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the how to go fast thread

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Old 06-04-2008, 03:01 PM
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the how to go fast thread

post your tips, techniques, videos, secrets, cheat codes, etc here!
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Old 06-04-2008, 03:02 PM
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understanding oversteer and understeer


Not before long a novice driver will experience understeer and oversteer on the track at some stage. How quickly they can recognise the problem and take appropriate corrective action determines how quickly they will be able to lap the track.

If the car understeers - The driver would found when driving around a corner he/she can not control the direction of the car with the steering wheel, instead the car would just go straight and run out of the track. Understeer is generally induced by entering a corner too quickly, with the car unbalanced, with the brakes on, with too much steering lock or an excess of power, or a combination of these faults.

The characteristic experienced by the driver is sometimes called "front end wash out" and the correction is to take away the factors causing the understeer, i.e. take off power, reduce brakes, reduce steering lock. Understeer is a very common condition, especially in front wheel drive cars.

If the car oversteers - A condition where the real wheels of the car is turning into a corner before the front wheels and resulting the back of the car sliding.

Oversteer should be corrected by applying opposite lock, turning into the direction of the slide. In a rear wheel drive car, throttle should be eased back (if the slide was caused by excessive throttle) or steadily increased (if the slide was caused by backing off throttle).

In a front wheel drive car oversteer is rare and is usually caused by lifting off the throttle in mid corner resulting in a sudden weight transfer off the back wheels causing them to lose grip. Correction requires swift application of power and simultaneous application of opposite lock.

credit: HKAA


Colin McRae explains understeer & oversteer
http://www.youtube.com/watch?v=UGSnLGgeai8

F1 car showing understeer & oversteer
http://www.youtube.com/watch?v=dyS5ndoA90I
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Old 06-04-2008, 03:03 PM
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the racing line

The line is the path around the track, that when driven at the limit, will yield the fastest lap time.

The line through any particular corner is accomplished using a “connect the dots” approach. There is a specific “turn in”, or “corner entry” point, which is the point where you begin turning the wheel. At the approximate middle of the corner is the “apex” which is the point in the turn where the inside wheels are closest to the inside edge of the pavement. At the end of the turn is the “corner exit”, which is the point where the car is no longer turning, and the wheel is straight.

Going quickly requires that you learn the line and drive it consistently and precisely. One of the biggest stumbling blocks to learning the line is overdriving the car while trying to learn the line. (Particularly at corner entry).

If you are going slower than the traction limits will allow, you can place the car exactly where you want to. If you are going too fast, the car will be controlling you, and you will be forced to follow the line established by the speed of the car.

Racing drivers are all aware of the adage “In slow, out fast”. The most important goal of most corners is to carry as much speed as possible onto the straight following the corner. It has been said that the race winner is not the guy who goes fastest around the corners, but the guy who gets between the corners fastest.

The proper line can often be felt. Some things to look for:

At the “turn in” point, the car should be as close to the outside edge of the track as possible, this will allow the car to travel the arc of the greatest radius through the corner. At the “apex”, the car should be as close as possible to the inside edge of the track, and at “corner exit” the car should be all of the way to the outside edge of the track again. Many turns have “berms” (Usually a concrete curbing) at the apex and corner exit. Racing drivers commonly drive on the berms to increase the radius of the turn by another few inches. I don’t advocate that in a street car, but I ask my students to try to just “feel” the edge of the berm, to know they have used the whole width of the track. Note: It can be helpful in learning the line to look at where the rubber has been left on the berm by the race cars.

Hot tip: You will know when you are on the correct line when you turn in at corner entry and do not have to change the wheel position again until you begin to “unwind” (straighten) the wheel about 50-75% of the way through the corner. You must hit your apex, and wind up at the outside edge of the track for this to be meaningful.

This is what you will want to feel: At corner entry the car should turn in easily. The car will lean on its suspension, and “take a set”, when it does you should gently begin to apply a small amount of throttle (the car is more stable under throttle than if just rolling free). Gently increase the throttle, feeling how much the car can take, if the car begins to go wide (remember, you must hit your apex!) either stop increasing throttle application, or lift very gently. Lifting quickly will probably spin the car if you are anywhere near the limit, but lifting gently will just point the car in to the apex. As you pass your apex point you should be able to gradually apply more throttle, as you do you will feel the car tell you it wants to go straighter (because you are going faster) and you will have to unwind the wheel. This unwinding should carry you all of the way out against the edge of the track at your corner exit point. If the entire corner felt smooth, and felt like the car was developing a consistent “G” force from the beginning to the end of the corner, you probably nailed it. Remember, none of this means anything if you do not “connect the dots”!

Most drivers use visual reference points to establish where they apply their brakes, the turn in point, the apex and corner exit points. It is the easiest way to be consistent, particularly when learning a new track. Look for objects that will always be there, and that won’t move. Cones are a bad idea, a missing chunk of pavement is a good idea. When establishing a braking point, be conservative. First, because of “slow in, fast out” and secondly because as the day progresses you will probably be exiting the previous corner faster, and therefore carrying more speed into the braking zone.

Hot tip: While learning the line, if you find yourself running out of pavement at corner exit, move your turn in point closer to the turn. If you have pavement left over at corner exit, move it back. You must hit your apex for this to work!


http://www.youtube.com/watch?v=AY4f3Q_PJnw
http://www.youtube.com/watch?v=UqjK7aIk1Ro
http://www.youtube.com/watch?v=YhXDiZIrZJo
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Old 06-04-2008, 03:06 PM
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Double Clutching and Heel-Toe Shifting


One of the joys and delights of a true sports car is the manual transmission. In addition to allowing the driver to be in control of the gear-selection process, manual transmissions generally provide superior fuel economy and performance than automatic transmissions. It is essential, however, to know the “proper” way to shift a manual transmission to enjoy these advantages while enhancing driver/passenger comfort.

Virtually everyone knows how to upshift a “stick”, but downshifting is an art that few Americans seem to know how to do well. In particular, very few drivers today double-clutch (or “double de-clutch”), which is also known as “matching revs” between the engine and transmission. Most drivers, when downshifting, merely press in the clutch after letting off the throttle, jam the stick in a lower gear, and then let out the clutch. In modern vehicles, this is possible with synchromesh transmissions, but is usually accompanied by a sudden rearward weight transfer, if not any less-than-harmonious engine/transmission noises. To the occupants, especially the passenger, this jerkiness can be annoying, and in spirited driving, this sudden weight transfer can have an adverse effect on handling. Perhaps more importantly, however, is that the life-span of the synchromeshes may be shortened with this practice. The solution, then, is to double-clutch!

To double-clutch during a downshift, perform the following steps:

* Let off the throttle, press in the clutch, and shift the “stick” to neutral.
* Let out the clutch.
* Bump the throttle to make the engine “blip”. Sometimes in my MG I’ll press in the accelerator all the way to the floor for a fraction of a second.
* Press in the clutch.
* As the engine speed decreases to match the transmission speed, throw the stick into the next lower gear. Since you actively “matched the revs, it should fall right in!
* Let out the clutch. The downshift should have been as smooth as butter!


Note that Steps 1-6 are actually performed in a split-second. To start double clutching for the first time, you may perform the steps slowly. However, with practice, everything becomes second-nature. In addition to saving wear-and-tear on the transmission, double-clutching sounds cool (due to the throttle-blip) and shows the passenger that you are an “adept driver”.

Heel-Toe Downshifting: Braking + Double-Clutching

Another advanced technique is heel-toe downshifting. Heel toe downshifting is a variation of double clutching, but is performed while the car needs to slow down quickly (as in the approach of a sharp corner). More precisely, heel-toe downshifting is double clutching, except that you are braking at the same time! The name comes from braking with one’s toes while blipping the throttle with one’s heel of the same (right) foot. Admittedly, this technique takes a lot of coordination and practice!

Actually, most MGs (and other British cars for that matter) seem to have the pedals optimally placed for heel-toe downshifting. Some people even “enlargen” the accelerator pedal by installing a “Paddy Hopkirk pedal” on top of it or by, say, replacing the smaller accelerator pedals of a chrome-bumpered MGB with a longer one from a rubber-bumpered B, in order to ease heel-toe downshifting. At least with my ‘69 MGB, however, I find that the stock setup is more than adequate, and much better than other cars. For example, on my Porsche 944 Turbo, it is impossible to “heel-toe” with the heel and toes, due to the lower placement of the accelerator pedal and its floor-mounted pivot point. In this case, the most effective method seems to be to “heel-toe” with the inside of the right foot on the brake, and the outside of the right foot blipping the throttle. Of course, this “inside-outside” technique can be used on an MGB too, although I find that the more traditional “heel-toe” method allows for more pedal travel and more “throttle blippage.”
Credit: felixwong.com



http://www.youtube.com/watch?v=0j-3xIZK-Bk
http://www.youtube.com/watch?v=5htqOGRwOaM
http://www.youtube.com/watch?v=IuoZeuSgEj4

tsuchuya time attack
http://www.youtube.com/watch?v=klMur6TPkrM

left foot braking+heel toe
http://www.youtube.com/watch?v=obQcNoOSD5s
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Old 06-04-2008, 03:18 PM
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weight transfer basics

What is weight transfer?

A car, at rest, distributes its weight over the four tires.

When you accelerate, the front gets lighter – an extreme example is a drag car doing a “wheelie”. The result is “weight transfer” off the front tires, and onto the back tires.

When you step on the brakes, weight transfers from the back to the front.

When you turn, weight transfers from the tires on the inside of the turn, to the tires on the outside of the turn.

That’s all simple enough, but gets a little more complicated in fast driving because you are often performing a combination of these things simultaneously. Sometimes (actually quite often) you are still doing some braking while turning at the entry of a turn, and a key to going faster is beginning your acceleration before completing the turn.

The amount of traction you have at each tire is dependent on how hard the tire is being pressed against the pavement. Since any kind of weight transfer causes a change to this pressure, than the traction you have at each tire is constantly changing with weight transfer.

If weight transfer did not occur, traction would always be consistent, and the car would be easy to drive quickly. Since weight transfer is unavoidable, the next best thing is to cause the weight to transfer as predictably as possible. This is done by driving smoothly. When you apply the brakes, don’t slam them on, progressively squeeze them on. Squeeze into and out of the throttle. Turn the steering wheel gently, and try to make only one turn of the wheel to achieve the arc you want through the corner. As you accelerate out of the corner, unwind the wheel as you squeeze on the throttle.

TRANSITIONS

The above does not mean that you do not use the brakes, the gas, or the cornering ability of the car to their limits. It means you transition between them gently, with touch, and in a way that minimizes how they upset the car. In order to go really fast It is essential to first become smooth and consistent in your handling of the car.
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Old 06-04-2008, 03:25 PM
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Does anybody do double cluching at track day events?
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Old 06-04-2008, 03:31 PM
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Old 06-04-2008, 03:35 PM
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whoa

BLITZSTI with his internet tuning

now Laoba with internet driving


who's going to come up with internet racing?
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Old 06-04-2008, 03:38 PM
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understanding alignment; camber, caster, and toe

The three major alignment parameters on a car are toe, camber, and caster. Most enthusiasts have a good understanding of what these settings are and what they involve, but many may not know why a particular setting is called for, or how it affects performance. Let's take a quick look at this basic aspect of suspension tuning.
by John Hagerman

UNDERSTANDING TOE

When a pair of wheels is set so that their leading edges are pointed slightly towards each other, the wheel pair is said to have toe-in. If the leading edges point away from each other, the pair is said to have toe-out. The amount of toe can be expressed in degrees as the angle to which the wheels are out of parallel, or more commonly, as the difference between the track widths as measured at the leading and trailing edges of the tires or wheels. Toe settings affect three major areas of performance: tire wear, straight-line stability and corner entry handling characteristics.

For minimum tire wear and power loss, the wheels on a given axle of a car should point directly ahead when the car is running in a straight line. Excessive toe-in or toe-out causes the tires to scrub, since they are always turned relative to the direction of travel. Too much toe-in causes accelerated wear at the outboard edges of the tires, while too much toe-out causes wear at the inboard edges.




So if minimum tire wear and power loss are achieved with zero toe, why have any toe angles at all? The answer is that toe settings have a major impact on directional stability. The illustrations at below show the mechanisms involved. With the steering wheel centered, toe-in causes the wheels to tend to roll along paths that intersect each other. Under this condition, the wheels are at odds with each other, and no turn results.

When the wheel on one side of the car encounters a disturbance, that wheel is pulled rearward about its steering axis. This action also pulls the other wheel in the same steering direction. If it's a minor disturbance, the disturbed wheel will steer only a small amount, perhaps so that it's rolling straight ahead instead of toed-in slightly. But note that with this slight steering input, the rolling paths of the wheels still don't describe a turn. The wheels have absorbed the irregularity without significantly changing the direction of the vehicle. In this way, toe-in enhances straight-line stability.

If the car is set up with toe-out, however, the front wheels are aligned so that slight disturbances cause the wheel pair to assume rolling directions that do describe a turn. Any minute steering angle beyond the perfectly centered position will cause the inner wheel to steer in a tighter turn radius than the outer wheel. Thus, the car will always be trying to enter a turn, rather than maintaining a straight line of travel. So it's clear that toe-out encourages the initiation of a turn, while toe-in discourages it.



With toe-in (left) a deflection of the suspension does not cause the wheels to initiate a turn as with toe-out (right).


The toe setting on a particular car becomes a tradeoff between the straight-line stability afforded by toe-in and the quick steering response promoted by toe-out. Nobody wants their street car to constantly wander over tar strips-the never-ending steering corrections required would drive anyone batty. But racers are willing to sacrifice a bit of stability on the straightaway for a sharper turn-in to the corners. So street cars are generally set up with toe-in, while race cars are often set up with toe-out.

With four-wheel independent suspension, the toe must also be set at the rear of the car. Toe settings at the rear have essentially the same effect on wear, directional stability and turn-in as they do on the front. However, it is rare to set up a rear-drive race car toed out in the rear, since doing so causes excessive oversteer, particularly when power is applied. Front-wheel-drive race cars, on the other hand, are often set up with a bit of toe-out, as this induces a bit of oversteer to counteract the greater tendency of front-wheel-drive cars to understeer.

Remember also that toe will change slightly from a static situation to a dynamic one. This is is most noticeable on a front-wheel-drive car or independently-suspended rear-drive car. When driving torque is applied to the wheels, they pull themselves forward and try to create toe-in. This is another reason why many front-drivers are set up with toe-out in the front. Likewise, when pushed down the road, a non-driven wheel will tend to toe itself out. This is most noticeable in rear-drive cars.

The amount of toe-in or toe-out dialed into a given car is dependent on the compliance of the suspension and the desired handling characteristics. To improve ride quality, street cars are equipped with relatively soft rubber bushings at their suspension links, and thus the links move a fair amount when they are loaded. Race cars, in contrast, are fitted with steel spherical bearings or very hard urethane, metal or plastic bushings to provide optimum rigidity and control of suspension links. Thus, a street car requires a greater static toe-in than does a race car, so as to avoid the condition wherein bushing compliance allows the wheels to assume a toe-out condition.

It should be noted that in recent years, designers have been using bushing compliance in street cars to their advantage. To maximize transient response, it is desirable to use a little toe-in at the rear to hasten the generation of slip angles and thus cornering forces in the rear tires. By allowing a bit of compliance in the front lateral links of an A-arm type suspension, the rear axle will toe-in when the car enters a hard corner; on a straightaway where no cornering loads are present, the bushings remain undistorted and allow the toe to be set to an angle that enhances tire wear and stability characteristics. Such a design is a type of passive four-wheel steering system.



THE EFFECTS OF CASTER

Caster is the angle to which the steering pivot axis is tilted forward or rearward from vertical, as viewed from the side. If the pivot axis is tilted backward (that is, the top pivot is positioned farther rearward than the bottom pivot), then the caster is positive; if it's tilted forward, then the caster is negative.

Positive caster tends to straighten the wheel when the vehicle is traveling forward, and thus is used to enhance straight-line stability. The mechanism that causes this tendency is clearly illustrated by the castering front wheels of a shopping cart (below). The steering axis of a shopping cart wheel is set forward of where the wheel contacts the ground. As the cart is pushed forward, the steering axis pulls the wheel along, and since the wheel drags along the ground, it falls directly in line behind the steering axis. The force that causes the wheel to follow the steering axis is proportional to the distance between the steering axis and the wheel-to-ground contact patch-the greater the distance, the greater the force. This distance is referred to as "trail."

Due to many design considerations, it is desirable to have the steering axis of a car's wheel right at the wheel hub. If the steering axis were to be set vertical with this layout, the axis would be coincident with the tire contact patch. The trail would be zero, and no castering would be generated. The wheel would be essentially free to spin about the patch (actually, the tire itself generates a bit of a castering effect due to a phenomenon known as "pneumatic trail," but this effect is much smaller than that created by mechanical castering, so we'll ignore it here). Fortunately, it is possible to create castering by tilting the steering axis in the positive direction. With such an arrangement, the steering axis intersects the ground at a point in front of the tire contact patch, and thus the same effect as seen in the shopping cart casters is achieved.

The tilted steering axis has another important effect on suspension geometry. Since the wheel rotates about a tilted axis, the wheel gains camber as it is turned. This effect is best visualized by imagining the unrealistically extreme case where the steering axis would be horizontal-as the steering wheel is turned, the road wheel would simply change camber rather than direction. This effect causes the outside wheel in a turn to gain negative camber, while the inside wheel gains positive camber. These camber changes are generally favorable for cornering, although it is possible to overdo it.

Most cars are not particularly sensitive to caster settings. Nevertheless, it is important to ensure that the caster is the same on both sides of the car to avoid the tendency to pull to one side. While greater caster angles serve to improve straight-line stability, they also cause an increase in steering effort. Three to five degrees of positive caster is the typical range of settings, with lower angles being used on heavier vehicles to keep the steering effort reasonable.


Like a shopping cart wheel (left) the trail created by the castering of the steering axis pulls the wheels in line.




WHAT IS CAMBER?

Camber is the angle of the wheel relative to vertical, as viewed from the front or the rear of the car. If the wheel leans in towards the chassis, it has negative camber; if it leans away from the car, it has positive camber (see below). The cornering force that a tire can develop is highly dependent on its angle relative to the road surface, and so wheel camber has a major effect on the road holding of a car. It's interesting to note that a tire develops its maximum cornering force at a small negative camber angle, typically around neg. 1/2 degree. This fact is due to the contribution of camber thrust, which is an additional lateral force generated by elastic deformation as the tread rubber pulls through the tire/road interface (the contact patch).

To optimize a tire's performance in a corner, it's the job of the suspension designer to assume that the tire is always operating at a slightly negative camber angle. This can be a very difficult task, since, as the chassis rolls in a corner, the suspension must deflect vertically some distance. Since the wheel is connected to the chassis by several links which must rotate to allow for the wheel deflection, the wheel can be subject to large camber changes as the suspension moves up and down. For this reason, the more the wheel must deflect from its static position, the more difficult it is to maintain an ideal camber angle. Thus, the relatively large wheel travel and soft roll stiffness needed to provide a smooth ride in passenger cars presents a difficult design challenge, while the small wheel travel and high roll stiffness inherent in racing cars reduces the engineer's headaches.

It's important to draw the distinction between camber relative to the road, and camber relative to the chassis. To maintain the ideal camber relative to the road, the suspension must be designed so that wheel camber relative to the chassis becomes increasingly negative as the suspension deflects upward. The illustration on the bottom of page shows why this is so. If the suspension were designed so as to maintain no camber change relative to the chassis, then body roll would induce positive camber of the wheel relative to the road. Thus, to negate the effect of body roll, the suspension must be designed so that it pulls in the top of the wheel (i.e., gains negative camber) as it is deflected upwards.

While maintaining the ideal camber angle throughout the suspension travel assures that the tire is operating at peak efficiency, designers often configure the front suspensions of passenger cars so that the wheels gain positive camber as they are deflected upward. The purpose of such a design is to reduce the cornering power of the front end relative to the rear end, so that the car will understeer in steadily greater amounts up to the limit of adhesion. Understeer is inherently a much safer and more stable condition than oversteer, and thus is preferable for cars intended for the public.

Since most independent suspensions are designed so that the camber varies as the wheel moves up and down relative to the chassis, the camber angle that we set when we align the car is not typically what is seen when the car is in a corner. Nevertheless, it's really the only reference we have to make camber adjustments. For competition, it's necessary to set the camber under the static condition, test the car, then alter the static setting in the direction that is indicated by the test results.

The best way to determine the proper camber for competition is to measure the temperature profile across the tire tread immediately after completing some hot laps. In general, it's desirable to have the inboard edge of the tire slightly hotter than the outboard edge. However, it's far more important to ensure that the tire is up to its proper operating temperature than it is to have an "ideal" temperature profile. Thus, it may be advantageous to run extra negative camber to work the tires up to temperature.



(TOP Left) Positive camber: The bottoms of the wheels are closer together than the tops. (TOP Right) Negative camber: The tops of the wheels are closer together than the bottoms. (CENTER) When a suspension does not gain camber during deflection, this causes a severe positive camber condition when the car leans during cornering. This can cause funky handling. (BOTTOM) Fight the funk: A suspension that gains camber during deflection will compensate for body roll. Tuning dynamic camber angles is one of the black arts of suspension tuning.



TESTING IS IMPORTANT

Car manufacturers will always have recommended toe, caster, and camber settings. They arrived at these numbers through exhaustive testing. Yet the goals of the manufacturer were probably different from yours, the competitor. And what works best at one race track may be off the mark at another. So the "proper" alignment settings are best determined by you-it all boils down to testing and experimentation.
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Old 06-04-2008, 03:42 PM
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my rear top hats, this is how I will turn faster
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Old 06-04-2008, 03:47 PM
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Originally Posted by c279a
Does anybody do double cluching at track day events?
i do


and franco lets bench race!!
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Old 06-04-2008, 03:47 PM
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Originally Posted by LifePlaza
whoa

BLITZSTI with his internet tuning

now Laoba with internet driving


who's going to come up with internet racing?
who needs internet racing when theres the i-club track car
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Old 06-04-2008, 03:48 PM
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Originally Posted by LifePlaza
whoa

BLITZSTI with his internet tuning

now Laoba with internet driving


who's going to come up with internet racing?
it makes for an interesting read. doesn't hurt to try and understand how drivers can make their cars go really fast around a circuit.
i guess i should put up a little disclaimer, i dont' claim this will make you any faster than you really are, nor do i claim that me posting this will make me faster than you. so read (or don't read) at your own discretion.
btw internet racing is already here, it's called gtr2 and rfactor. sorry i'm such a nerd.
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Old 06-04-2008, 03:49 PM
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don't forget GT 5 prologue, i think laoba needs to get behind a gokart asap!!!
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Old 06-04-2008, 03:53 PM
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