| F1 2002 Mods - Part
One
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What system specifications?
I have
tested these mods using my P3 1GHz, XP Home, 512MB RAM, with
a Ti4200, 128MB NVIDIA video card and all settings mentioned
below produced the screenshots in this article. Be sure to
always configure the F1 2002 "3d setup" selected
from the Program Group menu for the sim. Select "Advanced"
and ensure you pick the right FSAA setting (I run at 2x) then
be sure to pick the right resolution. Mine is 1024x768 32-bit
at a 85Hz refresh rate. That matches my monitor setting and
gives me a very fluid image. The fps meter almost being totally
irrelevant. Inside the game, I pick "medium" track
detail, 7-10 cars visible, "high" car detail, "high"
image quality, "medium" shadows, "low"
smoke and other similar settings. All screenshots were made
using game and video settings that allowed me to race competitively
with an absolute minimum of 30 fps on a Pentium 3 1GHz. In
other words, these are not nearly the highest settings or
graphical quality you can expect from a brand new system.
Driving fast
Maintaining
a relatively neutral posture with your car is very much like
the real world. In fact, I found that the Viper in the game
handles suspiciously similar to my Nissan 240!!...albeit missing
some 500hp. The car's handling and physics mean that you can
tighten a corner through careful use of throttle steering,
simply by adding a SLIGHT extra amount of power, rotating
the rear by way of slight loss of grip compared to the front.
Some of the cars and some of the tracks require an "on-off"
throttle control where others require an endless "feathering"
to achieve the correct race line at a decent clip.
For the
first time in any game I found the Porsches to be quite a
handful, but I bet that they will be quite fast once I get
used to them. The one overriding feeling that this particular
game gives me, that NO other racing game I have seen, is a
sense of weight and momentum of these cars. You NEED to be
very smooth with your inputs when going through a corner.
Just a little too much input to correct, can result in flying
off the track.
How good
are the physics? Very good! Think GPL's Lotus at the Nurburgring...they
handle like you might expect these race cars would...not like
some arcade player that would thrash about. A nice touch in
the game was the loud tire scrubbing/squealing sounds, and
the tranny shifting and the turbo blow-off sound is quite
prominent and appropriate. Don't be too hard on the throttle
if a gear change happens halfway through a corner the
back will likely come around and bite you! Kept me thinking
Darth Vader was sitting in the back of my GT-2R 993
Porsche!
Since
the physics model is very realistic I wondered whether that
would make a game too hard to play for many people. Now I
tend to think it should be fine, particularly with the easy-to-handle
M3's it's fun as heck! It's also more fun than "work"
partly because you see that the behavior of the cars correlates
closely with the real world, instead of we sim drivers having
to drive for the first few hours just to understand how the
game handles the car physics. In this sim you just think,
"how does MY car handle, if I had 333 (M3 Challenge)
or 450 (N class in GT Racing) or 618 horsepower? What if the
engine were in the rear? What if it had a stiffer suspension?"
I can
use curbs and bumps just like in real life without having
the car whip around uncontrollably as seen in most other sims.
Some might see that as being unchallenging, but seriously,
when was the last time on Speedvision you saw a car swap ends
because they went up on the rumble strip striped curbs? Michael
Schumacher and other pro drivers use them probably more than
50% of the curbs on a track. That's not to say that using
a curb can't upset the car in these sims it can. But
you basically can count on not spinning unless you do something
stupid. Use the curbs...real competition drivers do.
Front
and rear momentum is often over-modeled in most other sims.
As if you have a huge weight in the front and rear bumpers
but nothing in the middle. Or worse, just one big brick that
understeers right off the track, or the easiest powerslides
ever, like most racing "GAMES" give us. If you have
the front-end turn hard into a corner the back-end does it's
own thing and spins you out. This seems to have a much more
realistic value to it in both these new mods/sims. It can
and does happen, but it's a much less pronounced effect than
I've seen in other sims.
The AI
seems to have a pretty good collision avoidance routine most
of the time. That's something I rarely see in other race game/sims.
This pays big dividends in single player races because the
AI that keep crashing into me becomes very old, very fast
in my experience.
Back to
the "Prancing Horses" again...
The 360
Challenge mod itself is an add-on to GT Racing 2002 and adds
the ability to create other single-make series. For instance,
if you just wanted to race Porsche 996 Turbos against each
other, it's much easier to set up than creating your own mod.
As mentioned earlier, with this particular series there is
little you can change in setting up the car. For the most
part, it's simply a case of getting out onto the track and
blasting out the best lap time for a decent starting position.
While you are out there, it quickly becomes apparent that
you aren't going to get a competitive lap until perhaps your
fourth time 'round because the first lap is simply getting
back around to the start line, the second is to warm-up the
tires and brakes, and only on your fourth have you now got
a handle on the corner braking points and turn-in points.
You've got more grip to speak of and the brakes are now working
optimally.
Because
these cars have virtually no significant downforce, there
is a lot less grip for these cars than you might be expecting
based on your experiences in other racing sims/games. We must
remember that there is a very wide gap in the cornering capability
between your stock Mustang or Civic verses a Formula or GT
car. So much so that the two experiences have barely anything
in common. Simply adding a roll bar and racing slicks transforms
a simple (though fast) production sports car into a beast
capable of track speeds and cornering levels that would frighten
the majority of passengers without even adding any
power to the engine. If you picture these cars as having much
more grip and easier handling than the GPL cars, you will
find them easier and fun to drive! One thing is for certain
though: neither the 360's, nor the GT cars should be driven
like a modern Formula car.
"Real"
settings
With
the 360 Challenge the realistic setting for brakes is to have
ABS set to "low", not high or off, because the sim/mod
was made with this setting in mind, and the real series use
ABS (unlike most racing, for instance the GT's and BPR you
won't use ABS or Traction Control). This makes for a situation
where you don't have to worry about wheel lockup, meaning
you can turn while doing maximum braking. That said, it also
means that it's more difficult to late out-brake your opponents,
because they have the same advantage as you. Their new Laguna
Seca track is very nice visually, and is quite a bit tighter
and cramped than it's depicted in other sims. The Corkscrew,
a very well known corner that plunges you four stories after
a left turn, is much more challenging in this version than
in others, especially with the transition after exiting, to
do the left turning sweeper just before the pits. The challenge
of this makes the track a natural companion to the 360 Challenge
mod, and you will quickly feel the physics of the car's behavior.
"This is the fruit of what 360
Challenge is....Pure racing, not half-racing / half-setup
champion."
- Mungo
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