F1 2002

F1 2002

03.10.2013 11:41:20
CAR SET-UPS GUIDE
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F1 2001: CAR SET-UPS GUIDE
by
Jamie Stafford/Wolf Feather
FEATHER7@IX.NETCOM.COM




Initial Version Completed: February 14, 2002
FINAL VERSION Completed: May 31, 2002

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SPECIAL NOTE: This car set-ups guide is for the year 2001 F1
game released by EA Sports, NOT the one released in the same
week (in the States) by 989 Sports. Also, I DO NOT intend to
write a guide for the 989 Sports F1 game, as I find it to be
severely lacking in many areas, and quickly returned it to
the store.

GUIDE NOTE: This guide has specifically been made available
for those who already have the full F1 2001 Game Guide or are
only interested in car set-ups. As changes are made to car
set-ups in this guide, the changes will also be made in the
full F1 2001 Game Guide accordingly.

JOIN THE FEATHERGUIDES E-MAIL LIST: To be the first to know
when my new and updated guides are released, join the
FeatherGuides E-mail List. Go to
http://www.coollist.com/group.cgi?l=featherguides for
information about the list and to subscribe for free.

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CONTENTS
Spacing and Length
Permissions
Introduction
Assumptions and Conventions
Race Order: 2001 Season
2001 Season Times
Parts Used in Car Set-ups
Suggested Set-ups
Suggested set-up for Australia (Albert Park)
Suggested set-up for Malaysia (Sepang)
Suggested set-up for Brazil (Interlagos)
Suggested set-up for San Marino (Imola)
Suggested set-up for Spain (Catalunya)
Suggested set-up for Austria (A1-Ring)
Suggested set-up for Monaco (Monaco)
Suggested set-up for Canada (Circuit Gilles-Villeneuve)
Suggested set-up for Europe (Nurburgring)
Suggested set-up for France (Nevers Magny-Cours)
Suggested set-up for Great Britain (Silverstone)
Suggested set-up for Germany (Hockenheim)
Suggested set-up for Hungary (Hungaroring)
Suggested set-up for Belgium (Spa-Francorchamps)
Suggested set-up for Italy (Monza)
Suggested set-up for the United States (Indianapolis)
Suggested set-up for Japan (Suzuka)
Wish List
Thanks
Wrap-up
Contact Information

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SPACING AND LENGTH
For optimum readability, this driving guide should be
viewed/printed using a monowidth font, such as Courier.
Check for font setting by making sure the numbers and letters
below line up:

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

This guide is EXTREMELY lengthy - this version is 29 pages
long in the Macintosh version of Microsoft Word 98 using
single-spacing in Courier 12 font, but still FAR shorter than
the full F1 2001 Game Guide (nearly 120 pages in length).

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PERMISSIONS
Permission is hereby granted for a user to download and/or
print out a copy of this driving guide for personal use.
However, due to the extreme length, printing this driving
guide may not be such a good idea.

This driving guide may only be posted on: FeatherGuides,
GameFAQs.com, f1gamers.com, Games Domain, PSXCodez.com,
Cheatcc.com, gamesover.com, Absolute-PlayStation.com,
RedCoupe, InsidePS2Games.com, CheatPlanet.com, The Cheat
Empire, a2zweblinks.com, Gameguru, cheatingplanet.com,
RobsGaming.com, neoseeker.com, ps2fantasy.com, and
vgstrategies.com. Please contact me for permission to post
elsewhere on the Internet.

Should anyone wish to translate this driving guide into other
languages, please contact me for permission(s) and provide me
with a copy when complete.

Remember: Plagiarism in ANY form is NOT tolerated!!!!!

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INTRODUCTION
F1 2001 is the latest entry in EA Sports' line of F1-based
games for (originally) the PlayStation and (now) the
PlayStation2. F1 Championship Season 2000, the game
immediately preceding F1 2001, marked EA Sports' first foray
of the series to the PS2, but F1CS2K was actually released in
two 'flavors:' PSX and PS2. F1 2001 is thus the first PS2-
only game of the series.

And what an introduction it is for the PS2-only line of the
series!!!!! The graphics and sounds are better than before,
the creativity behind the game (especially the unlockable
features) provide far more repeat gameplay, multitudes of
options have been added to customize gameplay much more than
ever before in the series, the computer-controlled drivers
REALLY dice for position (sometimes going four-wide!!!), and
the game's controls (using a standard controller) are much
more challenging than in previous incarnations of the series
without stepping beyond what can be reasonably expected of
the average gamer.

Most likely, if you play F1 2001, then you are at least a
casual fan of F1 racing, and have at least a basic knowledge
of many or all of the F1 courses currently in use. That
knowledge certainly does help when first playing F1 2001, and
vice versa - as any extensive gameplay greatly helps in
determining where the drivers are on each course when races
are televised.

The main part of this guide provides suggested car set-ups
for each race venue in the 2001 F1 season. THESE ARE
SUGGESTIONS ONLY; modifications will almost certainly be
necessary to fit each player's individual driving style.

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ASSUMPTIONS AND CONVENTIONS
Most race circuits outside the United States name most
corners and chicanes, and even some straightaways. Where
these names are known, they will be referenced in the Notes
section of each circuit's suggested set-up. These names have
been gathered from course maps available on the courses'
official Web sites, my memory of how F1 races have been
called by American TV sportscasters (Fox Sports Net and
SpeedVision, in 1999 and 2000), and/or from the Training Mode
of F1 Championship Season 2000 (corner/segment names are
listed at the bottom of the screen). To the extent possible,
these names have been translated into English.

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RACE ORDER: 2001 SEASON
F1 2001 presents the courses in the order in which they were
presented for the 2001 Formula 1 season. This driving guide
will follow the same convention, which will be especially
useful for those playing in Championship Mode. However,
Quick Race presents the circuits in a different order, and
all but the first three must be unlocked.

F1 Race Schedule, 2001 Season:
March 4 Australia Albert Park
March 18 Malaysia Kuala Lampur
April 1 Brazil Interlagos
April 15 San Marino Imola
April 29 Spain Catalunya
May 13 Austria A1-Ring
May 27 Monaco Unnamed (Street Circuit)
June 10 Canada Circuit Gilles Villeneuve
June 24 Europe Nurburgring
July 1 France Nevers Magny-Cours
July 15 Great Britain Silverstone
July 29 Germany Hockenheim
August 19 Hungary Hungaroring
September 2 Belgium Spa-Francorchamps
September 16 Italy Monza
September 30 USA Indianapolis
October 14 Japan Suzuka

NOTE: The 2002 F1 race schedule is available at the official
FIA Web site (http://www.fia.com/). The race schedule also
has links to the official Web sites of most of the permanent
and temporary (street) circuits hosting F1 races.

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2001 SEASON TIMES
This section is provided to give players a benchmark as to
how they fare in F1 2001 compared to the actual F1 drivers on
the same circuits. This information was taken on October 20,
2001, from the official FIA Web site -
http://www.fia.com/FreePress/FIA_F1_Guide/Classification.html

2001 Pole Position Times (by Grand Prix)
Australia 1:26:892 Michael Schumacher
Malaysia 1:35:220 Michael Schumacher
Brazil 1:13:780 Michael Schumacher
San Marino 1:23:054 David Coulthard
Spain 1:18:201 Michael Schumacher
Austria 1:09:562 Michael Schumacher
Monaco 1:17:430 David Coulthard
Canada 1:15:782 Michael Schumacher
Europe 1:14:960 Michael Schumacher
France 1:12:989 Ralf Schumacher
Britain 1:20:447 Michael Schumacher
Germany 1:38:117 Juan Pablo Montoya
Hungary 1:14:059 Michael Schumacher
Belgium 1:52:072 Juan Pablo Montoya
Italy 1:22:216 Juan Pablo Montoya
United States 1:11:708 Michael Schumacher
Japan 1:32:484 Michael Schumacher

2001 Fastest Race Lap Times (by Grand Prix)
Australia 1:28:214 Michael Schumacher
Malaysia 1:40:962 Mika Hakkinen
Brazil 1:15:693 Ralf Schumacher
San Marino 1:25:524 Ralf Schumacher
Spain 1:21:151 Michael Schumacher
Austria 1:10:843 David Coulthard
Monaco 1:19:424 David Coulthard
Canada 1:17:205 Ralf Schumacher
Europe 1:18:354 Juan Pablo Montoya
France 1:16:058 David Coulthard
Britain 1:23:405 Mika Hakkinen
Germany 1:41:808 Juan Pablo Montoya
Hungary 1:16:723 Mika Hakkinen
Belgium 1:49:758 Michael Schumacher
Italy 1:25:073 Ralf Schumacher
United States 1:14:448 Juan Pablo Montoya
Japan 1:36:944 Ralf Schumacher

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PARTS USED IN CAR SET-UPS
Many racing games (primarily arcade-heavy games such as CART
Fury) can be played with absolutely no concerns about car
set-ups; other racing games (such as Le Mans 24 Hours) have
so few set-up options that changing anything really does not
have much effect. However, F1 2001 presents a number of set-
up options in Simulation Handling, and the novice can easily
become lost in trying to discern how to change the set-up
options to induce or correct certain handling characteristics
of a given car. While I am certainly NOT a car expert (in a
real car, I can just barely find the accelerator and the
radio buttons), I can present some of the basics of various
parts to help tuning novices.

Note that often, when one part's setting has been changed, at
least one other part's setting will also need to be changed
to maintain some semblance of handling. For example, if the
gearbox is changed to use long gear ratios, the aerodynamics
settings will likely need to be lowered to make use of the
long gear ratios (otherwise, the car will have difficulty
climbing into its highest gear at the appropriate speed).
For another example, if the tire pressure is increased, the
car will likely require soft tires to help to keep the car on
the pavement when cornering (especially at high speeds).

Tires
Type F1 2001 presents both slick tires and
wet tires. Wet tires are obviously
for use in rainy conditions. Slick
tires, however, come in two "flavors:"
soft and hard. The hard tire compound
has excellent durability, requiring
fewer trips to Pit Lane to change
tires, but at the cost of reduced
grip of the pavement. The soft tire
compound occupies the exact opposite
extreme: short lifespan, superior
grip.
Pressure High tire pressures result in more-
rounded tires, meaning that less tire
surface will actually be touching the
pavement, thus inherently reducing the
amount of available pavement grip
(regardless of the type or compound of
tire used) and producing a slightly
faster car due to less friction. Low
tire pressures create 'flattened'
tires, putting more rubber on the
pavement and creating far more
friction to slow the car and assist in
cornering.

Aerodynamics (Wings) The wings are important for downforce,
the use of airflow over the front and
rear of the car to keep the light,
high-speed machines from taking off
like an airplane and doing a backflip
like the Mazda at Le Mans in 2001. A
low downforce/wing setting produces
faster speeds but decreases cornering
ability, while a high setting will
help tremendously with cornering at
the sacrifice of straight-line speed.

Suspension
Ride Height Like aerodynamics, ride height can
help or hinder a car's performance
through airflow. A low ride height
setting allows less air underneath the
vehicle, resulting in less aerodynamic
friction to slow the car. Conversely,
a high ride height setting allows more
air to pass underneath the car, thus
increasing air friction and slowing
the car (which assists in cornering).
However, car performance is NOT the
only consideration when setting ride
height. If ride height is set too
low, the car may bottom out,
especially at the top or bottom of
hills or when rolling over rumble
strips. For short races (4-8 laps),
bottoming out may not be a significant
concern. However, in longer races
(especially at 32+ laps), bottoming
out the car could cause mechanical
problems.
Bump Stop The bump stop indicates the point at
which the suspension will stop its
vertical travel as the car speeds
around the circuit. Rumble strips,
debris, and generally bumpy sections
of pavement will inherently cause the
car's suspension to move as the
vehicle passes across non-even
surfaces and obstructions.
F1 2001 includes two bump stop
settings: high bump stop and low bump
stop. If these numbers are identical,
the car will have no vertical movement
of the suspension, meaning that any
required vertical movement for
different surfaces will cause the
entire car to rise as the tires pass
over the obstruction(s).
Spring Rate A high spring rate setting will make
the springs stiffer, assisting in
cornering; however, if set too high,
the car is likely to jump when running
over rumble strips. A lower setting
will keep the car from jumping, but
the vehicle will have trouble when
cornering.
Anti-roll Bar The anti-roll bar can be stiffened to
keep the car from flipping, but this
will make cornering more difficult.
The setting can be lowered to
accommodate cornering ability, but
the car will then be easier to flip
in an accident.

Brakes
Brake Bias Brake bias controls the percentage of
braking power going toward the front
and rear of the car. A setting of 50
will provide equal braking power to
the front and rear of the vehicle. A
setting lower than 50 will
progressively favor the front of the
car in braking ability; a setting
higher than 50 will progressively
favor the rear of the car in braking
ability. In general, brake bias
should be kept within the range of
40-60.
Brake Strength Independent of brake bias, brake
strength controls the response of the
brakes relative to the amount of
pressure applied to the brake button.
A low setting produces little (slow)
response, while a high setting
produces great (fast) response.
Therefore, assuming that equal
pressure is always applied to the
brake button, a low setting requires
that braking begin earlier than the
same car and corner using a high
setting in the exact same racing
conditions.

Gearbox F1 2001 allows players to customize
gear settings, but also includes three
preset gear ratios: short, medium, and
long. A short gear ratio provides
impressive acceleration while
sacrificing top-end speed. A long
gear ratio provides excellent top-end
speed (especially in a straight line),
but far slower acceleration. A medium
gear ratio provides the best of both
extremes.
Note that for F1's famous
standing starts, a short gear ratio
will allow a car to get off the line
very quickly, allowing for the player
to immediately gain one or more race
positions. Conversely, a high gear
ratio will almost certainly cause the
player to lose one or more positions
at the start of a race due to the slow
acceleration inherent to long gear
ratios.

For more information on specific car parts used in tuning,
please see Minesweeper's excellent Tuning Guide, available at
GameFAQs (http://www.GameFAQs.com). While this guide is
specifically for Gran Turismo 3 A-spec, GT3 includes many,
many, many more tuning/parts options than F1 2001, and
Minesweeper does a very good job explaining the function of
each part. << written permission from Minesweeper - arigatou!!!>>>

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SUGGESTED SET-UPS

Here are my personal suggestions for car set-up. These are
based on my own driving style, which is a bit aggressive...
moreso than what F1 2001 really wants to allow, so I am
always driving on the edge (moreso than the average player).
Most importantly, the set-ups presented here are essentially
just baselines upon which individual players can begin
tinkering to find the best possible settings for their own
driving styles.

These set-ups were achieved using Michael Schumacher's
Ferrari, always in dry and sunny conditions, using the camera
mounted just above the driver's helmet. The settings were
determined through extensive experimentation in Practice,
then checked with Qualifying and a four-lap Race.

Suggested set-up for Australia (Albert Park)
Tires
Type Hard
Front Pressure 20.2
Rear Pressure 19.8
Aerodynamics
Front Wing 15
Rear Wing 18
Suspension
Front
Ride Height 30
High Bump Stop 35
Low Bump Stop 30
Spring Rate 183
Anti-roll Bar 184
Rear
Ride Height 42
High Bump Stop 50
Low Bump Stop 45
Spring Rate 115
Anti-roll Bar 77
Brakes
Brake Bias 52
Brake Strength 65
Gearbox Long
Notes: Take extreme care in braking and cornering at
Turns 6-9, 15, and 16. With a TIGHT racing line,
Turns 11 and 12 can be taken at full throttle if
not encumbered by traffic.

Suggested set-up for Malaysia (Sepang)
Tires
Type Hard
Front Pressure 21.3
Rear Pressure 21.2
Aerodynamics
Front Wing 15
Rear Wing 18
Suspension
Front
Ride Height 30
High Bump Stop 35
Low Bump Stop 30
Spring Rate 97
Anti-roll Bar 184
Rear
Ride Height 42
High Bump Stop 50
Low Bump Stop 42
Spring Rate 108
Anti-roll Bar 77
Brakes
Brake Bias 52
Brake Strength 65
Gearbox Long
Notes: The long gear ratio will provide plenty of
benefits along the Pit Straight and the 'back
straight' behind the main grandstands, as well as
on the gentle uphill climb from Turn 2 to Turn 4.
Drafting techniques in these three areas will pay
even further dividends in terms of overall speed.

Suggested set-up for Brazil (Interlagos)
Tires
Type Soft
Front Pressure 20.2
Rear Pressure 19.8
Aerodynamics
Front Wing 15
Rear Wing 18
Suspension
Front
Ride Height 30
High Bump Stop 40
Low Bump Stop 35
Spring Rate 97
Anti-roll Bar 184
Rear
Ride Height 56
High Bump Stop 56
Low Bump Stop 50
Spring Rate 108
Anti-roll Bar 77
Brakes
Brake Bias 52
Brake Strength 65
Gearbox Long
Notes: The long gear ratios can be a disadvantage in the
lower portion of the circuit, but the straight-
aways are so short that even those cars using
medium gear ratios will not have sufficient room
to come up to a respectable speed.

Suggested set-up for San Marino (Imola)
Tires
Type Hard
Front Pressure 20.0
Rear Pressure 19.8
Aerodynamics
Front Wing 15
Rear Wing 18
Suspension
Front
Ride Height 30
High Bump Stop 30
Low Bump Stop 25
Spring Rate 87
Anti-roll Bar 184
Rear
Ride Height 50
High Bump Stop 50
Low Bump Stop 45
Spring Rate 108
Anti-roll Bar 72
Brakes
Brake Bias 52
Brake Strength 65
Gearbox Long
Notes: Beware excessive wheelspin on acceleration out of
Tosa and the Alta Chicane. Medium gear ratios
should also be a viable option at Imola, but long
gear ratios will help to reduce wheelspin on
acceleration out of tight corners and chicanes.

Suggested set-up for Spain (Catalunya)
Tires
Type Hard
Front Pressure 19.1
Rear Pressure 19.8
Aerodynamics
Front Wing 12
Rear Wing 15
Suspension
Front
Ride Height 40
High Bump Stop 40
Low Bump Stop 35
Spring Rate 97
Anti-roll Bar 184
Rear
Ride Height 56
High Bump Stop 56
Low Bump Stop 50
Spring Rate 108
Anti-roll Bar 72
Brakes
Brake Bias 52
Brake Strength 65
Gearbox Medium
Notes: Long gear ratios could be used here, as there
are several long sections of full-throttle
racing. However, even with medium gear ratios,
there are usually a few cars along the straight-
aways which can be used for drafting techniques
to make a pass while gaining extra speed.

Suggested set-up for Austria (A1-Ring)
Tires
Type Hard
Front Pressure 19.1
Rear Pressure 19.8
Aerodynamics
Front Wing 15
Rear Wing 18
Suspension
Front
Ride Height 35
High Bump Stop 35
Low Bump Stop 35
Spring Rate 97
Anti-roll Bar 205
Rear
Ride Height 50
High Bump Stop 50
Low Bump Stop 50
Spring Rate 108
Anti-roll Bar 82
Brakes
Brake Bias 53
Brake Strength 63
Gearbox Medium
Notes: With this set-up, I was P10 coming off Mobilkom
Curve on the penultimate lap, and was able to
draft my way along Pit Straight (passing
Barichello, Hakkinen, Montoya, Ralph Schumacher,
and several others) to gain P1 passing Ralph
Schumacher on braking entering Remus Curve.
Despite an off exiting Mobilkom Curve, I was
able to win the race by 1.1 seconds. In
observing the competition, I believe the CPU-
controlled cars all use long gear ratios at
A1-Ring, which is mostly counterproductive
(except for Pit Straight and the long uphill
climb to Remus Curve).
This set-up is very close to the default
settings given by the CPU; the only major change
is to the aerodynamics. Brake bias is slightly
brought forward, and brake strength slightly
increased.

Suggested set-up for Monaco (Monaco)
Tires
Type Soft
Front Pressure 18.1
Rear Pressure 18.4
Aerodynamics
Front Wing 19
Rear Wing 20
Suspension
Front
Ride Height 48
High Bump Stop 48
Low Bump Stop 40
Spring Rate 97
Anti-roll Bar 215
Rear
Ride Height 69
High Bump Stop 69
Low Bump Stop 61
Spring Rate 108
Anti-roll Bar 82
Brakes
Brake Bias 53
Brake Strength 65
Gearbox Long
Notes: The long gear ratios seem counterproductive in
theory at this venue, but the straightaways
actually ARE long enough to make this practical;
also, the circuit is narrow enough that defensive
maneuvers can be employed to keep faster cars at
bay, and drafting tactics can be used to make
passes (especially in The Tunnel, although
the narrowness of the circuit combined with the
inherent darkness makes The Tunnel a dangerous
passing zone).

Suggested set-up for Canada (Circuit Gilles-Villeneuve)
Tires
Type Hard
Front Pressure 19.1
Rear Pressure 19.8
Aerodynamics
Front Wing 12
Rear Wing 14
Suspension
Front
Ride Height 40
High Bump Stop 40
Low Bump Stop 35
Spring Rate 97
Anti-roll Bar 194
Rear
Ride Height 56
High Bump Stop 56
Low Bump Stop 50
Spring Rate 108
Anti-roll Bar 77
Brakes
Brake Bias 53
Brake Strength 65
Gearbox Long
Notes: Hard braking while cornering will generally cause
the car to slide in the direction the steering
wheel is turned.

Suggested set-up for Europe (Nurburgring)
Tires
Type Hard
Front Pressure 19.1
Rear Pressure 19.8
Aerodynamics
Front Wing 12
Rear Wing 14
Suspension
Front
Ride Height 30
High Bump Stop 30
Low Bump Stop 25
Spring Rate 97
Anti-roll Bar 184
Rear
Ride Height 40
High Bump Stop 50
Low Bump Stop 45
Spring Rate 108
Anti-roll Bar 82
Brakes
Brake Bias 53
Brake Strength 65
Gearbox Long
Notes: Take extreme care in the hairpin.

Suggested set-up for France (Nevers Magny-Cours)
Tires
Type Soft
Front Pressure 19.1
Rear Pressure 19.8
Aerodynamics
Front Wing 12
Rear Wing 13
Suspension
Front
Ride Height 50
High Bump Stop 50
Low Bump Stop 45
Spring Rate 103
Anti-roll Bar 173
Rear
Ride Height 61
High Bump Stop 61
Low Bump Stop 56
Spring Rate 115
Anti-roll Bar 72
Brakes
Brake Bias 53
Brake Strength 63
Gearbox Long
Notes: Keep a tight inside line through Turn 2
(Estoril), else risk sliding out into the sand
to the left of the pavement due to
centripetal force.

Suggested set-up for Great Britain (Silverstone)
Tires
Type Soft
Front Pressure 21.3
Rear Pressure 21.2
Aerodynamics
Front Wing 14
Rear Wing 15
Suspension
Front
Ride Height 35
High Bump Stop 45
Low Bump Stop 40
Spring Rate 97
Anti-roll Bar 184
Rear
Ride Height 50
High Bump Stop 61
Low Bump Stop 56
Spring Rate 108
Anti-roll Bar 77
Brakes
Brake Bias 55
Brake Strength 70
Gearbox Long
Notes: With the long gear ratios, it is possible to zip
through Bechetts (Turns 2-5) at full throttle,
with the natural lean of the car through Turn 5
causing an automatic gearbox to drop down into
6th gear to help with cornering (beginning about
at the apex). Expect a difficult ride through
the Stadium-like section at the end of each lap.

Suggested set-up for Germany (Hockenheim)
Tires
Type Hard
Front Pressure 20.2
Rear Pressure 21.2
Aerodynamics
Front Wing 11
Rear Wing 13
Suspension
Front
Ride Height 40
High Bump Stop 40
Low Bump Stop 35
Spring Rate 97
Anti-roll Bar 184
Rear
Ride Height 45
High Bump Stop 50
Low Bump Stop 45
Spring Rate 108
Anti-roll Bar 82
Brakes
Brake Bias 54
Brake Strength 72
Gearbox Long
Notes: The long gear ratios will mean slower
acceleration out of Turn 1 (North Curve) and
the chicanes, as well as a difficult ride through
The Stadium. However, the straightaways are so
long that the car should hit at least
190MPH/310KPH in most straightaways; excellent
use of drafting tactics can easily pull the car
to over 200MPH/320KPH, especially if there are
numerous cars close enough together to all be
used for drafting. On the other hand, given that
the straightaways are so long, expect for other
cars to also attempt to use drafting techniques;
therefore, at Hockenheim moreso than at any other
F1 venue, keep looking in the mirrors to defend
a position if necessary.

Suggested set-up for Hungary (Hungaroring)
Tires
Type Soft
Front Pressure 20.2
Rear Pressure 19.8
Aerodynamics
Front Wing 17
Rear Wing 20
Suspension
Front
Ride Height 40
High Bump Stop 40
Low Bump Stop 35
Spring Rate 103
Anti-roll Bar 194
Rear
Ride Height 50
High Bump Stop 56
Low Bump Stop 50
Spring Rate 115
Anti-roll Bar 72
Brakes
Brake Bias 52
Brake Strength 65
Gearbox Long
Notes: Due to the slopes throughout, the first and last
corners of the circuit must be approached with
extreme care. The inherent lack of strong
acceleration which comes with a long gear ratio
will certainly help. Despite the long gear
ratio, only in very rare circumstances will the
car be able to climb into seventh gear due to the
lack of significant sections of full-throttle
racing.

Suggested set-up for Belgium (Spa-Francorchamps)
Tires
Type Hard
Front Pressure 20.2
Rear Pressure 21.2
Aerodynamics
Front Wing 17
Rear Wing 18
Suspension
Front
Ride Height 40
High Bump Stop 35
Low Bump Stop 35
Spring Rate 108
Anti-roll Bar 205
Rear
Ride Height 61
High Bump Stop 50
Low Bump Stop 50
Spring Rate 121
Anti-roll Bar 82
Brakes
Brake Bias 53
Brake Strength 65
Gearbox Long
Notes: Take care to NOT accelerate too hard/soon exiting
La Source, as the car could easily spin itself
into Pit Exit and result in a race-ending Black
Flag. Also, beware the bumps through Eau Rouge.

Suggested set-up for Italy (Monza)
Tires
Type Hard
Front Pressure 18.1
Rear Pressure 21.2
Aerodynamics
Front Wing 10
Rear Wing 13
Suspension
Front
Ride Height 40
High Bump Stop 40
Low Bump Stop 35
Spring Rate 97
Anti-roll Bar 194
Rear
Ride Height 50
High Bump Stop 56
Low Bump Stop 50
Spring Rate 108
Anti-roll Bar 72
Brakes
Brake Bias 52
Brake Strength 65
Gearbox Long
Notes: Drafting tactics can be extremely beneficial
along Pit Straight and Rettilineo Parabolica.
The long gear ratio certainly takes advantage of
the long straightaways of the Monza circuit.

Suggested set-up for the United States (Indianapolis)
Tires
Type Hard
Front Pressure 20.2
Rear Pressure 22.6
Aerodynamics
Front Wing 13
Rear Wing 16
Suspension
Front
Ride Height 45
High Bump Stop 45
Low Bump Stop 35
Spring Rate 114
Anti-roll Bar 152
Rear
Ride Height 71
High Bump Stop 54
Low Bump Stop 49
Spring Rate 128
Anti-roll Bar 82
Brakes
Brake Bias 53
Brake Strength 67
Gearbox Long
Notes: There is simply NO 'good' set-up for the
Indianapolis F1 circuit; the infield portion
requires a tight, technical set-up, while the
Indy/NASCAR oval portion requires a high-speed
set-up. The settings offered here reflect
somewhat of a 'middle-ground' set-up, achieving
only around 175MPH/280KPH on the oval portion
while having a moderately difficult time
cornering (especially in traffic) in the infield
portion of the circuit.
Drafting along the Indy/NASCAR oval portion of
the circuit can bring faster lap times and higher
top-end speed, which is particularly important
with this suggested set-up. The long gear ratio
will certainly help on the Indy/NASCAR oval, and
will help to reduce excessive acceleration in the
infield portion of the circuit.

Suggested set-up for Japan (Suzuka)
Tires
Type Hard
Front Pressure 19.1
Rear Pressure 21.2
Aerodynamics
Front Wing 15
Rear Wing 18
Suspension
Front
Ride Height 45
High Bump Stop 45
Low Bump Stop 40
Spring Rate 103
Anti-roll Bar 173
Rear
Ride Height 56
High Bump Stop 56
Low Bump Stop 50
Spring Rate 101
Anti-roll Bar 88
Brakes
Brake Bias 52
Brake Strength 65
Gearbox Long
Notes: It is best to take a TIGHT line over apex rumble
strips through Chicane. Take care not to carry
too much speed through the S-curves.

==============================================
==============================================
==============================================

WISH LIST
1.) Car set-ups should include an option to adjust the
maximum angle the front wheels can turn. This would be a
great help in cornering, especially if the turn angle can be
maximized on tight technical courses such as Monaco.

2.) Players should have the option to save car set-ups for
each circuit. This would save the time and paper of writing
down set-ups (or printing them from the Internet) and
manually entering in set-ups for each race at each venue.

==============================================

THANKS
Thank you to Minesweeper for allowing me to specifically
mention his Gran Turismo 3 A-spec Tuning Guide, to ViperMask
for his pointer to ARCOR, and to Not Me (from the GameFAQs
Message Board for F1 2001) for his insight on the bump stop.

==============================================
==============================================
==============================================

WRAP-UP
The official FIA Web site (http://www.fia.com/) has a lot of
good information pertaining to F1 racing, including the
current season's race schedule, rules and regulations, and
links to the official Web sites of most of the courses used.
The FIA Web site is available in both French and English.

I also strongly suggest visiting Formula1.com
(http://www.formula1.com/) for F1 news and race information.
This is a FAR more interactive site than the FIA site,
including games, Flash-based virtual laps of each circuit,
team and driver information, extensive cross-linking between
articles, screensavers, quizzes, and much more.

==============================================
==============================================
==============================================

CONTACT INFORMATION
For questions, rants, raves, comments of appreciation, etc.,
or to be added to my e-mail list for updates to this driving
guide, please contact me at: FEATHER7@IX.NETCOM.COM; also, if
you have enjoyed this guide and feel that it has been helpful
to you, I would certainly appreciate a small donation via
PayPal (http://www.paypal.com/) using the above e-mail
address.

To find the latest version of this and all my other PSX/PS2
game guides, please visit FeatherGuides
(http://www.angelcities.com/members/feathersites/). The
latest version will always be posted at FeatherGuides, while
other Web sites may lag behind by several days in their
regularly-scheduled posting updates.

==============================================
==============================================
==============================================




=======================================================================
Wolf Feather Jamie Stafford
=======================================================================
Just as there are many parts needed to make a human a human, there's a
remarkable number of things needed to make an individual what they are.
- Major Kusanagi, _Ghost in the Shell_
=======================================================================
What isn't remembered never happened. - _Serial Experiments Lain_
=======================================================================






 
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