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    IA License Guide by Wolf Feather

    Version: Final | Updated: 07/10/02 | Search Guide | Bookmark Guide

    Jamie Stafford/Wolf Feather
    Version: FINAL VERSION
    Initial version completed: May 25, 2002
    Current version completed: July 10, 2002
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    Riding the Walls
    License IA-1
    License IA-2
    License IA-3
    License IA-4
    License IA-5
    License IA-6
    License IA-7
    License IA-8
    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:
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    Permission is granted to download and print one copy for
    personal use.
    This guide is designed to provide tips in acquiring an
    International A (IA) License in Gran Turismo 3; the goal,
    therefore, is to assist drivers in earning a Bronze Medal.
    The IA License is somewhat difficult to obtain, and the test
    venues themselves require strong familiarity with medium-
    powered vehicles to ensure that proper braking points and
    racing lines are observed.
    This tactic can be very useful, both in the License Tests and
    in actual competition in Gran Turismo 3.  The game does not
    include damage modeling, so scraping the walls, cliffs, and
    other barriers will only slow a car (and accelerate tire wear
    if applicable to a particular race).
    Riding the walls entails placing one side of the car against
    the wall or other barrier and letting the curve of the
    obstruction change the car's direction.  However, in the
    License Tests, this must be done VERY carefully, as hitting
    obstructions with much force will result in automatic failure
    of the test.
    The best way to engage in this practice is to gently edge the
    side of the car against the obstruction at a very gentle
    angle.  Keeping the accelerator fully engaged, the friction
    will slow the car, but will still generally allow for a
    greater speed than braking and cornering normally - and in a
    racing situation, can result in passing one or more cars
    performing 'normal' cornering procedures.
    Exiting the corner, however, can be tricky when riding the
    walls.  Depending on the car, the terrain, the speed at exit,
    and the obstacle itself, a car may want to keep going in the
    direction at which it had been turning.  Therefore, always be
    prepared to quickly countersteer on exit; lifting off the
    accelerator just before corner exit may also be of use in
    this situation.
    Skill:       Fast Complex Corners I
    Car Used:    Lancer Evolution VI Rally Car
    Gold Time:   0'40.000
    Silver Time: 0'40.700
    Bronze Time: 0'42.500
    Taking place on the back side of the Tokyo R246 circuit, this
    test requires excellent knowledge of the venue, as many of
    the corners are blind turns.  Throttle management is very
    important here, as it can mean the difference between banging
    a barrier on corner exit and squeaking through a corner with
    millimeters to spare on exit.
    It may help to immediately use the 'ride the wall' technique
    for the first corner of the IA-1 test area, thus keeping up
    speed without slowing too much (which is what will likely
    happen with conventional braking).  A solid racing line
    through the second and third corners of the test area is key
    to using full acceleration and to keep from banging the
    barriers exiting this quick-flick chicane.
    The fourth turn of the test zone is really the only place
    where braking is necessary, although experts with a solid
    racing line can possibly speed through with just millimeters
    to spare.  The fifth turn is also a right-hand corner, but
    the circuit narrows significantly on corner exit, so drivers
    MUST keep to the left here to avoid banging the narrowing
    Riding the wall may also be useful for the final corner.  The
    circuit is still very narrow here, and conventional braking
    may cost a lot of time.
    Skill:       Fast Complex Corners II
    Car Used:    Spoon S2000(J)
    Gold Time:   0'15.700
    Silver Time: 0'15.900
    Bronze Time: 0'16.400
    This high-speed test makes use of the final segment of the
    Trial Mountain circuit.  Tapping the brakes means failure due
    to excessive time, so keep HARD on the accelerator and make
    good use of the rumble strips while avoiding the apex cones.
    Keep in mind that the end of the test zone is well beyond the
    Start/Finish Line for races held at this venue.
    Skill:       Fast Complex Corners III
    Car Used:    Imprezza Rally Car Prototype
    Gold Time:   0'23.400
    Silver Time: 0'23.800
    Bronze Time: 0'25.000
    This is a very tricky test held in the beginning stages of
    the Deep Forest circuit, as there is just enough dirt on both
    sides of the pavement for a car to be considered 'out of
    bounds' before the steep embankments attempt to force a car
    to stay on the racing surface.  Due to the extent of the
    corners, a newcomer to this venue will want to brake for
    each, but this tactic will result in failure due to excessive
    time.  ONLY the final two corners require braking or a
    lifting off of the throttle, and only A LITTLE at that.
    Skill:       Braking & Cornering III
    Car Used:    Castrol Mugen NSX JGTC(J)
    Gold Time:   0'32.200
    Silver Time: 0'32.400
    Bronze Time: 0'34.400
    Returning to Tokyo R246, this test begins on Pit Straight and
    uses the first three corners.  The yellow distance-to-corner
    markers (measured in meters) tend to blend into the scenery,
    so they can be hard to spot at speed; make use of these
    markers to determine the best braking zone for Turns 1 and 2
    - Turn 3 can be cleared at full throttle with sufficient
    braking in Turn 2.
    Skill:       Corkscrew
    Car Used:    Viper GTS
    Gold Time:   0'23.000
    Silver Time: 0'23.300
    Bronze Time: 0'25.000
    Laguna Seca's world-famous Corkscrew simply CANNOT be cleared
    safely at speed; real-world attempts to do so would almost
    certainly kill the driver.  The problem with the Corkscrew is
    that the difficulty does not begin with the steep blind
    downhill Corkscrew itself, but with the crest in the mini-
    mountain just before the top of the Corkscrew; if a problem
    with car control is to occur in this test, it will begin with
    the crest.
    Once past the crest, keeping tight to the apex is key,
    especially since the second (right-hand) corner of the
    Corkscrew is filled with sand on the inside which will
    certainly slow the car enough to result in failing the test.
    On exit, however, drivers must quickly go to the right side
    of the pavement to correctly set up the final turn, a long
    semi-blind high-speed left-hand corner with a decreasing
    radius which results in cars wanting to drift off the
    pavement on exit (or even just halfway through the corner if
    the proper racing line cannot be kept).
    Skill:       Fast Complex Corners IV
    Car Used:    Zonda C12
    Gold Time:   0'20.100
    Silver Time: 0'20.400
    Bronze Time: 0'21.300
    The Rome test takes place on the back end of the course, and
    begins with a tight left-hand corner.  There is NO run-off
    room and NO widening of the circuit here, so a flawless
    racing line is key; slight braking or lifting of the throttle
    may help, but if any subsequent area of the test is sub-par,
    the result is quite likely failure due to excessive time.
    Once past the first corner, drivers must quickly get to the
    left side of the pavement.  Fortunately, the course widens
    from here to the end of the test zone, so it is possible to
    simply power through the rest of the way so long as the
    racing lines are tight to the apexes of corners.
    Skill:       Undulating Corners
    Car Used:    Skyline GT-R V-spec II(R34,J)
    Gold Time:   0'46.000
    Silver Time: 0'46.600
    Bronze Time: 0'49.500
    This test, on the backmost section of Complex String, is
    essentially a semi-slalom test.  Unlike the slalom tests for
    the IB License (see my Gran Turismo 3: IB License Guide for
    details), the IA-7 test involves gentler corners with
    slightly more room between corners, plus the addition of
    hills and valleys - the left-hand turns crest each hill,
    while the right-hand turns are in the valleys between hills.
    However, the initial run up to the semi-slalom section
    features a long sweeping full-throttle right-hand turn; the
    section immediately following the semi-slalom area is a pair
    of left-hand perpendicular corners which are best approached
    as a wide U-turn, the exit of which will cause the rear of
    the car to want to slide out.
    Skill:       International A License Final Exam
    Car Used:    Mine's Skyline GT-R-N1 V-spec(R34,J)
    Gold Time:   1'08.850
    Silver Time: 1'10.000
    Bronze Time: 1'12.500
    This test - run in reverse at Complex String - is by far the
    most difficult of the tests for the IA License, and cannot be
    attempted until all of the previous tests have been passed
    with a Bronze Medal (or better).  This test features numerous
    consecutive decreasing-radius corners alternating between
    left and right turns.   Keeping a tight apex without running
    off the racing surface due to understeer or knocking over the
    apex cones due to overcorrection is EXTREMELY difficult.
    For questions, rants, raves, comments of appreciation, etc.,
    please contact me at: FEATHER7@IX.NETCOM.COM; also, if you
    have enjoyed this guide and feel that it has been helpful to
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