rec.autos.simulators

F1GP Ghost Cars

Dave Har

F1GP Ghost Cars

by Dave Har » Sun, 05 Nov 1995 04:00:00

I've just downloaded Volker Busche's Karusell - it's a great little
utility.  I've set up the teams with their current driver's helmet and
car colours and they really improve the racing.

Karusell has some surplus cars which I have blocked out by setting
their description to "No Team" as per VB's instructions.  However, I
now find I have two white ghost cars on the grid, both driven by a
Michael Schumacher (as if one wasn't enough).

I can't seem to get rid of them - I've detuned them to 450BHP so they
always start at the back of the grid, and they're easy to pass - but
when you view the race results,  regardless of who won the race,
Michael Schumacher (no car details) has always turned in the fastest
lap!

(Some people may class Schumacher as a gifted racing driver, but he's
not that good.)

Looking forward to some help here.....

Dave Hardy

Steve Smit

F1GP Ghost Cars

by Steve Smit » Sun, 05 Nov 1995 04:00:00


My guess after reading your last sentance is that you have selected
only 24 cars.  When F1GP was released, there wasn't even a chance of
only 24 cars turning up for qualifying (pre-qualifying was still very
much a feature of Friday mornings).

In short, the game always expects a full grid of 26 cars.  I don't
know if Volker tested this, but certainly when you reduced the number
of cars in the Amiga version of the game to below 26, strange things
started to happen.  I reckon the game is simply making up the numbers
for you.  To test out this theory, add another two cars to the game
using the editor, and see if your ghost cars disappear.

On the other hand, if you have created 26 or more cars using the
editor, then I've no idea what the problem is!
            _________    ___________________________________________


Max Beha

F1GP Ghost Cars

by Max Beha » Fri, 10 Nov 1995 04:00:00



        I do. It's divine punishment for his being so disrespectful
towards Michael Schumacher. :)

        Heh....

--
Max Behara | Save the animals! Cats rule!
Molly: DM Bt+W C 2 X L- W+ C+++ I+++ T++ V-- P- A+ PA++
Home Page - http://www.freenet.hamilton.on.ca/~ac575/Profile.html
Windows: Just another piece of DOS software.

Volker Busc

F1GP Ghost Cars

by Volker Busc » Thu, 16 Nov 1995 04:00:00


>Karusell has some surplus cars which I have blocked out by setting
>their description to "No Team" as per VB's instructions.  However, I
>now find I have two white ghost cars on the grid, both driven by a
>Michael Schumacher (as if one wasn't enough).
>I can't seem to get rid of them - I've detuned them to 450BHP so they
>always start at the back of the grid, and they're easy to pass - but
>when you view the race results,  regardless of who won the race,
>Michael Schumacher (no car details) has always turned in the fastest
>lap!

Did you use another editor than Karussell on the same game.exe, after
or before ?
Karussell uncompresses the data ranges, other editors don't. That may
cause some inconsistencies.

That's what I have done:
To produce some competitive results in the HoF, I disabled all drivers
with the exception of two (in the same team). In the Driver/Team
Selection I made them both 'Player Cars'. The effect is a clear track
in qualifying sessions. You must enable at least two drivers,
otherwise the game freezes when it tries to calculate the current grid
position after the first timed lap.
It works, really. (no Shumis, neither ghost nor real)

I recommend to use a new '***' game.exe and try Karussell again. It
should work.

Happy Racing, Busche.

Zonk

F1GP Ghost Cars

by Zonk » Fri, 17 Nov 1995 04:00:00




>>Karusell has some surplus cars which I have blocked out by setting
>>their description to "No Team" as per VB's instructions.  However, I
>>now find I have two white ghost cars on the grid, both driven by a
>>Michael Schumacher (as if one wasn't enough).

>>I can't seem to get rid of them - I've detuned them to 450BHP so they
>>always start at the back of the grid, and they're easy to pass - but
>>when you view the race results,  regardless of who won the race,
>>Michael Schumacher (no car details) has always turned in the fastest
>>lap!

I believe what you need to do, is set the cars number to 0
This turn's the cars off... Decreasing the power won't help

*************************************************************************
      "Miserable mortals who.... at one moment flame with life.... at
     another moment weakly perish" The lliad Bk XXI L463, -Homer 700BC

John Book

F1GP Ghost Cars

by John Book » Tue, 21 Nov 1995 04:00:00

Although it can be quite interesting when you turn off all the cars
except for the top three teams (Ferrari, Benetton and Williams) and run a
championship with just these cars as the rest of the grid is filled with
ghost cars and make the game much more enjoyable (for awhile) while you
try to overtake like crazy.  This was with GPEDIT which needs the
uncompressed gp.exe file meaning that none of the other tsrs and patches
work.

John A Booker

Dave Har

F1GP Ghost Cars

by Dave Har » Sun, 26 Nov 1995 04:00:00

About my Ghost Cars -

Up to now I'd set up the 1995 grid of 24 cars and sat in car 27 to
show Alesi how it should be done.

(Volker -  I have only used Karusell to edit the exe file).

However, following Steve Smith 's advice,  I added two more cars to
make up the grid of 26 and it works.   No more ghost cars and only one
Michael Schumacher!

BTW, the new outfit is called  Reliant Racing Team powered by the
latest evolution Robin V10.  My teammate is called Zip Kowalski - he's
a bit of a punk kid but if he accepts my fatherly advice and guidance
he'll grow into a mature championship contender!

Thanks to everyone for the help.

Dave Hardy

_ _

Steve Smit

F1GP Ghost Cars

by Steve Smit » Sun, 03 Dec 1995 04:00:00


Just catching up with my news, so this thread is probably out of date
by now, but I really wanted to ask Rene, Rob, Grant, Volker etc. if
any of you know how to change the size of the grid in F1GP/WC.  I
assume that somewhere in the .exe file you can set how many cars are
able to qualify.  Of course, if we could find out how to do this,
then we wouldn't have to make up fake teams to build the grid up
to 26 cars (next year, things may be even worse if the rumours about
Pacific pulling out of F1 are true).

I'm not really hot on assembler code, so most of my edits to F1GP
don't dig deep in to the code.  I've looked for the hex value of
26 (0x1A) in a few obvious places, but the offsets I changed didn't
result in any change to grid size.  If anyone can point me to the
right offset in the file, I'll include a "grid size selector" gadget
in my editor and sing your praises in the .hlp file :-)

In the meantime, I guess us editor writers should include an alert
message box to warn the user if they are attempting to update the .exe
with team setups that result in less than 26 cars.

Oh, and why I'm at it, has anyone discovered how to change wet
race probability in the PC version of the game?  It's not the same
as the Amiga version, and it has me stumped.

The first beta version of my editor is undergoing final testing
by me and a fellow F1GP fan, so expect to see it next week
(all being well).

Steve.


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