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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. |
==================================== |
==================================== |
==================================== |
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 |
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