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F12002/GTR2002 How do you re-start engine after a stall?

29 posts by 11 people · 02 Dec 2002 18:52 UTC - 03 Dec 2002 13:45 UTC

Restarting a stalled engine in GTR2002

Marc Collins asked how to restart a stalled engine in GTR2002 without clutch assistance. Players explained that the F1 2002 engine has no starter, so you must roll-start the car or keep the clutch down when spinning. A crash on pit request was traced to pit crew animations and fixed by setting them to low.

tech supportmods/tracks/carsGTR2002F1 2002

Automated summary.

Marc Collins 02 Dec 2002 18:52 UTC#87528
I "resolved" this problem in F12002 by just turning on the clutch assistance. But with GTR2002 I would like to use the clutch. I can't see any ability to map a key to do this in the controller set-up. Is there a "magic" way to do this? Sorry if it's a RTFM question. Marc -- **************************************************************************** Marc Collins [email hidden] Your mouse has moved. Windows must be restarted for the change to take effect. Reboot now? ****************************************************************************
"Marc Collins" <[email hidden]> wrote in message news:9_NG9.1320$[email hidden]... > I "resolved" this problem in F12002 by just turning on the clutch > assistance. But with GTR2002 I would like to use the clutch. I can't see > any ability to map a key to do this in the controller set-up. Is there a > "magic" way to do this? Sorry if it's a RTFM question. I would like to know this as well... - Dave
"Dave Cook" wrote...
Quoted text (9 lines)> "Marc Collins" wrote... > > I "resolved" this problem in F12002 by just turning > > on the clutch assistance. But with GTR2002 I would > > like to use the clutch. I can't see any ability to > > map a key to do this in the controller set-up. Is > > there a "magic" way to do this? Sorry if it's a > > RTFM question. > > I would like to know this as well...
I don't think there's a real starter button (if you run through dust, debris or in the wet you will notice the roof and windshield are illusions too), but you can restart the engine if you manage to get the car rolling again. Put it in gear, hold down the clutch and let go when you reach about 10km/h, the engine will "bump start" itself. Jan. =---
"Jan Verschueren" <[email hidden]> wrote in message news:RyOG9.31845$[email hidden]... > but you can restart the engine if you manage to get the car rolling again. > Put it in gear, hold down the clutch and let go when you reach about10km/h, > the engine will "bump start" itself. Whoa - talk about realism!
So you are saying there is no realistic way to restart the car, so we have to use clutch assistance, which prevents you from using the clutch yourself at all times that it might be useful...? Hmmm... Marc "Jan Verschueren" <[email hidden]> wrote in message news:RyOG9.31845$[email hidden]...
Quoted text (12 lines)> "Dave Cook" wrote... > > "Marc Collins" wrote... > > > I "resolved" this problem in F12002 by just turning > > > on the clutch assistance. But with GTR2002 I would > > > like to use the clutch. I can't see any ability to > > > map a key to do this in the controller set-up. Is > > > there a "magic" way to do this? Sorry if it's a > > > RTFM question. > > > > I would like to know this as well... > > I don't think there's a real starter button (if you run through dust,
debris > or in the wet you will notice the roof and windshield are illusions too), > but you can restart the engine if you manage to get the car rolling again. > Put it in gear, hold down the clutch and let go when you reach about10km/h, > the engine will "bump start" itself. > > Jan. > =--- > >
"Marc Collins" wrote... > So you are saying there is no realistic way to restart > the car, so we have to use clutch assistance, which > prevents you from using the clutch yourself at all > times that it might be useful...? > > Hmmm... Indeed... although it's unfair to criticize the mod for this. If it were a GT game from the outset, not having a starter button would be an oversight, but not in this case. Jan. =---
cc 02 Dec 2002 19:58 UTC↳ reply to Marc Collins#87440
On Mon, 2 Dec 2002 13:52:52 -0500, "Marc Collins" <[email hidden]> wrote: >I "resolved" this problem in F12002 by just turning on the clutch >assistance. But with GTR2002 I would like to use the clutch. I can't see >any ability to map a key to do this in the controller set-up. Is there a >"magic" way to do this? Sorry if it's a RTFM question. > >Marc Since this mod is based on the F1 engine there isn't a starter onboard. It use to be a problem for me but now I've gotten into the habit of pushing down the clutch when I crash. If you stall just hope you're on a hill so you can roll or pray for another car to hit you from behind to bump start you. :) -- karkrazy AT softhome DOT net http://karkrazy.m4driving.sm
"Dave Cook" <[email hidden]> wrote in news:2COG9.775$[email hidden]:
Quoted text (12 lines)> "Jan Verschueren" <[email hidden]> wrote in > message news:RyOG9.31845$[email hidden]... >> but you can restart the engine if you manage to get the car rolling >> again. Put it in gear, hold down the clutch and let go when you reach >> about > 10km/h, >> the engine will "bump start" itself. > > Whoa - talk about realism! > > >
Yes and no. The "realism" part of it is of course you shouldn't really be able to restart the engine AT ALL in an F1 car without pitlane assistance, so the lack of a start button makes perfect sense. And I guess now the option of a rolling start suddenly makes sense within the GTR context :)
I meant no disrespect to GTR2002--it's the fault of the original!!!! Marc "Jan Verschueren" <[email hidden]> wrote in message news:bUOG9.31920$[email hidden]...
Quoted text (10 lines)> "Marc Collins" wrote... > > So you are saying there is no realistic way to restart > > the car, so we have to use clutch assistance, which > > prevents you from using the clutch yourself at all > > times that it might be useful...? > > > > Hmmm... > > Indeed... although it's unfair to criticize the mod for this. If it were a > GT game from the outset, not having a starter button would be an
oversight, > but not in this case. > > Jan. > =--- > >
"Marc Collins" <[email hidden]> wrote in message news:IHOG9.1338$[email hidden]... > So you are saying there is no realistic way to restart the car, so we have > to use clutch assistance, which prevents you from using the clutchyourself > at all times that it might be useful...? > > Hmmm... > > Marc Welcome to the world of mods. You are stuck with some limitations based on the core sim. There is a line in your .plr file that refers to getting a push in the pits if you run out of gas. _________ o AI Control="0" // AI never has control over car (except autopit) Pitcrew Push="1" // When out of fuel in pitlane, allows pitcrew to push car (use throttle and gear selection to direct) _____________ I'm assuming that means press the throttle and gear levers in combination, but I haven't tried it. dave henrie
"Dave Henrie" wrote...
Quoted text (14 lines)> <snip> > Welcome to the world of mods. You are stuck with some > limitations based on the core sim. There is a line in > your .plr file that refers to getting a push in the > pits if you run out of gas. > _________ > AI Control="0" // AI never has control over car >(except autopit) > Pitcrew Push="1" // When out of fuel in pitlane, allows > pitcrew to push car (use throttle and gear selection to > direct) > _____________ > I'm assuming that means press the throttle and gear > levers in combination, but I haven't tried it.
While we're on the subject, I don't seem to be able to pit. When I request pit and pull in during a race, the crew retires the car instead of giving me a refill with the amount of liters specified in the setup. Jan. =---
I assume it would also work only in the pit lane? Marc "Dave Henrie" <[email hidden]> wrote in message news:PuPG9.213120$1O2.13866@sccrnsc04... > > "Marc Collins" <[email hidden]> wrote in message > news:IHOG9.1338$[email hidden]... > > So you are saying there is no realistic way to restart the car, so wehave
Quoted text (8 lines)> > to use clutch assistance, which prevents you from using the clutch > yourself > > at all times that it might be useful...? > > > > Hmmm... > > > > Marc > Welcome to the world of mods. You are stuck with some limitations
based > on the core sim. There is a line in your .plr file that refers to gettinga > push in the pits if you run out of gas. > _________ > o AI Control="0" // AI never has control over car (except autopit) > Pitcrew Push="1" // When out of fuel in pitlane, allows pitcrew to pushcar
Quoted text (7 lines)> (use throttle and gear selection to direct) > _____________ > I'm assuming that means press the throttle and gear levers in > combination, but I haven't tried it. > dave henrie > >
That situation would occur if you had un-repairable damage. i.e. your rear wing was knocked off. The F1 sim only repairs front wing damage so the mod is saddled with that limitation. I'll go double check and test that out. dh (oh like I needed an excuse to boot upl gtr hehe) "Jan Verschueren" <[email hidden]> wrote in message news:LLPG9.32069$[email hidden]...
Quoted text (18 lines)> "Dave Henrie" wrote... > > <snip> > > Welcome to the world of mods. You are stuck with some > > limitations based on the core sim. There is a line in > > your .plr file that refers to getting a push in the > > pits if you run out of gas. > > _________ > > AI Control="0" // AI never has control over car > >(except autopit) > > Pitcrew Push="1" // When out of fuel in pitlane, allows > > pitcrew to push car (use throttle and gear selection to > > direct) > > _____________ > > I'm assuming that means press the throttle and gear > > levers in combination, but I haven't tried it. > > While we're on the subject, I don't seem to be able to pit. When I request > pit and pull in during a race, the crew retires the car instead of giving
me > a refill with the amount of liters specified in the setup. > > Jan. > =--- > >
"Dave Henrie" wrote...
Quoted text (7 lines)> That situation would occur if you had un-repairable > damage. i.e. your rear wing was knocked off. The F1 > sim only repairs front wing damage so the mod is > saddled with that limitation. I'll go double check and > test that out. > dh > (oh like I needed an excuse to boot upl gtr hehe)
Hehehe... Correct, I had damage when I tried to pit out of sequence. However, I just went to check myself by setting a short, 3 lap first stint. This time the game CTD'd when normally it would call the driver in i.e. between CG and the 2nd chicane. I'll reboot and double check that... Jan. =---
"Jan Verschueren" wrote... > <snip> > I'll reboot and double check that... Yup, it just did it again! -Exactly the same spot... so now another reboot and pitting a lap early to really make sure. Jan. =---
"Jan Verschueren" wrote... > <snip> > Yup, it just did it again! -Exactly the same spot... so > now another reboot and pitting a lap early to really > make sure. Okay... crashes to desktop as I hit "pit request". It doesn't crash when I do this after receiving damage. Ergo, it crashes when it tries to load the "big" pitcrew or somesuch. What are your findings, Dr. Henrie? ;-) Jan. =---
Jan Verschueren wrote:
Quoted text (10 lines)> > "Jan Verschueren" wrote... > > <snip> > > Yup, it just did it again! -Exactly the same spot... so > > now another reboot and pitting a lap early to really > > make sure. > > Okay... crashes to desktop as I hit "pit request". It doesn't crash when I > do this after receiving damage. Ergo, it crashes when it tries to load the > "big" pitcrew or somesuch.
Reduce the pitcrew detail to 'low', and see what happens. Gerry
"Jan Verschueren" <[email hidden]> wrote in message news:fnRG9.32268$[email hidden]...
Quoted text (15 lines)> "Jan Verschueren" wrote... > > <snip> > > Yup, it just did it again! -Exactly the same spot... so > > now another reboot and pitting a lap early to really > > make sure. > > Okay... crashes to desktop as I hit "pit request". It doesn't crash when I > do this after receiving damage. Ergo, it crashes when it tries to load the > "big" pitcrew or somesuch. > > What are your findings, Dr. Henrie? ;-) > > Jan. > =--- >
Sorry Jan, I ran several tests...and then gosh darnit...I had to verify those tests. Pitting seems fine on my end. I have the full pitcrew enabled. but I would agree with Gerry. Try setting the pitcrew level to low. Also, and this may seem off the wall, set your quickrace starting posisiton to random. btw...at Brands...I pitted after the first lap and they were ready for me. Later I overdrove the last turn and whalloped a guard-rail. Knocked off the left front wheel. It took me several minutes to pull my car out of the sandbox using reverse...but as soon as I got the wounded Snake back to the track the race ended...whether the game dq'd me or the leaders just got around 18 times.. :) But since you have a CONSISTANT errror we need to try and eliminate things that might NOT cause it. So start by changing cars and then tracks. set the weather to dry. try and make everything as similar as possible for each session and then change one item. (like a new track or a different class of car) good luck dh
"Jan Verschueren" <[email hidden]> wrote in message news:T_QG9.32217$[email hidden]... > Correct, I had damage when I tried to pit out of sequence. However, I just > went to check myself by setting a short, 3 lap first stint. This time the > game CTD'd when normally it would call the driver in i.e. between CG andthe > 2nd chicane. I get a CTD every time I cross the line marking the start of the pitlane at Brands.
"Dave Henrie" wrote... > <snip> > Sorry Jan, I ran several tests...and then gosh darnit...I > had to verify those tests. LOL... I am contemplating starting a 100% race now (0.40am) while having to work in the morning, so I know where you're coming from. > Pitting seems fine on my end. I have the full pitcrew > enabled. but I would agree with Gerry. Try setting the > pitcrew level to low. Yup, Gerry called it right, or could it be there are less pitcrews than cars in the game now? > Also, and this may seem off the wall, set your quickrace > starting posisiton to random. I'll try that.
Quoted text (8 lines)> btw...at Brands...I pitted after the first lap and they > were ready for me. Later I overdrove the last turn and > whalloped a guard-rail. Knocked off the left front > wheel. It took me several minutes to pull my car out of > the sandbox using reverse...but as soon as I got the > wounded Snake back to the track the race ended...whether > the game dq'd me or the leaders just got around 18 times.. > :)
Probably reversed too far along the track. I.e. DQ. > But since you have a CONSISTANT errror we need to try and > eliminate things that might NOT cause it. So start by > changing cars and then tracks. I was using PSI Motorsport's 996 Turbo at Monza, but I'll check whether it's the setting or the car/track. > set the weather to dry. Check... I always do that... the GT mod cars have major water proofing difficulties ;-)) > try and make everything as similar as possible > for each session and then change one item. (like a new > track or a different class of car) > good luck Thanks, Gerry gave us a quick fix already, but I'd like to get to a point to where I see the crew earning their pay. ;-) Jan. =---
"Gerry Aitken" wrote... > <snip> > Reduce the pitcrew detail to 'low', and see what happens. The setting's actually called "Pitcrew animations", but you were right. Setting it to low fixed the problem. Thank you. You sounded very confident as if this was a known problem. Is it historically related to the GT mod, or an issue with F1 2k2 and certain hardware/drivers? Jan. =---
No, no no...you guys have it all wrong! The problem isn't that if you stall the car you can't restart it; the problem is you shouldn't be stalling it in the first place! Forget the clutch assisstance and use the clutch the way you should! You know, to keep from stalling the car in the first place... And you call yourselves "racers"! Ugh! "Jan Verschueren" <[email hidden]> wrote in message news:bUOG9.31920$[email hidden]...
Quoted text (10 lines)> "Marc Collins" wrote... > > So you are saying there is no realistic way to restart > > the car, so we have to use clutch assistance, which > > prevents you from using the clutch yourself at all > > times that it might be useful...? > > > > Hmmm... > > Indeed... although it's unfair to criticize the mod for this. If it were a > GT game from the outset, not having a starter button would be an
oversight, > but not in this case. > > Jan. > =--- > >
"Michael Basden" wrote...
Quoted text (11 lines)> No, no no...you guys have it all wrong! > > The problem isn't that if you stall the car you > can't restart it; the problem is you shouldn't > be stalling it in the first place! > > Forget the clutch assisstance and use the clutch > the way you should! You know, to keep from > stalling the car in the first place... > > And you call yourselves "racers"! Ugh!
Ouch... that hurts! -I am a simracer, I therefore don't use clutch assistance (did I give the impression I did?). If I stall the car then that's my own stupid fault. However, in principle, cars in the FIA GT are required to shut down and then restart under their own power when pitting/changing driver. Seeing as the original sim doesn't provide for this sort of thing (although autoclutch may not be very far from the mark if certain rumours about real life F1 are to be believed), it's not a shortcoming of the mod. Just something we have to live with. Jan. =---
"Michael Basden" <[email hidden]> wrote in message news:mGSG9.241149$[email hidden]...
Quoted text (13 lines)> No, no no...you guys have it all wrong! > > The problem isn't that if you stall the car you can't restart it; the > problem is you shouldn't be stalling it in the first place! > > Forget the clutch assisstance and use the clutch the way you should! You > know, to keep from stalling the car in the first place... > > And you call yourselves "racers"! Ugh! > > > > "Jan Verschueren"
I've seen Michael Schumacher stall his car..in fact he was so bad at it they had to code computer assists to PREVENT stalling when spinning. Racers indeed! dave henrie (just not a very good one.....)
RG 03 Dec 2002 01:15 UTC↳ reply to cc#87376
cc <[email hidden]> wrote in message news:<[email hidden]>...
Quoted text (16 lines)> On Mon, 2 Dec 2002 13:52:52 -0500, "Marc Collins" > <[email hidden]> wrote: > > >I "resolved" this problem in F12002 by just turning on the clutch > >assistance. But with GTR2002 I would like to use the clutch. I can't see > >any ability to map a key to do this in the controller set-up. Is there a > >"magic" way to do this? Sorry if it's a RTFM question. > > > >Marc > > Since this mod is based on the F1 engine there isn't a starter > onboard. It use to be a problem for me but now I've gotten into the > habit of pushing down the clutch when I crash. > > If you stall just hope you're on a hill so you can roll or pray for > another car to hit you from behind to bump start you. :)
I learned this phrase from a friend when I drove a Formula Ford for the first time, "when you spin, both feet in". It's come in handy! RG Racing Sim Developers Group rsdg.net
> > I get a CTD every time I cross the line marking the start of the pitlaneat > Brands. > Nick, read through this thread. You'll find your question already answered. dave henrie
Jan Verschueren wrote:
Quoted text (11 lines)> > "Gerry Aitken" wrote... > > <snip> > > Reduce the pitcrew detail to 'low', and see what happens. > > The setting's actually called "Pitcrew animations", but you were right. > Setting it to low fixed the problem. Thank you. > > You sounded very confident as if this was a known problem. Is it > historically related to the GT mod, or an issue with F1 2k2 and certain > hardware/drivers?
It's a known problem with the mod. Cheers Gerry
"Dave Henrie" <[email hidden]> wrote in message news:ASTG9.211254$WL3.72232@rwcrnsc54... > Nick, > read through this thread. You'll find your question alreadyanswered. > dave henrie Set the pitcrew animations to low? Okay, I'll try that. Thanks, Nick.
"Gerry Aitken" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (18 lines)> Jan Verschueren wrote: > > > > "Gerry Aitken" wrote... > > > <snip> > > > Reduce the pitcrew detail to 'low', and see what happens. > > > > The setting's actually called "Pitcrew animations", but you were right. > > Setting it to low fixed the problem. Thank you. > > > > You sounded very confident as if this was a known problem. Is it > > historically related to the GT mod, or an issue with F1 2k2 and certain > > hardware/drivers? > > It's a known problem with the mod. > > Cheers > > Gerry
It actually seems to be a known issue with all the mods so far. Every mod I have has that same situation. So I would think it is something more F12K2 AND the Mods co-existing. - Isotrip�

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