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    Formula GT Guide by Wolf Feather

    Version: Final | Updated: 09/07/02 | Printable Version | Search Guide | Bookmark Guide

    GRAN TURISMO 3: FORMULA GT GUIDE
    
    by
    Wolf Feather/Jamie Stafford
    FEATHER7@IX.NETCOM.COM
    
    
    
    
    Initial Version Completed: August 4, 2002
    FINAL VERSION Completed:   September 7, 2002
    
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    CONTENTS
    Spacing and Length
    Permissions
    Introduction
    Finding Car Set-ups
    Qualifying
    Circuit Tips
    General Tips
    Suggested Car Set-Ups
    Adjusting Car Set-Ups
    Sample Race Performance
    Contact
    
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    SPACING AND LENGTH
    For optimum readability, this driving guide should be
    viewed/printed using a monowidth font, such as Courier.
    Check for appropriate font setting by making sure the numbers
    and letters below line up:
    
    1234567890123456789012345678901234567890123456789012
    ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz
    
    This guide is well over 25 pages in length in the Macintosh
    version of Word 98 using single-spaced Courier 12 font.  It
    may not be a good idea to print this guide in its entirety.
    
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    PERMISSIONS
    This guide may ONLY be posted on FeatherGuides, GameFAQs.com,
    PSXCodez.com, F1Gamers, Cheatcc.com, Absolute-
    PlayStation.com, InsidePS2Games.com, RedCoupe,
    CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru,
    Games Domain, gamesover.com, cheatingplanet.com,
    vgstrategies.com, GT3 High Speed, GT3TuneShop, hellzgate,
    RobsGaming.com, ps2fantasy.com, and neoseeker.com.
    
    Permission is granted to download and print one copy for
    personal use.
    
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    INTRODUCTION
    Of all the race series in Gran Turismo 3, Formula GT is
    without question the most difficult set of races in
    Simulation Mode.  In all other races and series, even when
    restrictions on acceptable cars exist, it is still possible
    to find at least one car which can outclass the competition
    to allow for relatively easy wins.
    
    However, with the Formula GT competition composed solely of
    F1 cars - by far the best cars in Gran Turismo 3 - Formula GT
    is ROUGH at best.  With all six cars so closely matched, a
    player's driving skill must be at an EXTREMELY high level in
    order to even have a chance at winning each race - this means
    that proper braking zones, judicious acceleration, flawless
    racing lines, expert cornering, thoughtful pit strategy, and
    rapid reflexes are absolutely crucial to success in Formula
    GT.  Also, the series becomes more and more difficult with
    each race; this is largely due to the very noticeable
    decrease in horsepower (and top-end speed), since there are
    no opportunities to change the oil during the series.
    
    This guide presents how I was able to win the Formula GT
    series using the F686/M (Nigel Mansell's Williams car from
    the 1986 F1 season).  What is presented here may or may not
    work for others, depending on chosen car, driving style,
    level of concentration, positioning of the planets, etc.
    Also, I play with a standard controller; these suggested car
    set-ups may need to be modified for those using racing
    wheels.
    
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    FINDING CAR SET-UPS
    Like other series races in Gran Turismo 3, each race can be
    entered as part of a series or individually.  To find car
    set-ups, it is best to enter each race event individually,
    work on car set-ups, save appropriate set-ups for each
    circuit, and move on to the next individual race venue.
    
    Once any desired changes have been made to car set-up, they
    can be tested by going into Qualifying mode.  This is great,
    because one's personal best lap time will be displayed along
    with the current Pole Position time, providing incentive to
    continue trying to attain the fastest possible lap times.  If
    more changes need to be made, simply exiting Qualifying and
    returning to Settings will permit making more changes to the
    car set-up.
    
    Gear ratios can be adjusted to fit one's personal driving
    style, and this can be one of the best things to change in
    terms of car set-up in order to maximize car performance at a
    given venue.  For most circuits, a fairly low gear ratio is
    best, providing excellent initial acceleration for the
    standing starts, and excellent acceleration exiting tight
    corners.  However, for Test Course and Super Speedway, a
    rather high gear ratio (combined with the lowest possible
    settings for both Ride Height and Downforce) is best to
    provide a faster top-end speed; in this case, riding the
    walls or purposely bouncing off the walls to force cornering
    may be necessary at Super Speedway, especially if the tires
    are very worn (orange tire indicators) or practically non-
    existent (red tire indicators).
    
    Downforce is also extremely important in car set-ups.
    Raising downforce will assist with cornering, but will also
    lower top-end speed.  Lowering downforce will increase top-
    end speed, but cornering will be more difficult.  For F1
    cars, downforce can be adjusted for both the front and rear
    of the car.  Ride height also works in the same manner as
    downforce, although its effects are generally minimal in
    terms of cornering and top-end speed.
    
    Later in this guide, a suggested car set-up is presented for
    each race venue.  The presented set-ups may or may not work
    for everyone, depending on chosen car, driving style, level
    of concentration, positioning of the planets, etc.
    
    For those concerned about keeping a car's mileage as low as
    possible, try this tip for finding car set-ups.  Set-up files
    are saved independent of the game progress file.  Therefore,
    use the chosen car to work on car set-up for a specific
    course, save the car set-ups when satisfied with it, then go
    back to the game's main menu (where the selection between
    Arcade Mode and Simulation Mode is made) and reload game
    progress.  In this manner, the car 'will not have been used,'
    but a saved car set-up will still be available :-)
    
    ====================================
    
    QUALIFYING
    In the original Gran Turismo, players had a tremendous
    incentive to qualify for races, as players could earn extra
    money (which was especially important when first beginning
    the game) by qualifying on Pole Position (P1).  This was
    discontinued in Gran Turismo 2, and still had not been
    reinstated for Gran Turismo 3.  For this reason, it generally
    is not advantageous to qualify in Gran Turismo 3, especially
    if using a car which outclasses the competition in a race.
    
    However, in Formula GT, qualifying is important, especially
    in the latter races in the series.  If at all possible, it is
    important to qualify P1 (Pole Position), or at least on the
    front row, to get ahead of the pack as quickly as possible,
    as there is usually a traffic jam at the first corner of each
    venue (this is especially true at Cote d'Azur/Monaco).
    
    Qualifying begins from Pit Lane, with players forced to make
    an Out Lap (a.k.a. Warm-up Lap) before qualifying actually
    begins.  At most race venues, players will exit Pit Lane in
    front of the competition as they prepare to qualify; at other
    venues, it is best to leave Pit Lane, pull aside, and wait
    until the other five cars have safely passed and created some
    distance, to ensure that players will have as little traffic
    as possible to try to place as high on the starting grid as
    possible.
    
    There is no time limit nor lap limit for qualifying in Gran
    Turismo 3.  However, the longer a player attempts to improve
    lap times, the better and better and better the CPU-
    controlled cars perform in qualifying.  Therefore, once a
    player qualifies on Pole Position, it is best to immediately
    quit qualifying to ensure that other cars cannot best that
    lap time; continuing to run laps to gain an even lower lap
    time could very well result in one or more of the CPU-
    controlled cars besting the player's Pole Position time.
    
    ====================================
    
    CIRCUIT TIPS
    Here are some tips for driving each circuit in Formula GT:
    
    Midfield Raceway:   Take extreme care with the accelerator on
                        exiting the sharp left-hand J-turn
                        entering the lower tunnel.  Too much
                        acceleration here will produce wheelspin,
                        which in turn will unduly  accelerate
                        tire wear.
    Seattle:            The long three-tiered climb can be fun
                        for sending cars airborne, but it is very
                        dangerous due to the sharp perpendicular
                        right-hand turn at the top.  As tire
                        wear increases, this corner in particular
                        becomes more and more dangerous,
                        requiring earlier and earlier braking.
    Grand Valley:       Grand Valley is the longest race venue in
                        Grand Turismo 3.  As such, keep a close
                        eye on the tire indicators; if a tire
                        shows red early in a lap, it will be a
                        long and heart-stopping drive back to Pit
                        Lane to change the tires.  Also, be very
                        gentle on the throttle exiting the final
                        chicane (just after the final tunnel), or
                        else wheelspin will cause undue
                        acceleration of tire wear.
    Super Speedway:     Use the walls to force the car to turn;
                        however, countersteering will likely be
                        necessary in order to keep the car from
                        spinning, especially as tire wear
                        accelerates.
    Rome:               This is a somewhat long venue as well, so
                        if a tire shows red early in a lap,
                        expect a lot of trouble getting back to
                        Pit Lane to change the tires.  On the
                        final corner, be constantly on the
                        lookout for VERY slow cars, as they are
                        making the hard right-hand J-turn into
                        Pit Lane (Pit Entry is very poorly
                        placed at this venue).
    Test Course:        Once the lights turn green, stand on the
                        accelerator for twenty-five continuous,
                        non-stop laps without ever stopping to
                        change tires.  The Test Course venue is
                        sufficiently wide and the corners
                        sufficiently gentle that there is NO
                        reason to bump other cars or the inside
                        or outside barriers.
    Laguna Seca:        The trick to a fast lap time is to
                        safely get through the Corkscrew AND the
                        final corner (extremely tight left-hand
                        right-angle corner with steep rumble
                        strips on the inside and a wide patch of
                        kitty litter on the outside).  It is
                        perhaps best to slow greatly for both
                        areas, and accelerate quickly when the
                        sectors have been safely cleared.
    Apricot Hill:       The hairpin behind the Paddock is a VERY
                        slow corner; any speed above 60MPH is
                        certain to cause the car to slide and/or
                        spin.  The final chicane MUST NOT BE
                        SHORTCUTTED, as the sand on the inside of
                        each of its tight corners will very
                        quickly wear down the tires, thus making
                        it extremely difficult (if not absolutely
                        impossible) to stay ahead of the
                        competition.
    Tokyo R246:         The front portion of the circuit is quite
                        wide, but the back portion is rather
                        narrow.  It is very easy to bump a wheel
                        on a barrier or against another car while
                        on the back portion of the circuit.
                        Precision driving as well as patience are
                        very important on the back portion of the
                        Tokyo R246 venue.
    Cote d'Azur/Monaco: Gran Turismo 3 presents a version of the
                        real-world Monaco circuit (used annually
                        for the F1 Grand Prix of Monte Carlo)
                        which is generally a little wider than
                        in reality and in most other racing
                        games.  However, having visited Monaco, I
                        can state that the 'feel' of the city has
                        been captured quite well.
                           While GT3's version of this circuit is
                        a bit 'wide,' the circuit is still VERY
                        narrow.  There is really no place to
                        attain high speeds, and passing is
                        extremely difficult even in the best
                        circumstances.  Even expert drivers will
                        certainly bump barriers and other cars
                        rather consistently - which will increase
                        tire wear with each bump.
                           High downforce and ride height
                        settings combined with shot gear ratios
                        and A LOT of patience are required at
                        Cote d'Azur/Monaco.  If at all possible,
                        wait to pass competitors as they go to
                        Pit Lane.
    
    ====================================
    
    GENERAL TIPS
    If this has not yet been done, players should save the
    default/stock set-up of the chosen vehicle before changing
    car set-ups.  This is a good practice for ALL cars in GT3, as
    some races require only non-tuned vehicles.  This is also a
    good idea in case - while fiddling with car set-ups - a
    player really adversely changes the car's set-up, and
    reverting back to the default set-up allows the player to
    start over.
    
    For those concerned about keeping a car's mileage as low as
    possible, try this tip for finding car set-ups.  Set-up files
    are saved independently of the game progress file, which can
    be used to a player's advantage.  Therefore, use the chosen
    car to work on car set-up for a specific course, save the car
    set-ups when satisfied with it, then go back to the game's
    main menu (where the selection between Arcade Mode and
    Simulation Mode is made) and reload game progress.  In this
    manner, the car 'will not have been used' as far as the CPU
    is concerned, but a saved car set-up will still be available
    for use later :-)
    
    Unfortunately, F1 cars can only use Medium Tires (and are the
    only cars in Gran Turismo 3 which are limited to just Medium
    Tires).  This means that the tires will usually wear out
    after six or seven laps.  Therefore, pit strategy is very
    important for each race.  It is necessary to try to make the
    tires last as long as possible between pit stops, thus
    resulting in fewer pit stops.  In general, a pit stop will
    cost 20-25 seconds (shorter at Test Course, since Pit Lane is
    essentially non-existent; longer at Super Speedway, since Pit
    Lane - including Pit Entry and Pit Exit - is essentially a
    full lap long), so if a player can make one or two fewer pit
    stops than the CPU-controlled cars, that will certainly give
    the player a significant advantage time/distance.  It is
    possible to use non-F1 cars in Formula GT, with the advantage
    that ANY tire compound can be used, including the longest-
    durability/lowest-grip Super-slick Tires; however, there are
    NO other cars in Gran Turismo 3 which are inherently as fast
    AND agile as the F1 cars, so success through the Formula GT
    series with non-F1 cars is very slim (some individual races,
    such as the Test Course race, can easily be won with non-F1
    cars, such as the 1,000,000Cr Suzuki Escudo Pikes Peak
    Version).
    
    On the Out Lap (Warm-up Lap) in qualifying, it helps to
    purposely drive off the pavement and/or slide the tires a
    bit, especially on the shorter circuits such as Super
    Speedway.  This will raise the tire temperature faster, so
    that the tire indicators should show all four tires as green
    by the time qualifying begins; this will provide maximum tire
    grip.  Since most players should only need one or two
    qualifying laps anyhow to attain Pole Position if they have
    followed the strategy of pre-determining car set-ups before
    entering the Formula GT series, tire durability is not really
    an issue in qualifying, so it is best to make use of this
    fact to attain the best possible pavement grip for
    qualifying.  Note that the off/slide tactic is not needed at
    Test Course, where tires are not an issue.
    
    For each race, I have specified the laps on which I made my
    stops to change tires.  However, this often means that the
    last 1-2 laps before stopping will be very harrowing, as the
    tires will be EXTREMELY worn.  This pit strategy is largely
    based upon trying to either stop on the same laps as the
    toughest competitors, or one lap LATER than the fastest
    competition.  Those with extensive experience driving with
    Super-slick Tires will likely have less difficulty with these
    final laps before stops, as they will already be quite
    familiar with driving with severely-reduced pavement grip;
    those without extensive experience driving with Super-slick
    Tires may wish to delay participating in Formula GT until
    they feel comfortable driving at high speeds with the lowest-
    grip tire compound.
    
    Just prior to entering the Formula GT series, it is important
    to change the oil and wash the car.  Changing the oil will
    provide a temporary boost in horsepower (thus delaying the
    time at which horsepower reduction due to dirty oil begins),
    while washing the car should help slightly with the
    aerodynamic flow around the vehicle (thus assisting with
    acceleration and top-end speed).
    
    There is a formula which dictates when it is possible to
    cancel out of Formula GT and still win the bonus money and
    one of the bonus cars.  If the player's lead is AT LEAST (10
    x the remaining number of races) + 1, then the player can
    safely cancel out of the remaining races and still win the
    series.  Should a player and a competitor both end the series
    tied for the points lead, the player WILL NOT receive the
    bonus money and one of the bonus cars; therefore, the 'extra'
    one point is a crucial advantage, one which players must take
    strides to achieve.  This also means, however, that if only
    the final single point is required to guarantee winning the
    series, then a player need only participate in and COMPLETE
    one of the remaining races, as finishing in last place in
    Gran Turismo 3 still results in attaining a single point
    (this is not the case in some other racing games, such as
    Newman-Haas Racing).
    
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    SUGGESTED CAR SET-UPS
    These are the car set-ups which worked for me in Formula GT
    using the F686/M.  Note that only the default/stock parts
    were used.  In most cases, I was able to qualify on Pole
    Position (P1).
    
    Race 1: Midfield
       Spring Rate
          Front:                      14.4 kgl/mm
          Rear:                       14.3 kgl/mm
       Ride Height
          Front:                      47 mm
          Rear:                       47 mm
       Shock Absorbers
          Front:                      N/A
          Rear:                       N/A
       Shock Bound
          Front:                      5
          Rear:                       5
       Shock Rebound
          Front:                      5
          Rear:                       5
       Camber Angle
          Front:                      2.0
          Rear:                       1.0
       Toe Angle
          Front:                      0.0
          Rear:                       -3.0
       Stabilizers
          Front:                      N/A
          Rear:                       N/A
       Brake Balance
          Front:                      Level 21
          Rear:                       Level 21
       Limited-slip Initial Torque
          Front:                      0
          Rear:                       15
       Limited-slip Acceleration
          Front:                      0
          Rear:                       40
       Limited-slip Deceleration
          Front:                      0
          Rear:                       30
       Gear Ratio (Auto Setting):     Level 38
       Downforce
          Front:                      0.56
          Rear:                       1.07
       AYC Controller:                N/A
       Active Stability Management:   Level 10
       TCS Controller:                Level 5
       VCD Controller:                N/A
    
    Race 2: Seattle
       Spring Rate
          Front:                      12.4 kgl/mm
          Rear:                       12.4 kgl/mm
       Ride Height
          Front:                      47 mm
          Rear:                       47 mm
       Shock Absorbers
          Front:                      N/A
          Rear:                       N/A
       Shock Bound
          Front:                      5
          Rear:                       5
       Shock Rebound
          Front:                      5
          Rear:                       5
       Camber Angle
          Front:                      2.0
          Rear:                       1.0
       Toe Angle
          Front:                      0.0
          Rear:                       -3.0
       Stabilizers
          Front:                      N/A
          Rear:                       N/A
       Brake Balance
          Front:                      Level 21
          Rear:                       Level 21
       Limited-slip Initial Torque
          Front:                      0
          Rear:                       15
       Limited-slip Acceleration
          Front:                      0
          Rear:                       40
       Limited-slip Deceleration
          Front:                      0
          Rear:                       30
       Gear Ratio (Auto Setting):     Level 33
       Downforce
          Front:                      0.78
          Rear:                       1.34
       AYC Controller:                N/A
       Active Stability Management:   Level 10
       TCS Controller:                Level 5
       VCD Controller:                N/A
    
    Race 3: Grand Valley
       Spring Rate
          Front:                      13.5 kgl/mm
          Rear:                       13.4 kgl/mm
       Ride Height
          Front:                      46 mm
          Rear:                       46 mm
       Shock Absorbers
          Front:                      N/A
          Rear:                       N/A
       Shock Bound
          Front:                      5
          Rear:                       5
       Shock Rebound
          Front:                      5
          Rear:                       5
       Camber Angle
          Front:                      2.0
          Rear:                       1.0
       Toe Angle
          Front:                      0.0
          Rear:                       -3.0
       Stabilizers
          Front:                      N/A
          Rear:                       N/A
       Brake Balance
          Front:                      Level 21
          Rear:                       Level 21
       Limited-slip Initial Torque
          Front:                      0
          Rear:                       15
       Limited-slip Acceleration
          Front:                      0
          Rear:                       40
       Limited-slip Deceleration
          Front:                      0
          Rear:                       30
       Gear Ratio (Auto Setting):     Level 43
       Downforce
          Front:                      0.51
          Rear:                       0.95
       AYC Controller:                N/A
       Active Stability Management:   Level 10
       TCS Controller:                Level 5
       VCD Controller:                N/A
    
    Race 4: Super Speedway
       Spring Rate
          Front:                      13.5 kgl/mm
          Rear:                       13.4 kgl/mm
       Ride Height
          Front:                      45 mm
          Rear:                       45 mm
       Shock Absorbers
          Front:                      N/A
          Rear:                       N/A
       Shock Bound
          Front:                      5
          Rear:                       5
       Shock Rebound
          Front:                      5
          Rear:                       5
       Camber Angle
          Front:                      2.0
          Rear:                       1.0
       Toe Angle
          Front:                      0.0
          Rear:                       -3.0
       Stabilizers
          Front:                      N/A
          Rear:                       N/A
       Brake Balance
          Front:                      Level 21
          Rear:                       Level 21
       Limited-slip Initial Torque
          Front:                      0
          Rear:                       15
       Limited-slip Acceleration
          Front:                      0
          Rear:                       48
       Limited-slip Deceleration
          Front:                      0
          Rear:                       30
       Gear Ratio (Auto Setting):     Level 40
       Downforce
          Front:                      0.45
          Rear:                       0.75
       AYC Controller:                N/A
       Active Stability Management:   Level 7
       TCS Controller:                Level 2
       VCD Controller:                N/A
    
    Race 5: Rome
       Spring Rate
          Front:                      12.4 kgl/mm
          Rear:                       12.4 kgl/mm
       Ride Height
          Front:                      47 mm
          Rear:                       47 mm
       Shock Absorbers
          Front:                      N/A
          Rear:                       N/A
       Shock Bound
          Front:                      5
          Rear:                       5
       Shock Rebound
          Front:                      5
          Rear:                       5
       Camber Angle
          Front:                      2.0
          Rear:                       1.0
       Toe Angle
          Front:                      0.0
          Rear:                       -3.0
       Stabilizers
          Front:                      N/A
          Rear:                       N/A
       Brake Balance
          Front:                      Level 21
          Rear:                       Level 21
       Limited-slip Initial Torque
          Front:                      0
          Rear:                       15
       Limited-slip Acceleration
          Front:                      0
          Rear:                       40
       Limited-slip Deceleration
          Front:                      0
          Rear:                       30
       Gear Ratio (Auto Setting):     Level 38
       Downforce
          Front:                      0.51
          Rear:                       0.93
       AYC Controller:                N/A
       Active Stability Management:   Level 10
       TCS Controller:                Level 5
       VCD Controller:                N/A
    
    Race 6: Test Course
       Spring Rate
          Front:                      18.2 kgl/mm
          Rear:                       18.2 kgl/mm
       Ride Height
          Front:                      45 mm
          Rear:                       45 mm
       Shock Absorbers
          Front:                      N/A
          Rear:                       N/A
       Shock Bound
          Front:                      5
          Rear:                       5
       Shock Rebound
          Front:                      5
          Rear:                       5
       Camber Angle
          Front:                      2.0
          Rear:                       1.0
       Toe Angle
          Front:                      0.0
          Rear:                       -3.0
       Stabilizers
          Front:                      N/A
          Rear:                       N/A
       Brake Balance
          Front:                      Level 21
          Rear:                       Level 21
       Limited-slip Initial Torque
          Front:                      0
          Rear:                       55
       Limited-slip Acceleration
          Front:                      0
          Rear:                       56
       Limited-slip Deceleration
          Front:                      0
          Rear:                       30
       Gear Ratio (Auto Setting):     Level 45
       Downforce
          Front:                      0.45
          Rear:                       0.75
       AYC Controller:                N/A
       Active Stability Management:   Level 3
       TCS Controller:                Level 1
       VCD Controller:                N/A
    
    Race 7: Laguna Seca
       Spring Rate
          Front:                      12.4 kgl/mm
          Rear:                       12.4 kgl/mm
       Ride Height
          Front:                      50 mm
          Rear:                       50 mm
       Shock Absorbers
          Front:                      N/A
          Rear:                       N/A
       Shock Bound
          Front:                      5
          Rear:                       5
       Shock Rebound
          Front:                      5
          Rear:                       5
       Camber Angle
          Front:                      2.0
          Rear:                       1.0
       Toe Angle
          Front:                      0.0
          Rear:                       -3.0
       Stabilizers
          Front:                      N/A
          Rear:                       N/A
       Brake Balance
          Front:                      Level 21
          Rear:                       Level 21
       Limited-slip Initial Torque
          Front:                      0
          Rear:                       15
       Limited-slip Acceleration
          Front:                      0
          Rear:                       40
       Limited-slip Deceleration
          Front:                      0
          Rear:                       30
       Gear Ratio (Auto Setting):     Level 33
       Downforce
          Front:                      0.77
          Rear:                       1.29
       AYC Controller:                N/A
       Active Stability Management:   Level 10
       TCS Controller:                Level 5
       VCD Controller:                N/A
    
    Race 8: Apricot Hill
       Spring Rate
          Front:                      12.4 kgl/mm
          Rear:                       12.4 kgl/mm
       Ride Height
          Front:                      50 mm
          Rear:                       50 mm
       Shock Absorbers
          Front:                      N/A
          Rear:                       N/A
       Shock Bound
          Front:                      5
          Rear:                       5
       Shock Rebound
          Front:                      5
          Rear:                       5
       Camber Angle
          Front:                      2.0
          Rear:                       1.0
       Toe Angle
          Front:                      0.0
          Rear:                       -3.0
       Stabilizers
          Front:                      N/A
          Rear:                       N/A
       Brake Balance
          Front:                      Level 23
          Rear:                       Level 23
       Limited-slip Initial Torque
          Front:                      0
          Rear:                       15
       Limited-slip Acceleration
          Front:                      0
          Rear:                       40
       Limited-slip Deceleration
          Front:                      0
          Rear:                       30
       Gear Ratio (Auto Setting):     Level 35
       Downforce
          Front:                      0.77
          Rear:                       1.29
       AYC Controller:                N/A
       Active Stability Management:   Level 10
       TCS Controller:                Level 5
       VCD Controller:                N/A
    
    Race 9: Tokyo R246
       Spring Rate
          Front:                      16.1 kgl/mm
          Rear:                       16.1 kgl/mm
       Ride Height
          Front:                      46 mm
          Rear:                       46 mm
       Shock Absorbers
          Front:                      N/A
          Rear:                       N/A
       Shock Bound
          Front:                      5
          Rear:                       5
       Shock Rebound
          Front:                      5
          Rear:                       5
       Camber Angle
          Front:                      2.0
          Rear:                       1.0
       Toe Angle
          Front:                      0.0
          Rear:                       -3.0
       Stabilizers
          Front:                      N/A
          Rear:                       N/A
       Brake Balance
          Front:                      Level 23
          Rear:                       Level 23
       Limited-slip Initial Torque
          Front:                      0
          Rear:                       15
       Limited-slip Acceleration
          Front:                      0
          Rear:                       48
       Limited-slip Deceleration
          Front:                      0
          Rear:                       43
       Gear Ratio (Auto Setting):     Level 44
       Downforce
          Front:                      0.61
          Rear:                       1.08
       AYC Controller:                N/A
       Active Stability Management:   Level 10
       TCS Controller:                Level 5
       VCD Controller:                N/A
    
    Race 10: Cote d'Azur/Monaco
       Spring Rate
          Front:                      16.1 kgl/mm
          Rear:                       16.1 kgl/mm
       Ride Height
          Front:                      58 mm
          Rear:                       58 mm
       Shock Absorbers
          Front:                      N/A
          Rear:                       N/A
       Shock Bound
          Front:                      5
          Rear:                       5
       Shock Rebound
          Front:                      5
          Rear:                       5
       Camber Angle
          Front:                      2.0
          Rear:                       1.0
       Toe Angle
          Front:                      0.0
          Rear:                       -3.0
       Stabilizers
          Front:                      N/A
          Rear:                       N/A
       Brake Balance
          Front:                      Level 23
          Rear:                       Level 23
       Limited-slip Initial Torque
          Front:                      0
          Rear:                       30
       Limited-slip Acceleration
          Front:                      0
          Rear:                       54
       Limited-slip Deceleration
          Front:                      0
          Rear:                       55
       Gear Ratio (Auto Setting):     Level 32
       Downforce
          Front:                      0.82
          Rear:                       1.33
       AYC Controller:                N/A
       Active Stability Management:   Level 10
       TCS Controller:                Level 5
       VCD Controller:                N/A
    
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    ADJUSTING CAR SET-UPS
    Gran Turismo 3 allows for significant car customization.
    However, I find that there are just a few things which will
    provide great changes in car handling when adjusted:
    
    Brake Balance: Brake strength for each axle can be adjusted
                   independently.  I personally like strong
                   braking ability (Level 20 or higher), to
                   allow for late braking zones to pass other
                   cars on corner entry.
    Downforce:     This is the single most important item which
                   can affect car handling in corners.  Downforce
                   on an F1 car makes use of the front and rear
                   wings; thus, downforce can be adjusted for the
                   front and rear of the car independently.
                      The downforce can be raised to improve
                   cornering ability, but this will result in
                   lower top-end speed and slower acceleration.
                   Conversely, lowering downforce will make
                   cornering at high speeds more difficult (thus
                   requiring slower cornering speeds), while
                   improving acceleration and top-end speed.
    Gear Ratios:   Gran Turismo 3 provides two methods for
                   adjusting gear ratios: the auto setting (the
                   lowermost slider on the Gear Ratios screen)
                   and manual setting (the smaller sliders on the
                   Gear Ratios screen).  In general, using the
                   auto setting slider is good enough; experts
                   may prefer to fine-tune each gear using the
                   smaller manual setting sliders above.
                      Raising the gear ratios (moving a slider
                   toward the right) will result in higher
                   speeds before gear changes, and thus a higher
                   top-end speed overall; however, acceleration
                   will be slower.  Lowering the gear ratios
                   (moving a slider toward the left) will result
                   in lower speeds before gear changes, and thus
                   a lower top-end speed overall; however, this
                   creates faster acceleration.  Those using the
                   smaller manual setting sliders can essentially
                   mix-and-match gear ratios; perhaps the lower
                   gears can be set for faster acceleration while
                   the higher gears can be set for faster top-end
                   speed.  Note that Final Gear affects all the
                   other gears in addition to how each individual
                   gear has been set.
                      Caution: Using too high a gear ratio in the
                   higher gears can cause a car to have some
                   difficulty climbing into the highest gear,
                   and/or drop from the highest gear to the
                   next-lowest gear very quickly.  This is due
                   to the engine not being able to keep up
                   enough revs to climb into or stay in the
                   highest gear.  If such a high gear ratio is
                   important, try lowering the front and rear
                   downforce and ride height  as much as possible
                   while still attempting to maintain car control
                   in cornering; if this does not work, then the
                   gear ratio will need to be lowered.
    Ride Height:   Ride height is adjustable for both the front
                   and rear axles.  Whereas downforce controls
                   the flow of air over the car, ride height
                   handles airflow underneath the vehicle.  As
                   with downforce, raise ride height to improve
                   cornering at the sacrifice of acceleration and
                   top-end speed; lower ride height to improve
                   acceleration and top-end speed while
                   sacrificing high-speed cornering ability.
    
    Often, making adjustments in one aspect of a car's set-up
    will require adjusting other aspects as well in order to
    maintain a good balance for car handling.  Adjustments will
    almost certainly be necessary; the set-ups provided in this
    guide are simply suggestions based upon my rather-aggressive
    driving style, and will likely require some fine-tuning for
    use by others.
    
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    SAMPLE RACE PERFORMANCE
    Here is my sample race performance in Formula GT.  For Start
    and Finish, I designate positions in FIA style: P1 for First
    Place/Pole Position, P2 for Second Place, P3 for Third Place,
    P4 for Fourth Place, P5 for Fifth Place, and P6 for Sixth
    Place.  Also, points are awarded in FIA style: ten points for
    P1, six points for P2, four points for P3, three points for
    P4, two points for P5, and a single point for P6; in order to
    receive points, a car must finish a given race (in other
    words, canceling out of a race is not permitted).
    
    Race              Start   Finish  Pit Strategy    Fastest Lap
    ----------------  -----   ------  --------------  -----------
    Midfield Raceway  P1      P1      8, 16, 23       0'55.692
    Seattle           P1      P1      8, 16, 24, 32   1'12.806
    Grand Valley      P1      P1      6, 12, 17, 24   1'29.584
    Super Speedway    P1      P1      10, 20, 30, 40  0'26.564
    Rome              P1      P2      10, 19          1'06.462
    Test Course*      P1      P1      No stops*       1'42.108
    Laguna Seca       P1      P2      8, 16, 22, 28   1'03.171
    Apricot Hill      P1      P1      7, 14, 21       1'01.112
    Tokyo R246**      P3      P6      5, 10, 15, 20   1'17.868
    Cote d'Azur/      ***     ***     ***             ***
       Monaco***
    
    *   For the 25-lap Test Course race, it is best to NEVER make
        any stops to change tires.  The course is so wide that
        there is always enough room to make passes (especially
        when drafting), and the banked turns are so incredibly
        gentle that there is to reason to worry about needing
        tires for braking and cornering.  However, with the
        suggested car set-up for Test Course, the left-rear tire
        will wear down far faster than any of the other tires,
        meaning that for three or four laps, the car will
        constantly want to edge to the left until the other three
        tire indicators also show red; near-continuous
        countersteering will be required for the straightaways,
        and extra care will be needed if running high on the
        banking.
    
    **  Entering the race at Tokyo R246, I only needed one more
        point in order to guarantee winning the Formula GT
        series (the next closest car in the series was exactly
        20 points behind entering the penultimate race of the
        series).  Therefore, I did not bother truly trying to
        compete, as finishing in last place would grant me the
        single point I needed.  This accounts for finishing in
        last place and making so many pit stops in comparison
        with the length of the race (25 laps); going six or seven
        laps between stops would have made driving rather
        difficult on the back side of the course with its many
        high-speed twists and corners.
    
    *** Since the series was won following the penultimate race
        (at Tokyo R246), I purposely canceled out of Cote
        d'Azur/Monaco.  The series having been won, I instead
        intend to complete this race as an individual race at a
        later date.  This will also allow me to participate in
        the Cote d'Azur/Monaco race with a car fresh from the
        Car Wash and with fresh oil.
    
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    CONTACT
    For questions, rants, raves, comments of appreciation, etc.,
    or to be added to my e-mail list for updates to this driving
    guide, please contact me at: FEATHER7@IX.NETCOM.COM; also, if
    you have enjoyed this guide and feel that it has been helpful
    to you, I would certainly appreciate a small donation via
    PayPal (http://www.paypal.com/) using the above e-mail
    address.
    
    To find the latest version of this and all my other PSX/PS2
    game guides, please visit FeatherGuides
    (http://www.angelcities.com/members/feathersites/).  The
    latest version will always be posted at FeatherGuides, while
    other Web sites may lag behind by several days in their
    regularly-scheduled posting updates.
    
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