Quick Any% Guide (US Tuned)
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Quick Any% Guide (US Tuned)
Updated 3 years ago by epsilene

At this point in the run's development, the idea is to get the Sports 800 as fast as possible and stick a 2JZ in it. This makes the car really fast. It's faster than the stock Viper by several seconds per lap, but with tuning the Viper would be faster. Additional routing needs to be done to see if it's worth tuning the Viper more.

Only real rules at this point are not to accelerate the emulator.

Driving: The physics of this game are, to many, terrible and strange. But a simracer should find it easy to adapt to. The physics of this game emulate the way grip is lost in a progressive manner, which is much like reality. However, this game never makes you understeer, there's only oversteer. And that oversteer can be huge sometimes. It's very easy to spin. Drifting is slower. Getting through corners with as little sliding as possible is optimal. Exiting corners with as much speed as possible is optimal. But sometimes getting through corners the conventional way isn't. That's when we get into wallriding. Wallriding is where you ride the walls on the outside of a corner to not have to slow down for it. Whether or not this is faster is entirely dependent on the wall's shape. A very curved wall will allow you to slip through smoothly whereas a 90 degree wall will just make you smash into it and bounce off, which has its uses on occasion, but is generally slower. The idea is to get as close to the edge of the wall and line yourself up parallel to the way the curve starts at the point it starts and go through the corner without spinning or getting oversteer on exit. That's the optimal wallride. Thinner cars are easier to wallride well with. Cars like the Ford GT or Dodge Viper can be troublesome, whereas the Sports 800 and Shelby Cobra are easy. This is just because of the way collisions with walls work.

Tuning: The suspension settings seem to be some kind of grip slider. 10 front 0 rear seems to be the most stable and most grippy setting. More rearward settings can be fast but they are very difficult to control. Most cars, including the Viper, have extremely long gears to start with. The Viper is fastest with an Accel++ gearbox tuned as short as possible. But the Sports 800 requires a Max Speed gearbox, as it's not supposed to go very fast. Slick tires are the fastest on every track, even in rain. Ignore what the game has to say about this. It seems like all semi-slicks or radials do is adjust the grip slider more towards drifting. They are not "slow," you can still get good times with them, but the laps need to be perfect.

Route: Select a Dodge Viper in the car select screen. Tune it to your liking. The timer starts when you select the first race. Chapter 1: Freshman Challenge Cup 1 and Loop Highway Challenge Cup 1 Loop Highway gives us the Sports 800, which we need for later. Chapter 2: Freshman Challenge Cup 2 and Rainy Street Challenge Cup 1 Chapter 3: Urban Challenge Cup 2, then head to the garage and get yourself a Sports 800. Take it to the Auto Modellista shop that you just unlocked and put a 2JZ in it. Then put various upgrades in it to make it FAST. You probably want to easy-tune it for Osaka Highway. Then take it to the Rainy Street Challenge Cup 2 and Ura Rokko Hillclimb Challenge Cup. Chapter 4: Rainy Streets Masters Cup, Urban Masters Cup, and Ura Rokko Masters Cup. Chapter 5: One series. Just drive it. Chapter 6: One series. Just drive it. Final: One series. Just drive it.

gg ez

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