: >Wouldn't it make sense to see and have more control
: >over your fuel like in ICR2?
: >After all, you are setting and altering your pit strategys.
: >Some of the most exciting races I've had in ICR2
: >had me turning down the boost and shortshifting
: >while holding off someone for the last 3 of 4 laps!
: Well, there _is_ no boost in F1 (hasn't been for a few years now), so
: that is hardly an option. You can of course back of the accelerator
: pedal a bit to save fuel.
You're both right...and wrong! Indycars acutally have TWO fuel management
adjustments, boost AND fuel mixture. The drivers NEVER alter boost during
the race, as they always want those precious 45 inches. Instead they
alter fuel mixture, either leaner or richer for less/more HP and
more/less fuel mileage.
1988 was indeed the last year for forced induction engines in F1. But
naturally aspirated race engines still have fuel mixture adjustors, and
the drivers do change this during the race.
: >BTW-->Can someone write a utility that forces the CC cars to adapt
: >the same pitstop strateygy as you select for yourself?
: Can't see the point of this myself unless the CC stops are at stupid
: times (that would be a feature of ICR that I would not want Geoff to
: emulate <g>). The different strategies adopted by the CC cars are one
: of the good points of the game.
Actually, there's a perfectly good reason for this utility: Less than
100% race distances. Yes ICR1/2 and NCAR's AI pit stops don't make sence
at times, but F1GP had this same "feature", the AI pit strategy sucked
rocks for both games. I don't know if GP2 takes this into concideration,
the effect of shorter races, I'm still waiting for my copy...
__o
_-\<,_ Cosmo Potapoff