Turns 13 and 14 are a combined corner that leads to the control line. If you apply the throttle, you run the risk of running wide and making turns 13 and 14 tighter than they are, so be careful about when you start to accelerate. Release the throttle after landing from the second jump and take a controlled line through turn 12. Take care on the two main jumps down the straight, as landing wrong will cause the care to behave erratically. Be careful not to turn in too early and run on the grass at turn 10, as this only make hitting the apex of turn 11 more difficult. If done correctly, this will make turn 11 much easier. Turn in and aim to join the apexes of both turns 10 and 11 with a straight line. Move the car to the right and start braking just before the mesh-fence ends. Turns 10 and 11 form a tight chicane that can easily disrupt a lap time if not take properly. Turn 9 is banked on the outside and drops away halfway through, so take care not to take a wide line and cause oversteer. Use a standard racing line to clip the apex on the inside and exit neatly. On the approach to turn 9, position the car on the left and aim to start braking where the posts start. Ideally, you want to be pointing straight as you ascend the hill in front of you, so running wide here will only affect your time. Navigate turn 7 with a controlled slide on the inside, brake briefly before turn 8 and then take another inside line. Turns 7 and 8 are a difficult uphill chicane that is best taken with a standard racing line. Take a tight line into turn 6 with as little sliding as possible. If done right, you can take this turn without having to braking.īegin braking almost as soon as you land from hitting the bump in the road. Use the steering and throttle to control the cars speed and slide and be wary of sliding off the racing line. This turn goes from being downhill to uphill seemingly all at once. Maintain control as you ascend the second hill towards the long sweeping turn 5. The exit is on a downhill, so be mindful of the cars behavior.Īs you rise up turn 4, there is a brief undulation at the crest of the first hill, which will disturb the cars balance. Apply the brakes briefly between turns 2 and 3 and swing around. Be careful not to slide too much or this will impact your entry into turn 3. Once you have reduced your speed enough turn into turn 2 and control your slide. Glad they're working on some cool new things instead of just doing a graphics and UI overhaul of GT5.Turn into turn 1 before the starting gate, and begin braking once you pass under it. If this ends up working it sounds like it would be really awesome. GT6 will then translate this data, turning it into a track you can drive in the game. Gran Turismo producer Taku Imasaki confirmed the GPS Course Maker apps would work much like many fitness apps available, which record your run or walk by determining your altitude and relative location as you move. In his most recent interview with GTPlanet in September, Kazunori Yamauchi said the likely area would be approximately 20×20 kilometers in size. This puts the massive area of Gran Turismo 6‘s all-new Course Maker into perspective. This GPS-generated tracks will be available in the game as playable content.” Additionally, in another update we will add the possibility to generate a track by capturing the GPS coordinate data of a mobile app while you are driving that course. “This feature, available at a later stage through an update, will allow you to create your own custom tracks that can be driven in the game. In last weeks’ GT6 info blowout, a radical and exciting new feature was quietly confirmed to be coming in an update for the game and its companion mobile apps:
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