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Driving Technique

How to Drive GT3 Cars Fast in Sim Racing

How to Drive GT3 Cars Fast in Sim Racing

GT3 cars are the most popular class in sim racing and the least forgiving of a driving style borrowed from something else. They are heavy, they have relatively little downforce to lean on, and they carry two electronic systems — ABS and traction control — that will quietly cost you half a second a lap if you treat them as a licence to brake harder and throttle earlier.

This guide covers how to actually drive one: braking and ABS, trail braking, rotation, traction control, corner exit and the racing line, plus what to check when the car understeers or oversteers. It is the public version of our GT3 Masterclass, and three full lessons from that course are embedded below, including the instructor's own drawings.

What makes a GT3 different to drive

Three things change compared with almost anything else you have driven.

Mass, and the delay that comes with it. Braking hard moves a lot of weight from the rear to the front; cornering adds lateral transfer on top. Because a GT3 is heavy and its suspension relatively soft, that mass does not move instantly — it moves with a delay. Every input has to be timed to account for that inertia, which is precisely why the same technique that works in a light car feels late and clumsy here.

Mechanical grip, not aero. A GT3 has aerodynamics, but not the surplus that lets a downforce car brake harder simply because it is going faster. You are mostly turning on mechanical grip, which is why the brake release matters so much and why the car has to be rotated deliberately rather than steered.

ABS and traction control. These are the two defining characteristics of the class. Both are safety nets — ABS on corner entry under braking, traction control on the initial part of corner exit — and both punish you at either extreme. Abuse them and you are slow. Refuse to use them and you are also slow. The whole skill is finding the window in between.

How to brake a GT3 car

Braking is where most of the time is won and lost in a GT3, and there are five things to get right in a heavy braking zone: near-zero steering while the brakes are at peak, no brake-throttle overlap, a quick application, a steady held plateau, and a small amount of trail brake at the end. Master three of the five and the corner type transforms.

Start with the constraint everything else obeys. The grip available to a tyre at any moment is a budget of 100%, shared between steering, braking and accelerating. Under heavy straight-line braking you want the whole budget going into braking, which means no throttle and no steering.

Hand-drawn grip circle with the whole circle allocated to braking, labelled 100%, above the note: close to zero steering wheel angle
The grip budget. Under straight-line braking the whole circle goes to braking — every degree of steering you add is braking performance you give away.

That is not an abstraction. Going from top speed down to a first-gear corner, adding even five degrees of steering means giving up some braking grip. The natural tendency, especially early on, is to start turning as the corner approaches while you should still be braking straight. The fix is blunt: keep the wheel dead straight, and time your zero steering with your peak brake pressure. Only as the pressure starts to fall do you start adding steering.

The second item is the cheapest to fix. Get off the throttle, then get on the brake. Overlapping the two dulls the forward weight transfer that gives the front tyres their initial bite, and it overheats the surface of the tyre — which shows up as a slower average over a stint rather than one slow lap. If you watch a professional's trace into a chicane, the throttle goes to zero and only then does the brake come on.

The third is application speed. Two drivers braking at the same point, one reaching peak pressure slightly later: the second driver cannot stop the car in the same distance, so he ends up either sitting deeper in ABS or braking a lot earlier to compensate. Fast application is a squeeze, not a stab, and it is trainable.

The fourth is the one that separates GT3 from everything else, and despite being fourth on the list it is the main ingredient.

Two hand-drawn brake traces compared: a pink rectangle that holds peak pressure, and a green triangle that starts earlier and bleeds pressure away immediately
The GT3 brake trace should be a rectangle, not a triangle. Green is the wrong one here: it brakes earlier and drops pressure straight away, giving up the whole plateau.

In a GT3 you go hard initially, hold the peak, and only then transition into the trail. If your trace is a triangle you are doing something wrong, because you still have the grip to hold that pressure for longer. There are three usual reasons the pressure sags: a driving style carried over from formula cars, plain muscle fatigue, and pedals whose elastomers have aged or overheated and are effectively trail braking on their own. The mental cue that fixes it for most people is to feel as though you are still increasing pressure after the peak. That is deliberately over-exaggerated — it just cancels out the natural tendency to bleed off.

Two things scope that rule, and both matter. Hold the plateau only where the grip is constant — elevation change, a crest or a bumpy braking zone are real reasons to modulate. And the rectangle belongs to heavy braking zones. As corner speed rises the shape changes: medium-speed corners want something spikier with a shorter plateau, and a genuinely fast corner is often a brief stab rather than a braking zone at all. Match the shape to the corner rather than stamping a rectangle on all of them.

ABS in a GT3: when to lean on it, and when not to

The common belief is that fast means never triggering ABS. The truth is more useful and slightly more awkward, so it is worth taking in two halves.

Half one: ABS costs you stopping distance. Two drivers, same car, same conditions, braking at the same point. The one who leans hard into ABS stops later than the one who barely uses it.

Hand-drawn comparison of two braking attempts from the same braking point, one abusing ABS stopping later, one barely using ABS stopping sooner, with the gap marked 20 metres and 0.05 seconds
Same braking point, two attempts. The gap is roughly 20 metres — call it half a tenth in that corner. The figures are an illustration of the order of magnitude, not a measurement.

Across ten corners a difference like that is the sort of thing that adds up to something you would notice on a lap time. The reason is in the mechanism. Each wheel has a speed sensor; when the ECU sees a wheel about to lock, it tells a hydraulic valve to cut brake pressure on that wheel — even though your foot has not moved. The tyre recovers, pressure is allowed back, it is still too much, and it locks again.

Hand-drawn brake pressure line with a blue sawtooth beneath it showing ABS repeatedly cutting and restoring pressure
Your foot holds a constant pressure (pink); ABS cycles underneath it (blue). Every one of those dips is braking performance you are not getting.

That cycle repeats extremely quickly — the instructor's figure is hundreds of times per second — and you never feel the individual cuts. What you feel is a car that will not stop where you expected.

Half two: you should still touch it. A driver who never triggers ABS at all is braking so far under the limit that he is losing far more than the ABS cost. Pixel-perfect braking just below the threshold, every corner, is robot behaviour. So the practical rule is to treat ABS as a safety net: dip into it, recognise that you are in it, and get back out.

Where that rule changes completely is the moment you start turning.

Hand-drawn brake trace above a horizontal ABS threshold, with a green turn-in arrow landing while the pressure is still inside the ABS zone
Turning in while the pedal is still inside the ABS window. The car answers late — and that is corner-entry understeer with a cause most drivers never suspect.

Add steering while the brakes are being modulated by the ECU and the car feels sluggish and turns with a delay. Drivers read that as a setup problem or a front-grip problem. It is neither. What you want instead is the green trace: peak right at the limit, and already below the ABS window by the time the steering goes on.

Hand-drawn ideal brake trace in green peaking at the ABS threshold and dropping below it before the turn-in point
The target shape: touch the limit in the straight-line phase, then be out of the ABS zone before you ask the car to turn.

So: lean into ABS over bumps, elevation change and instability (it costs braking but buys the confidence to push, and that nets out faster), while you are still learning, and under heavy straight-line braking. Do not lean into it corner after corner — the repeated micro-locking overheats the tyre surface — and do not lean into it while trail braking or turning.

This is visible in telemetry, and it is worth learning to spot.

Telemetry comparison of two drivers' brake traces with ABS activity shaded in light blue during the trail-braking phase
Two drivers, one corner. The shaded bands are ABS activity — and they are in the trail-brake phase, not the straight-line phase. Holding roughly 40% brake where the reference holds 23% cost about a tenth in this corner alone.

The rule of thumb: ABS activity in the top of the trace is generally fine. ABS activity down in the trail is generally time lost. And note that the threshold is not a fixed pedal percentage — it moves with the corner and the grip available.

Anti-lock Braking System (ABS): Deep Dive — a full lesson from the GT3 Masterclass, free to watch here (13 min, one of 56 lessons).

Trail braking in a GT3

Trail braking is not a GT3-specific technique, but what it does in a GT3 is specific. If you want the general mechanics — what it is, how to build it, how to fix a release that is too fast — start with the full trail braking guide. What follows is what changes in this car.

Because you have mechanical grip and not much else to rotate the car with, the trail is where rotation comes from. But the amount is much smaller than most people expect: in a heavy braking zone, holding under about 10% brake up to the apex is the part that gets the nose in and sets up the exit.

Push harder than that and a GT3 does something counterintuitive — it understeers. The nose is already pinned down and the front is already loaded; adding more brake pressure past that point overloads it rather than rotating it. So the structure is: brake hard and heavy, hold it longer in the top part, and be down to a light trail by the last part of the corner.

The other GT3-specific trap is the one from the section above: if the trail is still inside the ABS window when you turn, you get entry understeer that no setup change will fix. And if your release is abrupt rather than progressive — dumping the brake — you throw away the front load exactly when turn-in needs it, which produces the same wide, floaty front end. Release slowly and smoothly.

How to rotate a GT3 car

A GT3's natural state is understeer. It will not rotate on its own, so rotation has to be provoked, and the tools for provoking it are not the ones most drivers reach for.

There are four: downshifts, brake bias, trail braking, and the steering wheel — and the steering wheel is the least effective of them. Try to rotate with steering alone and you are left understeering on exit with only one lever left, which is to brake more, and dosing that correctly is very hard: overslow it and the car over-rotates, under-do it and you run wide.

Add downshifts and trail braking to the same corner and the car's behaviour changes completely — enough, in the demonstration below, to nearly spin it. Brake bias stacks on top: dropping it a couple of percent just before the braking zone produces noticeably more rotation and a bigger slip angle. Those numbers belong to that specific car and setup, but the direction generalises, and the wider mechanics are covered in the brake bias guide.

The practical version: in every corner on the track you decide in advance how much of each tool you are going to use to make the car point where you want it. That is what "rotating the car" actually means. For the underlying physics of why load transfer produces rotation at all, see weight transfer and the rotation guide.

Tools for Rotation — a full lesson from the GT3 Masterclass, free to watch here (3 min, one of 56 lessons).

Traction control in a GT3

Traction control is the corner-exit counterpart to ABS. It senses the rear sliding and stops the slide, which does two useful things: it prevents the spin, and it tells you where the limit is. Trigger it and you know you have just crossed the line, so you can back off. Without it you are guessing, and guessing tends to mean either well over the limit or well under it.

The trap is using it everywhere.

Hand-drawn chart titled how often do we want to use TC, showing tyre heat rising in steps across corners T1 to T5 of a sector
Lean on traction control at every exit in a sector and the tyre temperature steps up at each one. Tyre temperature correlates directly with lap time.

So you have to be selective. There are two situations that earn it. The first is an exit that leads onto a big straight, where being a fraction earlier and more committed on the throttle is multiplied all the way down the straight — that is where you want the confidence TC buys. The second is where mechanical grip drops: tricky corners, elevation change, anywhere the car is genuinely on edge.

Everywhere else, repeated intervention just overheats the rears and costs pace. And there is a second cost even when the car is not sliding at all.

Hand-drawn throttle trace reaching 100 percent then dipping where traction control intervenes before recovering
You are holding 100% on the pedal; the car is not. Every intervention is a dip in delivered throttle while the car rebalances.

Aggressive throttle or steering can trigger TC without any visible slide, and you still pay for it in that dip. Smooth inputs are not a stylistic preference here — they are how you avoid paying a tax you cannot see.

How you use it matters as much as where. Watch the dash lights.

Hand-drawn comparison titled blinking versus staying on: short separated flashes marked correct, one long continuous flash marked wrong, with an on-off wave crossing the limit line
Short flashes with pauses (1) is what you want. A light that stays on for a second or two (2) means you are sitting above the limit instead of dancing across it.

This reconciles the apparent contradiction in the whole assists question. The ideal is not to trigger the assist at all — but no human holds that precision for a full race. So you go slightly over, recognise it, come back under, and go again. On and off. Not on and staying on.

Traction Control (TC): Deep Dive — a full lesson from the GT3 Masterclass, free to watch here (10 min, one of 56 lessons).

Getting traction on corner exit

Traction control is a safety net on exit; it is not a technique for exit. The technique is throttle timing, and the single most common way to lose time in a GT3 is to be early on it.

The failure chain runs like this. You brake too much or too early, so the car feels slow, so you go to the throttle early. The car has not finished rotating, so it loses rotation at an early stage, so you cannot keep the throttle pinned — and you spend the exit making corrections with your right foot and running out of road. If you are constantly running wide on exit, that is usually the reason, and it is the downside of "slow in, fast out" applied without timing.

The fix is a reference point rather than a feeling. In every corner there is a point where you can go from 0% to 100% aggressively without running off the track and without travelling a longer distance. Make the throttle application itself a constant — aggressive, reaching full throttle in the shortest time — and then adjust the braking, the downshifts and the turning until you find that point. As a rule of thumb it sits around the middle of the corner or slightly earlier, because a racing car is better at slowing down than accelerating.

Then calibrate. If the exit feels too easy and you are not using all the track, move the point earlier or commit harder. If you cannot make the corner without tracking out wide, change the braking, the turn-in point, or move the reference later.

Treat the throttle as close to binary — on or off, with modulation only in the first fraction of travel to avoid wheelspin. Chopping between full and zero repeatedly shifts load between the axles and never lets the chassis settle.

The GT3 racing line

Line theory starts the same way it does in any car: use all the track on entry, at the apex and on exit, because the bigger the arc through the corner, the more speed you can carry. In a GT3 there is a strong bias on top of that — late apexing is king, precisely because the cars are heavy and the exit is worth more than the entry.

Hand-drawn corner split into three numbered phases with an early-apex line and a late-apex line, annotated red wins, red wins, green wins here
Split the corner into entry, middle and exit. The geometric line usually wins the first two phases. The late apex wins the third — and that is the one that pays.

The late-apex line gets the car rotated sooner, so at the point where the geometric line is still pointing at the outside of the track and still braking, the late-apex car is already pointing down the next straight and going to power. How much that is worth depends entirely on the length of that straight, and since most corners lead onto something, prioritising exit wins far more often than it loses.

Then there is the step beyond it.

Hand-drawn corner with a V-shaped line made of two straight segments, captioned late apexing is king and creating bigger straights is even better
Straighten the entry into the corner and you effectively turn one long corner into a double apex — two straights with a short rotation between them.

Straightening the entry does three things at once: less steering means less tyre scrub, you can brake later because you are braking in a straight line, and you cover fewer metres. You pay for it with more stress in the middle of the corner. On balance, in a heavy car, it is worth it — and it is the thing that separates genuinely quick lines from merely tidy ones.

Where the entry cannot be straightened — bumps, kerbs you cannot run tight to — the principle survives: keep the wheel as straight as you can and treat long corners as double apexes. In S-sections, resist the urge to swing wide to "prepare" each corner. Snaking costs distance and steering for nothing.

Corner types in a GT3

Naming the corner before you work on it tells you what it punishes. Braking technique in particular changes with corner speed: low-speed corners are where the full five-item braking formula matters most, because the brakes are held longest and hardest there. Medium-speed corners reward the transition. High-speed corners are far more about commitment and a stable platform than about brake shape.

Hairpins are the exception to the steering rule below — they genuinely need lock. Chicanes reward the shortest possible path and punish over-preparation. Double apexes are where the "make two straights" idea pays most directly. Decreasing-radius corners punish an early apex hardest, because the road keeps tightening after you have committed. Increasing-radius corners let you get to power absurdly early if you are patient enough to wait for the road to open. For the general method of breaking a corner down and labelling it, see the cornering guide.

How much ABS and TC should you use?

There is no universal number, and anyone giving you one is selling something. There are rules:

  • If ABS is intervening deeply, everywhere, every corner — look at your brake use, not your settings. You are braking past what the tyre can take and the system is papering over it.
  • If ABS is intervening while you turn in — that is the entry-understeer trap. Get the pressure below the window before the steering goes on.
  • If ABS never triggers at all — you are braking well under the limit and losing more than you are saving.
  • If TC is cutting constantly — look at throttle application and steering smoothness first. The dip in delivered throttle is costing you even when the car is not sliding.
  • If the light stays on for a second or more — you are sitting above the limit rather than crossing it. Short flashes with pauses is the target.
  • If you repeatedly spin the rear — more traction control may genuinely make you faster and more consistent, and that is not a failure of skill.

Sim-specific electronics settings — what ABS 1 through 11 actually does, per-car TC1 and TC2 behaviour, tyre pressures — belong to the sim, not the car class. Those live in the ACC guide and the Le Mans Ultimate guide.

GT3 understeer, by corner phase

Understeer is the front tyres sliding: past a certain speed they break traction and more steering angle does nothing except scrub and overheat them. The first thing to internalise is that the fix is in the pedals, not the wheel. Lift, add a touch of brake, and unwind the steering so the front can take grip again.

The cue arrives before the slide does. As you load the front, the force feedback gets lighter. That lightness is the front telling you it is at its limit — and reacting to it is how you avoid understeer instead of correcting it, which matters because correcting it always costs lap time.

Then diagnose by phase:

  • Entry. Too much entry speed, too much brake still applied at turn-in, or brake pressure still inside the ABS window when the steering goes on. Check the driving before the setup.
  • Mid-corner. Steering saturation is the first suspect — you have added lock past the point where it produces rotation. After that, front-to-rear balance: anti-roll bars, springs, aero balance.
  • Exit. Throttle applied before the car has finished rotating, unloading the front exactly when it still had work to do. Differential behaviour matters here more than anywhere else.

And the GT3-specific one that catches people: too much trail brake produces understeer in this car, because the front is already loaded to its limit.

GT3 oversteer, by corner phase

Oversteer is the rear reaching its limit before the front. Unlike understeer, it is the phase that tells you almost everything about the cause.

  • Entry / braking. An unstable or abrupt brake release, aggressive weight transfer, brake bias too far rearward, or a setup that allows too much rotation on coast. Remember that lowering bias is a rotation tool — if you moved it, this is the bill.
  • Mid-corner. Steady-state balance, though excessive steering or a poor line can create it on their own.
  • Exit / power. Throttle application first, then differential, rear toe, rear suspension and traction control.

One diagnostic worth applying before anything else: if the rear only steps out in one specific corner while the car is stable everywhere else, do not rebuild the setup. Repeat that corner and check that your inputs are actually consistent.

Why am I slow in GT3 cars?

If you are quick in other classes and slow in a GT3, the cause is usually one of a small number of things, and the symptom points at which one.

What you noticeWhere to look first
Losing most of your time into the cornersBrake shape — is the trace a rectangle or a triangle?
Can't reach the apex, car runs wide on entryEntry speed, and whether you are rotating with steering instead of the brake release
ABS light on every braking zoneBraking past the tyre's limit; also check you are out of the window before turn-in
TC cutting constantlyThrottle application and steering smoothness on exit
Front washes wide mid-cornerSteering saturation, then line, then front-to-rear balance
Rear snaps on exitThrottle timing, then differential and rear suspension
Constantly running out of track on exitThrottle reference point is too early — the car isn't rotated yet
One lap fast, the next slowReferences and consistency, not the car — start with a practice structure

If the symptom persists with genuinely repeatable inputs, then it is worth looking at the car. The setup troubleshooter takes it from there, phase by phase.

Common GT3 driving mistakes

  1. Braking later instead of braking better. The gain is in the shape of the trace, not the position of the brake point.
  2. Living in the ABS window. Occasional intervention is a safety net; constant intervention is micro-locking, overheating and lost distance.
  3. Dumping the brake. Releasing too fast throws away the front load exactly when turn-in needs it. (ACC is the partial exception here; in most sims it hurts.)
  4. Trying to rotate with the steering wheel. It is the least effective of the four rotation tools, and using more of it saturates the front instead.
  5. More than about 90 degrees of lock in a normal corner. Usually a symptom of not having rotated the car with braking and weight transfer. Hairpins excepted, and take it as a training constraint rather than a law.
  6. Throttle before the car is ready. Early on power, unable to commit, correcting all the way to the exit.
  7. Fighting traction control instead of fixing the input. If the light is on constantly, the throttle or the steering is the problem.
  8. Copying settings before understanding the driving. A faster driver's setup was built around a different set of inputs.

Worth stating plainly, because it reorders everyone's priorities: bad braking with good throttle timing is usually faster than perfect trail braking with bad timing. In one comparison the driver who did not trail brake at all, but got his throttle timing right, was a tenth quicker. That is one comparison, not a law — but it tells you where to spend your practice.

GT3 vs Formula: what actually changes

If you drive a GT3 like a formula car it will feel unresponsive, and you will blame the car. The driving style is what is wrong.

Hand-drawn comparison of two brake traces: a spiky green triangle for a formula car and a longer pink rectangle with a trail-brake tail for a GT3
Left, a formula car: a spiky peak held briefly, because downforce means more grip the faster you are going. Right, a GT3: a held plateau with a small trail at the end.
  • Brake shape. Formula is a triangle; GT3 is a rectangle with a tail.
  • Release. Formula drops off quickly; GT3 is more gradual, and the trail is emphasised because there is no aero to rotate the car for you.
  • Steering. Formula is close to linear toward the apex; GT3 is exponential — less initially, more as you approach.
  • Line. Formula wants the shortest distance and tight apexes; GT3 wants a wider, V-shaped line with a straighter entry.
  • Downshifts. Formula, as fast as possible; GT3, finished slightly later and timed more carefully, because each one unsettles far more mass.
  • Timing. The heavier car has more inertia, so the weight moves with a delay, and every input has to anticipate it.

If you are moving the other way, the Formula sim racing guide covers the same ground from the open-wheel side: aero grip, braking without ABS, and why a Formula brake trace has to decay instead of holding.

GT3 sim racing FAQ

How do you drive a GT3 car fast?

Brake hard and hold the pressure rather than bleeding it away, get the car rotated with the brake release, downshifts and brake bias instead of steering angle, and be patient with the throttle until the car points at the exit. The two electronic systems are safety nets, not shortcuts: dip into ABS and traction control and come back out, rather than sitting in them.

Are GT3 cars hard to drive?

They are easy to drive slowly and hard to drive quickly. The mass makes weight transfer arrive with a delay, so inputs have to be timed rather than simply applied, and there is little downforce to rotate the car for you. ABS and traction control make them forgiving of mistakes while quietly costing lap time when you lean on them everywhere.

Should you use ABS in GT3 cars?

Yes, but as a safety net rather than a resting place. Triggering ABS costs braking distance, yet a driver who never triggers it at all is braking far under the limit and losing more. Lean on it over bumps and under heavy straight-line braking; avoid it corner after corner, and get the pressure below the ABS window before you turn in. Full explanation with the drawings.

Should you use traction control in GT3 cars?

Selectively. It earns its place on exits that lead onto long straights, where being earlier and more committed on the throttle is multiplied down the straight, and where mechanical grip drops. Leaning on it in every corner overheats the rear tyres and costs pace, and each intervention cuts delivered throttle even when the car is not visibly sliding. More on when it pays.

How do you brake a GT3 car?

Five things: keep the steering near zero while the brakes are at peak, get off the throttle before the brake goes on, apply quickly with a squeeze rather than a stab, hold that peak pressure instead of letting it sag, and finish with a light trail brake. The trace should look like a rectangle with a tail, not a triangle.

How do you trail brake a GT3 car?

Lightly. In a heavy braking zone, holding under roughly 10% brake to the apex is what gets the nose in. Push harder than that and a GT3 will understeer instead of rotating, because the front is already loaded to its limit. The release also has to be smooth: dumping the brake throws away front load exactly when turn-in needs it.

How do you rotate a GT3 car?

With the brake release, downshifts and brake bias, not the steering wheel. A GT3's natural state is understeer, so rotation has to be provoked deliberately. The steering wheel is the least effective of the four tools, and reaching for more lock once the front is saturated just scrubs and overheats the front tyres. The rotation toolbox.

Why do GT3 cars understeer?

Because it is their natural balance, and because of three common driver causes: too much entry speed, brake pressure still inside the ABS window at turn-in, and steering added past the point where the front tyres can convert it into rotation. In a GT3 too much trail brake also causes understeer rather than curing it. The fix is in the pedals: lift, a touch of brake, and unwind the steering.

Why do GT3 cars oversteer on corner exit?

Almost always throttle application before the car has finished rotating, then differential settings, rear toe, rear suspension and traction control. If the rear only steps out in one specific corner while the car is stable everywhere else, repeat that corner and check your inputs before changing the setup.

Is GT3 driving different in iRacing, ACC and Le Mans Ultimate?

The technique is the same because the physics is the same: brake shape, rotation, throttle timing and the way ABS and traction control behave carry across. What changes is the platform detail, such as electronics settings, tyre pressures and how the assists are exposed per car. Learn the driving here, then take the sim-specific settings from that sim's own guide.

This guide is part of the free library at GitGud Racing Academy — an online sim racing academy built around weekly lap reviews, structured courses, drills and training tools.

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