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zone than cars with a lower horsepower output. |
A final note on braking: To the extent possible, ALWAYS brake |
in a straight line. If braking only occurs when cornering, |
the car will likely be carrying too much speed for the |
corner, resulting in the car sliding and/or spinning (a slide |
or spin can mean the difference between winning and ending up |
in last position at the end of a race.) |
If nothing else, players should strive to become one of the |
best 'breakers' they possibly can. This will essentially |
force a player to become a better racer/driver in general |
once the player has overcome the urge to constantly run at |
top speed at all times with no regard for damages to self or |
others. Also, slowing the car appropriately will make other |
aspects of racing/driving easier, especially in J-turns, |
hairpin corners, and chicanes. |
==================================== |
RACING TIPS: CORNERING |
Ideally, the best way to approach a corner is from the |
outside of the turn, braking well before entering the corner. |
At the apex (the midpoint of the corner), the car should be |
right up against the edge of the pavement. On corner exit, |
the car drifts back to the outside of the pavement and speeds |
off down the straightaway. So, for a right-hand turn of |
about ninety degrees, enter the corner from the left, come to |
the right to hit the apex, and drift back to the left on |
corner exit. See the Diagrams section at the end of this |
guide for a sample standard corner. |
For corners that are less than ninety degrees, it may be |
possible to just barely tap the brakes - if at all - and be |
able to clear such corners successfully. However, the same |
principles of cornering apply: approach from the outside of |
the turn, hit the apex, and drift back outside on corner |
exit. |
For corners more than ninety degrees but well less than 180 |
degrees, braking will certainly be required. However, for |
these 'J-turns,' the apex of the corner is not the midpoint, |
but a point approximately two-thirds of the way around the |
corner. J-turns require great familiarity to know when to |
begin diving toward the inside of the corner and when to |
power to the outside on corner exit. See the Diagrams |
section at the end of this guide for a sample J-turn. |
Hairpin corners are turns of approximately 180 degrees. |
Braking is certainly required before corner entry, and the |
cornering process is the same as for standard corners: |
Approach from the outside, drift inside to hit the apex |
(located at halfway around the corner, or after turning |
ninety degrees), and drifting back to the outside on corner |
exit. See the Diagrams section at the end of this guide for |
a sample hairpin corner. |
If there are two corners of approximately ninety degrees each |
AND both corners turn in the same direction AND there is only |
a VERY brief straightaway between the two corners, they may |
be able to be treated like an extended hairpin corner. |
Sometimes, however, these 'U-turns' have a straightaway |
between the corners that is long enough to prohibit a |
hairpin-like treatment; in this case, drifting to the outside |
on exiting the first of the two corners will automatically |
set up the approach to the next turn. See the Diagrams |
section at the end of this guide for a sample U-turn. |
FIA (the governing body of F1 racing, World Rally |
Championship, and other forms of international motorsport) |
seems to love chicanes. One common type of chicane is |
essentially a 'quick-flick,' where the circuit quickly edges |
off in one direction then realigns itself in a path parallel |
to the original stretch of pavement, as in the examples in |
the Diagrams section at the end of this guide. Here, the |
object is to approach the first corner from the outside, hit |
BOTH apexes, and drift to the outside of the second turn. |
FIA also seems to like the 'Bus Stop' chicane, which is |
essentially just a pair of quick-flicks, with the second |
forming the mirror image of the first, as shown in the |
Diagrams section at the end of this guide. Perhaps the most |
famous Bus Stop chicane is the chicane (which is actually |
called the 'Bus Stop Chicane') at Pit Entry at Spa- |
Francorchamps, the home of the annual Grand Prix of Belgium |
(F1 racing) and the host of The 24 Hours of Spa (for |
endurance racing). |
Virtually every other type of corner or corner combination |
encountered in racing (primarily in road racing) combines |
elements of the corners presented above. These complex |
corners and chicanes can be challenging, such as the Ascari |
chicane at Monza. See the Diagrams section for an idea of |
the formation of Ascari. |
However, in illegal street/highway racing, the positioning of |
traffic can 'create' the various corners and corner |
combinations mentioned here. For example, weaving in and out |
of traffic creates a virtual bus stop chicane (see the |
Diagrams section at the end of this guide). Slowing may be |
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