 37.721 Autumn Ring Mini.jpg
WP_20241125_002 PS1 TT Supra RZ 43.130 High Speed Ring.jpg
WP_20241125_003 PS1 TT Supra RZ 43.130 High Speed Ring.jpg

Seems I sold my TRD3000GT long ago. Some of my TT records on other tracks were named 2003 on this savegame.
 
Last edited:
I did my runs on the Duckstation emulator, with the 50/60 fps patch applied. It really changes the physics of the cars, i.e. making them way less bouncy. It does have an adverse effect also, in that the cars feels "heavier" and does not turn as well.
 
@nicmos-gt 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.
Thankyou so much. I'm looking for the better experience possible (except when i'm away from home).
Great job, you a are a master.
 
Last edited:
Back