rec.autos.simulators

F1GP/WC FAQ driving (5/6)

Chris Pep

F1GP/WC FAQ driving (5/6)

by Chris Pep » Sat, 30 Dec 1995 04:00:00

                             F1GP/WC DRIVING GUIDE

   F1GP can prove tricky until a few simple techniques are mastered. This
   document lists some of the most useful pieces of advice for learning
   how to drive quickly enough. Please remember that these tips come from
   various people on the net, and that everyone develops their own style.

   _DG_: I've made a few personal observations about driving style, based
   partly on people's descriptions of how they drive, and partly on their
   setups. It seems that the fastest qualifiers tend to be in the Mansell
   mould; very exciting to watch, right on the limit of essentially
   unstable setups; Ivanhoe Vasiljevich and the Smit brothers, Ren and
   Robin, certainly seem to fit this description. Those who consistently
   do well in races are in the Prost mould; calm, calculating, pragmatic,
   pushing safe, stable setups hard enough to get the job done without
   risking an incident which could wipe out their chances; that's the
   approach I try to take. Knowing which approach to use when is half the
   trick; being able to use either as necessary is the other half...

                              LEARN THE COURSE

   This is probably the hardest, but most effective method for speeding
   up. With a good knowledge of the track you can pick up 2-3 seconds a
   lap (and that's a pretty conservative estimate!). There is no easy way
   to learn the tracks except to drive round them a lot! [Duh, no?] Look
   out for landmarks, such as the dome at Mexico, the bridges at
   Silverstone and the buildings at Monaco. (Of course, if you have a
   slow machine, it's better to turn detail off and learn the courses
   _without_ landmarks, so you can get a higher frame rate.) Once you
   know what corners are coming up you can anticipate the way that the
   opposition are going to move and which side of the course to position
   yourself on. Of course with the Ideal Line on it becomes a lot easier
   to tell, but on the higher levels you lose this option, and the ideal
   line isn't always ideal anyway.

                                   BRAKING

   OK, so you know where the corners are, now how about slowing for them.
   The Auto-Braking feature is very poor, and you can usually travel
   another 50-100 yards before you have to apply the brakes, this is the
   main way for passing the other cars and making up a _lot_ of time. The
   computer controlled cars always brake very early so it is east to
   shoot past them, there is no excuse for not passing 3 or 4 cars at
   every 1st or 2nd gear corner.

   By late-breaking into all corners whilst on a clear lap you can easily
   smash the lap record, the only problem with this technique is that
   your tyres get worn quickly and you may find yourself having to make
   an extra pit-stop. [_DG_: It isn't entirely clear just how tyre wear
   is modelled. Setup seems to play a role, but it's far from proven that
   driving conservatively reduces tyre wear.]

                                  STARTING

   A good start can gain you plenty of places, or keep you out of the
   usual pile up at the first corner. If you have too many revs as the
   lights go green you will sit stationary whilst the wheels spin, and if
   you have too few revs the car will move away too slowly. There is
   quite a large rev-band in the middle where you can make a very good
   start.

   _GB_: My personnel technique is to hold the car at full revs in first
   until the first lights come on, and then let go of the clutch (Gear
   change button), by the time the light go green the revs will have
   fallen enough for you to make a pretty good start. Note, this does not
   apply in the wet, when two many revs causes massive amounts of wheel
   spin. See the "In the wet" section for more information.

   _DG_: My technique is similar, but I let the revs start dropping after
   counting to 5 (about 7 to 8 seconds). This is slightly before the red
   lights come on, about 1-2 seconds. That way, the revs are a little
   lower when the lights go to green, you get less wheelspin, and a
   quicker start.

   If you aren't on pole, you should be aware that when the wheels stop
   spinning and bite properly, you'll get a sudden burst of acceleration
   which can easily put you into the back of anyone in front.

                                  ACCIDENTS

   Invariably there will be an accident during a race, there are three
   types, ones that are half a lap away, ones that are a car length away,
   and an accident involving your car. Obviously the first sort is the
   easiest to cope with, and you will only usually find out about by the
   message "Kip Kipper is out the race". When this appears press pause
   and then insert to see what happened. This is done for two reasons,
   firstly to watch any cool pile-ups and secondly to see if it effects
   your lap at all. In most cases there will be no problems and you can
   continue as normal, however you should always check for cars parked
   half on the track that the computer isn't removing, and any damaged
   cars. If any stopped cars are still on the track then remember where
   they are so you don't overtake into the side of them! Normally the
   marshalls will push stalled cars away pretty quickly, but there are a
   few places where they may leave part of the car on the track. Damaged
   cars only pose a threat if you catch up with them near the pit-lane
   since they will suddenly cut across your path and can cause further
   accidents. (This is most noticeable at Mexico where cars going into
   the pits slow down on the racing line. Several other tracks also
   suffer from similar problems, especially Montreal, where they slow to
   40 mph where you need to be going 170 mph!)

   Something which you will soon discover is that you can overtake masses
   of cars under yellow without worrying about being black flagged.
   Shortly after you discover that, you will also find out that this
   often results in you slamming into a broken car at high speed, usually
   taking you out of the race.

   If there is an accident directly in front of you then there is usually
   not too much you can do except take avoiding action; always watch the
   road ahead for funny shaped blotches that could be spinning cars and
   take care near some of the 'blackspots'. If there is a crash and you
   can't avoid it then all you can do is slow down and pray that you are
   going slow enough to cause no damage. Remember that you could get
   stuck behind another damaged car and the same problems as above apply.

   Finally, what do you do if you are in an accident? The first thing to
   do is not panic or get angry, if you go off course then there is
   nothing much you can do except wait for a gap in the traffic to pull
   back on. If you pull back on without waiting then chances are you will
   be hit by another car and taken out.

   Your car can be damaged at the front, the rear, or both combined.
   Front damage results in severe understeer, making it very difficult to
   turn corners; rear damage equals massive oversteer, resulting in
   excessive wheel spin, and a sharp or fast turn will spin the car; both
   wings damaged will make the car very difficult to control. Once your
   car is damaged, all you can do is limp round to the pits, taking the
   straights quickly and the corners slowly and carefully. Once in the
   pit it is usually a 25 second stop before you are released.

   It helps to practice a bit on the grass. The cars will behave
   strangely on grass (and most especially when one side of the car is on
   grass and the other on asphalt) and you need to practice getting back
   on the course quickly, and without hitting the walls or other cars.
   Sometimes no matter how hard you try, other cars will ram straight
   into you. That, as Damon Hill would say, is racing.

                                  THE PITS

   The pits are where all repairs are conducted on your car, in an ideal
   race you will only see them once or twice for pit stops. During a pit
   stop bring your car in smoothly, and consider doing another lap if a
   car in front is also going to pull in as they will slow you down. When
   in the pits watch very carefully for other cars pulling out or racing
   down the pit lane as they will hit you mercilessly. A tyre stop is
   quick with the get-away being the only problem you have to worry
   about.

   _GB_: I follow a similar procedure to starting the race, but instead
   of waiting for the first lights I wait for the car to begin to be
   dropped.

   When the car is damaged there is little change in the procedure except
   that the stop will take longer and there is more danger of you
   overshooting the pit.

                               THE OPPOSITION

   There are 26 cars in a race and if the level is set to 1991 level then
   they all have a set performance. In this case it helps to know what
   the other team colors are so you know who you are trying to pass. Mono
   VGA owners [_GB_: like me] will just have to learn the general
   patterns of the faster cars. By knowing who you are up against you can
   judge how fast they are going to be traveling and how likely they are
   to make a pass on another car.

   The artificial Intelligence of the computer cars is very poor and they
   will all follow the same line, and brake at the same points so it pays
   to learn these patterns. The main problems occur when overtaking two
   cars that are battling each other, at some circuits (notably
   Hockenheim) sometimes the second car will put out to overtake the
   first car as you pull alongside, thus pushing you off. There is no way
   around this and you will just have to wait for a corner or be very
   brave pull right over to the side of the track and go at it three
   abreast.

                               THE RIGHT LINE

   The right line is crucial for going quickly, however, the game
   provides a lot of help when it comes to picking out the correct route.
   This is done in two way, firstly through the use of the _Ideal Line
   Indicator_ which puts the dotted line on the track, and the _Steering
   Help_ which tends to pull you over to the correct side of the course.
   Although both of these options can be turned off, by the time you
   reach the levels where the former is not allowed you should know the
   courses quite well. At some corners it helps to come up with your own
   line, but this will tend to happen naturally depending on your style.

                                  CORNERING

   Grand Prix cars have a different cornering characteristics depending
   on their set up, and learning these is just a matter of trial and
   experiment. With a lot of downforce at the back, the car will be
   unresponsive in corners but it will tend to drift out of corners
   nicely, the main thing to remember is not to accelerate mid corner as
   the car will understeer off the course.

   If the cars has more front downforce then it will turn in well and be
   better at taking sharp corners, the problem with this set up is that
   if you accelerate too early the car will spin or turn too quickly
   (this is often desirable!); it takes time to learn the correct
   acceleration point, but this just takes practice. Sometimes the rear
   wheels will skid as you come round a long corner (such as Peralta at
   Mexico), occasionally it pays off to accelerate when this happens, and
   hope the tyres bite the road, also steering the opposite direction to
   try and prevent a spin. This technique takes a lot of practice and
   good luck, but once you learn it, the cars become far more
   controllable than before.

   _DG_: Read the manual carefully. It does explain how the setup will
   affect the car's handling, and what oversteer and understeer are, but
   not very clearly. Practice and experiment a lot until you can identify
   how a setup change will affect handling and performance. And the
   manual has some good advice: only change one thing at once.

                                 OVERTAKING

   Apart from the methods described in 'Braking' and 'The Opposition'
   there is Slipstreaming, where you move up close behind the car in
   front and pick up a tow (This is a "hole" in the air behind a car in
   front, by moving into it you lose both drag and downforce and so move
   faster). As your car picks up speed pull out quickly and use the extra
   10mph to overtake. This is fairly easy to do, the only problem
   happening if you have a low downforce car and you turn out too sharply
   and lose control. There isn't too much you can do about this except to
   turn out more gently or be ready to catch the skid. It's also all too
   easy to get _too_ close before pulling out and accidently hit the car
   in front, often resulting in you spinning out.

                                 IN THE WET

   _GB_: I am rubbish at this! Any tips appreciated for both me and the
   FAQ. _DG_: Err, yeah, me too! Still, here goes...

   First, forget any knowledge of the track you already have; it's
   totally different in the wet, and forget any notions of running
   without Traction Help, unless you like spinning. Your setup will have
   much less downforce, and the differential between front and rear wings
   must be less or you'll have uncontrollable oversteer and will lose the
   back end at pretty much every corner. When starting, you want no
   wheelspin, so just engage first and wait for the light; the AI cars
   will beat you off the line but there's apparently nothing you can do
   about it. Do not attempt to brake into a slow corner like you can in
   the dry; you must finish braking before you turn in or you will lose
   the back end.

                                SET UP HINTS

   Take a look at the Halls Of Fame for some good setups; below are some
   more general bits of advice from various people.

Doug Reichley

   [DG: I lifted this from an article posted to rec.autos.simulators. It
   has been very lightly edited.]

     Some of you will remember the advice I gave for the German track
     last year. I said to have just enough wing to make it through turn 1
     and the Agipkurve flat out.

     Well, I have changed my mind (and my car). After practicing at other
     `fast' tracks (I'm _smokn_' at Monza), I brought in what I learned
     and am now solidly in the 1m31 lap range on Q tires (and no
     drafting, of course).

     Last year's car was getting 207 to 208mph down the straights. This
     year's car is only getting 203mph. The difference is definitely in
     the slower corners. Last year's car pushed through the pit entrance
     corners at 80mph. This year's car is nuetral going 109-112mph.

     Wings made the difference. Here is what I suggest (I've been wrong
     before):

     Put your wings at 10 (front) and 1 (rear). Don't worry about
     cornering yet; you will still be flat out for the 2 fastest corners
     with these wings. Set your gears to get the maximum speed down the
     straightaway. Don't be afraid to try a setting above 64. Once the
     gears are set for maximum speed, don't change them for the wing
     adjustments.

     Change only your _front_ wing until your car starts oversteering.
     I'm not talking about while braking, but rather snapping into
     oversteer during high-speed cornering. You'll know it when you see
     it `cause you'll kiss the wall big time. You can expect to be about
     20 counts apart when this starts happening, depending on your style.
     Back off on the front wing until the car no longer snaps into
     oversteer.

     Now adjust _both_ wings equally until you start losing top-end
     speed. This may surprise you how far up you will get them before you
     start losing speed. I don't mean 1 or 2 mph, but rather 4 or 5.

     Now pay attention to cornering. Is the car pushing [understeering]
     in the slow corners? It most likely will be at this point. This is
     where the compromise will come into play. You will want to get rid
     of the push (again adjust both wings _up_ equally), but you will
     need to sacrifice top-end speed. 5-7mph is no big loss since the
     cornering speeds are now higher.

     Once you get comfortable with this, you can start using the brake
     bias to see how it will affect cornering at the slower speeds. I
     still have negative (rear) bias on my car (-10 for now to be exact).

     Now the final step will be to re-adjust the gearing to gain any
     speed that may be left in the motor.

     Once all that is done, you should have a nice car to drive. Don't be
     afraid to tweak it in any direction. You may be _real_ close to that
     `magical' setup I always talk about.

     This was written specifically for Germany, but can be used at most
     of the tracks. I hope it helps someone out.

   [DG: Here's another article I pinched from Doug off Usenet.]

     [...]

     Pit strategy depends entirely on 2 things:
     * The type of track it is (ie how hard it is on tires)
     * Your setup (ie how hard it is on tires)

     A track such as Monza is real easy on tires (ie you may go 100%
     distance on Cs and turn roughly the same laps all the way through),
     whereas France will eat them for lunch if you have a bad setup (ie
     you may only get 12 good laps out of them before they drop off and
     go bad).

     The first thing you have to do is learn what worn out tires 'feel'
     like. There are two ways you can get a quick feel for worn tires:
     * Use Q tires for many laps without changing them.
     * Use W tires on a dry track.

     The Q tires will teach you how the tire feels when it is good and
     then falls off over time. The W tires will teach you how worn tires
     feel almost immediately.

     I would suggest to use both techniques. Use the W's first to get a
     good 'feel' for REALLY worn tires.

     Then switch to Q's and drive on them until you think they are worn.
     It's not really as hard as it sounds and it won't really take that
     long either.

     Once you have mastered the art of detecting worn tires, you are
     ready to move on to step 2.

     Step 2 is lap timing in your head. It's really quite easy. It's not
     as hard as counting cards in poker, but easier than counting jelly
     beans in a jar.

     EVERY lap you should keep a note in your brain of what your lap
     times are. You should see a nice ramp downwards, then a leveling off
     and finally a slight ramp back up.

     Like this:
T  \
I   \
M    --__   ___---
E        ---

   Number of Laps

     Your going to want to pit on the plateau. How long you stay on the
     plateau is up to you and the tires. What you learned with the tire
     trick will pay off big now.

     The only reason to get off the plateau early is if new tires will be
     MUCH faster than if you waited. You always want your time to be on
     the downward slope lap after lap.

     You have to time your last pit stop so that the last ten laps are
     not going on the upward slope. You always want to finish on the
     plateau.

     If you have troubles 'timing in your head', then use GPLAP to do
     this. The only problem with that is if you don't test a lot, you
     will not have sufficient data to make your decision.

     Timing in your head is really the only way to go. It also makes
     those snap decisions easier to make if you know what worn tires feel
     like.

     As always, this is, of course, only my opinion. If you asked 3
     people you would get 3 answers. Consider this one of those 3
     answers; nothing more, nothing less.

Dave Gymer

   I start by "stealing" the setup from the Hall Of Fame; I usually use
   Ivanhoe Vasiljevich's. Then I shunt the brake balance forward a
   little.

   Then I go out and drive test laps in ones and twos, adjusting the rear
   wing so I can get round the fastest corners on Q tyres with the car
   not quite breaking loose (take rear wing off one step at a time until
   it becomes loose, than back up one step). At some tracks this means a
   light touch on the joystick.

   Now I decide if the front wing needs changes to either increase speed,
   or increase cornering speeds. This will typically happen at a
   medium-fast circuit like Interlagos, where compromise is the name of
   the game. By this stage the wings should be within 2 or 3 steps of the
   nominally correct position, so it's time to start playing with the
   brake balance. I shift it rearwards until the car oversteers under
   braking; some drivers like oversteer but I prefer a shorter braking
   distance and a smoother line through the corner (except at tracks with
   corners which need to be taken at speed but still braked into, like
   Silverstone, where the front end of the car needs to "twist" into the
   corner under braking). At this point it _might_ be worth fiddling with
   the rear wing as well as brake balance, but most likely all you'll do
   is upset the balance of the car.

   Finally, adjust gear ratios. The lowest ratio should be sufficiently
   low as to permit good acceleration out of the slowest corner
   (typically a hairpin); you may want to experiment with a ratio as low
   as 20. The highest gear wants to get you to about 12500 rpm at top
   speed; that leaves a bit over for drafting. Those who use autogears
   should keep their lower 3 gears within 7 or 8 steps of each other or
   the autoshifter will get confused under wheelspin and get stuck in
   2nd. At really tight circuits like Monaco I keep the bottom three
   ratios within 5 of each other.

   When I'm choosing a race setup, I tend to move the brake balance
   forward a place or two to reduce any oversteer, add a little rear wing
   for more stability, especially with a heavy fuel load and when pulling
   out of a draft, and always start on Cs.

Kevin Sullivan

   [...] late apexing... go deep into corners on the brakes to carry
   straightaway speed, lighten brakes and corner in then begin
   accelerating out... maximizing exit speed onto the straights (longest
   straight corner before is the most important!) is crucial. This
   general strategy works in the real world, and in the sim as well
   (methinks, but I was a real-world racer once...).

   As a general rule, this is most important to real-world fast lines
   through corners.

   [...] Maybe in the sim this is so, though I doubt it, really. Too
   oversimplified for reality. If you've ever ridden a motorcycle or read
   a driver's education manual, you would know that under heavy braking,
   with the pitch forward and resulting weight shift to the front wheels
   increasing the grip available, the front brakes normally do about 70%
   of the braking work to stop a vehicle. The physics models would have
   to take this into account to make a decent sim, or it wouldn't feel as
   good as it does.

   Know the traction circle concept, taught in every basic driving school
   class? The idea is that tires only have so much grip available that
   can be given to a "circle" with no accel/braking/turning vectors at
   the center, then full braking, full accel, turning left/right, and
   points in between defining your circle of traction... Practical aspect
   being that if you try to turn a corner under full braking, no doubt
   you exceed the circle of traction available and understeer occurs. Got
   to let off the brakes a bit to devote some of the grip available
   towards turning the car into the corner, and this is also why you need
   to balance throttle and turning coming out of a corner, because in
   addition to the traction circle idea, you are now accelerating with
   the rear wheels thus picking up the nose putting more traction towards
   the rear of the car on the driving wheels and taking weight off the
   front of the car on the steering wheels...

   Play with it on your street car sometime... pick a constant radius
   turn at highway speeds and check the turn in/out factors based on
   throttle inputs only. More throttle more relative understeer, throttle
   off you will see the car turn in more. I am _not_ talking about
   spinning the rears to oversteer, just mild throttle changes
   approaching your tires traction limits when these effects are easily
   visible.

   [DG: It should go without saying that you should not be experimenting
   with racecar techniques on public roads.]

   For your sim, if you find yourself understeering in a corner, then
   adjust brake balance to the rear (fronts locked and steering, exceeds
   grip available, so shift work rearward), but if you find yourself
   oversteering, even if smooth into the corner, then this means the
   rears are possibly locking up first so shift brake balance more
   towards the front, thus distributing work more evenly. When you get to
   a neutral balance of controllability (or uncontrollability if
   overcooking the entrance) then you've found a good balance for you.

   Of course, setup has a LOT to do with the relative stiffness at each
   corner affecting the weight shift and effects of brake balance, so
   don't start here, end here. Springs/shocks/weighting affects.

   And I don't own F1gp, or IC, just know cars and how it should be when
   you have a well-balanced race setup that is a joy to drive.

Christian Peper aka Dreams   Email: j.c.a.pe...@research.kpn.com
PAV B38, +31-50-58(21054), KPN Research, the Netherlands
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