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- VIRTUAL GRAND PRIX
-
- Welcome to Virtual Grand Prix! Do you want a fast 3d texture-mapped car racing
- game, but you have only an AGA Amiga with no 3d accelerator? Do you want to
- experience the thrill of 300Kph speed in a real formula car simulation? Do you want
- to challenge the improved AI of the simulation of the best drivers all over the world?
- Well, now your wait is over...
-
- 1. System requirements
-
- To play VirtualGP you need:
- · an AGA or gfx-board equipped Amiga
- · 68030/25Mhz or better processor. If you only have a slower 68020 processor
- you'll be able to run anyway the game, but the frames-per-second rate will be
- low and the game won't be very playable
- · 2Mbyte of chip ram, and 4Mbytes of REALLY fast ram
- · 16x CD-ROM drive. With slower CD-ROM drives the game will anyway run,
- but the anims won't look very good...
-
- The VIRTUALGRANDPRIX (VGP FROM NOW ON) product is provided "AS
- IS", without warranty of any kind, either expressed or implied,
- including, but not limited to, the warranties of quality,
- performance, merchantability or fitness for any particular
- purpose. All risks as to the results and performance of the
- VGP product are assumed by you. Should VGP prove defective,
- you (and NOT the developer or Epic Marketing or its dealers)
- assume the entire cost of all necessary servicing, repair or
- correction. Furthermore, Epic Marketing does not warrant,
- guarantee, or make any representations regarding the use of,
- or the results of the use of, the VGP product in terms of
- correctness, accuracy, reliability, currentness, or otherwise;
- and you rely on the program and the results solely at your
- own risk. In no event will the VGP developer or Epic Marketing
- be liable for direct, indirect, incidental or consequential
- damages resulting from any defect in the VGP product even if it
- has been advised of the possibility of such damages
-
- 2. Installing the game
-
- You can play VirtualGP directly from the CD, do a minimum installation on your HD
- with the installer script provided, or manually install it.
-
- Playing from the CD
- Double click on one of the "VirtualGP" icons (see next chapter). The game will start,
- but you won't be able to save anything (car setups, championship, etc) nor to
- configure the game.
-
- Standard Installer
- Double click on the "InstallVGP" icon. Then, go in the partition/directory you have
- installed VirtualGP into and double click on one of the VirtualGP icons (see next
- chapter). The game will use the "SalvaCarica" drawer created here to store your
- data.
-
- Manual Procedure
- Install the game with the standard installer. Then, copy the drawer you want from the
- CD to the directory where VirtualGP was installed simply dragging it. You may want,
- as an example, to copy the "Dati" directory from the CD to the "VirtualGP" drawer to
- be able to edit the "Drivers.config" and "Teams.config" files (see next chapters).
-
- 3. Starting the game
-
- On the VirtualGP CD you'll find three "VirtualGP" icons; the standard installer will ask
- you which one do you want to install (remember, anyway, that you can always start
- VirtualGP directly from the CD):
- VirtualGP: this is the "standard", lo-res (320x256) version of the game. It works very
- well on slow AGA Amigas (ie 68030/25Mhz) and on most gfx-boards
- VirtualGP.Hi: this is the med-res (320x512) version of the game. It requires a fast
- processor to be playable (68040/40Mhz minimum), but it's got a far better graphics.
- To play it on a gfx-board you need ScreenModes with 1x2 ratio. If your gfx-board
- doesn't support these modes, you must go AGA (320x512 DBLPAL is a good
- choice) or use the standard lo-res version. There is no 68k hi-res version of the
- game (ie 640x512), but a PPC-only one is planned
- VirtualGP.DB: some gfx-boards, especially the BVision, give a lot of flickering when
- used with VirtualGP. To avoid it, use this version which implements double-buffering
-
- A note on patches: Though VirtualGP was written trying to be as "OS-friendly" as
- possible, it may give problems with some patches/commodities. If you are
- experiencing such problems, try to disable every patch before running VirtualGP; as
- an example, you can boot your Amiga with no startup-sequence, just in case
-
- To gfx-boards owners: VirtualGP is written to get the most out of the AGA chipset.
- The 3d engine is not the standard, copied-from-PC-games chunky algorithm that
- many "Amiga games" have, but a native planar 3d engine, especially designed for
- the Amiga range of computers, which directly produce planar bitmaps. This means
- that, though VirtualGP supports gfx-boards, on many configurations native AGA
- screenmodes give the maximum speed (maximum frames-per-second rate).
- If you, anyway, want to play VirtualGP under CGFX, be sure to have at least V4.
- Some gfx-boards, especially the BVision, give a lot of flickering when used with
- VirtualGP. To avoid it, under CGFX turn the BITMAPCACHE option OFF, and use
- the "VirtualGP.DB" icon
-
- To 040 processors owners: on some configurations disabling the DATA CACHE
- improves a bit the fps rate; this occurs normally on 040s with slow memory access,
- like standard A4000s
-
- Started the game, after a bit of loading, the intro anim will start. Simply press the left
- mouse button to skip it. The anims are stored in HAM8, so you need AGA
- screenmodes to see them. If for some reason your Amiga cannot display HAM8
- screens, the game will anyway run but you won't get any anim. Though it shouldn't
- happen, if the anims are giving problems to you simply keep the left mouse button
- pressed while the game loads (to skip them).
-
- 4. Playing the game
-
- Click the left mouse button to go to the main menu. Here you can select to:
- · play a single race: select one of the 16 tracks available to race
- · start the championship mode: you'll have to race on all of the 16 tracks of the
- 1998 season, trying to become the world champion
- · continue the championship: after returning here from a race in championship
- mode, click on this to go on the next
- · load championship: to load a previously saved game
- · quit to AmigaDOS
-
- Selecting a track or starting the championship season will bring you to the track
- menu. You'll see a picture of the track and you can listen to the track info. Click the
- left mouse button to choose to:
- · practise the track
- · start the qualify session
- · start the warm-up session
- · go for the race!
- · (only available in championship mode) save the current championship
- position. The game will save a file called "Championship.data" (you can make
- back-up copies of it, if you want) in the "SalvaCarica" directory of your HD.
- You can choose to save the championship in the middle of an event if you
- want, maybe after the qualify session but before the warm-up
- · abandon the current event, and return to the main menu. In championship
- mode this is legal only after the race; if you abandon the current event before
- the race has took place, championship will be aborted
-
- If you select one of the first four options, the selected session will start and you'll go
- in the "VirtualPits". Here, you can select the car (on the left), the toolbox or the
- computer (on the right).
- Select the computer to change options, read telemetry or leave the pits (if you
- choose to leave the pits during the qualify session, or the race session in
- championship mode, the game will anyway calculate the session results before
- returning to the track menu).
- Select the toolbox to change your car setup. You'll be prompted by the car setup
- menu. During "official" sessions (qualify, warm-up, race) you won't be able to change
- the car setup if your car isn't in the pits.
- Selecting the car will simply put you on the track. Your engine will be on, so simply
- accelerate to exit the pits. During "official" sessions you'll see the car only if the car is
- in the pits (as an example, if during qualify you leave your car somewhere on the
- track and then return to the pits "by foot" - using the "return to pits" button - the car
- won't be there waiting for you); to return to the car simply click where the car should
- be...
-
- 5. Game Options
-
- If you select the "Game Options" menu from the computer (while in the "VirtualPits"),
- you can configure the game in many ways. You can select:
- · Steering sensitivity: to change the mouse/analogue joystick readings. The
- linear factor changes in a linear way (of course) the amount of steering - if you
- have a very high DPI mouse you should reduce a bit this value, vice versa
- with a very low DPI one. The quadratic factor lets you change the sensitivity
- "shape": the more you increase this factor, the more the sensitivity shape will
- be parabolic, thus giving a very precise steering in the central position, while
- less precise (but faster) steering in slow corners. Make some experiments to
- find the settings you find comfortable with
- · Input type: to choose whether you want to play VirtualGP with a mouse, a
- digital joystick, or an analogue device. The mouse must be in PORT0, while
- other devices must be in PORT1. Remeber to calibrate the analogue, if you
- choose one
- · Calibrate joystick: to calibrate an analogue device. Center it along the x axis,
- then along the y axis, then full accelerate and then full brake. Use the
- "Steering sensitivity" menu to control the amount of steering on the x axis
- (normally, with a standard Amiga analogue joystick you have to put the linear
- factor to about 200%, or 100% linear and 100% quadratic)
- · Switch X/Y: some analogue devices invert the x/y readings. If you find that
- when you accelerate the car steers and vice versa, select this option and
- everything will work fine
- · Multitasking: to choose whether to turn multitasking on or off. Multitasking is
- normally on, but it's turned off by default when you're in the cockpit to get the
- maximum speed available from your Amiga. If you want to keep multitasking
- on while playing, select this option
- · In-game speech: self-explanatory, turns speech on/off
- · Driving help: to activate some driving help (see next chapter)
- · Save game options: to save the options settings in the "SalvaCarica"
- directory. Every time you load VirtualGP again from your HD, the game will
- re-load your options settings.
-
- 6. Driving Help
-
- VirtualGP is a real simulator: the dynamics of a real formula car is accurately
- reproduced to give you the maximum realism available in a computer simulation.
- This means that you must be a real driver to be able to get the most out of (and to
- fully enjoy) VirtualGP. But if you aren't a crack racing-driver, don't worry! VirtualGP
- lets you turn on some driving help, if you find it too difficult to keep the car on the
- track!
-
- From the "Game Options" menu select "Driving Help". Here, you can choose the
- following:
- · Fake downforce: at 0Kph a formula car doesn't receive any additional
- downforce from wings, because downforce increases with the speed.
- Unfortunately this means that in slow chicanes the car is difficult to control; to
- avoid this problem, you can select a minimum downforce that the car
- ALWAYS gets, independently from the speed
- · Cars damage: turn off this control to have undamageable cars in the game!
- Otherwise low speed crashes will mess up your chassis settings (you'll have
- to return to the pits to fix them) and high speed ones will simply destroy your
- car! This option affects mechanical failures too
- · Best line help: only available when driving with a digital joystick, this option
- tries to auto-correct a bit your line when you enter a turn (but only if you don't
- make a very big mistake!)
- · Yaw angle limiter: also known as "God's Hand"(!), it prevents your car from
- spinning too much (especially when you go on the grass). This option is
- STRONGLY SUGGESTED for inexperienced drivers
- · Auto transmission: self-explanatory; when you turn on this option, with a
- digital joystick you can use the fire button to accelerate
- · Race/Qualify duration: you can choose whether to race the full distance, or
- have shorter sessions
-
- 7. The Car Setup
-
- In the "VirtualPits" you can change your car setup. Being VirtualGP a real formula
- car simulator, you have quite the same car settings options a real car has:
- · Tyres compound: soft tyres give better grip, but tend to wear out earlier. You
- can make some laps with the same tyres and then use telemetry to determine
- how much they wear out, so that you can choose how many pit-stops will be
- required in the race. Remeber, however, that you must choose the tyres
- compound during free practise, and then keep them for the whole event
- · Chassis: here you can choose from some sub-menus:
- · Camber: this is a very important setting, controls the degree of
- inclination of the tyre in respect of the ground. When in turns the car
- tends to roll, and rolling changes the angle between tyre and ground
- (because of multi-link suspensions), so to keep the tyre perpendicular
- to the ground while in turn you must change this setting. Of course this
- setting depends on the type of turns, on the springs/antirolling settings,
- etc. It also influences a lot the car behaviour when jumping over kerbs,
- because kerbs change car inclination, and when exiting slow turns.
- You can use telemetry to discover the right camber settings
- · Springs: you can change the spring rate for front and rear springs. Stiff
- settings give you less rolling and faster car response, but the car tends
- to become nervous in uneven tracks or on the kerbs
- · Antirolling bars (sway bars): these limit even more the angle of roll of
- the car, thus are very useful in fast turns. Again, they shouldn't be too
- tight in uneven tracks or if you use a lot the kerbs
- · Shocks: VirtualGP simulates 4-ways shock-absorbers used in real
- formula cars. You can control separately shocks damping when the
- suspension goes in compression (because of a kerb, as an example)
- or rebounds (because of a pothole), and this for low and high
- frequencies (LF - HF), so that you have four settings for each damper.
- These settings are very important, because they influence the car
- behaviour not only in uneven tracks but also during mass-transfer
- transitories.
- · Brake balancing: this is self-explanatory, the lower the setting, the
- more brake power will be delivered to your rear tyres.
- · Wings: this controls your wings settings; the higher the setting, the more
- downforce you have but, of course, the less will be your maximum speed. The
- numbers represent the amount of downforce (in Kg) you receive at 100Kph
- · Gear box: lets you alter gear ratios
- · Refuelling: the amount of fuel you want loaded in the car when you return to
- the pits. When practising, or in qualify sessions, you can go out with very low
- fuel, but when racing you must choose whether to start with a lot of fuel, and
- make less pit-stops, or be lighter but make more pit-stops. This setting can
- ALWAYS be changed, even during a race, because it doesn't affect the actual
- amount of fuel of your car but the fuel that will be loaded the next pit-stop
- · Save/Load setup: you can save as many as three different car setups for
- every track. The setups will be saved in the "SalvaCarica" directory.
-
- 8. Driving The Car
-
- If you select the car in the "VirtualPits", you enter the cockpit and your car will be put
- on the track. To exit the pits, simply accelerate without steering. To return to the pits,
- enter the pit-lane (your speed must be below 90kph or you'll get a stop&go penalty)
- and when you are near to your pits (the pit-stop icon will be displayed on the
- top-right corner of the screen) simply decelerate - your car will be refuelled and your
- tyres will be changed automagically.
-
- VirtualGP lets you control the car with a digital joystick, a mouse or an analogue
- device:
-
- Digital Joystick
- A digital joystick isn't the most suitable device to control a car. Anyway, VirtualGP
- implements a pseudo-intelligent and very intuitive algorithm that works this way:
- · When you center the joystick, no steering is done (of course)
- · When you steer left or right, the algorithm steers as much as it is possible
- depending on your car conditions (wings settings, tyres type, suspensions
- etc.), thus preventing too much understeering (a common mistake of
- inexperienced drivers). Thus when entering the turn simply approach it with
- the right speed and line, then turn. During the turn you choose the line simply
- braking/accelerating; All you have to do is to use the gas/brake pedals to
- make the trajectory (ok, try it because it's more difficult to explain than to try
- yourself!)
- · To accelerate, simply push the joystick forward, and backward to brake.
- Because, again, a digital (yes/no) device is not very good for gas/brake input,
- when you accelerate the game doesn't abruptly give full throttle, but starts to
- open from zero to full throttle in about 1/2 sec., thus giving a "smoother"
- acceleration (and preventing your rear tyres from immediately loosing grip -
- the same thing happens when you throttle down or brake). This means that
- you can choke the throttle while in slow turns by simply quickly and repeatedly
- pushing/releasing the joystick
- · To shift gear you can either push the fire button or use the up/down cursor
- arrows on the keyboard (whichever you prefer).
-
- If you select the "Best Line" driving help, the game will try to correct your line a bit
- when entering the turn (of course if you don't make a very bad mistake)!
- If you select the "Auto Transmission" driving help you don't need to shift gear
- manually, and you can use the fire button to accelerate; further, if you play VirtualGP
- with a two-buttons joystick (or with a CD32 joypad) you can use the second button to
- brake. Remember, however, that to go into reverse (0 gear) you still have to do it
- manually (with the cursor keys).
-
- Mouse
- A mouse gives you a far better control over the car, as you are able to choose the
- amount of steering (moving the mouse left or right). If you want, you can change the
- mouse sensitivity from the "Game Options" menu (you may want to change it track
- by track, maybe to reduce it in fast tracks to have less steering but better control and
- vice versa). Remember to clean your mouse, if it gives erratic readings there is no
- point in using it!
- To accelerate/brake use the right/left mouse buttons. Because they are a digital
- input, they work in the same way as described above for digital joystick.
- To shift gear you can use the up/down arrows on the keyboard, the third mouse
- button (if you have one) or the joystick fire button.
-
- Analogue Device
- An analogue device (joystick, steering wheel, etc.) gives you full control over the car.
- Before you can use it, you must calibrate it (see the Game Options chapter above)
- and choose the right steering sensitivity. Then, simply use it in the standard way.
- To shift gear, use the two fire buttons that analogue devices normally always have.
- A note on potentiometers: VirtualGP works with quite every pots type, as long as
- they are <500 kOhms: with 500 kOhms VirtualGP gives the maximum resolution
- available, but gives problems in DBLPAL/DBLNTSC ScreenModes because with
- these modes the AGA chipset doubles its speed, thus doubling the pot counter
- readers speed (the pot counters go in "wrap-around"). With these modes you MUST
- use pots <250 kOhms (ie, half the maximum value), otherwise you won't burn your
- Amiga's circuitry - don't worry! - but you won't be able to play VirtualGP.
-
- Apart from controlling the car, you can use the following keys on the keyboard:
- · ESC: opens a menu, whence you can select the "Instant Replay" (a replay of
- the last 40 secs, use the right/left cursor arrows for fast forward/still motion) or
- to return to the "VirtualPits"
- · F1-F6 function keys: select six different camera views. F1 and F2 are quite
- the same, they are the inside-cockpit view: the only difference is that F1
- enables the "VirtualCockpit" feature that simulates the driver's head motion,
- very useful in slow corners (F1 automatically returns to your car, too)
- · F7-F8 function keys: give you some info about your position, lap-time, best lap
- time, etc.
- · F9 function key: shows the current standings of all drivers
- · F10 function key: cancels any previously displayed info
- · DEL-HELP: let you see and follow your opponents
- · TAB: restores the car. If you find yourself spinning on the grass, press it
- · 1-5 (numeric keypad): select one of the five different programs available for
- your board computer; 1 displays the fuel left and the current position, 2 the
- current speed, 3 the average speed of the last lap, 4 the average fuel
- consumption per lap and 5 the prospected laps (these two options, very useful
- during race sessions, must be started/reset by pressing the 0 key)
- · Cursor Keys: up/down control gearbox, left/right control the instant replay
-
- 9. Using Telemetry
-
- Telemetry gives you useful information about car setup, best line in turns, brake
- points, etc. You can turn telemetry on whenever you want, during free-practise as
- well as during qualify/race sessions.
- From within the "VirtualPits", select the computer and turn telemetry on. Then, return
- to the cockpit, reach the track's finish line and then make a complete round (the
- telemetry icon will flash in the top right corner of the screen, indicating that telemetry
- is active). When you pass again the finish line, telemetry will be turned off
- automatically, and you can go in the "VirtualPits" and select, from the computer, the
- "Read Telemetry" menu to see the data gathered so far.
-
- From the read telemetry window you can select five options (in the top left corner of
- the window):
- · SPEED/RPM: shows you the speed of the car (in kph), the engine RPM and
- the gear inserted
- · GAS/BRAKE: shows how you used the gas/brake pedals, very useful to
- discover the brake points in the track
- · G'S/ROLL: shows the lateral G force and the angle of roll of the car, very
- useful for camber settings
- · TYRES: shows the temperature (in Celsius Degrees) and the wearing out of
- your tyres (a red bar), useful to discover the right tyres compound
- · SKIDDING: shows the amount of skidding of your front and rear tyres, very
- useful to find a good car balancing. If you see, as an example, that the car
- has too much understeering ("push" car) you can try to increase the front wing
- setting, change the suspensions settings, increase the camber or so.
-
- The above information is displayed in the bottom part of the read telemetry window,
- while the top part displays the track's layout and the line you followed (very useful to
- understand if you did some mistakes), your current time and the distance from the
- finish line. To "move" on the track you can either click in this part of the window or
- use the scroll-bar/scroll gadgets below.
-
- 10. Customizing VirtualGP
-
- VirtualGP lets you change a lot of things to suit it to your needs/feeling. You can
- change drivers and teams stats, change the team you race for, etc.
- · Drivers: drivers are controlled by the ASCII file "Dati/Drivers.config". You can
- edit this file with a standard text editor (of course you need to put the Dati
- drawer in the "VirtualGP" directory somewhere on your HD - see the manual
- installation chapter for more info). You may change the names of the drivers,
- and change drivers' skill, the number which immediately follows the driver's
- name: the higher the number, the more skilled will be the driver.
- You can change drivers' stats if you think that the current stats don't resemble
- real drivers, or you can lower everyone by, say, 50 just to get a more playable
- game! The asterisk (*) in front of a driver's name selects him as you (ie you'll
- be that driver the next time you play VirtualGP). The other three numbers are
- the driver's colors, don't change them. After you have made your changes,
- save the new file (in ASCII format)!
- · Teams: the file "Dati/Teams.config" controls teams stats. After team's name
- (you can change it) there are five numbers: they control the chassis, the
- aerodynamic efficiency, the engine power, the reliability (1000 represents a
- car that has never mechanical failures) and the number of speeds of the car
- (valid values are only 6 or 7). The higher the number, the better is that car's
- feature
- · Tracks: in the "Piste/" directory you'll find a sub-directory for each track. In
- these sub-dirs you'll find a file called "Pista.config". This controls some stats
- about that track. The only number to your interest is probably the first, which
- controls the number of rounds; the other numbers represent the maximum
- speed reachable and the wings set-up for your opponents (they're expressed
- in "strange" measurement units, leave them as they are for now), the
- (average) fuel used to complete a lap, an internal-only number and the level
- of "roughness" of the ground (in hex). Again, if you want to change something,
- you have to copy the whole "Piste/" drawer on your HD.
-
- You may be interested in changing other files contained in the "Dati/" directory: as an
- example you may want to change the game's textures or so. Refer to the next
- chapter for more info.
-
- 11. Future Plug-ins
-
- Many plug-ins are currently being developed for VirtualGP, and if the game has
- enough success, will be probably available for registered users. Currently, they
- include:
- · PPC support. This plug-in will let you take advantage of a PPC processor, if
- present. The whole 3d engine will be re-coded for PPC, and probably there
- will be a 640x512 hi-res version
- · Multi-player. This will let you link two Amigas (via null-modem links) and play
- VirtualGP head-to-head with a friend
- · Texture editor. The "Dati/" directory contains some ".data" files that control the
- in-game textures. They are stored in a custom format, but with this plugin you
- will be able to paint your personal textures and convert them from standard
- IFF ILBM files to the format used by VirtualGP
- · Car editor. The "Blocchi/" directory contains many ".3do" files. These are the
- 3d cars' shapes. This plugin will let you change the cars' colors/textures
- · Track editor. More a stand-alone program than a plugin, it lets you design
- your own tracks
- · Background editor. Maybe you don't like very much the pictures that come
- with the game, and this plugin will let you change them
-
- Remeber that some of the above plugins are only planned, there is no warranty that
- one or more will be eventually available. Many of them will be released only if the
- game has success.
-
- 12. Game Hints
-
- VirtualGP is a simulator, so probably the best hint I can give you is to buy a good
- sports driving manual (ex-drivers like A.Prost, A. de Adamich or S.Sthor like to write
- such books). Anyway, here you are some VirtualGP-specific hints:
- · Follow opponent's car to learn the best line and the gear to enter turns with
- · Avoid kerbs if possible (especially with very rigid settings), otherwise be quick
- on reverse-steering; try to jump over them while accelerating to transfer mass
- to the rear, keeping your rear tyres on the track, but remember that with very
- low gear it's best to choke the throttle. If you find it too difficult to enter a turn
- with a low gear, try to enter it with an higher one (ie enter a 1st gear turn using
- your 2nd one): you'll have less torque when exiting the turn, thus a more
- controllable car.
- · Don't steer too abruptly at first, especially when accelerating on a low gear,
- ESPECIALLY if you have very low downforce (wings settings low).
- · Remember that when you brake you have only little directionality.
- · Pay attention to car setup, especially on camber/springs/shocks; camber
- influences car behaviour a lot in fast turns and on the kerbs.
- · When qualifying, heat your tyres, because tyres temperature influences a lot
- the grip. Avoid the grass/gravel because they not only have a far worse grip
- but also because they dirty your tyres, and you'll need some rounds to get
- them clean and hot again.
-
- Remember that car-racing (and motorsport in general) champions are first of all very
- good test drivers, and that they spend hours in finding the best car setup - no one is
- able to enter the cockpit and make immediately a pole-position! Here you are some
- hints on car setups:
- · First of all, change springs settings to keep the car on the track! Soften
- springs in uneven tracks, harden them otherwise
- · Find the right wings settings/gear ratios setup; to do that, put everything to
- default values (leave camber to 0), make some laps, change the wings
- settings and gear ratios accordingly, make some other and compare the time -
- go on this way until you find the settings that let you do your PERSONAL best
- lap time (don't look at your opponents'). To have a rough idea on how to setup
- wings and gears, read the track info in the track menu (this will tell you if the
- track is a fast or slow one, as an example). Remember that normally drivers
- increase the front wing setting a bit more than the rear one to compensate the
- natural understeering of a formula car
- · Try to insert or remove antirolling bars - on tracks with very fast turns it's best
- to insert them, on tracks with very slow ones (where you must use the kerbs)
- it's best to remove - anyway, antirolling bars normally are NEVER removed
- totally (lots of drivers use them a bit at Montecarlo too!); again, make
- experiments until you find your best lap time
- · Play with shock absorbers: as a role of thumb, use soft settings when the
- ground is uneven (or you use a lot the kerbs), and stiff otherwise (normally
- hi-freq settings are used to absorb track "roughness" while lo-freq ones are for
- the kerbs); soften front dampers if the car tends to understeer ("push" car), or
- soften rear ones if you have the opposite problem (oversteering - "loose" car),
- trying to keep the compression settings a bit tighter than rebound ones (this
- gives you a better car response in fast chicanes, though it makes the car jump
- a bit more over kerbs...).
- You can use telemetry to discover from the "SKIDDING" menu if the car has a
- good balancing: front and rear tyres' skidding should be quite the same in
- medium-speed turns, though a well-balanced car normally shows a bit of
- understeering ("push") when entering turns and a bit of oversteering ("loose")
- when exiting.
- Remember however that there isn't a standard way to find the correct
- dampers settings, because they depend heavily on the track and on your
- driving style. They must be found tyre per tyre, practising the track.
- · Change brake balancing accordingly to the track: if you can, try to put more
- braking power on your rear tyres (settings of about 33-35%), because of
- formula cars mass distribution; if you find, anyway, that the car tends to spin
- while braking increase the settings until you have a drivable car
- · Try to increase the camber settings to lower your lap-time: first of all, try to
- increase only the EXTERNAL tyres BY THE SAME AMOUNT (ie if the track
- turns normally to the right, try to change your LEFT tyres camber settings to
- the RIGHT, otherwise increase your right ones to the left). Go on this way
- (normally for low turns values of 2-3 are enough, on fast turns it can be more,
- especially without antirolling bars), you'll "feel" a better tyre grip in the turns.
- Then, if the track has some difficult internal turn, try to increase your
- INTERNAL tyres too. When you have found the settings that give you your
- personal best lap time, you can try to get the car more controllable by using
- for front tyres a different camber setting than for rear ones: as an example,
- you can increase camber on front tyre(s) by 0.5°/1.0° to have a better car
- response in fast turns. Remeber that telemetry could show you the angle of
- roll of the car in every turn, so that you can have an idea on how to set the
- tyres camber
- · If you use a lot the kerbs you must find a setup that let you do it without
- loosing the control at every turn. You should avoid, of course, jumping over
- kerbs while abruptly steering - but if the car still doesn't behave well, you
- should change the springs/antirolling bars/shocks/camber settings. If the car
- tends to spin too much you should soften the rear settings and/or reduce front
- camber, otherwise you must soften the front ones if the car is "shot" towards
- the opposite corner of the track
-
- These are only general-purpose hints, of course: it's up to you to find the best car
- setup for every track and to win the Virtual Championship!
-
- * * *
-
- Many efforts were done to let VirtualGP be the best car racing simulation available
- on any platform. This is the result. Enjoy it!
-
- This game is dedicated to the loyal Amiga users all over the world.
-
-