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    Petit Le Mans Guide by Wolf Feather

    Version: Final | Updated: 05/05/02 | Printable Version | Search Guide | Bookmark Guide

    Wolf Feather/Jamie Stafford
    Current Version:           FINAL
    Final Version Completed:   May 5, 2002
    Initial Version Completed: December 25, 2001
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    Spacing and Length
    Comparison with Le Mans 2000
    Time Compression
    Suggested Car Set-ups
    General Tips
    Circuit Overview
    Circuit Details
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    The Petit Le Mans is held annually in October at the full
    2.54-mile Road Atlanta circuit.  The race itself ends after a
    car has achieved 1000 miles or 10 hours, whichever comes
    first.  The 2002 incarnation of Petit Le Mans will be the
    fifth such race; according to the Road Atlanta official Web
    site, it 'will again be the season finale for the American Le
    Mans Series, and takes on added importance since the race
    winners earn automatic bids to the 2003 24 Hours of Le Mans.
    ...  The Audi presents Petit Le Mans ranks among the most
    important sports car races in the world, joining the ranks of
    the legendary 12 Hours of Sebring and the 24 Hours of Le
    While I have written a general guide covering virtually all
    aspects of Le Mans 24 Hours, I am submitting this race-
    specific game guide to delve even more into one of the rising
    jewels of endurance racing.  Some of the information provided
    herein comes from my Le Mans 24 Hours Game Guide.  Also,
    whereas LM24H has several modes (including Quick Race and
    Time Trial), this guide focuses specifically on the longer,
    100-minute and 10-hour Petit Le Mans races at the full Road
    Atlanta circuit.
    The 24 Hours of Le Mans, held annually in July, is the other
    major endurance race included in Le Mans 24 Hours.
    Personally, I far prefer Petit Le Mans for two reasons: 1.)
    The Road Atlanta circuit is FAR shorter, with lap times
    averaging about 1:10.000 in a Prototype car; 2.) Since the
    Road Atlanta circuit is far shorter, there is A LOT more
    passing involved - rarely does a lap go by without making at
    least one pass, and usually three or more passes are common
    per lap.  These two points converge to make Petit Le Mans a
    much more intensive race on the brain, thus helping to keep
    Le Mans 2000, on the other hand, is not nearly as intensive
    on the brain.  At over 8 miles in length, the Le Mans circuit
    is so long that it is quite possible to drive for several
    laps without needing to make a single pass.  Second, the
    first four-fifths of the circuit is constructed primarily
    with super-lengthy straightaways, lulling the mind into a
    state on numbness by the time you reach the highly-technical
    final stage of the circuit.  If nothing else, a full 24-hour
    race at Le Mans is a test of extreme concentration.
    Inclement weather aside, the other major point of comparison
    is the psychological impact of the two races due to daytime
    and nighttime conditions.  Petit Le Mans begins at 12:30PM
    and ends at 10:30PM the same day, so the amount of time spent
    in nighttime driving is essentially minimal.  Le Mans,
    however, begins at 4PM on Saturday and ends at 4PM on Sunday,
    so a significant portion of the race (approximately 10 hours)
    is held at night; even though I personally prefer nighttime
    to daytime in the real world (I generally do the bulk of my
    work late at night), I find that racing through such an
    extended period of darkness is mentally taxing; even worse is
    the seemingly-interminable period of approximately 10 hours
    of daylight before the end of the race.  Even though a trip
    to Pit Lane allows each race to be saved at that point, long
    breaks between game sessions still do not help to alleviate
    the mental destruction resulting from a full race at Le Mans.
    Players can compete in the Petit Le Mans at four different
    time increments: 10 minutes, 30 minutes, 100 minutes, and the
    full ten-hour race.  At each time increment, the race begins
    at 12:30PM and ends at 10:30PM, including the appropriate
    transition from daylight to darkness.  Except for the full
    ten-hour race, this means that time must be compressed.  For
    those interested, the time compression works in this manner
    (if my math is correct):
    Time Interval:  10 minutes  30 minutes  100 minutes  10 hours
    1 second =      1 minute    20 seconds  6 seconds    1 second
    1 minute =      1 hour      20 minutes  6 minutes    1 minute
    1 hour =        N/A         N/A         6 hours      1 hour
    Le Mans 24 Hours provides three car classes for Petit Le
    Mans: Open Prototype, Closed prototype, and GT.  A suggested
    car set-up is provided for GT class cars, and both Open and
    Closed Prototype class cars combined (as I find very little
    difference between Closed prototype and Open Prototype cars
    in terms of handling).  These suggestions are for dry-
    conditions racing; wet-conditions racing requires Wet Tires,
    and a raise in downforce if needed to suit your personal
    driving style.  First, however, an explanation of the set-up
    options is needed.
       Fuel:        Lower fuel loads will provide a faster
                    overall top speed initially due to the lesser
                    overall weight of the car.  Conversely, a
                    higher fuel load will slow the car initially
                    while allowing the car to stay on the circuit
                    for a longer period of time.  Unfortunately,
                    it is impossible to adjust initial fuel load
                    for the races :-(   In a four-hour race at
                    Petit Le Mans, each lap will consume
                    approximately four percent of the fuel load;
                    each lap in a full ten-hour race requires
                    two percent of fuel.
       Downforce:   Low downforce provides a faster top-end
                    speed while making cornering more difficult.
                    High downforce gives easier cornering while
                    lowering overall top-end speed.
       Tires:       Soft Tires provide the most grip of the
                    pavement, but wear out faster than other
                    tires, resulting in more trips to Pit Lane to
                    change tires.  Hard Tires provide the least
                    grip of the dry-conditions tires while
                    lasting the longest, resulting in fewer trips
                    to Pit Lane.
                       Should the track become damp or wet,
                    'slick' (Soft and Hard) tires quickly become
                    useless.  Wet Tires are for very wet
                    conditions, when your car emits a 'rooster
                    tail' of spray at high speeds.  If it has
                    been raining or has just started to rain and
                    there is no 'rooster tail' behind your car,
                    Intermediate Tires are a good choice;
                    however, do not waste the time changing to
                    and from Intermediate Tires unless your
                    opinion of the clouds is that Intermediate
                    Tires will be needed for more than one or two
       Gear Ratio:  An Acceleration setting will provide maximum
                    acceleration for the car.  Top Speed provides
                    slower acceleration, but the car's top-end
                    speed will be much higher.  Balance is the
                    'middle ground' setting.
       Engine:      A Sprint Engine will help boost your car
                    through the field in shorter races, and can
                    be useful in the 10-minute, 30-minute, and
                    100-minute Petit Le Mans race.  However, for
                    the full 10-hour race, only an Endurance
                    Engine will provide the long-lasting power
                    required to finish the race.  Balance is a
                    'middle ground' position, and is also a good
                    choice for the 100-minute race at Petit Le
    Open Prototype Class AND Closed Prototype Class
       Fuel:        50%
       Downforce:   Low
       Tires:       Soft
       Gear Ratio:  Top Speed
       Engine:      Sprint for the 100-minute race; Endurance for
                    the full 10-hour race
       Notes:       Prototype cars are inherently faster than GT
                    cars.  The suggested settings will help to
                    quickly pass the Prototype cars as well,
                    especially when taking on only a 50% fuel
                    load.  The low downforce setting will provide
                    excellent top-end speed through the S curves,
                    and down the 'back side' of the circuit
                    toward the chicane.  The 50% initial fuel
                    load fits well with Soft Tires, as Soft Tires
                    will start giving out about the time you will
                    need to return to Pit Lane to refuel anyhow.
    GT Class
       Fuel:        80%
       Downforce:   Low
       Tires:       Hard
       Gear Ratio:  Top Speed
       Engine:      Sprint for the 100-minute race; Endurance for
                    the full 10-hour race
       Notes:       In general, see the notes for the Prototype
                    Class, above.  However, I find that GT cars
                    have better handling with more fuel, thus
                    making the car a bit heavier and the back end
                    less likely to slide around on cornering at
                    high speeds.  Hard Tires will then allow the
                    car to stay on the circuit longer, as the car
                    will begin with a heavier fuel load; however,
                    Hard Tires provide the least amount of grip,
                    so more care must be given, especially when
    Note #1: It is not impossible for a GT Class car to win a
    full Petit Le Mans race outright, beating even all the Open
    Prototype Class AND Closed Prototype Class cars.  This will
    depend upon the settings selected for a GT Class car, pit
    strategy, and the game parameters (in terms of driving aids
    and AI Skill).
    Note #2: Cars in all classes do tend to fishtail; this is
    especially significant in GT Class vehicles.  As such,
    heavier fuel loads tend to reduce the fishtail effect.
    Unless extreme care is afforded the tires, the rear tires
    will wear out faster, which can itself aid the fishtailing
    effect.  Be especially wary of fishtailing when running over
    rumble strips while turning (and when cornering at fast
    speeds, especially in wet conditions).
    ALWAYS keep an eye on your fuel usage.  If you run out of
    fuel somewhat early in a lap, you may not make it back to Pit
    Lane without placing yourself just right to be bumped from
    behind or making use of a downhill slope to help gain speed.
    Pit Lane is at the lowest elevation on the circuit, which
    keeps climbing uphill all the way to the Pit Lane (not used
    for Petit Le Mans) on the opposite end of the circuit.
    Petit Le Mans features both full-throttle straightaways and
    S-Curves tempered with tight technical corners and slopes.
    As such, tire wear is a critical issue, especially in wet
    conditions - poor tire grip means sliding off the pavement in
    tight corners or driving too fast through the S-Curves for
    the tires to adequately grip the pavement.  For more specific
    tips on tire usage, please read the full Le Mans 24 Hours
    Game Guide, and/or also look at my Gran Turismo 3: Tires
    To pass, use the draft; this is especially effective in Open
    Prototype and Closed Prototype cars.  The best place to draft
    other cars is along the 'back stretch' of the circuit, from
    the alternate Pit Lane (not used in Petit Le Mans) to the
    If you do not choose to qualify, you will automatically start
    in last place; therefore, you have nothing to lose and A LOT
    to gain by qualifying.  If you can qualify on Pole, that can
    mean twenty-three FEWER passes you will need to make as a
    race progresses.  In the longer (100-minute and 10-hour)
    Petit Le Mans races, this could become a significant factor,
    especially in relation to Pit strategy.
    If you are in first place and begin lapping other cars, those
    cars one or more laps behind you will have blue indicators on
    the track map.
    If at all possible, do not go to Pit Lane with a pack of
    competitors.  If there is another car directly in front of
    you, the CPU will slow you to a near halt while that car
    slots into its Pit Stall.  Similarly, once your Pit Stop has
    been completed, if there are any cars passing your position,
    the CPU will hold you there until they ALL pass, even if it
    appears that there is plenty of room for you to slot into the
    line of cars.
    The CPU-controlled cars can and DO make mistakes.  In their
    battles against each other for position, they often trade
    paint, and sometimes even run each other off the track.  The
    most common area for this latter is the top of the circuit,
    between Turns 9 and 10; this is especially important to
    remember at night, when visibility can be tricky.
    The full Road Atlanta circuit combines long fast segments
    with technical corners and slopes.  Part of the mystique of
    the circuit is its construction; similar to A1-Ring in
    Austria, Pit Straight is the lowest elevation of the circuit,
    with the beginning and end of the circuit both on steep
    slopes.  The first twenty seconds of a hot lap are spent in a
    forested area; the rest of the lap features rather open space
    to the inside of the circuit, providing plenty of natural
    light on a cloudless day or a moonlit night.  However, the
    forested section can also produce some nasty shadows, making
    the nearly-blind corners even more difficult to spot if there
    is no traffic just ahead.
    In a rainstorm, whether during the day or at night, the
    circuit can quickly turn into a sheet of ice.  The trick in
    wet conditions is to expertly regulate the use of both the
    brakes and the accelerator, especially on the steep slopes.
    Just as important is pit strategy to change to/from Wet or
    Intermediate Tires; therefore, if playing with Weather set to
    Random, always keep an eye on the sky, especially at the
    upper and lower ends of the circuit, to better anticipate how
    the weather may change.
    The Road Atlanta circuit - host circuit of Petit Le Mans - is
    perhaps most famous for its final turns, a blind right-hand
    corner on a severe downhill slope beginning just as the cars
    pass underneath Suzuki Bridge, followed by a fast right-hand
    corner onto the Pit Straight.  Good speeds overall can be
    obtained at Road Atlanta, but there are still a number of
    challenging corners to tax the drivers and their cars.
    Pit Straight:  This is the point of lowest elevation on the
    Turn 1: This seemingly-neverending J-turn begins the
    circuit's long uphill climb; the first two-thirds of the turn
    is rather significant, with the radius slowly increasing for
    the last third of the corner as the course climbs steeply
    uphill.  Light braking is suggested here, and perhaps even
    moderate braking will be preferred by many players, but it is
    possible to speed through Turn 1 at top speed with NO braking
    at approximately 140MPH.  However, with little or no braking,
    if you do not have sufficient tire grip, you will definitely
    slide out into the grass and bang the barrier on the outside
    of Turn 1.  If you have an oversteer condition, expect to
    spin right at Pit Exit (at the end of the significant portion
    of the turn), and just hope that no one is coming out of Pit
    Lane at that very moment!!!  If competing in the Petit Le
    Mans during the nighttime stage of the race, the light on the
    inside of Turn 3 ahead can overpower the glare from
    competitors' taillights as you climb the steep hill out of
    Turn 1 and into Turn 2, thus causing you to misjudge the
    distance to the next vehicle in front of you and potentially
    contributing to an incident, so exercise great caution here
    (moreso than usual) when racing at night.
    Turns 2-4: At a momentary plateau in track elevation, the
    left-right-left semi-chicane can be a surprise.  The apex of
    Turn 2 is unsighted on entry.  Turn 2 requires at least light
    braking to keep on the pavement.  Turn 3 requires moderate
    braking, although light braking is possible if you drop the
    right-side tires in the small patch of sand on the inside of
    Turn 3.  Turn 4 can often be taken at top speed, although
    light braking may be necessary to stay on the pavement.  With
    fresh tires and excellent reflexes, this complex can be taken
    at top speed, but be ready to countersteer and/or slam on the
    brakes, especially when exiting Turn 4.  This complex is also
    one of the areas where CPU-controlled cars are likely to spin
    out or otherwise run off-course and throw a lot of vision-
    obscuring dust into the air, so be constantly wary here.
    Turns 5-7 (S Curves): The course begins a gentle downhill
    slope just before the entry of Turn 5, a right-hand corner
    which can be taken flat-out.  Turn 6 begins the next uphill
    stage as the pavement turns to the left; again, this can be
    taken at top speed.  The right-hand Turn 7 can also be taken
    at top speed, however, it is best to begin braking for Turn 8
    Turn 8: This is the second-nastiest place on the full Road
    Atlanta circuit.  This blind left-hand corner requires
    moderate or severe braking as the hill (now a mini-mountain)
    climbs steeply, cresting just beyond the exit of Turn 8.  If
    you miss the braking zone, you will find yourself in a sand
    trap.  If you can get past that, however, there is another
    paved road which will rejoin the official course.  If you get
    beyond THAT, however, you will bang a barrier which is
    practically flush up against the access road.  Only experts
    will be able to successfully clear this nasty corner (if not
    blocked by other cars) at over 100MPH/160KPH; some cars can
    semi-safely clear this corner at 120MPH/190KPH in the final
    laps before refueling.
    Straightaway: The mini-mountain crests shortly beyond the
    exit of Turn 8.  In terms of elevation, this straightaway is
    essentially a roller-coaster ride, but the general trend is
    slightly downhill.
    Turn 9: Moderate braking for this ninety-degree right-hand
    corner is required, but there is kitty litter to the outside
    of the corner to collect you if you miss the braking zone.
    There are two pieces of pavement turning right here; the
    first is the sealed-off Pit Entry for other racing series, so
    do not use the first turn-off.
    Turn 10: After a very short straightaway, the course again
    makes a ninety-degree right-hand turn here.  Moderate braking
    is again required to keep out of the grassy recovery area to
    the outside of the corner.
    Straightaway: This 'straightaway' has several fades along its
    length.  After the first fade to the left, the course resumes
    an uphill slope.  Beginning with the repaved section just
    after the fade to the right, the course begins its overall
    downhill trend.
    Turns 11-12 (Chicane): This nasty left-right chicane requires
    plenty of advance braking, or you will be caught out in the
    grass/sand/barrier-filled zone on the inside of Turn 12.  Be
    careful not to run wide exiting Turn 12, as the outside of
    Turn 12 also has plenty of sand to stop runaway vehicles.
    Experts will be able to keep up a fairly fast speed through
    the chicane by cutting both turns slightly short and rolling
    up into the grass, but only with a flawless racing line and
    excellent tire grip.
    Turn 13: This is by far the nastiest place on the circuit.
    As you pass underneath Suzuki Bridge, the course has its most
    significant elevation drop, resulting in cars lightening to
    the point that - depending on your speed and racing line -
    they may momentarily leave the ground!!!!!  This is a blind
    right-hand corner (due to the significant elevation drop)
    which can actually be taken at full-throttle, but light
    braking is really the preferred method of success here (at
    the very least, be prepared to suddenly jam on the brakes
    anyhow, just in case).  Edge to the right as you approach
    Suzuki Bridge and you should be okay; if you carry enough
    speed, by running your right-tide tires just off the
    pavement, the momentary lifting of your car will allow you to
    clear the small grass/sand patch without ever toughing the
    ground, thus without any loss of speed.  However, Pit Entry
    is on the right just beyond Suzuki Bridge, so beware of
    slowing cars.  If you do have trouble here, make use of the
    'extra' paved lanes on the left (which actually go to a Pit
    Lane used for other racing series) until you can edge back
    onto the official course.  One note of caution:  If you go
    airborne and hit the right-side wall just right, the car can
    completely flip over, in which case it generally slides down
    toward the outside of Turn 14 and comes to rest against a
    tire barrier.
    Turn 14: This is the final, right-hand corner of the circuit.
    Unless encumbered by traffic, this corner can be taken at top
    acceleration (beginning with the exit of Chicane).
    For more information on Petit Le Mans, visit these Web sites:
    Petit Le Mans - Photo Flashbacks from '98/'99: From the
       FastDetails.com Web site
    Petit Le Mans Radio Web: Listed on Yahoo!, but the server
       does not respond as of the writing of this guide
    Professional Sports Car Racing, Inc.: Official Web site of
       the governing body for the American Le Mans Series (ALMS),
       which hosts Petit Le Mans
    Road Atlanta: Official Web site of the host circuit of Petit
       Le Mans
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