GRAN TURISMO 3: FORMULA GT GUIDE

by
Wolf Feather/Jamie Stafford
[email protected]




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 :-)

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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.

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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.

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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

====================================

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: [email protected]; 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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