![]() ![]() Perfect right corners of 3 and 4 can be drifted together before ending and then pulling a brake drift to the left for turn 5. A good one will have you cut from the inside corner to the edge of the tarmac to the dirt and pylons. For the 2nd turn in there's no visual clues for when to start turning in so try a few times in Time Trail. ![]() Don't drift there and just keep in control for the chicane in the tunnel. Drifting more through the big turns as with a low angle can keep up speed and get more boost. The Second one, Surf City, takes some learning. It's a simple track and you'll get a lap done in about 25-29 seconds. Coming down to bottom deck stay around the180 mph mark drifting but end it for the slight left to boost for the finish line. Top deck will require an early cut in because the track gets thinner before the tunnel to the left. You can drift up the big hairpins to get a full bar but be careful on Exit. Keep up with 1st and 2nd place, drafting for the speed increase and the boost buildup so you have 2-3 at the end of lap 4. Came in 1st, 5th, 1st and 1st.įirst track being the Figure 8 Ball has a lot of transitions with S Curves. I used Toshiro's Wild Line as the new tracks are short with a lot of turns and it's faster to not drift on the earlier stages. Similar to the other Expert GP suggestions, it's a hard race but you don't need to win everything.
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