ABOUT PHOTOSENSITIVE SEIZURES
A very small percentage of people may experience a seizure when exposed to certain
visual images, including flashing lights or patterns that may appear in computer games.
Even people who have no history of seizures or epilepsy may have an undiagnosed
condition that can cause these “photosensitive epileptic seizures” while watching video
games.
These seizures may have a variety of symptoms including: light headedness, altered
vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion
or momentary loss of awareness. Seizures may also cause loss of consciousness or
convulsions that can lead to injury from falling down or striking nearby objects.
Immediately stop playing and consult a doctor if you experience any of these
symptoms. Parents should watch for or ask their children about the above symptoms
– children and teenagers are more likely than adults to experience these seizures. The risk
of photosensitive epileptic seizures may be reduced by sitting further from your monitor,
using a smaller monitor, playing in a well-lit room and not playing when you are drowsy
or fatigued.
If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before
playing.
INTELLECTUAL PROPERTY RIGHTS STATEMENT AND LIMITED WARRANTY
Race - the WTCC game - © 2006 Simbin Studios AB. Developed by Simbin Development
Team AB. Published and distributed by Eidos Interactive Limited. All rights reserved. Race
is a trademark of Simbin Studios AB. All other trademarks are the property of their
respective owners and used under licence. Based on the official licence of the WTCC. Eidos,
Eidos Interactive and the Eidos logo are trademarks of the Eidos group of companies.
NOTICE
Eidos reserves the right to make changes and improvements to this product at any time
and without notice. All characters and business names included within this title are all
fictitious and any similarity with any existing people or organisations is purely
coincidental.
EIDOS LIMITED WARRANTY
Eidos warrants to the original purchaser of this computer software product that the
recording media on which the computer software programs are recorded will under
normal use and conditions be free from material defects in materials and workmanship for
a period of 90 days from the date of purchase. Returns within a 90 day period:
Warranty claims should be made to your retailer from where you bought the game. Return
the game to your retailer along with a copy of the original sales receipt and an explanation
of the difficulty you are experiencing with the game. At its option, the retailer will either
repair or replace the game. Any replacement game will be warranted for the remainder
of the original warranty period or 30 days from receipt, which ever is longer. If for any
reason the game cannot be repaired or replaced, you will be entitled to receive your direct
(but no other) damages incurred in reasonable reliance but only up to the amount of the
price you paid for the game. The forgoing (repair, replacement or limited damages) is your
exclusive remedy.
THIS LIMITED WARRANTY IS IN ADDITION TO, AND DOES NOT AFFECT YOUR STATUTORY
RIGHTS. THIS LIMITED WARRANTY DOES NOT APPLY TO THE SOFTWARE PROGRAMS
THEMSELVES WHICH ARE PROVIDED “AS IS” AND WITHOUT WARRANTY OR
REPRESENTATION OF ANY KIND. TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE
LAW, EIDOS FURTHER DISCLAIMS ALL WARRANTIES (INCLUDING, WITHOUT LIMITATION,
THOSE IMPLIED BY LAW, STATUTE, CUSTOM OR OTHERWISE) RELATING TO
MERCHANTABILITY, SATISFACTORY QUALITY AND/OR FITNESS FOR A PARTICULAR
PURPOSE IN RESPECT OF THIS COMPUTER SOFTWARE PRODUCT.
SAFETY INFORMATION
This instruction manual contains important safety and health information that you should
read and understand before using this software.
EPILEPSY WARNING
Please read before using this video game or allowing your children to use it. Some
people are susceptible to epileptic seizures or loss of consciousness when exposed to
certain flashing lights or light patterns in everyday life. Such people may have a seizure
while watching images or playing certain video games. This may happen even if the
person has no medical history of epilepsy or has never had any epileptic seizures. If you
or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of
consciousness) when exposed to flashing lights or patterns, consult your doctor prior to
playing. We advise that parents should monitor the use of video games by their children. If
you or your child experience any of the following symptoms: dizziness, blurred vision, eye
or muscle twitches, loss of consciousness, disorientation, any involuntary movement or
convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your
doctor (particularly since experience of any of these symptoms could lead to injury from
falling down or striking nearby objects). Parents should ask their children about the above
symptoms - children and teenagers may be more likely than adults to experience these
seizures.
PRECAUTIONS TO TAKE DURING USE
• Do not stand too close to the screen. Sit a good distance away from the monitor, as far
away as the length
of the cable allows.
• Preferably play the video game on a small screen.
• Avoid playing if you are tired or have not had much sleep.
• Make sure that the room in which you playing is well lit.
• Rest for at least 10 to 15 minutes per hour while playing a video game.
WARNING: AVOID DAMAGE TO YOUR TELEVISION
Do not use with certain television screens and monitors. Some televisions, especially
front- or rear-projection types and plasma screens, can be damaged if any video games
are played on them. Static images or pictures presented during the normal course of
playing a game (or from putting the game on hold or pausing) may cause permanent
picture-tube damage, and may “burn in” to the screen, causing a permanent shadow of
the static image to appear at all times, even when the games are not being played. Always
consult your television screen or monitor manual or otherwise the manufacturer to check
if video games can be played safely.
WORLDWIDE CUSTOMER SERVICE CONTACTS
www.eidosinteractive.co.uk/support/worldmap.html
CUSTOMER SERVICE HELPLINE: 0870 9000 222 (UK CUSTOMERS ONLY)
For queries regarding the replacement of discs or manuals (after the 90 day warranty
period) or other non-technical and non-gameplay queries, please contact customer
services at the address below:
Eidos Interactive Limited
Wimbledon Bridge House
1 Hartfield Road
Wimbledon
SW19 3RU
TABLE OF CONTENTS
INTRODUCTION..................................................................................... page 02
SETUP AND INSTALLATION................................................................ page 02
GETTING STARTED.................................................................................page 03
GAME MODES.........................................................................................page 05
MULTIPLAYER GAME.............................................................................page 08
RACE RULES.............................................................................................page 10
CHAMPIONSHIP RULES........................................................................page 11
FLAG RULES.............................................................................................page 12
CONTROLS............................................................................................... page 13
CONTROLLER SETUP............................................................................ page 15
DIFFICULTY SETTINGS..........................................................................page 16
DRIVING AIDS..........................................................................................page 18
HEADS UP DISPLAY............................................................................... page 19
DRIVING TIPS...........................................................................................page 21
CAUTION - EXTREME REALISM
The driving model and physics featured in this game are
an accurate and realistic simulation of how things work
in real life. Traction, tire wear, brake temperature, tire
temperature, shocks, springs, wings and weather are all
taken into account when you take your car around the
track. In short - the cars in the game will behave just like
their real counterparts would do under the same
circumstances.
This does not in any way make the game more difficult
– on the contrary, you will be able to drive just like you
drive your own car. We strongly urge you to drive
responsibly in real life and always obey local traffic laws.
01
INTRODUCTION
Race – The WTCC game is the first game to let you experience the
wildly popular World Touring Car Championship in its 2006 season,
with all the drivers, all the cars, and all the locations included. We
have gone to great lengths to recreate every aspect of the
championship, so that you can experience what it is like to go head
to head with the masters on your home PC.
The game also features two support classes – Mini and WTCC 87.
The Mini class contains all the cars and drivers from the 2006 Mini
Challenge Championship, and the WTCC 87 class lets you go back
in time and try out two fabled cars – the Alfa Romeo 75 Turbo, and
the BMW M3 e30 - from the 1987 season of WTCC.
SETUP AND INSTALLATION
u
Start Windows ® XP
Insert the Race – The WTCC game DVD-disc into your DVD-ROM
drive. If AutoPlay is enabled, a title screen will appear. Select Install
and follow the instructions.
u
If AutoPlay is not enabled, or the installation does not start
automatically, double-click on the My Computer icon on your
desktop, and then double-click on your DVD-ROM drive icon to
begin the installation. Follow the installation instructions. If the title screen does not appear, right-click on the DVD-ROM icon and
choose
Explore from the pull-down menu, and then
double-click on autorun.exe to launch the installation.
u
After the installation, the graphics configuration program will
start. You will need to complete the configuration in order to run
the game. If you want to change your graphics settings at a later
time, run the Config.exe in the game folder.
u
02
GETTING STARTED
The first time you start the game, you will be prompted to enter a
name for your profile. This is the name that will appear in the high
scores as well as the name that will be seen by others when you
play online. When you have entered a name you are free to explore
the game and try out its different game modes.
We recommend that you start out with the Quickrace game mode in
the Novice difficulty setting, just to get acquainted with the game.
Once you have got a feel for how the game works, you can explore
the other game modes.
Please refer to the Game modes section in this
manual for more information about the various game
modes available.
03
CONTROL PERIPHERALS
If you are using a steering wheel or other control
peripheral, we suggest that you make sure that it is set
up correctly before entering your first race. To do this,
click on Options in the main menu, and then click on
Control options in the options menu.
By selecting the Input tab you will be able to select the
control peripheral you want to use in the game. Be sure
to check the Presets tab to make sure that you are
using the proper control preset for your specific control
peripheral.
Please refer to the Controller setup section in this
manual for more tips and information on how to
properly set up your control peripheral.
04
GAME MODES
Race – The WTCC game has many different game modes, and all of
them are accessed via Main menu, or the Additional events menu.
This section will briefly describe what each game mode is about.
QUICKRACE
The Quickrace mode gets you straight to the starting lights in a
minimum number of steps. Just select the track, car class, car and
driver and you are put directly on the grid with no need to worry
about practice, qualification or warm-up sessions.
Please refer to Race rules section of this manual for
more detailed information about the dual-race
format that is used in WTCC.
RACE WEEKEND
During a real life championship season, each race event is
organized over a weekend. The weekend starts on Saturday with
two separate practice sessions. A few hours later, the qualifying
session is held, and on the Sunday the race itself takes place,
preceded by a short warm up session. In the Race weekend game
mode, you can customize your own Race weekend and choose
which sessions you want to enable, and which rules to apply. Please
note that the available settings depend on the difficulty level you
choose.
CHAMPIONSHIP
The Championship game mode is the main event of the game. This
is where you pit yourself against the AI through a full simulated
WTCC season, visiting all the tracks around the world in order to
finally crown the season world champion.
05
The 2006 FIA World Touring Car Championship is made up of ten
separate racing events (Race weekends). These are staged in ten
different countries across three continents.
As you advance through the championship season, your progress
is saved automatically as you move between the sessions of each
individual race weekend. Please note that only one championship
season can be active per driver profile.
Please refer to the Championship rules section in
this manual for more information about the rules and
regulations of the WTCC championship.
MONZA
ITALY
MAGNY-COURS
FRANCE
BRANDS HATCH
UNITED KINGDOM
OSCHERSLEBEN
GERMANY
CURITIBA
BRAZIL
PUEBLA
MEXICO
BRNO
CZECH REPUBLIC
ISTANBUL
TURKEY
VALENCIA
SPAIN
MACAU
MACAU
06
OPEN PRACTICE
This is the perfect game mode to improve your skills on a specific
track with the car of your choice. Learn the fastest lines and get
comfortable with your braking points or experiment with the Car
setup to see what effect it has on your handling. There is no time
limit, so you are free to practice for as long as you want.
TIME ATTACK
In the Time attack game mode, the objective is to make the fastest
lap time around a specified track with the car of your choice. When
you pass the finish line after your first lap, you will see a “ghost”
representation of your car on your previous lap. This way you can
see how you drove on your last lap, and see which areas you can
improve in. Please note that you will only see the ghost of your
best lap, so the ghost will only be updated when you do a faster
lap time.
If you want, you can save your best ghost lap so that you can race
against it later. When you have completed a lap that you want to
save, just return to the garage menu and press Save ghost lap. To
load a ghost lap, press Load ghost lap in the same menu and choose
which ghost lap you want to load.
DRIVER DUEL
In the Driver duel you will be competing against the WTCC drivers
who hold the record for fastest qualifying lap on each track. The
game mode works similarly to the Time attack mode, and the
objective is to beat the lap time of your opponent. You can perform
the duels in any order, and you are free to choose which car to use.
07
MULTIPLAYER GAME
In the Multiplayer game mode, you can race against your friends on
your local area network (LAN) or go online to face the competition
from racers around the world. When you click on Multiplayer in the
Main menu, a screen will appear where you get to choose whether
to play on your LAN or through the internet.
JOINING A GAME
When you select either LAN game or Internet game in the
multiplayer menu, you will be presented with a list of available
games. To join a game, simply click on it in the list to select it, and
then press Join game at the bottom of the screen. Please make sure
that the game you join is not full, and that it is currently in the
practice session – you are only able to join games while they are in
the practice session.
08
HOSTING A GAME
To host your own game, you press either LAN game or Internet
game in the multiplayer menu. Your choice will decide whether you
will host a LAN game or an Internet game. In the following menu,
press the Host game button at the bottom of the screen. This will
bring up a menu with settings for your session.
Select which settings you want the session to have. If you want your
game session to be private, just enter a password in the password
field. Users will then have to enter that password to join the game.
Once you have set the race conditions and pressed Continue, you
will be prompted for a game name. This will be the description
other users see in the game list. When you have chosen a name for
your session, select which car and driver to use and then press
Create game to start the session. Please note that the game will not
be available for other people to join until the session has loaded.
When the session has loaded, you will be alone in your game,
waiting for other players to join. When enough players have joined,
you can choose to advance to the next session – at this point, no
more players will be able to join the game.
You can also start a dedicated server by running the
RaceDedicated.exe file in the game folder. Please
read the RaceDedicatedServer.txt file located in the
games folder for directions on setting up a dedicated
server.
09
RACE RULES
A race weekend consists of two practice sessions, a qualifying
session, a warm-up session and two race rounds. The driver with
the fastest lap time in the qualifying session will get the highest
grid position in the first race round.
Points are awarded to the top eight drivers after each round. The
driver who finishes first gets 10 points and then the following seven
drivers receive 8, 6, 5, 4, 3, 2 and 1 point.
In the second race round, the first eight grid positions are reversed.
This means that the driver that finishes first in the first race round
will start at position eight in the second race round – and vice
versa. When the second round of the race weekend is over, the
points from both rounds are added and an overall winner of the
event is named.
10
CHAMPIONSHIP RULES
The 2006 season of the World Touring Car Championship consists
of ten separate racing events. You will score points in each event
based on your finishing position in the first and second race round.
The winner of the championship is the driver with the highest
amount of points after the last racing event. This means that you
will not necessarily have to win each separate event in order to win
the championship.
A handicap weight system is in place where drivers receive an
added weight to their car if they finish in the top positions of a race
weekend. In the first race of the season each driver will start with a
20 kilo handicap weight. A driver’s handicap weight can then either
be increased or decreased throughout the championship season,
based on their results in each individual race weekend.
The handicap weight of each driver can be seen in the timing
screen.
Extra weight in a car will affect its performance in many ways, such
as with tyre wear, fuel consumption, car balance, and acceleration.
An added 80 kilos makes a dramatic difference to the way a finely
tuned racing machine feels and drives.
A car that continually finishes in the top 3 will have their ballast
increased until it reaches the maximum allowed for the WTCC
series, which is 80 kilos. A car that carries a weight penalty and fails
to finish in the top 3 will have their ballast reduced depending on
how far down they finish.
11
HANDICAP WEIGHTS
1st place............................................................................... + 40 kg
2nd place............................................................................. + 30 kg
3rd place.............................................................................. + 20 kg
4th place.............................................................................. - 20 kg
5th place.............................................................................. - 30 kg
6th place.............................................................................. - 40 kg
7th place.............................................................................. - 40 kg
8th place.............................................................................. - 40 kg
< 8th place.......................................................................... - 40 kg
FLAG RULES
Blue flag - Displayed when a driver does not yield to a car that is
lapping him. 1st time is a warning, 2nd time indicates the driver
must yield immediately, and the 3rd time earns a stop and go
penalty.
Yellow flag - Slow down and do not pass. There is a dangerous
condition on the circuit. If you pass under yellow you will be
penalized.
Black flag - You have been disqualified for unsporting behaviour, or
for failing to take a stop and go penalty.
12
CONTROLS
DEFAULT GAME CONTROLS
DRIVING
Accelerate.........................................................................
Up arrow
Brake............................................................................Down arrow
Steer left.........................................................................Left arrow
Steer right...................................................................Right arrow
Shift up.............................................................................................Q
Shift down.......................................................................................A
Headlights........................................................................................
H
Window wipers..............................................................................
W
Change camera..........................................................................
Tab
Look left...........................................................................................V
Look right........................................................................................N
Look behind....................................................................................B
GAME
Driver nametags............................................................................
D
Pause..................................................................................................P
EXTRA
Toggle mirror...................................................................................
1
Toggle HUD.....................................................................................2
Toggle telemetry LCD display.................................................3
Telemetry LCD display mode..................................Spacebar
Send chat message.......................................................................c
MOUSE STEERING
Accelerate.....................................................................
Left button
Brake............................................................................
Right button
Shift up / down......................................................Mouse wheel
13
Most of these keys can be re-assigned by choosing
Options in the Main menu or Garage menu, and then
choosing Control options. There are many actions
that do not have a shortcut key assigned to them by
default, so be sure to check out the list of actions to
see if there is something that you would like to assign
to a specific key.
14
CONTROLLER SETUP
To setup your controller, select Options in the Main menu or
Garage menu, and then select Control options.
By selecting the Input tab you will see a list of available input
devices. If you do not see your controller listed, please refer to the
controller’s manufacturer’s manual to set up the device properly.
Select your controller in the list.
Select the Settings tab to tweak the wheel input to your
preference. Set the dead zones and sensitivity to suit your driving
style and hardware. You can see the results through the bars at the
bottom of the screen. If your controller functions without problems
and you have no special preferences, the default settings are
recommended.
15
If you are using a steering wheel that utilizes Force Feedback, select
the Presets tab to set it up. The game includes specialized Force
Feedback effects for a number of devices. Basic effects are
recommended if your controller isn’t listed in the specialized list
– you may also have to enable Reverse effects depending on your
device. If your input device is not Force Feedback enabled, simply
select “Off”.
DIFFICULTY SETTINGS
Before starting a racing event, you are able to choose which
difficulty setting you want to drive with. There are three available
difficulty settings – Novice, Semi-pro and Professional. The
difficulty setting determines which driving aids are available, how
much damage your car will take when colliding with other cars or
objects, as well as the minimum skill level of your AI opponents.
16
DIFFICULTY LEVEL INFORMATION
NOVICE
With the Novice setting, you will be able to use ABS (antilock brakes), Traction control, and Stability help at their
highest setting. The Damage sensitivity setting can be
set as low as 30%, and the lowest Opponent strength is
80%.
SEMI-PRO
With the Semi-pro setting, you will not be allowed to
use Stability help, and the setting for ABS and Traction
control will be restricted to Low. The lowest setting for
Damage sensitivity is 80%, and the lowest Opponent
strength is 90%.
PROFESSIONAL
With the Professional setting, you will not be allowed to
use any driving aids – so your car will handle just like its
real world counterpart does. Damage sensitivity is set to
100%, and the lowest Opponent strength is 100%.
The professional setting is a challenge even to seasoned
simulation racers, and if you are new to this type of game
you will most likely find it a frustrating experience at first.
But once you learn to handle the car as it really is, you
will feel a great sense of achievement and satisfaction
from your new learned skills.
Feel free to experiment with the driving aid settings
to get a feel for what they do. After a while you may
feel that you can drive without a certain type of aid.
17
DRIVING AIDS
DRIVING AID INFORMATION
ABS
ABS – or anti-lock brakes – is a system that enables you
to brake hard without the brakes locking up. If you are
not using ABS, you will need to be more gentle when
applying the brakes in order to avoid locking them up.
TRACTION CONTROL
Traction control is a system that helps prevent individual
wheels from losing tractions when accelerating or
turning hard.
STABILITY HELP
Stability help is a system that compares the driver’s
intended direction in steering and braking input to the
vehicle’s response. The system then brakes individual
front or rear wheels and/or reduces excess engine power
to help correct understeer (plowing) or oversteer
(fishtailing).
18
HEADS UP DISPLAY
1
Shows your current position in the race.
2
Real time measurement of the gap to the car in front of you and
the car behind you.
3
When the leading car passes the start/finish line you will receive
information on the position of the following cars.
4
Appears when a flag is in effect.
5
Shows the direction of the upcoming curve, as well as which
gear is recommended for taking it.
6
Shows which lap you are currently on, as well as the remaining
amount of laps.
19
7
Shows your best lap time, your current lap time, and real time
feedback on your current split times compared to your best
lap of the session.
8
The virtual pit board appears for each time you pass the
starting line and shows your current position in the race, your
gap in time to the leader, and which lap you are currently on.
9
The mechanical problem indicators will light up if you are
running low on fuel, the engine gets too hot or you have
suffered a mechanical failure.
10
The gear indicator shows which gear you are currently in.
11
The tachometer shows the engine revs. Once the dotted line
turns yellow you should prepare to change to a higher gear.
When it turns red you are close to hitting the rev limiter and
finally when the gear indicator number turns red you are on
the rev limiter.
12
The driving aid indicators show which driving aids are
enabled. The icons flash when a particular aid is in use.
13
The pit in indicator is shown when your team manager has
decided that you need to come in for a pit stop. This can be
due to car damage, mechanical failure, or a change in
weather.
20
DRIVING TIPS
SLOW TURNS
A corner or turn is in the slow category when it is
engaged in 2nd gear or lower. A slow turn allows for
experimentation in both entry and exit.
With low exit speed you will depend on traction to give
you the needed acceleration away from the corner, so
try to apply gas without making too many adjustments
on the steering wheel. Pay attention to the engine note
and dose the gas accordingly.
When steering input is given during acceleration you
will upset the balance of the car and this can result in
loss of traction and limited acceleration.
When accelerating from low speeds it is not advisable
to use short shifting. Leave the car in the gear and dose
the gas to gain grip rather than shifting to the next
gear.
The ideal time to shift gear when accelerating is 100200 rpm from the rpm limiter.
A common mistake when coming out of a slow corner
is to hit the limiter before gearing up. Another mistake
is to be too aggressive on the accelerator and get wheel
spin. Both of these mistakes will result in poor acceleration out of the corner.
21
FAST TURNS
A corner or turn is in the fast category when it is engaged
in 3rd or higher. Proper negotiation of fast turns is vital
when looking for the fast lap times.
With fast corners, the most important thing is exit speed.
To get a good exit speed from the corner you first have
to align the car correctly coming into the corner.
Corrections in the middle of the corner will cost mid
corner speed and that will have a big impact on the exit
speed.
Fast corners are all about timing the turn-in. Turn-in is
the quick snap of the wheel that is applied to make the
car hit the apex. Experimentation is needed to find the
right timing – if you turn-in too early, you have to correct
your line to prevent the car hitting the inside of the curb.
Turn-in too late and the car will miss the apex, which will
in most cases result in the driver having to release gas or
apply massive steering input – both of which will result
in greatly reduced exit speeds.
With a 2-litre engine and 270+ horsepower there is very
little room to make up for small mistakes, so if you are
under pressure from another driver they will have an
excellent chance to overtake if you mess up your exit
from a fast corner.
A common mistake is to engage a fast corner in a gear
that is too low. Another mistake is to be too aggressive
coming into the corner, resulting in missing the apex.
22
CONNECTING TURNS
A connecting turn is when one corner leads to another
corner either directly or with a very short straight
section between them. Sometimes a connected corner
can be followed by a straight and then a new
connected corner. This type of corner is very difficult to
master, and it is in these sections that most time can be
gained or lost.
Again, exit speed is important but in the case of
connected corners it is often the very last exit that is
most important. So when entering the first corner of
the sequence you can actually use a line that at first
does not seem like the ideal line. You might not apex
on the first corner, but this is because you have to use
a line that allows you to apex and exit ideally from the
last corner.
The ultimate goal when driving through a series of
connected corners is to come into the section at a speed
that lets you connect to the next corner without having
to adjust the line or apply the brakes out of sequence.
If you loose the line coming into a series of connected
turns you will loose the line for the next corner and the
corner after that. A mistake coming into a series of
connected turns is almost impossible to make up for
and will cost you all the way to the exit, which can
potentially cost several positions in the race.
A common mistake when engaging connected
corners is to come into turn 1 of the section with too
high speed. Another mistake is to be in the wrong gear
in the middle of the sequence – either too high or too
low.
23
ATTACKING IN SLOW TURNS
Slow corners are good places to attack since they offer a
wide variety of lines both coming in and out of the
corner.
If you want to attack in a slow corner you should prepare
for this to improve your chance of success. The best way
to plan for such an attack is to focus on the corner that
lies before the corner where you plan to attack. We will
call the attack corner for turn A, and the corner before
this for turn B.
When closing in on turn B you will have to think about
your exit speed, so that you are able to remain close
enough to your opponent to execute your attack in
turn A. Even if you think that you might have a chance
to launch an attack in turn B, you should be patient and
wait for turn A.
Coming out of turn B you have to have made up you mind
on what kind of attack you intend to do. Even though it is
rare that an attack turns out the way you have planned, it
is better to have a plan that can change than to have no
plan at all and hesitate when an opening presents itself.
You make your move by moving to the inside, and brake
as late as possible – if you are successful you will now
have the other car on your outside. You should expect a
counter-move from the other driver, so focus on your
acceleration coming out of the corner and make sure
that you are correctly placed for the next corner.
24
A common mistake when attacking in a slow corner is
to allow the other driver to come back at you at the exit.
One way of preventing this is to steal the other driver’s
exit by placing your car on the line that you expect the
other driver to use. By doing so you are in control of the
speed of both cars. However, if there is more than one
car in the battle you are running a high risk of losing
positions to another car by using this kind if technique.
DEFENDING IN SLOW TURNS
Since slow corners are good places to attack, they are
most often heavily defended in a battle for positions.
One defensive strategy is to take the inside line coming
into the corner, which forces the other driver to take the
long way around you on the outside. However, by
doing this you will risk not getting an ideal exit from
the corner and losing the position on the straight after
the corner.
The best thing to do is actually to prevent the attack by
focusing on the corner leading up to the slow corner. If
you focus on carrying as much speed as possible from
this corner, you will greatly reduce your opponent’s
chances to launch an attack. It will also give you more
time to see where the attack is coming from.
A common mistake when defending is to start
defending too early. Driving defensive lines is far from
the fastest way around a race track, so try to wait as
long as possible before defending.
25
ATTACKING IN FAST TURNS
Attacking in fast turns takes planning and patience. The
speed carried through a fast corner means that
attacking comes with great risk for both drivers.
When planning a fast turn attack, always use a corner
that you know well and feel comfortable with. Even if
there is half a lap until you reach this corner, it is
advisable to be patient and wait. Your focus should be
on rhythm and exit speed to stay close to the car in front,
as you approach the attack point. By staying close you
will hopefully stress the other driver to drive defensively.
This combined with the attack corner being one that you
are fast in should give you some advantage.
If the driver in front goes into defence early, you should
be able to pull to the inside as you both enter the
braking zone – because of the high speed the other
driver will not be able to change lines as sudden as is
needed to counter your attack. If the other driver
anticipates your attack and closes the door, you should
accept this and try to gain on a better exit instead.
A common mistake when attacking in a fast turn is to be
too impatient and make a drastic move. This will most
likely end up costing you time, and potentially cost you
positions in the race.
26
DEFENDING IN FAST TURNS
The best defence for any corner is anticipation – if there
is a driver close behind you it is likely that an attack will
come.
If this is the case, your best options if often not to think
defensively, but instead think about your own driving
and speed. You can also tighten up your driving line a
bit (about half a car’s width), which will show your
opponent that you are aware of his presence and that
you are anticipating an attack.
If your opponent should manage to stress you into
making a mistake, do not try to close the door in
panic when the attack comes. If you try to close the
door when it is really too late, it is very likely that you
come in contact with your opponent’s car and end up
in the barriers instead.
ATTACKING IN CONNECTED TURNS
It is very difficult to perform a successful attack through
a series of connected turns, and is therefore generally
not recommended. The goal should be to fake an attack
coming into the series of turns and then overtake the
other driver on the exit.
A common mistake when attacking in a connected
corner is to gamble on a move that is not very likely to
work, and instead result in losing positions in the race.
27
DEFENDING IN CONNECTED TURNS
In order to successfully defend in connecting turns, you
need to see the whole section as an entirety. Another
driver may overtake you early or in the middle of the
section, but keep in mind that you will probably get that
position back at the exit.
If you panic and start defending by changing lines in the
middle of the series of turns you run a very high risk of
losing more than just one position.
LEARNING NEW TRACKS
The best way to learn a new track is to use the Time
Attack game mode. Start by doing some really slow laps.
When you think that you can remember the sequence
of the turns, you speed up things a little bit. Remember
that you are still sightseeing, so just try to complete a lap
where you follow the ideal line throughout the whole
length of the track.
When you have done a good sightseeing lap you return
to the garage menu and choose Save ghost lap. Once
saved you choose Load ghost lap, load your saved lap
and go back on track. Now you follow a bit behind the
ghost so that you can use the ghost as reference if there
are turns that you still confuse with each other. When
you are able to drive consistent laps faster than your
previous ghost, you save the new ghost lap and repeat
the steps above.
28
KNOW YOUR STRONG SECTIONS
If you are able to identify what kind of corners or
sections that suits your driving style and build your
races around those, you have a greater chance of
success than if you are constantly improvising during
a race.
It is easy to be patient when you know that there is a
corner or section coming where you are strong – all you
have to do is line up the other drivers for it.
ACCEPT YOUR WEAK SECTIONS
Acceptance of having weak sections on a track is
something most drivers find hard. Do not confuse
having a weak section with being slow – having a weak
section means that you may loose one or two tenths of
a second in that section.
Practice can in some cases improve your weak section
but sometimes the flow of the corner or section simply
does not match your driving style. Try to accept this and
be prepared to come under pressure in your weak
sections, but try to stay calm and focus on your strong
sections instead of worrying too much about this.
29
TESTING AND IMPROVING
If you want to test changes of car setups you must first
know the track. You must be able to drive consistent laps
without falling off the track every other lap.
When you want to start making changes you should
only change one parameter at a time. Furthermore, you
should do a big change to that specific parameter. This
could be to raise the rear camber from minus 3 degrees
to minus 1.5 degrees for example. Rear camber is
mentioned because it is a simple setting to adjust while
still providing big changes in how the car behaves.
Go back on the track, but instead of adjusting your lines
you should try to drive the same lines at the same speed
as before the change. If the car feels better than before,
you should save your car setup before you change the
next parameter.
If the car feels worse than before, you should go back to
the setting it had before the change. There is no point in
building a setup on something that at first did not feel
good.
When making changes to your car’s setup, it is best to
focus on one end of the car at a time. The balance of a
race car can be adjusted by changes to the rear or the
front exclusively, and in most cases that is the best
solution.
30
When searching for better lap times, the Time Attack
game mode is your best friend. If you are doing 1.40
minute laps on Oschersleben, you should try to find an
online ghost file from that track that is no more than
one second faster than yourself. When racing against
the faster ghost, you can monitor where it is that you
are losing time. The goal is to identify if the other driver
is faster because of using better lines than you, and in
that case if you can adapt to the same lines.
First try to use the same lines without making any
changes to the car, then if you are certain that the car
setup is the limiting factor you can try to make small
changes to your car setup.
A thing to remember is gears and the interval between
the gears – some tracks have an important section
where lots of time can be won or lost, if your gears are
not matched to this section you will lose time there.
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activation key :
Uses Miles Sound System. Copyright © 1991-2006 by RAD Game Tools, Inc.
Uses Bink Video. Copyright (C) 1997-2006 by RAD Game Tools, Inc.
Race - the WTCC game - © 2006 Simbin Studios AB. Developed by Simbin Development Team AB.
Published and distributed by Eidos Interactive Limited. All rights reserved. Race is a trademark of Simbin Studios AB.
All other trademarks are the property of their respective owners and used under licence.
Based on the official licence of the WTCC. Eidos, Eidos Interactive and the Eidos logo are trademarks of the Eidos group of companies.
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