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Learning a trackA motley fool ponders the track maps |
If you are reading this, then you have large frontal lobes. When we humans use them, we realise that sometimes, if we defer taking a small reward now, we can gain a greater reward later.
Learning a track requires frontal lobes.
I'm sure that a lot of patience is lost with GPL because it's relatively easy to slide off the track while you're learning it. In Real Life, you don't learn a track by climbing in your race car and trying to go round it as fast as possible from your first lap.
In Real Life, you start by walking round the track. (Okay, so Michael Schumacher has been seen on a bicycle, but the point is the same.) At each corner, you stop, wander around and note the following:
Each of these things will contribute to the line that you will eventually take through the corner. They are a lot easier and quicker to study while you are standing quietly on the track, rather than hurtling along on the limit of grip!
GPL does not let you do a track walk, which is a shame - I think it would make a great feature. (Even better would be the ability to place markers at the turn-in and clipping points of each corner.) Instead, you have to drive around in first gear, doing frequent loops and three-point turns while you look around. Go off the road and look at the track, using both the in-cockpit and the F10/'Nintendo' viewpoint. Try doing some laps going the wrong way.
If corners have names, learn them. This not only helps you remember the track and give it character, but also makes it easier to talk about the track afterwards.
Only when you know your way around well enough to be able to close your eyes and imagine a journey round the track - every corner and straight - should you go to the pits and hop in your car, when the learning process starts all over again from a different perspective...
You've done your track walk, and you can close your eyes and 'see' every corner on the track. Do you leap into the F1 car and start blasting round? No way. If you're anything like me, you'd just spin at every other corner and finally give up in frustration after 10 minutes. That's 10 minutes wasted.
OK then, do you leap into the F1 car and drive around slowly? Again, no way. We are racing driver wannabes, not Sunday drivers. We are incapable of driving slowly in an F1 car. No matter how restrained we try to be, no matter how good our intentions, the temptation to use that horsepower is too great. Result: more wasted time.
Novice trainer to the rescue! Swallow your pride, make sure nobody is looking (shoo the pets out of the room, lock the door, turn your mother's picture to the wall), and get into the F3 car. Your mission - should you choose to accept it - is to turn laps until you have found The Line. Take this time to experiment: make sure, for every corner, you have tried an early, middle and late apex. Keep a vague eye on the lap times, but don't worry about them. Just stay on the track.
You'll know when you've found a good line, because your lap times will stabilize. For example, when learning Brands Hatch, I lapped in the F3 until I could do ten consecutive laps under two minutes.
Now it's time to get in the F1 car, but with a catch: you must not use the brakes.
(I know, I know, I've skipped the F2/Advanced Trainer. They are brilliant for racing, but don't teach you enough about the track to pay you back for the time, IMHO.)
I find that most of the spins that occur while learning a track in GPL occur under braking. You know the routine; you misjudge a corner, hit the brakes too hard and too late: straw bale. On the other hand, if you don't have any brakes, you learn anticipation. It's a Graham Hill thing - the car he learnt to drive in had no brakes.
Secondly, with no brakes, you learn to use the sideways motion of the car to scrub off speed in the corners, which is an essential skill to acquire.
So, without touching the brakes, turn laps again until your times stabilize. I'm often surprized just how fast the lap times can be, for example 1:40 at Brands Hatch is quite possible - if you don't mind holding your breath through Paddock Bend.
The final part of learning a track, for me, is to learn it under race conditions. I think this is the most time-efficient way to learn a track; racing keeps your interest while you put in the miles, you learn how to drive the off-line parts of the track, and you get to hone your racing skills.
Enter a novice race with as many AI opponents as your hardware can handle, and start at the back of the grid by skipping qualifying. Drive the race. Then race again, but this time eliminate the opponents that you beat in the previous race. For example, if you started 20th, and finished 12th, then reduce the number of AI opponents for your next race from 19 to 11. Start the next race at the back, in 12th. (Version 1.0 of GPL was better for this; GPL 1.1 retains some slow AI drivers when you reduce the size of the field. You can revert to the original behaviour by copying driver.ini from your original CD to your \SIERRA\GPL folder.)
Eventually, you'll get down to the minimum number - five - of AI opponents. The races get a bit more serious now, so optionally allow yourself the luxury of qualifying if you don't want to start from 6th place all the time.
When you win the novice race at a particular track, then that's it - you've graduated. Go to VROC and have fun (or, better yet, do the same again with Intermediate Short races).
There will usually be several ways of taking each corner, or several techniques that can be used to take it. Early/middle/late apex, trail-brake, four-wheel-drift and so on. For each corner of each track, it helps to keep a note of the approach used. This helps you to remember the track when revisiting it, but also makes you be consciously aware of the lines you are using. For example, my track notes for Kyalami are:
| Kyalami | |
|---|---|
| So little grip here that you can revert to a wet weather corner entry style: don't even think about going late 'n deep, instead brake early and turn in early (cutting inside the racing line), scrubbing speed off sideways. The safest overtaking place is to go inside the AI on the entry to Sunset; they enter this corner really slowly, and by the time you're past them, you're back on their line and blocking them. | |
| Crowthorne | A longer corner than first appears. After the tires have warmed up (2 laps) brake so late that you have to trail brake. Brake 'diagonally' across the track to the apex, decreasing the radius as you slow. Take a late apex; CP = TAP. |
| Barbeque | Approach and bend are more downhill than appears from the cockpit. You hardly turn in here; rather, just let the car fall sideways down the hill. |
| Jukskei Sweep | Ride on the kerb at TIP; lots of kerb at GA (keep outside tires on the track, but only just); brush kerb at exit. |
| Sunset | Scrub to inside RL, CP, continue scrubbing to outside of RL as steering angle increases, to TAP, then drift out to the left as you apply power and unwind the steering wheel. |
| Clubhouse | Don't use the full width of road to the right before turning in, it takes too much out of the car to get across and back. Brake early and scrub (uphill) to GA=CP. |
| Esses 1 | Scrub to GA/CP. |
| Esses 2 | Get steering rotated early and use the suspension compression to add more throttle. |
| Leeukop (entry) | Scrub (uphill) to inside of RL, stay on RL for remainder (i.e. no late or double apex). |
| Leeukop (exit) | Squeeze power on and unwind steering wheel synchronously. |
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