GGGGG TTTTT 33333     FFFFF  11
G       T       3  *  F     1 1
G  GG   T     333     FFF     1    Gran Turismo 3: F1 Guide
G   G   T       3  *  F       1
GGGGG   T   33333     F     11111

By

Wolf Feather/Jamie Stafford
FEATHER7@IX.NETCOM.COM

Version:   1.1
Completed: July 29, 2001

====================================

CONTENTS
Spacing and Length
Permissions
Introduction
Acquisition
Tuning
Input from Others
Caution
The Cote d'Azur Circuit
Contact

====================================

SPACING AND LENGTH
For optimum readability, this driving guide should be
viewed/printed using a monowidth font, such as Courier.
Check for appropriate font setting by making sure the numbers
and letters below line up:

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

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PERMISSIONS
This guide may ONLY be posted on FeatherGuides, GameFAQs.com,
PSXCodez.com, F1Gamers, Cheatcc.com, Absolute-
PlayStation.com, InsidePS2Games.com, RedCoupe,
CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru,
cheatingplanet.com, vgstrategies.com, GT3TuneShop, hellzgate,
ps2fantasy.com, and neoseeker.com.

Permission is granted to download and print one copy for
personal use.

====================================

INTRODUCTION
The Gran Turismo 3 series has completely neglected open-wheel
racing until now.  GT3 presents the opportunity to win up to
six F1 vehicles and race them alongside the traditional
closed-wheel cars the Gran Turismo series has so thoroughly
supported since its inception.

For F1 enthusiasts like myself, this is a very eye-opening
experience.  Having never had the opportunity to see open-
wheel and closed-wheel vehicles (this does not include
fantasy-/future-inspired racing games, like San Francisco
Rush 2049) compete against each other in any real-world or
gaming venue, I was absolutely amazed at the agility of the
F1 vehicles compared to any other car in a given race.  I am
certainly not a physicist, but I assume that the lack of
vertical height makes an F1 car's center of gravity much
lower, thus allowing it to both respond better to steering
and corner at higher speeds (up to 30MPH/50KPH faster).  For
my personal driving style, I also find it much easier to both
induce and recover from a slide when taking tight corners
with an F1 car.

Ultimately, this means - in my opinion - that the F1 cars are
a nearly-sure bet for winning a race.  Of course, there are
some races for which an F1 car cannot meet the requirements.
But for the races for which an F1 car IS a legal entry, the
superior cornering and powerful acceleration will usually
result in impressive leads over the rest of the field.  Yet
the response to steering could lead to turning just a little
too much just a little too soon, thus rubbing a wheel against
a barrier, and potentially bringing your car to a standstill
if this occurs at the right (or, depending on point of view,
wrong) angle.

However, the cars are not the only F1 influence on Gran
Turismo 3.  The Cote d'Azur circuit is virtually (no pun
intended) identical to the real-world Grand Prix of Monte
Carlo circuit.  I have also written a guide specific to the
Cote d'Azur circuit (based on driving guides I wrote for F1
2000 and F1 Championship Season 2000, with appropriate
modifications), and have included its course details in this
guide; other information has been left in the original guide,
which should be available at the same site where you acquired
this guide (but ALWAYS available at FeatherGuides).

====================================

ACQUISITION
There are six F1 cars in Gran Turismo 3.  Most can only be
acquired by winning specific Endurance races.  Even then,
they are assigned at random, so those trying to win a
specific F1 vehicle will likely face the frustration of
running the same Endurance race multiple times.  (Of these,
the Super Speedway race is the fastest to win if you have a
fast car already.  An excellent vehicle for this race is the
Suzuki Escudo, maxed out to nearly 1800HP with super-slick
tires; simply ride the walls for about 50 minutes and change
tires once or twice to win the race.)  Fortunately, once you
win an F1 car, it can be used in almost all the Endurance
races, instantly giving you a huge advantage over the rest of
the competitors.

Upon winning ALL the Endurance races, you will be rewarded
with another F1 car.  Therefore, it is possible to collect
all six F1 cars available in Gran Turismo 3.

So, what are the F1 cars and how can you get them?
   Car      Acquisition*                History**
   F094/H   Trial Mountain 2 Hours,     10-cylendar driven
            Tokyo R246; win ALL         by Damon Hill
            Endurance races
   F090/S   Grand Valley 300km, Super   1990 McLaren with
            Speedway                    Honda Power
   F686/M   Laguna Seca 200 Miles;      Nigel Mansell's 1986
            Win ALL Professional        Williams
            League races***
   F686/S   Mistral/Cote d'Azur         **
   F687/S   Seattle 100 Miles,          Ayrton Senna's 1987
            Special Stage Route 11      Lotus
   F688/S   Passage to Colosseo,        1988 McLaren
            Roadster Apricot Hill
*   Thus information is partly derived from personal progress
    in Gran Turismo 3, and partly from the excellent Gran
    Turismo 3 Event Guide [J-spec] compiled by Xombe
    (available on GameFAQs).
**  This information is from the August 2001 issue of PSM
    (page 83).  However, there appears to be a misprint,
    which potentially affects the car history information and
    the entry for the F686/S.
*** This is also from the August 2001 PSM (page 83), but I
    cannot yet confirm this information.

====================================

TUNING
It appears the Sony and Polyphony Digital were unsuccessful
in obtaining a license from FIA (the body which regulates F1
racing and grants licenses for F1 games), which would explain
the lack of options in some areas.  Wheels cannot be changed,
but this is probably not an issue for most players.  Also,
there are no N/A Tuning, Intercooler, or Turbo levels which
can be purchased to increase horsepower.

Most significantly, there is NO choice of tire compound; only
Medium tires are available.  However, given the horsepower
and agility advantage of the F1 cars to virtually all other
entrants in a given race, you should gain a significant
enough lead over the rest of the field that stopping in the
Pits to change tires should not present a problem; if
anything, one or two cars may gain a lap back while you
change tires.  On most circuits, you will need to change
tires about every 5-7 laps, depending on your driving style
and how often you bang the barriers and/or other vehicles.
Also, because of the lack of tire choice, an F1 car cannot
participate in any dirt-based Rally race.

Gear Ratios CAN be adjusted to fit your personal driving
style.  I find that for most circuits, a fairly low gear
ratio is best, providing excellent initial acceleration for
races with a standing start, and excellent acceleration
exiting tight corners.  However, for Test Course and Super
Speedway, a rather high gear ratio (combined with the lowest
possible settings for both Ride Height and Downforce) is best
to provide a faster top-end speed; in this case, riding the
rails may be necessary at Super Speedway, especially if the
tires are very worn (orange tire indicators) or practically
non-existent (red tire indicators).

====================================

INPUT FROM OTHERS
I often receive e-mails from others on my game guides, and
this one in particular from GTXpert and ViperMask (e-mail
addresses withheld per request) has some good information:

   Let's take F094/H for example.

   F is for the formula the car was in...(In this case
   Formula 1)
   0 is for Cylinders in the engine...0 is 10 6 is well 6
   cylinders.
   94 is the year.  In this case 1994.
   /H is the driver...in this case Damon Hill...

   Now for a REAL LIFE counter part you need to know what
   team the driver was
   on...in this case the F094/H is the FW-16 Williams Renault
   driven by Damon
   Hill in 1994.

   the /S cars are for Aryton Senna and the /M car is Nigel
   Mansell (you know
   that already)

   Here's a more complete detailed list of the cars.  Maybe
   there were more in
   the Japanese version.

   F094/H - 1994 FW16 Williams Renault V10 - Goodyear - Damon
   Hill
   F094/S - 1994 FW16 Williams Renault V10 - Goodyear -
   Aryton Senna - This is
   the car he got killed in.

   F090/S - 1990 MP4/5B McLaren Honda V10 - Goodyear - Aryton
   Senna
   F688/S - 1988 MP4/4.03 McLaren Honda V6 Turbo - Goodyear -
   Aryton Senna
   F687/S - 1987 99T Lotus Honda V6 Turbo - Goodyear - Aryton
   Senna
   F686/S - 1986 98T Lotus Renault V6 Turbo - Goodyear -
   Aryton Senna
   F686/M - 1986 Williams Honda V6 Turbo - Unknown tyre -
   Nigel Mansell

   In my opinion having the Aryton Senna cars in the game are
   a great tribute
   since he was a legend and a superstar in Japan.  Aryton
   Senna car info from
   this URL: http://www.csn.ul.ie/~snake/res_senna.html.

   If your interested here is some info on his death but it's
   not much...

   May 1st 1994 2:17 PM San Marino Grand Prix 7th lap Fatal
   crash where his
   tyre came off and punchered his helmet...Pronouced dead at
   hospital.

   A more detailed story about his death is here:
   http://www.sennadasilva.com/

====================================

CAUTION
One of my dreams is to see an F1 race take place at Laguna
Seca.  However, given the aerodynamic requirements of today's
real-world F1 vehicles, the Corkscrew at Laguna Seca probably
renders this dream unrealizable.

While Gran Turismo 3 does allow F1 cars to race at Laguna
Seca (a semi-fulfillment of the dream), the Corkscrew is
particularly troublesome.  Many traditional closed-wheel cars
have trouble on the Corkscrew as well, but the F1 cars seem
to have an even harsher time clearing the Corkscrew safely.
Admittedly, this may be simply a misperception (especially
since both CART and Dayton Indy Lights - American-based open-
wheel winged-racer series - both race at Laguna Seca), or
perhaps due to my highly-aggressive driving style, but it is
a caution worth noting nonetheless.

====================================

THE COTE D'AZUR CIRCUIT
'To finish first, first you must finish.'  The Cote d'Azur
circuit is a highly daunting temporary street course,
especially from the Driver View, as the barriers are FAR too
close for comfort, and passing is extremely difficult for
even expert drivers.  If there is a problem with a car, there
are extremely few places to safely pull aside, so all drivers
must be constantly wary of slow cars around the many blind
corners.  Plan on often slamming against the barriers here
due to the tight and narrow course configuration.  Because
passing opportunities are rather rare here, it is definitely
in a player's best interest to qualify first and get as close
to the front of the grid as possible.  The most significant
key to simply finishing a race at Cote d'Azur is SURVIVAL,
which means a slow, methodical, patient race.  While driving
this circuit, players may want to have "I Will Survive"
playing on auto-repeat!!!

Pit Straight: Not straight at all, the 'Pit Straight' fades
to the right along its entire length.  Near the end, the Pit
Lane rejoins the main course from the right.

Turn 1 (Sainte Devote): This is a tight right-hand semi-blind
corner; heavy braking is required long before reaching Sainte
Devote.  To the left on entering this corner is one of the
few areas to pull off the course if there is a problem.
Overshooting the corner results in smashing against the
unmoving barrier, but if you slide into the barrier at a good
angle, you can slide along it and around the corner.  The
uphill portion of the course begins here.

Straightaway (Beau Rivage): Not really straight with its
varying-direction fades, the circuit climbs steeply uphill
here.  Because of the fades, this is actually NOT a passing
zone; you may think you have enough room to pass a slower car
and actually pull up alongside it, but then you and the
slower vehicle will end up bumping each other and/or a
barrier because of a fade.  Even worse, the sun is directly
at the top of the hill here, making visibility very difficult
for quite some time until your eyes can adjust to the
brightness.

Turn 2 (Massanet): This is a sweeping decreasing-radius left-
hand blind corner requiring moderate braking on entry and
light braking as you continue through the turn, unless you
ride the right-side barrier.  The exit of Massanet is the
highest elevation of the circuit which has only just begun,
even if it IS all 'downhill' from here!!!

Turn 3 (Casino): Hard braking will be needed for the right-
hand Casino.  This corner almost immediately follows
Massanet, and begins the long downward trajectory of the
course.  This corner is actually wider than most, to the
extent that a car in trouble may be running slowly along the
barrier on the outside of the corner.  Be careful not to
scrape the left-side barrier while exiting Turn 3; similarly,
do not overcompensate and scrape the right-side barrier at
the apex of Casino, or ram into barrier of the tiny pull-off
section to the right on exiting Casino.

Turn 4 (Mirabeau): Following a long downhill straightaway,
heavy braking is needed for this right-hand blind 'J' turn.
A small pull-off area is provided on the left on entry.  If
you miss the braking zone, your front end will be banging
against yet another barrier. This corner continues the
course's downhill slope, which adds to the difficulty of the
turn.

Turn 5 (Great Curve): Following an extremely short
straightaway, this left-hand hairpin is one of the slowest in
Gran Turismo 3.  If you have excellent braking ability, you
can actually PASS (a rarity!!!) by taking the tight inside
line, or you can pass by riding the right-side rail around
Great Curve; otherwise, it would be best to drive through the
Great Curve single-file.

Turns 6 and 7 (Portier): This pair of right-hand corners form
a 'U' shape, but neither can be taken at any respectable
speed without riding the left-hand rails.  Between these two
corners is a pull-off area on the left.  Turn 7 is the
slowest of the two corners, and is the most difficult in
terms of the almost-nonexistent view of the track.  If you
can accelerate strongly coming out of Portier, you can pass
one or two cars entering and driving through The Tunnel.

Straightaway (The Tunnel): This 'straightaway' is actually a
very long right-hand decreasing-radius fade in a semi-tunnel
(the left side provides a clear view of the water).  Unlike
the REAL Tunnel (or its versions in F1-based games),
visibility here is excellent.  Start braking for Nouveau
Chicane shortly after entering back into the sunlight.

Chicane (Nouveau Chicane): The course narrows as you come
around the chicane, but then 'widens' back to 'normal' at the
exit.  Unfortunately, there is a barrier here to force you to
keep to the official circuit; short-cutting is not possible.
If your tires are very worn (tire indicators orange or red),
Nouveau Chicane will cause you A LOT of headaches.

Turn 8 (Tobacco): This left-hand corner is best taken with
moderate braking.

Turns 9-12 (Swimming Pool): This is essentially a double
chicane around the swimming pool in the classic 'bus stop'
configuration.  Turns 9 and 10 form a tight left-right
combination, for which moderate braking is required.  After
an extremely brief straightaway, Turns 11 and 12 form the
opposite configuration (right-left), but are even tighter.
This opens out onto a short straightaway where you MIGHT be
able to pass ONE car.

Turns 13 and 14 (La Rascasse): This is a tight left-right
chicane requiring heavy braking for Turn 13 and VERY heavy
braking for Turn 14.  Even worse, Turn 14 is a 'J' turn, so
the racing line is also very important here.  The Pit Lane
begins to the right at the exit of this La Rascasse.  If you
have very worn tires, La Rascasse will also cause you
significant amounts of frustration.

Turns 15 and 16 (Anthony Hoges): A tight right-left chicane,
these are the final corners of the Monaco circuit.  The
course narrows here through the chicane, then 'widens' to
'normal' for the Pit Straight.  Moderate or heavy braking is
required entering Turn 15.

Pit Entry: The entrance to the Pit Lane is to the right
immediately after clearing La Rascasse.  Given that La
Rascasse is a blind corner, on every lap, expect a slower car
here headed for the pits.  Keep hard to the right to avoid
the barrier on the left when entering Pit Lane.

====================================

CONTACT
For rants, raves, etc., contact me at FEATHER7@IX.NETCOM.COM

To find the latest version of this and all my other PSX/PS2
game guides, visit FeatherGuides at
http://www.angelcities.com/members/feathersites/

====================================



=======================================================================
                   Wolf Feather    Jamie Stafford
=======================================================================
Just as there are many parts needed to make a human a human, there's a
remarkable number of things needed to make an individual what they are.
                - Major Kusinagi, _Ghost in the Shell_
=======================================================================

