rec.autos.simulators

F1GP/WC FAQ q&a (3/6)

Chris Pep

F1GP/WC FAQ q&a (3/6)

by Chris Pep » Tue, 02 Apr 1996 04:00:00

                         F1GP/WC QUESTIONS AND ANSWERS

                     WHAT MACHINES IS IT AVAILABLE FOR?

   The game was first released on the Amiga and ST with the PC version
   following around a year later. The Amiga and ST versions can both be
   run of disk and do not need hard drive installation.

   _GB_: As far as I know there are two version of the game for the PC,
   F1GP on floppies, which is supplied on 4 high density disks with
   optional upgrade disks, and F1GP on CD, which is EXACTLY the same game
   but on a silver disk. Do not buy this unless you don't have a floppy
   drive, since it costs more and has _no_ extra features. Quite what
   MicroProse is playing at is unknown, but the CD version represents
   _bad_ value for your money.

   The game is now reissued by Digital Integration on the PowerPlus
   budget label.

   _DG_: Having played both the Amiga and PC versions, I noticed some
   important differences. First, some of the tracks are physically
   different, Monaco and Imola at least. Second, perhaps because of the
   low frame rate or different control routines, the car is much, much
   harder to set up on the Amiga than the PC; it's very hard to feel
   whether the car has any under- or oversteer. It's also much harder to
   time the turn-in points properly, as Ivanhoe's explanation of frame
   rates above predicts.

               WHAT SORT OF PERFORMANCE CAN I EXPECT ON MY PC?

   Here is a rough table of machine against performance:
 CPU MHz Memory Detail Occupancy FPS
 -----------------------------------
 P5    100  8MB  4d  T   33%  25fps  (Squirty's w/ D.Stealth 24 2MB VRAM)
 P5     90 24MB  4d  T   37%  25fps  (Gizmo's tower of power w/ PCI K64)
 P5     90 24MB  4d  T   90%  50fps  (Gizmo's tower of power w/ PCI K64)
 486DX2/66  8MB  4d  T   70%  25fps  (Gizmo's Linux box w/ VLB CL5428)
 486DX2/66  4MB  4d  T   60%  25fps
 486DX2/66 32MB  4d  T   53%  25fps  (Pete F's Dan4Win w/ Spea V7 VLB)
 486DX2/66  ?    4d  T   70%  25fps  (MBP's under OS/2)
 486DX  33  ?    4d  T   90%  25fps  (Graham A's)
 486DX2/66 16MB  4d NT   35%  25fps  (Nigel Bovey's)
 486SX  33  4MB  4d NT   66%  25fps
 486DX2/50 24MB  4d NT   95%  25fps  (Paul Smyth's w/ ISA ET4000-W32)
 486SX  25  4MB  4d NT  100%  25fps  (a DELL)
 486SX  25  ?    4d NT   80%  25fps  (Nightshade's oldie)
 486SX  25  4MB  4d NT  100%  23fps  (Ben Lester's)
 486SX  25  2MB  4d NT  100%  21fps
 386DX  40  4MB  4d NT  100%  20fps
 386DX  40  2MB  4d NT  100%  20fps  (possibly optimistic)
 486DX2/50 24MB  4d NT  100%  18fps  (Paul Smyth's w/ ISA S3-924)
 386DX  33  8MB  4d NT  100%  17fps  (Gizmo's old faithful w/ T8900CL)
 386SX  20  2MB  1d NT  100%  15fps  (Max Behara's)
 386SX  25  2MB  4d NT  100%  14fps  (Stingray's)
 386SX  20  2MB  4d NT  100%   8fps  (Max Behara's)

   It appears that as long as you have at least 2mb of RAM, the actual
   amount makes absolutely no difference. The difference between the
   DX2/66s above is attributable to graphics card alone; see the
   difference between Paul Smyth's machine with two different graphics
   cards installed. _DG_: IMHO if you have a 486SX/25 or better with a
   VLB or PCI graphics card you should be able to crank the frame rate
   right up without texture; a 486DX2/50 or better will add texture
   without any penalty. A 486DX2/66 should be able to do linked play at
   25fps, possibly with detail cranked down a bit, and a Pentium 75 or
   faster is pure heaven. (Lots of memory _is_ useful, for logging data
   to a RAMdrive when using the GPPerf and GPLap TSRs.)

   The details level is shown by the amount of detail around the track,
   1d being the lowest level and 4d the highest, the other detail option
   is the track shading, this is shown by T (track shading on), NT (no
   track shading). The average processor occupancy is as you go around
   _any_ track. This is just a rough estimate, since tracks can vary
   quite a lot (Phoenix and Hockenheim are quite stressful, with lots of
   buildings and tress), but the occupancy really shouldn't go above 100%
   very much. The final column show the speed in frames per pecond that
   this set-up allows.

   Even on similar machines, several things will affect speed. A machine
   with some external cache will outperform one without; the actual
   amount of cache is probably not going to make much difference.
   Graphics card performance also makes a big difference; a local bus
   card will run much faster that an ISA card, and some cards have better
   DOS performance than others (Cirrus Logic based cards are good, ET4000
   and derivatives are even better; VLB and PCI cards will be much faster
   than ISA ones).

   The general consensus seem to be that people would rather have it
   running smoother, but with less detail, this shows one of the main
   advantages of F1GP over IndyCar, in that it runs quickly on a slow
   machine and smooth graphics are possible quite easily.

   The Amiga version runs at a similar speed regardless of the machine's
   capacity, about 3-8 fps, depending on circuit and level of detail,
   even in the fastest 68060 system. (The latest F1GP-Ed and also
   F1GP-Patch can alter this, at a compatability cost.)

   _Does the performance vary on an ST? Mail me if you know._

So how does this affect lap times?

   Short answer: it doesn't.

   Long answer: it doesn't... directly. DG is in the fortunate position
   of having both a P90 and a 486DX/66 on his desk and a 386DX/33 under
   it, and loaded identical copies of the game up on both machines. The
   first and most obvious difference was that the game does not do a good
   job of matching "real time" (measured on a stopwatch during laps on
   qualifying tyres at Monaco). The first tests were done on the 386.
   With 100% to 130% occupancy, the game's timer runs slow, being about
   three seconds behind reality. With all the detail turned off and the
   occupancy down to about 70% to 110%, it was about three seconds ahead
   of reality. With the frame rate reduced and occupancy between 45% and
   75%, it was about 4 seconds behind. Then testing moved to the P90.
   With maximum detail and about 33% to 44% occupancy, the timer was
   about 4 seconds fast.

   Now, here's the crunch. Despite these differences, the lap times
   reported by the game were very close, all in the 1:14.4 range. The
   game was noticeably easier to play at higher frame rates and lower
   occupancies. However, with very high occupancies (more than 200%, such
   as on the 386 with texture turned on), the difference from real time
   becomes very noticeable; the whole game runs in slow motion, and is
   potentially easier to play as you get much longer to react. Ivanhoe
   Vasiljevich came up with the superb (and very lightly edited)
   explanation below.

     [...] a high _frame rate_ [as opposed to occupancy] may have its
     advantages (my opinion, not proven!):

     Using a frame rate of 25 fps means that you have 25 possibilities to
     perform an action (eg. braking, accelerating) every second, whereas
     driving with 16 fps only allows you 16 `slots' per second, to brake,
     for example.

     Assuming that a typical braking maneuver begins at 300 km/h (188
     mph), this equals a speed of 83 m/s, so that at 25 fps you can take
     action (brake) every 3.3 m as opposed to every 5.2 m when using 16
     fps. (Using an even lower frame rate naturally worsens the
     situation. At 8 fps the distance between two points of action is
     10.3 m!) During a normal lap including many braking maneuvers, this
     may affect the overall performance, not to mention techniques like
     pulsing the throttle.

     In my opinion it would be best to turn off as much detail as
     necessary and increase the frame rate as high as possible. (It may
     not look as cool, but honestly, who has got the time to enjoy the
     beautiful panorama when chasing a new lap record?)

   However, since the game's physics model is imperfect (after all, it's
   just a model), playing at different frame rates will reveal slight
   differences in certain circumstances. Here's a short test done for the
   LFRS championship:

     I ran three tests, each consisting of two laps round Mexico City.
     Each test was at a different frame rate, and each lap was consistent
     with the other. I looked at the entry and exit speeds for the
     Peralta (the final, awesome corner). All tests were done using GPLap
     5 to remove any randomized BHP or AI grip effects, under version
     1.05, on a 90 MHz, 24MB Pentium, with a 1MB DRAM Orchid Kelvin 64
     PCI graphics card.

     Test 1. Frame rate: 25 FPS. Entry: 189 mph, exit: 190 mph. Gain of 1
     mph in corner.

     Test 2. Frame rate: 18.7 FPS. Entry: 189 mph, exit: 188 mph. Loss of
     1 mph in corner.

     Test 3. Frame rate: 13 FPS. Entry: 188 mph, exit: 186 mph. Loss of 2
     mph in corner and 1 mph before entry.

   Probably one could also find example situations where 13 FPS or 18.7
   FPS were optimal and 25 FPS went slower. This is what happens when you
   simulate a continuous system with a discrete model; you get rounding
   errors.

Can I boost the frame rate?

   You can boost the frame rate beyond the option screen maximum of 25
   FPS by using the GPFPS editor. However, this turns out to be a bad
   idea because the game can and up quite badly confused. On the Amiga,
   the nasty side effects are more subtle; the general consensus is that
   it's okay to boost the frame rate from 8 to 10 frames per second.
   Visit the Amiga F1 web page to find some editors which can do this
   (see the "index" article).

                  WHY DOES THE INSTALLATION FAIL ON THE PC?

   When installing the game unpacks some large files. On a fragmented
   hard disk there might not be a large enough free block for them and
   the Installation will crash with a very unhelpful message. Just run a
   defragmenter on the hard drive, such as Norton Speed Disk or the one
   supplied with MS-DOS 6, the game should then install no problem. You
   can also try disabling SmartDrive, since it is reported to create
   problems too.

   Another potential problem pointed out to me is that the game copies
   all the Data files onto hard disk before decompressing them, and this
   effectively doubles the amount of space it uses at installation time,
   so make sure you have plenty of free hard disk space, as this will
   cure both this problem and the one above.

                 WHY DOESN'T THE GAME WORK UNDER WINDOWS 95?
      WHY DOES THE GAME EXIT IMMEDIATELY BEFORE EVEN THE TITLE SCREEN?

   The answer is almost certainly insufficient conventional memory. The
   game itself requires about 600000 bytes of free conventional memory;
   if you don't have enough it will typically exit immediately without
   even printing a warning message.

   Windows 95 is a common culprit. Bill Gates has chosen to deliberately
   mislead users, telling them that Windows 95 will solve all their DOS
   memory management problems. He lied. The good news is that the vast
   majority of users can solve the problem themselves, by editing their
   config.sys and autoexec.bat files to ensure that DOS device drivers
   aren't loaded if Windows 95 can supply protected mode equivalents;
   this usually means CD-ROM and network drivers.

   As an example, here are my configuration files. My (sanitized)
   config.sys is:
SWITCHES=/f
DEVICE=C:\WINDOWS\himem.sys
DEVICE=C:\WINDOWS\emm386.exe noems ram
LASTDRIVE=z
FILESHIGH=60
DOS=high,umb
DEVICEHIGH=C:\WINDOWS\COMMAND\ansi.sys

   My (again sanitized) autoexec.bat is:
@echo off
path
C:\WINDOWS;C:\WINDOWS\COMMAND;c:\bin;c:\dos;c:\usr\bin;c:\game\f1gp\bin

set MIDI=SYNTH:1 MAP:E
set SOUND=c:\sb16
set BLASTER=A220 I5 D1 H5 P330 T6
c:\sb16\diagnose /S
c:\sb16\sb16set /p /q

                  WHY DON'T THE TSRS WORK UNDER WINDOWS 95?

   If you're finding that TSRs such as GPLap and GPPerf aren't working
   under Windows 95, you probably have the "protected" option in the
   "memory" tab of the game's "properties" box turned on. You must turn
   it off for the TSRs to work, otherwise the memory protection will
   prevent them "seeing" the GP.EXE.

               WHY DOES THE FADE BETWEEN SCREENS TAKE SO LONG?

   We don't know, but it's awful isn't it? _DG_: On the Amiga I believe
   there is a patch to help cure this; on the PC I run from a Windows DOS
   box with the Exclusive option selected, which for some reason speeds
   it up. I think it must have something to do with timer emulation
   because under Windows/NT I have Hardware Timer Emulation turned on and
   it fades slowly again. Version 1.03 and earlier on the PC seem to use
   a different fading technique to later versions (bitmapped rather than
   palette) which is faster on faster machines. The Technical FAQ has
   some C source to remove the fading on the PC.

                   WHY DOES THE GAME SOMETIMES SLOW DOWN?

   The graphics for generating the pit-lane are quit complex and so your
   occupancy will _always_ rise when in the pits, though this isn't
   usually too much of a problem. The only other place where the game
   seems to slow is the back straight at Phoenix and the second straight
   at Hockenheim. The slow down at Phoenix is probably due to the large
   buildings it has to draw, the one at Hockenheim because of the number
   of trees. Turn down the detail if you notice a slowdown and don't like
   it.

                WHY DOESN'T IT SAVE MY LAP RECORDS & SETUPS?

   Qualifying records are only saved after a complete event; if you
   aren't interested in the race, you must still go to it, then
   immediately press escape and accelerate time. After a quick race, you
   must wait wait until it says "race over" and goes to the post-race
   menu. In both cases you will be able to select the "lap records"
   option and should see "(Record)" in yellow under any new records. Race
   records set in races shorter than 100% distance will not count. To
   actually save them for posterity, you must exit to the main menu, go
   to "load/save game", and select "save track records". On the Amiga,
   you must load them by hand every time you start the game; on the PC,
   there is an option called "startup files" which allows you to load
   names, setups, and records when the game loads. Sadly, it will not
   save them automatically; you should make sure you save any the records
   and setups if you have changed them before you exit the game.

                     WHAT IS THE BEST CONTROLLER METHOD?

   On the Amiga, keyboard or digital joystick seems best.

   On the PC, keyboard seems to be preferred by many of the top drivers,
   with analog joystick coming a close second. _DG_: The professional
   wheel systems (such as the T1 or ACP) don't seem to work wonderfully.
   I've had a few success stories but many people go back to the
   keyboard!

   Javier Vizcaino provided the following information about using radio
   control units with the game.

     It is [...] possible to change a transmitter used in radio control
     (R/C) to turn it into a PC joystick, and play F1GP. I've modified a
     few, and let me tell you that there is nothing similar to drive with
     these devices.

   He also provides some information about PC game ports which help a few
   folks out. Note that if you're going to play games on a PC with a
   joystick, you really should invest in either a decent soundcard with
   credible joystick ports [_DG_: my Gravis UltraSound is pretty good,
   and my SoundBlaster 16 also seems reliable a drift-free] or a
   dedicated game card.

     About the game port, this is what happens. Game ports on the PC can
     be full (the initial good ones with a 558, still found on SB cards
     at least, four pots and four buttons), or half (cheaper chinese
     solution, two pots and two buttons, simple joysticks). F1GP goes
     well on a half port. The problem is that there are a lot of multi
     I/O boards with Winbond chips including a half game port which
     presents the missing buttons pressed. When F1GP starts calibrating
     the joystick, it stops till seeing the four buttons released (it
     can't know if your game port is full or half); with the above board,
     calibration doesn't start, and you have to abort it with the ESC
     key. So if calibrating the joystick the game seems to freeze till
     you press ESC, may be you have this problem. Check with DEBUG: i201;
     if you see bits 7-6 at 0, the game port presents the third and
     fourth buttons pressed.

                WHAT IS THE SOUND LIKE ON A SOUNDBLASTER ETC?

   Not all that much better unfortunately if anything the PC speaker is
   more irritating and thus more realistic! The Amiga sound is reported
   to be quite good with a good use of stereo, and the ST is as bad as
   the PC! The SoundBlaster support was improved considerably in versions
   later than 1.01, but is still quite poor.

   _DG_: The Amiga sounds good even through a TV. The PC with 1.05 and a
   SoundBlaster is okay if you turn it up real loud, but not a patch on
   the Amiga. A PC with MT-32 or other MIDI is pathetic, but the music is
   better. _*sigh*_ I don't know about the ST, but I'd guess it's better
   than a PC speaker and nowhere near as good as the Amiga.

                HOW DO I MAKE THE (PC) GAME MORE CHALLENGING?

   Aside from using the editor to speed up the opposition, the easiest
   ways to make the game more difficult are to turn of Traction and
   Steering Help, both of these options are listed off the Games Control
   menu, in the Accelerating and Steering menus respectively. With these
   off the game becomes a good deal harder, but it still leaves a lot to
   be desired.

   Several top Hall Of Fame drivers, both on the PC and Amiga, report
   that driving with Traction Help off, whilst harder, also improves lap
   times at many circuits.

                     I AM BORED WITH THE GAME, WHAT NOW?

   Well it has to happen eventually, so what now? You could join one of
   the championships on the Net and learn to really hate the game or try
   either of these two very sad games...

Dodgems

   The basic idea behind this one is to make your car indestructible and
   then wipe out the opposition as fast as possible. Top tip, go
   backwards quickly. This is fun for about 30 minutes whilst you do each
   of the tracks and marvel at the difference of the courses when viewed
   from the other direction.

Jumping

   A particularly rubbish game this, but set your cars up for no
   down-force and then drive over the rumble strip and become air borne
   and see how far you can get. Remember to save the games as you land so
   you can show off to your friends and family...

                  IS THERE A DIFFERENCE IN CAR PERFORMANCE?

   With the performance set to Random or 1991 Levels the cars do vary in
   speed, except for the car you are driving. For this reason there is no
   point in choosing car No 1, just because it should be 10% faster like
   real life since the performance of human cars is always the same,
   modulo the BHP degredation mentioned previously.

             WHY IS THE AI (ARTIFICIAL INTELLIGENCE) SO RUBBISH?

   Who knows, but it reeks doesn't it? There seems to be no real way to
   cope with this, except to learn what the other cars do, and avoid any
   of there stupid overtaking maneuvers. This is the main area that the
   game falls down in, since everything else has been really well
   written.

   One of the areas in which to pay most attention is the pit lane, since
   the computer cars will quite happily pull out in front of you as you
   do 150 mph down the lane and so cause a collision. Conversely, watch
   your mirrors as you pull out since they appear quite quickly if you
   are in the last pit.

   On the track, they basically follow the ideal line unless
   slipstreaming. If you can get your front wheels ahead of theirs they
   _do_ move over so perfect your drafting technique!

                      WHY AREN'T THERE EXTENSION DISKS?

   At the moment there are _no_ extension disks available and none are
   likely to become available, this is not through any fault of
   MicroProse, but due to the strict licensing agreements with FIA, who
   are in charge of the licensing of Grand Prix related material.
   MicroProse only bought the rights to the 1991 season so that tracks
   will have to stay at that level.

            WHO ARE THE DRIVERS MEANT TO BE, AND WHY AREN'T THEY?

   The game comes supplied with a set of names which bear almost no
   relation to the actual drivers names. This is because the drivers
   would probably want to be paid for there names, so MicroProse took the
   cheaper and more sensible option. The names that are supplied are
   meant to sound like names from the same country as the real driver,
   hence Carlos Sanchez instead of Ayrton Senna. The correct list of
   names can be found at the end of the supplement to the game, and the
   names for 1993/94 season can be found on the Rec.Autos.Sport.F1
   newsgroup.

                                  CIRCUITS

Which circuit does it default to around the world?

   Well, on the European version it selects Silverstone as the default GP
   if English language is chosen, Magny Cours if French is the language,
   and if the language is German it chooses Hockenheim, so it looks like
   it depends on what country you live in! Hence World Circuit uses
   Phoenix and the Italian version should choose Monza (but apparently it
   chooses Phoenix!).

What are the best circuits?

   This is a scored listing of the tracks as posted by readers of the
   amigaf1gp mailing list and rec.autos.simulators. This vote is now
   closed; Monte Carlo is the clear winner, not a great surprise!
   Race                   Qualifying              Total
   1 Monte Carlo     41    1 Monte Carlo     40    1 Monte Carlo     81
   2 Magny Cours     34    2 Mexico City     36    2 Mexico City     68
   3 Spa             33    3 Hockenhiem      35    3 Imola           64
   4 Imola           32    4 Adelaide        34    4 Hockenhiem      51
   ==Mexico City     32    5 Imola           32    ==Magny Cours     51
   6 Monza           31    6 Silverstone     23    6 Spa             50
   7 Interlagos      20    7 Suzuka          20    7 Monza           49
   8 Suzuka          19    8 Monza           18    8 Adelaide        47
   9 Hockenhiem      16    9 Spa             17    9 Suzuka          39
  10 Adelaide        13    ==Magny Cours     17   10 Silverstone     35
  11 Silverstone     12   11 Montreal        12   11 Interlagos      21
  12 Phoenix         10   12 Estoril          7    ==Montreal        21
  13 Montreal         9   13 Phoenix          5   13 Phoenix         15
  14 Barcelona        3   14 Hungaroring      3   14 Estoril          7
  15 Estoril          0   15 Interlagos       1   15 Barcelona        3
   ==Hungaroring      0   16 Barcelona        0    ==Hungaroring      3

   Scoring: the top four tracks score 5, 4, 3, 1 points, with the most
   hated getting a 1 point penalty.

Is there a track editor?

   No, nor is there ever likely to be one. _DG_: I did hear rumors that
   someone had turned Mexico into an oval, but don't have any more
   details. There are quite a few talented people working on it, though.

                   I'M IN LOVE WITH THE AUTHOR, WHO IS HE?

   The author of the game is Geoff Crammond, he has been responsible for
   most of the innovative games to appear in the auto simulation world,
   he previously wrote the original version of Revs for the BBC Micro. It
   was based on Formula 3 racing at Silverstone (the old circuit without
   the Vale complex and with the chicane at Woodcote) and was developed
   with help from David Hunt (James Hunt's brother), who was racing in
   British F3 at the time. The track was quite accurately reproduced and
   the game played quite quickly. The game had practice, qualifying and
   race sessions like F1GP, but it didn't have pits and you started your
   practice and qualifying sessions out on the track! There was also an
   expansion pack released which contained four other British tracks,
   Oulton Park, Snetterton, Donington Park, and Brands Hatch. Revs was
   also released on the Commodore 64.

   He then wrote Stunt Car Racer for the Amiga/ST (and the PC, although
   the conversion is reported to be poor: 4 color EGA only; the port was
   apparantly _not_ done by Crammond) which was as it's name suggests was
   a stunt car racing game. The main aim of the game was to race another
   stunt car around an elevated circuit, trying not to fall off. Getting
   in your way were large gaps in the circuit which had to be jumped by
   hitting a ramp at the right speed. Too slow and you went down the
   hole, too fast and you cracked the chassis. When the chassis was fully
   cracked, your race was over. The best part about this game was the two
   player serial option which allowed you to push your mates off the
   track.

   The rest of the programming team seems to be members of his close
   family! The only other name that jumps out is that of Pete Cook who
   wrote some of the best games on the Sinclair ZX Spectrum.
   Interestingly he was involved with the game Grand Prix from CRL, which
   attempted to simulate the management of a GP team. It was very simple
   but great fun.

   Outside of auto racing games, Crammond also made an excellent 3D game
   called _The Sentinel_, for Spectrum, C64, Amiga, Atari, etc, and it
   was a very nice idea. You were in a landscape, absorbing some objects,
   teleporting from one place to the other, always trying to be out of
   sight of a sentinel that was guarding the landscape. The goal was to
   have enough energy to climb higher then the sentinel (you were able to
   build little platforms) and absorb him and take his place. There were
   people who didn't like the game, but those who liked it were addicted
   to it. It would be nice to see the game in Virtual Reality, it would
   be easy to write.

                       WHAT DO THE REAL DRIVERS THINK?

   There have been two drivers who have commented on the game, they are
   Oliver Gavin, and Derek Warwick. Gavin is a top F3 driver who,
   according to MicroProse, played the game on a friends Amiga before the
   race at Spa, and the went on to win it!

     "Because part of the circuit is on the public road, Oliver couldn't
     practice on the circuit", explains Geoff, "so he used F1GP to learn
     the track, took pole position and won the race."

   Derek Warwick on the other hand drove for the F1 team Arrows/Footwork
   (who helped write the game!) and gave it a glowing write up in
   Autosport Magazine, just before the Canadian GP (the 10 June 1993
   issue). There was also an interview with the Footwork engineers. He
   gave some lap times but they were very poor, and he had to drive with
   full help. This provoked a spate of letters to the magazine from
   people asking for his job, including the following, from the 17 June
   1993 issue:

     _GIZAJOB_

     I read last week's Canadian Grand Prix preview - about Footwork
     Formula 1's computer game - with interest.

     I have been playing the game for several months now and was
     delighted to read how accurate it is. Allen McDonald claimed he
     could lap Montreal in 1m19s. Well I can lap in 1m17.627s so does
     this mean I can take Derek Warwick's place if ever he feels like
     having the weekend off.

     J Mosley
     Sheffield, Yorkshire

   Also, a Canadian driver contacted him to say how accurate the Montreal
   course was.

                  WHAT THE DIFFERENCE BETWEEN WC AND F1GP?

   There seems to be no difference apart from the name, with the version
   numbers staying consistent with each other. The only difference is the
   loading screens (see separate question).

What are the WC gif files?

   These files are used in the US version of GP, known as World Circuit.

           WHY DO I NOT SEEM TO BE ABLE TO GO SO QUICK SOME DAYS?

   The game randomly degrades the player's car's horsepower from its
   default of 716BHP, presumably to simulate changing track conditions.
   The latest GPLap (version 5.0) fixes this.

                  WHY DOES THE CAR STEER ITSELF SOMETIMES?

   This effect is most noticeable in the pits, when the car is pulled
   into the correct lane as you drive past, though the computer 'aids'
   you steering as you go round every course. The reason for this is the
   Steering Help option set in the Game Controls, Steering, menu. This
   feature is there to help users who driver using the keyboard or a
   standard joystick, since they find it hard to make slight course
   adjustments. The only way to disable this feature in a race is to put
   the car in the 'turning gear' you can then steer the car anywhere you
   want in the pits etc, thought quite why you would want to...

                       HOW ARE THE PIT BAYS ALLOCATED?

   This is more of a general GP question than specific to the game, but
   the pits are given out according to the team's position in the
   previous years constructors championship. There seems to be a bit of a
   bug in the game when you drive for the top team, in that at some
   courses it is very hard to get into the pit bay correctly! The corner
   is too sharp and with the steering help on, you almost always over
   shoot. _DG_: Can't say as I've noticed this, but then again _I_ slow
   down on the pit lane like you're supposed too.

   One correspondant reports that he is working on a patch to alter the
   pit-bay allocation.

                     WHAT HAPPENS IF I OVERSHOOT MY PIT?

   To put it simply, you cannot over shoot your pit (unless steering help
   is turned off) the computer will always try and pull you in. This
   means that you can be parked at very strange angles, but this does
   _not_ seem to hurt your stop time, though the get-away may become more
   difficult! (Of course, some people would consider this cheating!)

   One correspondant reports:

     I've overshot the pit at Monza. The pit entrance is very straight
     and you can build up enough speed so that the game won't actually
     stop you.

                                 LINKED PLAY

Why doesn't the modem play work?

   If you own the Amiga or Atari ST version then you are out of luck
   since the modem support never appeared on either of these versions,
   the PC game is the only version with the support.

   There is no modem support on the first version (1.01) but this was
   added on the updates 1.04 and 1.05, the link option needs two quite
   fast machine to work well, on 386SX it is almost unplayable, and the
   slowest machine dictates the speed of the other machines; on a 386DX
   you'll probably need a 16550 UART to get acceptable performance. If
   the game seems to pause a lot or you get regular (but not constant)
   _link data mismatch_es, try reducing the frame rate on the slower
   machine by 30% or more.

   You should also be aware that if one of you has altered your gp.exe in
   anyway (either by a patch or a TSR), then you must both be running
   _identical_ games. This means that:
     * The AI BHP, grip, peformances levels, and the player BHP, must all
       match. The colors of the cars can be different (but of course if
       they aren't you may end up confused!).
     * Both gp.exes must have been patched (or not) in identical ways
       with such tools as GPFlags, GPBHP, WCF1GP, and other editors.
     * You should both run GPLap v5 or not (since this affects player BHP
       and grip).
     * If you use CCPit, make sure you both run with _identical_
       parameters.
     * If you are also using the timesliced multiplayer feature, be sure
       to select the same number of players on both machines. If you
       cannot or do not want to, you cannot use CCPit.

   If you forget any of these, you will almost certainly get "data link
   mismatch" errors. The best policy is to copy the gp.exe from one
   machine to the other, and also a batch file which is used to load the
   TSRs and start the game.

What are these modem menus?

   On the PC, if you hex edit the .EXE file from version 1.00 you will
   find some references to modems and COM links, these menus are not
   enabled and you will have to upgrade to 1.05 to access the link
   option.

Can I play across a real network?

   No. Neither IPX nor TCP/IP are supported; only the COM ports may be
   used.

   If you have a dialup connection to the Internet, you may be able to
   use the Internet Head-to-Head Daemon (IHHD) to play with someone on
   the net. You can find more details in ftp://cactus.org/pub/IHHD/.

   In theory, one could use a null-modem cable to loop the COM ports on
   two machines together, and write a TSR which would transfer bytes
   between the network card and the COM port which isn't selected in the
   game. So far, nobody has reported trying this.

We tried to reload a saved game and it went nuts!

   It appears that there are a couple of nasty "gotchas" in the linked
   play code. Doug Reichley takes up the story (slighted edited; Doug was
   unsurprisingly rather annoyed about this)...

     There is a bug in the linked code that is a real bitch. It involves
     having only one or none drivers (ie. human) in the race.

     In other words, _both_ human drivers _must_ be actively racing or
     you will get a data mismatch error when the game is reloaded.
     Obviously, this is only if you reload the game _during_ a race and
     one or both of the human drivers have crashed out.

     This nasty little [bug] bit my friend and I over the past weekend.
     It was Monza and we were both trying to catch Schu who was running
     away with the championship (we have the AI turned up quite a bit).
     My friend crashed out real early. My car had so much oversteer that
     I was run down by the AI and passed for the lead [...]. I got really
     frustrated and crashed myself out as well.

     Just as I crashed out, the modem link disconnected. I dutifully
     saved the game as I exited the screen. When we reloaded this game
     later, it gave us a mismatch error. There goes the season. The
     latest saved game we had was for Belgium, but we had both crashed
     out of that as well (however, the race finished, therefore, the
     mismatch bug was eluded).

     Well, we tried to reload the bad game with the mismatch from Monza,
     but it still had the error. We then selected to restart (the race in
     Monza), however, the 2nd bug came about. This time, he was _me_ and
     I was _he_. This was quite interesting because both of our files
     said we were selected as ourselves. What was more strange was that,
     obviously, I was in _his_ car and he was in _mine_. In other words,
     my joystick controlled his car and his mine. When I hit N on my
     computer, it said I was him.

     Well, we tried to drive each others cars and ended up crashing out
     anyway. Needless to say, we just accelerated the rest of the season,
     handing the title over to Schu.

     The moral of the story: if one, or both, human drivers crash out,
     make sure that you finish the race! Do _not_ save a game with only
     one human driver or else when it is reloaded, you will get mismatch
     errors.

Is there any way to connect two computers other than null modem cable?

   Javier Vizcaino suggested the following alternative method of
   connection,

   You can play F1GP (and other games) through a direct connection,
   informing the game you are connected "Direct", and having a modem at
   each end. You establish the connection through a communication
   package, or from the DOS prompt, before entering the game. The link is
   done from modem to modem, through a direct telephone cable, with RJ-11
   connectors at each end. This has some advantages:
     * Easier cable than a null modem. You can have it built at a
       telephone shop. It can also be much longer than an RS232 cable.
     * No galvanic isolation to care about.
     * You can play with your neighbour, and talk with him at the time
       through the phone.
     * With external modems, you can observe F1GP exchanging packets.
     * Some computer/modem fun, without paying the phone call.

   Of couse, there are some disadvantages:
     * A modem is needed at each end. But if you already have the
       modems...
     * A more complex connection (probably some debugging/experimenting
       needed).

   Procedure:
     * Have the modems (2400+) connected at each end to COM1-COM4. If you
       use COM3-COM4 make sure you use IRQ4-IRQ3: F1GP doesn't recognize
       other hardware interrupts there.
     * Establish the connection: modems on leased line (we won't dial),
       with one modem calling and the other answering. This may be done:

          + With a communication program: set the port, set the baud
            rate, connect to the modem, inform leased line, make one
            answer and the other call. Exit the program maintaining the
            connection.
          + From the DOS prompt. Edit a batch program at each site:

               o Calling modem:
                 mode com1:96,n,8,1
                 echo at&l1d>com1
               o Answering modem:
                 mode com1:96,n,8,1
                 echo at&l1a>com1

   (Check if this is correct: I write without the DOS manual). Execute
   the programs and listen to the modems. Adapt the batch to your
   requirements and to your modems. Disable MNP/V42/V42bis (error
   correction/compression).
     * Enter F1GP and make the program believe you have a "Direct"
       connection. Of course, inform of the same COM ports and baud rate
       than before. Note that you can change the PC initiating the
       connection, since the link was done previously. Connect on both
       sides. F1GP should exchange packets and establish the connection.

   If you try this, pass on your experiences to Javier Vizcaino
   <jvizc...@colibri.tid.es>.

                                 WARP SPEED?

   John Robert Cole writes concerning edited GP.EXEs with enormous
   horsepower settings (most editors can only go up to 999; in fact
   because of the way it's stored internally, it's possible to push it up
   to 1432 BHP). John calls this "warp speed" but I prefer to think of it
   as "wrap speed"; read on and you'll understand.

   This is the where you can push the computer cars to their limit, and
   they literally explode. What I can figure out is the program never
   expects the AI cars to go over a limit of 394 km/h, but if this
   occurence happens their speed is instantaneously reset to zero. So
   think about this scenario your happily pushing Nigel Mansell down the
   straights of Hockenheim at around 400 km/h, he hit's WARP SPEED! but
   your still doing 400km/h so the logical thing for the program to do is
   destroy his car. Funny maybe for the first time but thats about it.

   Also it's interesting to go up alonside a driver while doing over
   400km/h and clipping their wheels just enough to make them hit warp
   speed and make them dissapear into distance.

   [_DG_: I believe the exact speed is 411km/h, which is 256mph, since
   255 is the largest value a single byte can hold, so 256 becomes 0.]

               WHAT HAPPENS WHEN I RESTART FROM A SAVED GAME?

   Firstly, you can view a "replay" of the events just before you saved
   the game. So, a saved game is actually what is meant when people talk
   about "replays" in F1GP.

   Next, the game will not let you avoid some things by restarting a
   race. For example, if the race is wet, reloading, even before free
   practice, will not avoid the rain. (It is possible to do something
   about this with some of the Amiga editors, but not yet on the PC.)

   Also, one correspondant has reported that pit stop times stay constant
   too. If you are in a race, save the game, then pit, and get a bad stop
   time, reloading will not help you.

Chris "Dreams" Peper, maintainer of the official F1GP/WC FAQ
j.c.a.pe...@research.kpn.com


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