I set the fuel usage to x4 and ran a 25% race in a champoionship, but it
didn;'t appear to make any difference. I was expecting to have to make
pitstops for fuel - trying to simulate a full length race. Does anyone know
if this is a general fault or have I got somjething set wrong ?
This is from the readme at www.simmods.com:
Fueluse:
--------
Unfortunately, F1-2002 guesses fuel use off throttle position and RPM's when
the AIW (AI line) is constructed. Since the NGT's run a higher RPM range
than most of the GTs, the Laps the game calculates that you will make in a
GT car is off by 30% or so. It will under estimate the laps, so it's safe
you won't run out of fuel. The NGT's are accurate. ISI is working to make
this more flexible in future releases.
--
Joe M.
"Terry Worth" <[email hidden]> wrote in message
news:avertk$64f$[email hidden]...
> I set the fuel usage to x4 and ran a 25% race in a champoionship, but it
> didn;'t appear to make any difference. I was expecting to have to make
> pitstops for fuel - trying to simulate a full length race. Does anyone
know
> if this is a general fault or have I got somjething set wrong ?
>
>
"Joe M." <[email hidden]> wrote in message
news:[email hidden]...
> This is from the readme at www.simmods.com:
>
> Fueluse:
> --------
>
> Unfortunately, F1-2002 guesses fuel use off throttle position and RPM'swhen
> the AIW (AI line) is constructed. Since the NGT's run a higher RPM range
> than most of the GTs, the Laps the game calculates that you will make in a
> GT car is off by 30% or so. It will under estimate the laps, so it's safe
> you won't run out of fuel. The NGT's are accurate. ISI is working to make
> this more flexible in future releases.
There's a thread and a possible fix at the simmod forum, I haven't tried it
myself yet:
http://tinyurl.com/46jj
Ice D
"Ice D" <[email hidden]> wrote in message
news:6uES9.90430$[email hidden]...
a
> > GT car is off by 30% or so. It will under estimate the laps, so it'ssafe
> > you won't run out of fuel. The NGT's are accurate. ISI is working tomake
> > this more flexible in future releases.
>
> There's a thread and a possible fix at the simmod forum, I haven't triedit
> myself yet:
>
> http://tinyurl.com/46jj
>
Thanks for the link.
--
Joe M.


































