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Gran Turismo 2 Any% No Licence Prize Cars (Emu/PAL) in скачать в хорошем качестве

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Gran Turismo 2 Any% No Licence Prize Cars (Emu/PAL) in

My very first full speedrun for any game, after only practicing for a week or so. Played on Mednafen. Some major driving mistakes in the second half, which I'll get into later, but nothing that killed the run thankfully. I mainly intended this run to be a proof of concept for a new any% no licence prize cars strategy I have devised. Last week, I did some research into Gran Turismo 2's any% no licence prize car category, and noticed that the route used by both console and emulator players was unoptimized. The WR's for both console and emulator used NTSC-U, and while it has more stable physics than PAL due to 30 FPS vs. 25 FPS, it suffers greatly in one area: the used car lot. Up to now, all the top runs (both NTSC-U and PAL) bought the '93 Miata after completing licences, did four national races, bought the stage 2 turbo for a huge power boost along with sports suspension, did more national races, then bought super soft racing tyres and a bunch more upgrades. While the Miata is perhaps the best starter car option for this category on NTSC-U, its core issue is its extremely low starting power of 129hp. The stage 2 turbo needs to be bought early for it to be competitive, sacrificing tyre upgrades. While the Silvia is heavier, its starting power is much higher with 171hp, whil also only costing 4,098 credits, enabling an early driveshaft upgrade. Using only the starting 10,000 credits, it's barely competitive enough to win Japan race 3, for an early 7,000 credits boost for the first wave of upgrades. This sacrifices 20 seconds compared to the Miata route that does this race way later in the run, but it allows the route to buy medium racing tyres in the first wave. France 1 is also done before the first wave of upgrades, so the semi-racing suspension can be bought instead of the sports kit. This is due to the ride height trick: low front height and a high rear height makes the car point downwards, tricking the game into thinking it's going downhill and boosting acceleration. The effect is only slight with the semi-racing kit, but it definitely helps, while camber improves the car's overall grip. With the exception of these two races, the Silvia is substantially faster than the Miata before and after the first wave. The Silvia does have a couple downsides though: the stage 1 and 2 turbo are both bought in different waves, while the Miata only needs to upgrade the turbo once. After the second wave, the Miata route has super softs, while the Silvia only has mediums. The two cars are still roughly even, but the Silvia's lack of grip is quite noticeable at points. This especially cost me in Pacific race 2, as the car spun out entering the first hairpin and cost 9-10 seconds. As mentioned prior, one big downside of playing on PAL is jankier physics. NTSC-U runs used a 'bouncy' car setup on race cars that involved setting the front and rear springs as stiff as possible (while leaving the dampers at their default stiffness at 7), causing the car to oscillate rapidly and have abnormal grip and turning ability. This effect is even more extreme on PAL, to the point where the car can lose stability easily. I did a few things to conteract this: I never set the rear springs higher than 18.0, I maxed out the rear LSD Initial for reduced loss of grip, and I maxed out the rear damper bound while softening the other damper settings. This allowed the car to oscillate without being extremely jittery and unstable. LSD Accel and Decel were adjusted based on how much stability I wanted while accelerating or braking. In retrospect, I should have raised the GT-One's LSD Accel more. I had two major accidents in the world championship: a bad corkscrew entry, and a spin-out at Rome. Trial Mountain, Apricot Hill and Midfield were fine for the most part. For the GT-One on Trial Mountain specifically, I softened the rear springs to 5.0 so it wasn't at risk of instability over bumps. I lost a lot of time resetting the springs afterwards though, due to nerves. It was probably still worth it for safety though. I borrowed a technique from Sough's console any% run where you can pause immediately as the car crosses the line in licence tests to skip the prize animation. It's quite risky, as doing it too early can cost half a second at best, or kill the run at worst. I have no idea how I managed to get it in IC-10. I didn't get as many as I would have liked overall, but some is better than none. It's better to do them too late, than too early. One big mistake in IA-4 where the car spun out almost immediately, but I was still able to make bronze without losing too much time. Menuing was fine for the most part, I mainly lost time due to driver error. A 2:41 or 2:40 is definitely possible. As mentioned before, this was mainly a proof of concept run, and I'm a very inexperienced speedrunner. Took over 25 runs to finally get one run that finished all licences without issue.

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