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GRAN
TURISMO 4 ~DRIFTING GUIDE~ While building the GT4 1/4 Mile Guide Andy R worked on the following drifting guide which should hopefully enable you to become a master at drifting, or at least on the way to becoming one! DRIFTING
IN GT4 With the mechanics of car physics having changed once again (from GT3) it is now a bit different if you are building a car specifically to drift for GT4. However, armed with the right knowledge, tune-up parts and settings it is possible to get the majority of FR cars in the game to drift well. I have personally tried drifting with all the different views and settings and controller configurations there are, and I have found that the most helpful and easy-to use configuration is the behind car view. This allows you to see exactly where the front and back ends of the car are positioned on the track, something that isnt possible with the front and roof mounted views. Whilst it isnt impossible to drift with these views it is hard to judge things like when to counter steer to stop the car spinning out. Drifting involves entering a corner at a sideways angle whilst moving at speed, where the rear of the vehicle hangs out towards the outside of the corner and the nose of the car is pointed in towards the apex (inside of the corner). The ability to get this angle before, during and after the corner is due to several factors, of which some or all can be utilised to drift a car. Those factors are ~ Application of Torque
(twisting force) For example, I have a very well setup drift car in my 1970 Chevrolet Camaro 302. This early 70's American car comes standard with a 5 litre V8 (187 kW/420Nm), good chassis layout and is RWD. However, the car has sloppy suspension, a 4 speed manual gearbox with wide ratios and a standard (not LSD) diff. Not good for drifting, unless first gear skids are your thing. After going on a shopping spree at Chevrolet, I found myself with a much more powerful Camaro that now had the ability to drift almost any track in the game. The car itself hasnt been excessively modified for horsepower, more for a strong torque curve than anything else. The supercharger bolted to the engine provides a massive boost to the (previously sluggish) low RPM area, and the car can generate a strong 775Nm from 3000 rpm. What this means is that the car can be shifted up gears whilst drifting higher-speed tracks without the rear wheels gaining too much traction - each gear change drops the revs back into this huge torque surge and the car can continue to defeat traction even at high speeds. As it is, 5th gear will wheel spin all the way up to 165mph in a straight line, which is testament to the supercharged V8s torque. If I found that the car needed more however, I could go to the extent of playing with the individual gear ratios, but generally speaking I just play with either the final drive (diff) ratio or move the auto settings for gears up or down. This isnt drag racing, so it doesnt need to be that precise! Also, if you do choose to drift high speed tracks its wise to install a Nitrous setup, as this can assist with breaking traction at higher speeds, due to its massive torque assistance properties. I usually enter corners in third gear to start drifting on small/medium tracks but on large tracks i'm sometimes entering the corner in 4th or 5th gear, with the Nitrous on to get the car sideways. As the Camaro makes approx. 1050Nm at 3000rpm with the Nitrous on you can see why its not hard to get sideways! Special
Note Synopsis Heres where things can get tricky. The general consensus is that the front should be firm, the back should be fairly solid to help with loss of sideways (lateral) grip and the front wheels should have a bit of camber to help with steering at large angles. However, the setup of each and every car is entirely different, and its all got to do with traction and torque application (once again!). A good way to develop a driftable package is to go purchase a RWD car that you like. Equip it with the following parts and take it out to a certain track that you think will be good for drift. I am personally a big fan of Suzuka east section (the very small section) from the World Circuits menu, as its got seven big sweeping corners that stay at the same radius and which link from one direction to another near the top of the course. Parts
you DO need Parts
you DONT need For the
302 Camaro, heres how I turned it into a drift
weapon. As can be seen, I moved the suspension to a state of firm springs for the front, and equipped the front with soft compound sports tyres. This allows for nice precise turn in, coupled with the camber adjustments that help steering stability at large angles of steering lock. The rear is designed to step out under power, with the harder set springs, solid rear sway-bars, less grip (medium) sports tyres and the tightened-up diff. Doing these adjustments to the diff makes the inside wheel try to rotate at the same speed as the outside when entering a corner. As soon as throttle is applied both wheels rotate at the same speed as each other, and due to the inside wheel breaking traction first the car steps out sideways quickly and can hold large drifting angles for longer. TECHNIQUE - HOW IT ALL COMES TOGETHER (OR COMES UNDONE!) This is the part that matters most, and is the part that most people have problems with. In GT4, the physics engine is quite advanced, yet it displays a few weird tendencies, one of which is that it seems to always try to straighten the car up. This is why most people have trouble with spinning out, as they hold opposite steering lock for too long, the car slows down, the drift angle becomes very shallow and the car flicks out the opposite direction. The following is a list of what I do as i'm about to drift a corner. *This is regardless of the type of car i'm using!* 1.
Remain out wide, maintain normal cruising speed As a general rule, the higher the wheel speed is in relation to the road, the longer you can hold a drift, and the less traction the tyres will have on the road, making bigger sliding angles easier to get. The only downside is that higher rear wheel speed means that the car may become a bit unstable (hard to balance in a controlled drift), whereas with a lower gear it isnt so bad. If you find a particular gear to be a bit of a knife-edge to drift with then you should probably drop down a gear to provide more stability. With higher wheel speeds the car will be less resistant to straightening up as well, which helps when trying to link corners with large distances between them as the car will stay loose as you exit the corner. TIME FOR SOME HANDBRAKE ACTION! Cars with smaller capacity or non turbo/supercharged engines may find themselves lacking in torque, therefore getting that initial sideways motion can be hard as the car doesnt have enough torque at cruising speed to simply spin the rear wheels. Enter the handbrake. This wonderful device is purely there (in game terms) to get the back of the car around sharp corners, and as such its great for snapping the back around quickly to initiate some drift. This helps less torque-productive cars to drift by allowing the driver to quickly lock the rear wheels as they turn into the apex of a corner - as the handbrake is applied the engine disengages from the gearbox (i.e. as if you put your foot on the clutch) and can be allowed to free rev as hard as it wants, usually bashing against the rev limiter. When the sideways motion/ loss of grip has been achieved the handbrake button is let go, and the engine then starts powering the rear wheels - the sideways sliding motion coupled with the high engine revs is usually enough to get the rear wheels spinning quite well. Try these remedies one at a time to see how each one works. Having
trouble getting drift into a corner Car
spins out every time I get sideways Car
wont get enough angle, tries to run straight Unstable
when entering/ exiting corner TECHNIQUES AND OTHER WEIRD STUFF Fishtailing/car
refuses to straighten up Linking
corners The way to go about this is to reduce the speed coming into the next corner - throw the car into the corner a little bit earlier than you would have the first corner and drop down a gear or two, letting the wheel-speed drop. This allows you to continue to drift through the corner, but with much less sideways momentum (which would normally pull the car off the track). A basic rule of thumb is that the faster you approach a corner to drift, the earlier you should turn in to initiate that drift. Clutching Grabbing
neutral However, this is little more than a gimmick unless you have tried everything else to drift at high speeds - its realistically just an alternative to handbrakies, whereby the rear wheels can continue to rotate. But if you get this ability down-pat it can make your initial turn in angles a lot more impressive, as the car can go from no power at the rear wheels to full power instantly, generating huge drift. AND FINALLY, ANDY R'S PERSONAL DRIFTING PICKS - IN NO PARTICULAR ORDER Pontiac
GTO FPV
F6 Typhoon Toyota
Sprinter/Trueno 1970
Chevrolet Camaro 302 Nissan
Sileighty/200SX Nissan
Skyline GTS-t (R32) |
QUICK LINK IN THE GAME ITSELF THEORY + CAR REQUIREMENTS MAXIMUM TORQUE SUSPENSION DRIFTING TECHNIQUES HANDBRAKE ACTION! TROUBLESHOOTING TECHNIQUES/WEIRD STUFF ANDY R'S DRIFTING PICKS |
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