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Скачать с ютуб Beating Apricot Hill 200km with 116hp Cappuccino (Gran Turismo 2) в хорошем качестве

Beating Apricot Hill 200km with 116hp Cappuccino (Gran Turismo 2) 1 год назад


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Beating Apricot Hill 200km with 116hp Cappuccino (Gran Turismo 2)

Another endurance challenge run, and yet another GT40 (or two) to conquer. The idea for this one came from watching ‪@mrxbas‬'s GT4 Twitch streams, where the silver "Gigachino" punched way above its weight by winning Polyphony Digital Cup against the Ford GT, and El Capitan 200 Miles against the Motorsport Elise. I figured, hey, let's combine these two feats in GT2 by tuning a Cappuccino with just enough power to beat the GT40 in an endurance race. Apricot Hill 200km is one of the most chaotic races in the game. The AI cars are equipped with sports tyres, and the lack of grip means they almost always go off-course or spin out on turn 1. This makes the AI really unpredictable, as they'll often blindly re-join the course and block your path (see the start of lap 17). The GT40 has 345hp and is much less likely to make mistake, meaning it usually builds a big lead. Running the Cappuccino with 116hp is really risky, as it means there's almost zero room for error. Even on my fastest laps, the GT40's still managed to gain on me. The lack of downforce also makes the uphill chicane very difficult to navigate. There's a precise line you need to take for good exit speed (enter from left side, drive onto the right curb, then aim towards the curb facing you while trying not to turn while going over the elevation change). If you turn too early or too late, you either skid and lose speed, or worse, spin out. I had one major mistake there on lap 25 which meant I lost 1st place, but thankfully I regained the position not long afterwards. I tried my best not to cut the chicane, but I did end up doing it once or twice by accident; my bad, it's really difficult to control the car there. In terms of setup, the usual tricks are all here: ride height downhill acceleration boost, gear trick with close gears from 3rd to 5th. I chose to run really stiff rear springs as it improves acceleration and allows the car to turn well even with worn tyres, though it also makes the car more sensitive to curbs. The fast 1st gear is a minor optimisation, making it so the car starts in 2nd gear in the rolling start and has a faster launch in the pits. I made the final gear just long enough for the straight in case I managed to get a good bump or slipstream from the AI. Music used: Callista - Saki Kaskas (from NFS IV: High Stakes) Highway Fusion - Sampling masters MEGA (from Ridge Racer 6) Quiet Curves - Hiroshi Okubo (from Ridge Racer Type 4) Awakening - Tetsukazu Nakanishi (from Ridge Racer 7) Light Groove - Asuka Sakai (from Ridge Racer PSP) Floodlight - Sanodg (from Ridge Racer 6) Vanishing Horizon - Takayuki Aihara (from Ridge Racer PSP) Motor Species - Tetsukazu Nakanishi (from Ridge Racer Type 4) Tunnel Visionary - Tetsukazu Nakanishi (from Ridge Racer PSP) Disco Ball - Hiroshi Okubo (from Ridge Racer PSP) Naked Glow - Kohta Takahashi (from Ridge Racer Type 4) Explorers - Hiroshi Okubo (from Ridge Racer 6) Night Stream - Kohta Takahashi (from Ridge Racer PSP Cygnus Rift - Rom di Prisco (from NFS IV: High Stakes) I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9, 'true endurance' and metric conversion codes. See Silent's GT2 blog for more info: https://cookieplmonster.github.io/mod...

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