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The rest are fairly tame. Here's an early game example (make sure you're stacking hyper and normal boost together).
https://youtu.be/i1ShgJG1BhY?si=mJbaO6xFxoOPZKgk
as mentioned before some tracks have difficult endings, like Fuji with its S-bend shortly before the end.
on the other hand you have speed event where the finish cant be set to a specific point because the end changes with your performance during the race. for those i can give you the tip that you just stop before a high speed section and wait for the timer to go down and then accelerate so that you finish on the high-speed section with the desired speed.
one last tip would be to use better equipment. finishing with 1250 is a challenge in the early campaign where you dont have access to good equipment. coming back to those challenges when you have better equipment makes it easier.
It is doable with the ship & parts you currently have. This shows the final lap of the event. The parts I used should be accessible to you. Make sure you're combining your hyperboost and normal boost.
https://www.youtube.com/watch?v=Vz98CxXejMM
Edit: Ok I found that I can not use strafe for that cornering if I am right. I learned to use allways strafe, but when I dont use it is possible now. But I have to not use assistants because they tend allways correct me, or I have to set less assistance.
Slide works as a good descriptor for Drift.
How it's done (Sharp Left turn <---):
1. Steer into a turn, but strafe in the opposite direction.
(Steer <---, but strafe --->)
2. Once you clear the apex of the turn, switch from strafing opposite and strafe into the turn.
(Steer <---, and strafe <---).
This results in a slide/drift & the community calls this technique "Counter-Strafing"
The assists get in the way when it comes to performing some techniques, so it is best to have most of them off. Boost safety at 5-10% is okay though.