rec.autos.simulators

F1GP : Race Distances

Sardev Sing

F1GP : Race Distances

by Sardev Sing » Wed, 19 Jun 1996 04:00:00

Hi,
   I'm currently playing F1GP at ACE level at 20-25% race distance.
However I want to play longer races but really don't want cramp in my
fingers from being hung over a keyboard for over 1 hour. Who has tried it
at above 60% race distance? and what is it like? What about 100% is it
really tiring? how do the other cars perform?

The big question is pit-stopping for tyres - when do the others cars
pit?? Is it random or do they pit to some sort of formula. At 20-25% they
do not pit - at what percentage do they have to pit?

SARDEV "SRi" SINGH
(not quite master of the wet!)

Richard Walk

F1GP : Race Distances

by Richard Walk » Wed, 19 Jun 1996 04:00:00



Some time since I drove F1GP seriously (at least 4 years!) but from
memory:

I ran at least one whole season at 100%, but using a joystick rather
than keyboard. Still rather tiring though. Probably much easier with a
T2 or similar.

The AI cars pit pretty realistically for the grade of tire that was
used at the circuit for the year that the sim was based on (can anyone
remember which year it was?). E.g. if the real cars stopped for tires
once at approx 40 - 45% of the full race distance, they will stop at
40 - 45% in F1GP.

Richard

Paul Bru

F1GP : Race Distances

by Paul Bru » Thu, 20 Jun 1996 04:00:00


Hi Sardev,

I have been playing at ace level on 100% races for a while now. Yes, it is tiring, especially
for my left hand for some reason. Most of the time I have to do half a race one night and
finish the race another.  I used to play 30% race distance and now I think  it's more
enjoyable over the full distance.

As for pitting, Richard Walker has already posted an answer to that question, but there is
one thing I don't understand. At Detroit, for example, the AI cars pit at approximately half
distance. I was expecting my pit light to come on at around the same time, especially as
my tires were definitely shot. But no, not even after 55 laps. In the end I ran into the
back of Damon Hill and had to pit anyway so I never found out if the light would ever
have come on at all. I was using C compound tires by the way and have seen the pit light
come on automatically before so I know it works. Any ideas anyone?

Paul.
(Hopeless in the wet!)

Dave Bowe

F1GP : Race Distances

by Dave Bowe » Thu, 20 Jun 1996 04:00:00


>I ran at least one whole season at 100%, but using a joystick rather
>than keyboard. Still rather tiring though. Probably much easier with a
>T2 or similar.
>The AI cars pit pretty realistically for the grade of tire that was
>used at the circuit for the year that the sim was based on (can anyone
>remember which year it was?). E.g. if the real cars stopped for tires
>once at approx 40 - 45% of the full race distance, they will stop at
>40 - 45% in F1GP.

I ran a season at 100% a while ago using keys. The tyre wear is OK, I
use a utility called CCPIT which varies the computers pit strategies.
I can't seem to do a 100% race using a T2 because I lose concentration
after a bit and tend to start clipping kerbs too much on fast bends,
putting me out. However, as everyone knows, F1GP is too easy anyway,
and 100% distance means you end up even further in front of the pack.
bitchi

F1GP : Race Distances

by bitchi » Fri, 21 Jun 1996 04:00:00


> Hi,
>    I'm currently playing F1GP at ACE level at 20-25% race distance.
> However I want to play longer races but really don't want cramp in my
> fingers from being hung over a keyboard for over 1 hour. Who has tried it
> at above 60% race distance? and what is it like? What about 100% is it
> really tiring? how do the other cars perform?

I race full distance full season and have done a couple of times...I now
drive two cars and take 4 turns each at the wheel { yes wheel , I built
my own !:) } the racing is a lot harder on full distance because there's
a hell of a lot more pressure and strategy involved in a full season !
also the cars way a lot more with a full tank of gas so you have to
constantly adjust youre style to suit the conditions !! Im shit in the
wet :)
thats all from me , hope you enjoy youre racing half as much as I do,
and like me can't wait for GP2 the sim of the decade !
cya round the track someday :)
JMB Duker

F1GP : Race Distances

by JMB Duker » Fri, 21 Jun 1996 04:00:00

I think I know why the pit light did not come on:

The pit strategy of ALL the cars (this means also the you're using) is
fixed by F1GP. The cars are divided into 2 groups (one group is very
small) with a different pit strategy: for example one group makes one
stop and the other none.

If you're driving a car that belongs to the group that will not stop,
your pit light will not come one. In the other case it will come on.

With the help of CCPIT you can change the size of each group and/or the
number of stops.

If I'm wrong please tell me.
--
===================================================================================
J.M.B. Dukers

"Monday is a hard way to spend one-seventh of your live."

Eindhoven University of Technology
Faculty of Chemical Engineering
Laboratory of Inorganic Chemistry
Subgroup Electrocatalysis


===================================================================================

Paul Bru

F1GP : Race Distances

by Paul Bru » Fri, 21 Jun 1996 04:00:00


That makes sense. Are the groups fixed at each track or random? Last year I was
driving the yellow car, I think it was the Coloni from the original '91 season and
the pit light definitely came on. This year I am driving a different car so maybe
that is the difference.

Thanks for the info,
Paul.
PS. Where can I find CCPIT?

JMB Duker

F1GP : Race Distances

by JMB Duker » Sat, 22 Jun 1996 04:00:00

I believe that the groups are allocated random over the grid. The number
of cars for each group is different for each track.

There are also other utilities for F1GP than CCPIT. A good starting point
for F1GP is:

http://www.gamesdomain.co.uk/f1gp/

Most of the utilities can be found on Trevor Kellaway's homepage.

--
===================================================================================
J.M.B. Dukers

"Join the army, travel the world, meet interesting people and shoot
them."

Eindhoven University of Technology
Faculty of Chemical Engineering
Laboratory of Inorganic Chemistry
Subgroup Electrocatalysis


===================================================================================

JMB Duker

F1GP : Race Distances

by JMB Duker » Sat, 22 Jun 1996 04:00:00


> Is there any way you can find out in which group ("changers" vs.
> "non-changers") you are prior to the race?

As far as I know, there is no way to know (prior to the race) in which
group you are. All the cars are divided RANDOM between the groups.

The pit light lights up (yellow). When you leave the pit, the light
extenguishes.

It seems to me that you don't know how to perform your own pit stops,
indepently of the simulators assigned pit strategy. When you press ENTER,
your pit light will light up and you'll be able to enter the pit (the
computer "forces" your car between the yellow markers of the pit).

With the help of a F1GP utility (at the moment I can't remember the name:
GPLAP?), the condition of your tires can be visualized during a race. Now
you can see when it is necessary to change your tires. You can find this
utility at http://www.gamesdomain.co.uk/f1gp/. Look for the link to
Trevor Kellaway's home page.
--
=======================================================================
J.M.B. Dukers

"Join the army, travel the world, meet interesting people and shoot
them."

Eindhoven University of Technology
Faculty of Chemical Engineering
Laboratory of Inorganic Chemistry
Subgroup Electrocatalysis


=======================================================================


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