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necessary - it often is - depending on the distance between
the vehicles. See the Sample Circuit Using Some of the Above
Corner Types Combines in the Diagrams section at the end of
this guide; note that this is a diagram for a very technical
circuit.
At some race venues, 'artificial chicanes' may be created by
placing cones and/or (concrete) barriers in the middle of a
straightaway. This situation exists at numerous circuits in
Tokyo.
One thing which can change the approach to cornering is the
available vision. Blind and semi-blind corners require
ABSOLUTE knowledge of such corners. Here is where gamers
have an advantage over real-world drivers: Gamers can
(usually) change their viewpoint (camera position), which can
sometimes provide a wider, clearer view of the circuit, which
can be especially important when approaching semi-blind
corners; real-world drivers are obviously inhibited by the
design of their cars and racing helmets.
Also important to cornering - especially with long, extended
corners - is the corner's radius. Most corners use an
identical radius throughout their length. However, some are
increasing-radius corners or decreasing-radius corners.
These corners may require shifting the apex point of a
corner, and almost always result in a change of speed.
Decreasing-radius corners are perhaps the trickiest, because
the angle of the corner becomes sharper, thus generally
requiring more braking as well as more turning of the
steering wheel. Increasing-radius corners are corners for
which the angle becomes more and more gentle as the corner
progresses; this means that drivers will generally accelerate
more, harder, or faster, but such an extra burst of speed can
backfire and require more braking. See the Diagrams section
at the end of this guide for sample images of a decreasing-
radius corner and an increasing-radius corner.
For traditional road racing circuits, increasing-radius and
decreasing-radius corners may not be too much of a problem;
after several laps around one of these circuits, a driver
will know where the braking and acceleration points are as
well as the shifted apex point (should a shift be required).
However, for stage-based rally racing, where the roads are
virtually unknown and the driver knows what is ahead only
because of the navigator's instructions (which - based upon
notes - may or may not be absolutely correct), the unknown
can cause drivers to brake more often and/or more heavily.
This need for 'extra' braking is also tempered by the fact
that in much of rally racing, corners are either blind or
semi-blind, due to trees, buildings, and other obstacles to
clear vision all the way around a corner.
One particularly interesting aspect of cornering is one which
I honestly do not know if it works in reality (I am not a
real-world racer, although I would certainly LOVE the chance
to attend a racing school!!!), but which works in numerous
racing/driving games I have played over the years. This
aspect is to use the accelerator to help with quickly and
safely navigating sharp corners. This works by first BRAKING
AS USUAL IN ADVANCE OF THE CORNER, then - once in the corner
itself - rapidly pumping the brakes for the duration of the
corner (or at least until well past the apex of the corner).
The action of rapidly pumping the accelerator appears to
cause the drive wheels to catch the pavement just enough to
help stop or slow a sliding car, causing the non-drive wheels
to continue slipping and the entire car to turn just a little
faster. Using this rapid-pumping technique with the
accelerator does take a little practice initially, and seems
to work best with FR cars; however, once perfected, this
technique can pay dividends, especially with REALLY sharp
hairpin corners, such as several in London.
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SPEED CONVERSIONS
Tokyo Highway Battle, not surprisingly, uses kilometers per
hour to indicate speed; this cannot be changed in the game's
Options menu. For an indication of just how fast this is in
miles per hour (for those living in places where the metric
system is not in use), here are the conversions (numbers
rounded):
KPH = MPH KPH = MPH KPH = MPH
--------- --------- ---------
5 = 3 105 = 66 205 = 128
10 = 6 110 = 69 210 = 131
15 = 9 115 = 72 215 = 134
20 = 13 120 = 75 220 = 138
25 = 16 125 = 78 225 = 141
30 = 19 130 = 81 230 = 144
35 = 22 135 = 84 235 = 147
40 = 25 140 = 88 240 = 150
45 = 28 145 = 91 245 = 153
50 = 31 150 = 94 250 = 156
55 = 34 155 = 97 255 = 159
60 = 38 160 = 100 260 = 163
65 = 41 165 = 103 265 = 166