MMM Sandown International Raceway by derDumeklemmer

MMM Sandown International Raceway by derDumeklemmer V1.0

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Sandown International Raceway v1.0
MMM__LOD.jpg
Converted to GTR2 By MR_MAN MOD TEAM (MR_INGALL)
GTL-"downgrade" with permission of MMM-Team by derDumeklemmer

Circuit Length: 3.1 km
Race Direction: Anticlockwise
Interesting Fact: 2007 will be the 38th time that a Championship round has been held at the Melbourne circuit and will further extend its record as the most used track in the Series.

Max Grid: 32 Cars
Features:
TV Screens
Working Pit and Startlights
Thanks To: TC for cams
All the beta testers that helped test this track
Codies Race Driver series
Issues:
Because of small pit area pits spots are limited to avoid not getting a pit
spot make sure you REQUEST a pit stop and DO NOT enter pits until your
pitchief says its ok

PLEASE DO NOT RELEASE FILES THAT WILL CAUSE ONLINE MISMATCHES WITHOUT PERMISSION

Thanks and ENJOY...
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Track Description:
SANDOWN INTERNATIONAL RACEWAY – A LAP WITH MARCOS AMBROSE
While Sandown is not necessarily one of the toughest tracks technically, it still takes plenty to milk a good time out of it.
Basically the track is a couple of long straights with a few left and rights at each end.
As you head down the main straight it is great to have a big grandstand on the right-hand side – it really adds to the atmosphere of the place.
The braking zone for the first corner is very bumpy and the smoother entry into the corner is actually off the preferred racing line.
This is a great corner and you can really attack it, but it is slower than you think and you use the kerbs on the inside and outside to balance the car.
You stay in third gear for the short-shoot up to a right-left-left combination – I try and straight line the car through the first part of this section, hitting the kerbs pretty hard,being careful not to be thrown onto the grass or even worse the fence by the first right hander.
You then click down to second gear for the left-hander on to the back straight.
There is a small kink as you accelerate up the back straight, but there is nothing in this and you take it flat out.
You hit top gear and about 260kph about half-way up the hill on the back straight – depending on which way the wind is blowing.
As you come up over the hill your brain is telling you to stop, but you need to keep going. There is Armco close to the right-hand side and this part of the track is mentally pretty challenging as you head into the left-hander.
You attack this corner in sixth gear to keep up your momentum for the following chicane – this is my favourite part of the track.
Again, you try and treat this as a straight line before reaching Dandenong Road Corner.
The hardest part of this is getting into the corner and you need to bounce off the kerb on the outside to get the car straight.
It is then down another short shoot which has a slight kink mid-way.
The next part of the track is called turn 11, but really it is a long braking zone rather than a corner.
You can make up a lot of time here by using the left-hand kerb, but you need to be careful not to grab a wheel.
You are then hard on the gas for turn 12 which seems to go on for ever on to the front straight.
This part of the track is pretty bumpy and it is amazing how different cars can look going through this section of the track.
So much depends on how you car is set up and how you have come through the corner before.
If you get everything right you should end up with a lap around the one minute and 11-second mark.

History:
========
V1.0 - 2006-12-20 - initial release with fixed tree LODs

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