FFFFF 11 222 000 000 222 F 1 1 2 2 0 0 0 0 2 2 FFFF 1 22 0 0 0 0 22 F 1 2 0 0 0 0 2 F 11111 22222 000 000 22222 DDDD RRRR IIIII V V NN N GGGGG D D R R I V V N N N G D D RRRRR I V V N N N G GG D D R R I V V N N N G G DDDD R R IIIII V N NN GGGGG GGGGG U U IIIII DDDD EEEEE G U U I D D E G GG U U I D D EEEE G G U U I D D E GGGGG UUUUU IIIII DDDD EEEEE F1 2002 DRIVING GUIDE by Jamie Stafford/Wolf Feather FEATHER7@IX.NETCOM.COM Initial Version Completed: July 24, 2002 Version 2.1.1wl Completed: August 18, 2002 ============================================== ============================================== ============================================== ACCOLADE: The F1 2002 Driving Guide won the initial FAQ of the Month contest at GameFAQs (http://www.GameFAQs.com/) for the month of July 2002 :-) GUIDE NOTE: Those interested primarily in car set-ups may instead wish to view/print the F1 2002 Car Set-ups Guide. As changes are made to car set-ups in the Car Set-ups Guide, the changes will also be made in this (full) 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. ============================================== ============================================== ============================================== CONTENTS Spacing and Length Permissions Introduction Assumptions and Conventions Race Order: 2002 Season Changes From F1 2001 To F1 2002 Normal Handling vs. Simulation Handling Quick Race Mode Challenge Mode Team Duel Mode Grand Prix Modes EA Sports Cards Tire Care Drafting (Slipstreaming) Flags and Boards General Tips F1-speak A Major Problem: FIA Rules Completely Subjective Section Advertisers A1 (A1-Ring) ABN-AMRO Agip Air Canada Allianz Alpine AMP Aral ARCOR Banco Real Bridgestone Canon Casino (de Montreal) Casio Chevrolet D2/Mannesmann Daimler-Chrysler Deutsche Post/Deutsche Post World Net EuroBusiness Evenrudee Firestone France Fuji Television/Fuji TV FujiFilm GPF1 Honda HSBC Ipiranga Jaguar Kaimin Magneti Marelli Malaysia Melbourne MillionCard Mobil 1 Monaco Grand Prix Monaco Monte Carlo Grand Hotel NGK Nicos Nikon Nokia Orange Panasonic Pastor Petronas PIAA Pioneer Pony Canyon Potenza Qantas Sao Paulo SAP Shell/Helix Siemens Spa-Francorchamps Toenec United States Grand Prix Vodafone Zepeter International 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 Great Britain (Silverstone) Suggested set-up for France (Nevers Magny-Cours) 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) Grand Prix Of Australia: Albert Park Grand Prix Of Malaysia: Kuala Lampur Grand Prix Of Brazil: Interlagos Grand Prix Of San Marino: Imola Grand Prix Of Spain: Catalunya Grand Prix Of Austria: A1-Ring Grand Prix Of Monaco: Monte Carlo (Temporary Street Circuit) Grand Prix Of Canada: Circuit Gilles Villeneuve Grand Prix Of Europe: Nurburgring Grand Prix Of Great Britain: Silverstone Grand Prix Of France: Nevers Magny-Cours Grand Prix Of Germany: Hockenheim Grand Prix Of Hungary: Hungaroring Grand Prix Of Belgium: Spa-Francorchamps Grand Prix Of Italy: Monza Grand Prix Of The United States: Indianapolis Grand Prix Of Japan: Suzuka Wish List - Mine Wish List - Others Wrap-up Contact Information ============================================== ============================================== ============================================== 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 well over *****130 pages long**** in the Macintosh version of Microsoft Word 98 using single-spaced Courier 12 font. This means that it is likely NOT a good idea to print this guide in its entirety. ============================================== 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 game 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!!!!! ============================================== ============================================== ============================================== INTRODUCTION F1 2002 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 was thus the first PS2- only game of the series, and F1 2002 continues EA Sports' great tradition with its F1 games. Most likely, if you play F1 2002, 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 2002, and vice versa - as any extensive gameplay greatly helps in determining where the drivers are on each course when races are televised. The final segment of this driving guide provides information to help you to cleanly drive each course. Even those who know the courses fairly well and/or play the game regularly can always use tips. Please note that much of this information comes from the driving guide I wrote for F1 Championship Season 2000 and updated in the guide written for F1 2001, both games also by EA Sports. Those who have read and/or downloaded the driving guide for F1CS2K and/or F1 2001 will already have the same basic information covered in this driving guide. This driving guide has been modified and expanded to reflect the many additions in F1 2002, including the minor circuit alterations included in the game. Please also note that this guide is written specifically for the PlayStation2 version of F1 2002. I do not own a PC and do not have access to a PC on which to play games, nor do I own any other gaming consoles, so this guide does not address any of the cross-platform or cross-console differences in the game. ============================================== 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 2001, and Speed Channel in 2002), 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. ============================================== RACE ORDER: 2002 SEASON F1 2002 presents the courses in the order in which they were presented for the 2002 Formula 1 season. This driving guide will follow the same convention. F1 Race Schedule, 2002 Season: March 3 Australia Albert Park March 17 Malaysia Kuala Lampur March 31 Brazil Interlagos April 14 San Marino Imola April 28 Spain Catalunya May 12 Austria A1-Ring May 26 Monaco Unnamed (Street Circuit) June 9 Canada Circuit Gilles Villeneuve June 23 Europe Nurburgring July 7 Great Britain Silverstone July 21 France Nevers Magny-Cours July 28 Germany Hockenheim August 18 Hungary Hungaroring September 1 Belgium Spa-Francorchamps September 15 Italy Monza September 29 USA Indianapolis October 13 Japan Suzuka ============================================== ============================================== ============================================== CHANGES FROM F1 2001 TO F1 2002 In many ways F1 2001 and F1 2002 are the same game, simply updated. Colors and reflections are much more vibrant, it is MUCH easier to see the flags waved by the corner workers - and certainly, the teams and drivers have been updated for the 2002 season. Each team's cars also sounds and handles slightly differently from other teams' cars; for example, in Normal Handling, a Toyota's top speed is about 170MPH, whereas a Ferrari can climb to nearly 185MPH. This is initially quite noticeable when completing Challenge Mode. However, whether using Normal Handling or Simulation Handling, car control seems a bit twitchier than in F1 2001. In terms of the race circuits, they are largely the same, with appreciable enhancement in colors. However, the Monaco circuit seems to have been narrowed from the entrance to The Tunnel all the way to the entrance to Swimming Pool Chicane. In terms of gameplay, the AI has become even MORE aggressive than in F1 2001. This is especially significant on the standing starts, where it is fairly common to get speared from behind and knocked off the circuit. 'Gamebreakers' have been added to F1 2002. Whenever a major event takes place during a race (i.e., a massive crash), all action will suddenly stop as multiple cameras show the incident at regular speed and in slow-motion. Gamebreakers is an optional feature. A nice addition is the slipstream effect. On the right side of the race screen, a set of bars will slowly light up as a driver gets closer and closer behind another car, thus able to take advantage of the lead car's slipstream (aerodynamic vacuum) to suddenly jump out and make a pass. When racing in very wet weather when cars are launching a tall 'rooster tail' of spray in their wake, the slipstream meter can be used to approximate the distance to the car in front as well as the closing speed. EA Sports Cards are new to F1 2002. The EA Sports Cards for the Challenge Mode events are rather easy to obtain, as are those for Team Duel Mode; the others are gained seemingly 'at random' as certain tasks are completed in races. At the end of each race, a status screen will list the EA Sports Cards earned in the race (if applicable); during the race, if TV Panels is activated, then an indicator at the bottom of the screen will show that an EA Sports Card has been awarded (this notice will be repeated at the end of the race). See the EA Sports Cards section for more details. ============================================== NORMAL HANDLING VS. SIMULATION HANDLING Most game modes of F1 2002 allow the player to select which handling option is preferred. Normal Handling is essentially arcade-style driving. Here, the only 'tuning' option is whether to use hard or soft tires as the dry-weather tire compound (the compound option is only available in one of the Grand Prix Modes offering a Practice session). There are extremely few variables affecting car control in Normal Handling, which makes this driving option quite forgiving should the player make a mistake. For example, braking late for a corner does not necessarily mean that the car will slide off the outside of the turn; in fact, it is often possible to keep to the pavement in this situation and continue cornering. In another example, should the car get speared from behind and start to spin, it is TOO easy to 'catch' the vehicle and point the car back in the correct direction of travel. Simulation Handling introduces MANY more variables in the issue of car control, as well as many more tuning options. The Suggested Set-ups section is designed with Simulation Handling in mind; it covers the various tuning elements and presents car set-ups for all seventeen circuits in current F1 racing as presented in F1 2002. Whereas Normal Handling might be good for young adolescents and those just learning to drive in reality, Simulation Handling is best left to the parents and those with A LOT of gaming experience, as Simulation Handling is a MUCH more difficult level in terms of car control. Here, tuning is key, as improper tuning means horrific car control; since there is no such thing as a perfectly-tuned car (especially with so many tuning elements involved), there will always be a compromise somewhere in car control. ============================================== QUICK RACE MODE Here, players can simply jump into a car in P22 and get out on the tracks in four-lap races using Normal Handling. Initially, only Hockenheim, Monza, and Silverstone are available for race venues. Winning at these venues opens new venues. Here is the list, with easiest circuits listed first and most difficult circuits listed last: Hockenheim Initially available Monza Initially available Silverstone Initially available Imola Win at Monza Melbourne (Albert Park) Win at Monza A1-Ring Win at Monza Barcelona (Catalunya) Win at Monza Indianapolis Win at Hockenheim Nurburgring Win at Hockenheim Magny-Cours Win at Silverstone Montreal (Gilles-Villeneuve) Win at Imola Sepang (Kuala Lampur) Win at Imola Hungaroring Win at Melbourne Interlagos Win at A1-Ring Spa-Francorchamps Win at Barcelona Suzuka Win at Indianapolis Monaco Win at Nurburgring Expect weather conditions to change at least once during a race in Quick Race Mode. If a race begins in the dry, expect rain by the end of Lap 3. If a race begins in the wet, expect the rain to end by the end of Lap 3 (but the road will still be a little damp at the end of the race). There are no FIA Rules in effect for Quick Race Mode; this means that shortcutting, dangerous driving, ignoring yellow flags, and other unsportsmanlike/unsafe conduct IS permitted. Also, the driver is protected from incurring damage and does not suffer mechanical failures... unlike some of the competitors. Quick Race Mode is VERY forgiving in terms of the technique of racing. Missing a braking zone is not necessarily disastrous here, even with Speed Assist deactivated. Catching a spinning car is fairly easy, even at over 150MPH. Botching an apex can still result in good cornering, even passing while cornering. ============================================== CHALLENGE MODE Challenge Mode presents 22 challenges total, 11 basic challenges and 11 advanced challenges; within each category, the challenges are listed by team, where the player takes the role of a given driver for that team and must complete the task at hand. Before each challenge, the player is presented with a screen detailing exactly what is about to happen, and what is required for success. This ranges from simply maintaining position to passing an inordinate number of cars in VERY little time to an interactive Pit Stop. Note that each team's challenges are often similar between the basic challenge and the advanced challenge, but this is not always the car. Also, it only takes one pixel for a car to be considered out of bounds, so high-speed car control is crucial to success in many of the advanced challenges. ============================================== TEAM DUEL MODE This unique race mode works on the concept in intra-team rivalry: Each driver wants to prove that he is better than his teammate. In Team Duel Mode, all that matters is that the player finish better than his teammate in a race of four or eight laps total, with the player starting at P22. Note that Team Duel Mode is essentially one of the Grand Prix Modes (see next section), with the exception that a race win is not necessary. As long as the player can beat his teammate, that will suffice. Team Duel Mode also awards EA Sports Cards. One EA Sports Card is granted per Team Duel Mode win per team. ============================================== GRAND PRIX MODES Here is where an F1 driver earns his money!!! These modes present a or more full race weekends - Practice, Qualifying, Warm-up, and Race - using either Normal Handling (easiest) or Simulation Handling (hardest). Grand Prix events are quite customizable: race length, transmission, FIA Rules, slipstream effects, etc. Single Grand Prix is a single race weekend, using any driver at any venue. Full Championship covers the entire 2002 season in order using any driver. Custom Championship allows the player to create an original championship season using any number of races and any order of venues with any driver; the possibilities are endless: all-technical circuits (Monaco, Suzuka, etc.), all high-speed circuits (Monza, Hockenheim, etc.), the reverse of the actual 2002 season (Suzuka, Indianapolis, etc.)... For the various Grand Prix Modes, points are distributed in accordance with FIA regulations: First Place: 10 points Second Place: 6 points Third Place: 4 points Fourth Place: 3 points Fifth Place: 2 points Sixth Place: 1 point Others: 0 points These points are given to both the cars' drivers AND the cars' teams (constructors) for the Drivers Championship and Constructors Championship; in effect, the points do 'double duty.' Those concerned about winning both championships should elect to play as a driver from a team with a strong track record (pardon the pun) for winning: McLaren, Ferrari, etc. Grand Prix Modes include the following sessions: Practice: The first step in a race weekend is to prepare the car as best as possible for the weekend's race. There is no such thing as a 'universal car set-up,' as each venue requires different things from each car. A total of sixty minutes is allowed for Practice; a car may complete any lap already in progress when the sixty-minute timer expires. Practice is generally held on Friday of a race weekend. If FIA Rules is activated, there are no penalties assessed for any infractions. It is important to wisely choose a tire compound before the end of Practice; whatever compound is on the car at the end of Practice is the same tire compound which MUST be used throughout the rest of the grand prix weekend. Qualify: The day before a race, all twenty-two cars have a total of one hour to qualify for the race and try to begin the race as high up on the grid as possible. Each driver is permitted a total of twelve laps - INCLUDING out-laps and in-laps - to qualify for the race, and only the fastest lap time is used to place the driver on the grid. If FIA Rules is activated, infractions will result in the loss of the current lap in progress. Warm-up: The morning of the race, cars are given one hour in which to further hone car set-up for the race. This can be very important, as the best qualifying set-up may not necessarily be the best race set-up for a particular circuit. Race: This is the big event!!! Once the lights go out, hit the accelerator and try to gain multiple positions by reacting faster than any cars before you. If you decided to skip the Qualify session, you will automatically be placed in the very last position on the grid (P22) for the Race session. The slowest cars are obviously placed at the rear of the starting grid, so if a player has an excellent reaction time on the standing start, up to half the field (and possibly even more!!!!!) can be passed before reaching the first corner of the circuit. ============================================== EA SPORTS CARDS F1 2002 presents EA Sports Cards, awarded for completing specific events in the game, or for achieving certain feats during races. The following is a list of the EA Sports Cards available per team, and the requirements for earning each of these cards: Toyota (Gold) Duration: Complete an eight-lap race Racing: Gain a place Milestone: Score ten Top Six finishes Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team Toyota (Silver) Toyota (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge Minardi Duration: Complete a sixteen-lap race Racing: Overtake a teammate Milestone: Ten podium finishes Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team Minardi (Silver) Minardi (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge Arrows Duration: Complete a race of at least half the full race distance (i.e., a race of at least 39 laps at Monaco, which has a full race distance of 78 laps) Racing: Finish in a higher position than where started the race Milestone: Start P1 twenty times Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team Arrows (Silver) Arrows (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge Renault Duration: Complete five 16-lap races Racing: Take first place Milestone: Win 20 races Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team Renault (Silver) Renault (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge Jaguar Duration: Complete five races of at least half full race distance (i.e., a race of at least 39 laps at Monaco, which has a full race distance of 78 laps) Racing: Once at P1, keep from being overtaken for at least one full lap* Milestone: Score the fastest race lap at twenty races Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team Jaguar (Silver) Jaguar (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge BAR Duration: Complete five full-lap races Racing: Never leave the track for a single lap Milestone: Earn 100 points Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team BAR (Silver) BAR (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge Jordan Duration: Complete nine 16-lap races Racing: Start a race P22 and finish P1 Milestone: Win a season Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team Jordan (Silver) Jordan (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge Sauber Duration: Complete nine races of at least half full race distance (i.e., a race of at least 39 laps at Monaco, which has a full race distance of 78 laps) Racing: Set a fastest lap for a race Milestone: Earn 150 points Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team Sauber (Silver) Sauber (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge Williams Duration: Complete nine full-lap races Racing: Win two races in a row Milestone: Win two seasons Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team Williams (Silver) Williams (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge McLaren Duration: Complete 17 races of at least half full race distance (i.e., a race of at least 39 laps at Monaco, which has a full race distance of 78 laps) Racing: Lap a backmarker Milestone: Earn 200 points Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team McLaren (Silver) McLaren (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge Ferrari Duration: Complete 17 full-lap races Racing: Lead race from start to finish* Milestone: Earn maximum points in a season Team Duel: Win Team Duel for the team Basic Challenge: Complete Basic Challenge for the team Advanced Challenge: Complete Advanced Challenge for the team Ferrari (Silver) Ferrari (Bronze) Duration Duration Racing Racing Milestone Milestone Team Duel Team Duel Basic Challenge Basic Challenge Advanced Challenge Advanced Challenge *If another driver can put the nose of his car just one pixel ahead of yours for just one millisecond, your chances of attaining this EA Sports Card at the current race are destroyed. This checklist can be used for strategy purposes. By studying this checklist carefully, players can determine the best approach for the game to gain as many of the EA Sports Cards as possible in the shortest possible time. ============================================== TIRE CARE At the beginning of a race and immediately after a Pit Stop, the tires are brand new ('stickers') and need to be brought up to temperature as quickly as possible so that they can provide the best possible grip. During this period, sharp turns or extremely-fast cornering will almost certainly cause the car to slide, and perhaps even spin. However, slides and spins will bring the tires up to optimum temperature even faster, so you may wish to purposely induce slides when entering corners, but only with extreme caution, as the already-thin line between having control of the car and losing control of the car will be at least halved until the tires come up to optimum temperature. The longer you run on the same set of tires, the more you need to take better care of your tires. This is especially important if you have had one or more off-course excursions. You may experience slides when cornering. If you have several offs with the same set of tires and find yourself sliding around the circuit a lot more than usual, you definitely need to return to Pit Lane for a new set of tires. Essentially, you are driving on pure ice, and the only way to 'reliably' get around the circuit is to bounce off the rails - which is extremely difficult to do 'correctly' to keep yourself pointed forward. One of the best ways to reduce the durability of the tires is to corner at high speeds. The manual for Gran Turismo 3 gives an excellent, detailed description of what occurs with the tires when cornering. In short, cornering at high speeds causes a high percentage of the tire to be used for speed, and a low percentage to be used for the actual cornering. To combat this and thus extend the durability of the tires, try to brake in a STRAIGHT line before reaching a turn, thus reducing overall speed and providing a lower percentage of the tires to be used for speed, and a greater percentage used for cornering. Note that if the percentage of the tires used for speed is too high compared to the percentage used for cornering, the car will slide and/or spin. ============================================== DRAFTING (SLIPSTREAMING) Drafting (also called slipstreaming) can be a very valuable technique for passing, especially on high-speed circuits with long straightaways. Drafting entails closely following a car, and allowing that car's aerodynamic vacuum to draw your car closer and closer while simultaneously giving your car a short boost in speed; just before colliding with the other car, dart out to the side and speed past as the 'extra' speed gained slowly drains away. This tactic is best used on long straightaways, and can be a prime passing method when combined with late braking at the end of a straightaway. If at all possible, try to draft off multiple cars, making several passes at once while gaining a TRULY dramatic spike in top-end speed. However, QUICK reflexes and good tire grip are very important to edging your car far enough out of the way to safely make a pass while drafting, otherwise you will ram or clip the lead car. Also, in F1 2002, some CPU-controlled cars will actually slow (sometimes significantly) if you try to use their aerodynamic wake to pass, adding more necessity to a player's quick reflexes. On the right side of the race screen, a set of bars will slowly light up as a driver gets closer and closer behind another car, thus able to take advantage of the lead car's slipstream (aerodynamic vacuum) to suddenly jump out and make a pass. When racing in very wet weather when cars are launching a tall 'rooster tail' of spray in their wake, the slipstream meter can be used to approximate the distance to the car in front as well as the closing speed. ============================================== FLAGS AND BOARDS Auto racing presents a number of flags and boards to quickly convey information to drivers as they speed around a circuit. Many of these flags are shown by corner workers, track-side personnel who display the various flags to warn drivers if there is potential trouble ahead or behind them. Boards are generally shown only at the Start/Finish Line. Please note that not all of these flags and boards are used in F1 2002, but they are used in real-world F1 racing. Boards Safety Car (SC): What is called the Safety Car in many countries is better known as the Pace Car in American motorsports. When this board is displayed at the Start/Finish Line (the board is painted white with the letters 'SC' painted in large black font), there is a significant incident somewhere on the circuit warranting that all cars at all areas of the circuit must slow down and follow the Safety Car. The main reason a Safety Car may be used is to allow safety personnel to get to areas of the track which are otherwise not easily accessible when cars pass at full speed; this situation usually means that there has been a collision or mechanical problem which has left one or more cars sitting idle in a vulnerable situation. The Safety Car board may also be displayed in the event that the weather does not permit full-speed racing. Flags Black Flag: Generally shown only at the Start/Finish Line, a driver is shown this flag when her or his car has suffered severe damage which the race marshals deem MUST be repaired immediately, or when a driver has committed an infraction of the racing rules. Depending on the form of motorsport, a Black Flag may also mean automatic disqualification from the event, especially if it is being displayed due to an infraction of the racing rules. Blue Flag: The Blue Flag is generally displayed by the corner workers to indicate that a slower car must pull aside to allow a faster car to pass. This generally means that the slower car is not on the lead lap, as many forms of auto racing allow for drivers to fight to remain on the lead lap, especially in oval-track racing. Green Flag: The Green Flag means that full racing conditions are in effect. If a driver is coming out of a Yellow Flag area of a track, this flag indicates that the car can at least be brought back to full racing speed. Red Flag: Generally shown only at the Start/Finish Line, the Red Flag indicates that a race has been suspended temporarily. The rules regarding what can take place during a Red Flag period vary by the form of motorsport in question. For example, NASCAR parks all cars behind the Safety Car/Pace Car on the track and all drivers must remain in their cars unless NASCAR officials (usually at Race Control) grant drivers permission to leave the vehicles (this usually only occurs in inclement weather). In F1 racing, if a race is Red Flagged, the race essentially begins again once the condition creating the Red Flag situation has passed or has been remedied. White Flag: Shown at the Start/Finish Line, the White Flag indicates that there is only one more lap remaining in a race. Not all forms of motorsport use the White Flag. In some endurance races, the white flag is displayed when it is calculated that the official race duration (in terms of time) will expire by the time the lead car completes one more lap of the circuit. Yellow Flag: A Yellow Flag means that drivers must slow due to a potentially-dangerous situation. On oval tracks, a Yellow Flag covers the entire circuit, although some forms of oval-track racing (such as NASCAR) permit drivers to race back to the Start/Finish Line to 'take' the Yellow Flag there. On road courses, the Yellow Flag usually only applies to a specific section of the circuit, which allows for full-speed racing elsewhere; should a full-course Yellow Flag situation be warranted, a Safety Car or Pace Car will be used to collect all the competitors and lead them slowly around the race venue. One of the STRANGEST Yellow Flag situations took place in 2000 at the F1 Grand Prix of Germany at the high-speed Hockenheim circuit. A local Yellow Flag was issued for one of the long, insanely-fast straightaways (where cars can easily achieve 180MPH... or more) because a spectator somehow made his way out of the grandstands and onto the track itself. Fortunately, this EXTREMELY dangerous situation did not result in any injuries or accidents, and the imbecile was quickly grabbed, hauled off the track, and arrested. ============================================== GENERAL TIPS A general tip for ALL racing games is to successfully complete ALL the license tests in any game of the Gran Turismo series. This is a great way to learn how to handle cars of all drivetrain formats and horsepower ratings in a wide variety of situations - starting and stopping, J-turns, right-angle corners, chicanes, blind turns, wet racing conditions, etc. This will all be very handy for virtually ANY racing/driving game you ever play, and the Gran Turismo games are also extremely good to have in your PSX/PS2 collection (especially GT3). Another general tip for ALL racing games is to read through my General Racing/Driving Guide, available EXCLUSIVELY at FeatherGuides (http://feathersites.angelcities.com/) and at GameFAQs (http://www.GameFAQs.com). This presents many of the same information the Gran Turismo license tests present in practice, plus plenty of other information ranging from judicious use of rumble strips to typical tuning options to tire management. When first playing F1 2002 (irrespective of whether or not you have played the preceding games in the series), play with flags, damage, etc., set to off, and with weather set to dry; also, use Normal Handling. This will give you the best possible (and most forgiving) conditions for learning how to handle the cars in F1 2002. As you progress with the game, add weather, damage, Simulation handling, etc. F1's standing starts can either give you a great advantage, or put you at the back of the pack. To reduce or eliminate wheelspin from a standing start, try to time the use of the accelerator with the exact millisecond the lights go out. If you use the accelerator too soon, you WILL have wheelspin, which can cause flat-spotting in the rear tires and can even cause your car to go askew so that it points in a trajectory taking you directly OFF the circuit (or into a barrier). Also related to the standing starts, if you are deep in the pack, the car directly in front of you is likely to produce A LOT of smoke (and spray, if in wet conditions at the beginning of a race) due to wheelspin. If at all possible, swing to the edge of the pavement immediately to avoid an early accident if you can get off the line a lot sooner than the car in front. Some circuits are set up so that there is either wide pavement on the Pit Straight or an expanse of pavement unofficially part of the main circuit itself (such as the right side of the pavement at Monza and at Suzuka); making use of these areas can allow you to swing out wide to avoid incidents, and also get you clear of traffic so that you can REALLY slam on the accelerator and pass huge numbers of cars before the initial corners of the circuit. Braking is always important in racing. However, F1 2002 demands SMOOTH braking (especially if using Simulation handling), which often means braking rather early. Slamming on the brakes often results in wheel lock and/or car spin, which can induce flat-spotting on the tires and tremendously increases the risk of collision - especially with the Tire Wear option activated. Even after the standing starts, the use of the accelerator is extremely important in F1 2002. By exercising extreme care with both the brakes and the accelerator, anyone can rapidly learn to essentially glide through corners at a rather quick speed. A pristine racing line is also important in these situations, as the changes in G-force and velocity need to be constantly kept in check if you want to remain on the official course. I personally find it sometimes easier to take tight corners WITHOUT braking. In these cases, simply let off the accelerator and coast toward and through the corner until the appropriate acceleration point, usually at or just beyond the apex. One very good place to attempt this strategy is at the initial corners at Kuala Lampur (Malaysia), although this tactic can have rather dire consequences at the start of a race with all the cars bunched together. The AI in F1 2002 produces some interesting challenges in terms of action on the track. For example, I have several times seen a group of cars four-wide on the Pit Straight at Monza (coming off the Curva Parabolica) as they dice for position. If you are coming up quickly upon a pack of slower cars involved in a heated battle for position, this can be a particularly challenging situation, especially if you are yourself being pursued rather aggressively. Try to analyze the movements of the cars in front of you and look for an opening. However, remember that most CPU-controlled cars use the exact same racing line, so once they fall into line for a corner or a chicane, dart up past them and try to outbreak them into the corner/chicane (IF you have confidence in your brakes and reflexes). Speed Assist (which automatically handles braking when cornering) can be great when first learning a course. However, to be truly effective in these races, Speed Assist should be turned off. This will allow YOU to handle braking (if wanted) while cornering, and will generally allow you to have MUCH more speed in corners. This translates to more difficult handling, as cars will always handle better when going slow than when going fast (assuming the car set-up has not been changed). This also means that passing while cornering will be much easier - and much more dangerous. For those who wish to shortcut corners, deactivating Speed Assist will also help to keep your momentum as you drive through sand and/or grass. If you REALLY want to achieve fast lap times and generally be much more competitive in a race, then Speed Assist simply MUST be deactivated. Some circuits have distance-to-corner markers in anticipation of tight and/or (semi-)blind corners. While these markers are useful, DO NOT completely rely on them, as they may 'disappear' as the race progresses. These markers can be knocked down by a car which slips or is forced off the pavement, and the markers are not replaced. Therefore, try to use permanent objects (such as grandstands or trees) to judge the braking zone for a corner or chicane. ALWAYS listen attentively to the team radio communications; this will give you information about your teammate's progress and the condition of your own car, as well as alert you to any incidents on the circuit, such as spins, cars with smoking engines (which often leak oil), etc. Especially when you hear that another car has a problem, always be on the lookout for EXTREMELY slow cars in the indicated sector of the circuit - cars WILL come to a complete stop in the middle of the pavement, and if you are playing with Flags off, it is quite easy to miss seeing the slowed/stopped vehicle until it is too late to take evasive action. If you are assigned a Stop-Go Penalty, you will also receive radio communications instructing you when to come to Pit Lane to serve the penalty. For those playing with Simulation Handling, it is important to note that using long gear ratios will produce an automatic loss of position for the standing starts due to the inherent decreased acceleration. However, there are times when the decreased acceleration can be of tremendous benefit, such as taking a series of tight S-curves quickly without the need for braking (such as through Bechetts at Silverstone). The most obvious benefit to long gear ratios is the higher top- end speed, yet the long gear ratio must be matched with medium or low downforce settings for the wings to force the car into seventh gear (in automatic transmission) on long straightaways (such as Rettilineo Parabolica at Monza). F1 2002 features CPU-controlled opposition which is FAR more competitive and relentless than in previous incarnations of the series. However, this also means the competitors are absolutely ruthless. Should you have an off or an on-track accident, do not expect those behind you to give you room to rejoin the race. Instead, the competitors will often plow into you at full throttle, knocking your car around like a snowboarder at Tokyo Megaplex. While this certainly presents some interesting visuals in Replay mode, this can very quickly become frustrating... and costly, as you will likely find yourself at the very tail end of the pack once you can recover. ============================================== F1-SPEAK F1 racing has a somewhat specialized vocabulary. Here are some of the more common terms: ARMCO: The type of barriers generally used at F1 races. Information on these crash barriers can be found at Hill and Smith Web site (http://www.hill-smith.co.uk/). Blowed up: A car's engine has expired. This is characterized by a massive plume of white-grey smoke pouring from the rear of the car. Also, there is often oil deposited all over the race circuit, so if a blowed up car does not instantly pull off the pavement, that section of the circuit will be very dangerous for the remainder of the race. Catch: In any form of auto racing, it is quite common to see a car slide off the course, often at high speeds. Generally, this results in a car either being essentially beached in a sand trap, stuck in the grass if the area has recently experienced a significant rainfall, or a collision a barrier. Even if the car does not slide off the course, spins on the racing circuit itself also occur with relative frequency. A 'catch' is when one of the above incidents occurs, but the driver is able to either keep the car from hitting a barrier (or another car) and/or is able to keep the car from getting stuck in the sand or grass before returning to the circuit. Lollipop Man: The man holding the Brakes stick in a Pit Stop. This stick essentially looks like a long lollipop, with its long handle and rounded end with instructions for the driver. Off: A car has gone off-course. A minor off means that only one or perhaps two wheels have slipped off the pavement, and the driver can generally recover quickly. However, a major off involves a trip well off the pavement, and usually also occurs at very high speed. P#: This indicates a driver's race position. P1 is Pole Position; P6 is the final points-paying position; P22 is last place. Points-paying Positions: These are the Top 6 places in a race. At the end of a race, P1 awards 10 points, P2 awards 6 points, P3 awards 4 points, P4 awards 3 points, P5 awards 2 points, and P1 awards 1 point. There are NO points awarded to drivers not finishing in the Top 6. This also the reason why the TV Panels at the bottom of the screen update by six positions at once; in F1 2002, the updates are generally ONLY for the points-paying positions. Shunt: A collision, generally between cars. This term could also be used for cars swapping paint, but that is EXTREMELY difficult to do in open- wheel racing (such as F1) without inducing an accident. Team Orders: Each F1 team runs two cars at each race weekend. Team orders involve one or both drivers purposely altering driving style or changing race positions for the betterment of the team. While team orders are NOT illegal in F1 competition (they are illegal in some other forms of motorsport), many generally have a strong dislike (and even a nasty hatred) for team orders, especially in those situations where team orders actually change the results of a race. The most notable incidence of team orders - and likely the most controversial use of team orders in F1 history past, present, or future - involved Ferrari's Reubens Barrichello, who had dominated the entire race weekend, pulling over in the final meters of the 2002 Grand Prix of Austria (at A1-Ring) so that his teammate Michael Schumacher could instead take the win, thus gaining an extra four points over his strong rival Juan Pablo Montoya in the Drivers' Championship. This use of team orders severely angered F1 fans at the circuit and around the world, but was justified by Ferrari by the team's desire to protect Schumacher's lead in the Drivers' Championship. World Feed: Because F1 races are televised (generally live) worldwide, FIA has implemented the World Feed system, in which the images of grand prix weekends are provided by the FIA- licensed F1 broadcaster for the country hosting each grand prix; all other F1 broadcasters must then use these images and sounds for their F1 coverage. There are provisions for the many F1-licensed broadcasters worldwide to include Pit Lane reports, but once a race begins, FIA prohibits any images from Pit Lane which are NOT provided by the World Feed system. Since each race is essentially 'televised' by a different country's F1-licensed broadcaster, the World Feed coverage between races definitely varies in quality. The World Feed for races in Malaysia is generally rather poor, with images often focusing on action away from what is most significant for the race or the overall season standings, reflecting Malaysia's F1-licensed broadcaster's lack of experience and knowledge in televising live F1 races. Races held in Western Europe - where many F1 races are held - generally have a very high quality World Feed due to extensive experience and knowledge in televising F1 races. ============================================== A MAJOR PROBLEM: FIA RULES My only MAJOR complaint about F1 2002 (as with F1 2001) is its implementation of FIA rules, which includes the use of flags. While I personally WANT to race with flags active, the implementation of the rules is FAR too oppressive - to the point that I have thrown the controller in frustration several times, and will probably need to buy a new one soon. What makes the FIA Rules option oppressive is how the Yellow Flag is used, particularly in accident situations. For example, as a highly aggressive driver, I tend to get into accidents or at least bump tires with someone fairly often. When this happens, if the other car has even one pixel ahead of my car, then ends up spinning or otherwise slipping behind me while I am able to keep going, the Yellow Flag is often presented instantly, and a $@#%^#&*!@ Stop-Go Penalty assigned for supposedly 'Passing Under the Yellow Flag.' Also oppressive is the Yellow Flag speed limit of 130MPH. When the Yellow Flag is first displayed, the CPU does not allow enough time for the player to see the Yellow Flag waved (or its indicator at the top-right of the screen) and slow appropriately, resulting in a $@#%^#&*!@ Stop-Go Penalty. While not necessarily a problem, I personally wish that the 107% rule would actually be enforced (or at least allow the player to choose to have the 107% rule enforced). The 107% rule means that anyone qualifying with a time higher than 107% of the race's pole position is deemed to not have qualified, thus keeping really slow cars (which could possibly be dangerous to other drivers in the race) out of the race. Granted, this then makes it possible that the player may be the only one participating in a race (especially if shortcutting where 'permitted' during qualifying), or that a player not qualify well enough to compete in a race. I have been unable to check this, but if there is a minimum speed rule in F1 racing, the game definitely needs to implement this rule as well. There have been several times when a super-slow car, or even a car stopped on the track in an area without a Yellow Flag displayed, has suddenly 'appeared from nowhere' and - due to my closing speed at top acceleration - caused me to crash. I know NASCAR has a minimum speed rule (which is even more important on oval- based tracks), but I would be surprised if a similar rule did not exist in F1 racing. ============================================== ============================================== ============================================== COMPLETELY SUBJECTIVE SECTION My favorite circuits are: Albert Park Imola Monaco (to watch a race, not to actually race - especially since I was able to visit Monaco in 1991) Hockenheim Spa-Francorchamps Monza (my personal 'test course' for the game) Suzuka My least favorite circuits are: Hungaroring Interlagos (but NOT because of any falling billboards!!!) Nurburgring Monaco (to race) A1-Ring Kuala Lampur My favorite corners/segments: Albert Park: Turns 11 and 12 Silverstone: Bechetts Monaco: The Tunnel and the entry to the Swimming Pool Chicane Circuit Gilles-Villeneuve: Nurburgring and Turns 12 and 13 Hockenheim: The Stadium Spa-Francorchamps: La Source, Red Water, and Blanchimont Monza: Ascari (especially at full speed) and Curva Parabolica Indianapolis: Turn 13 (Indy/NASCAR Turn 1) Suzuka: Degner and 130R My least favorite corners are: Monaco: Everything but The Tunnel and the entry to the Swimming Pool Chicane Spa-Francorchamps: Bruxelles Most hairpins (especially at Nurburgring) My favorite Pit Lanes (based on Pit Entry) are at: Imola Spa-Francorchamps Monza Indianapolis My least favorite Pit Lanes (based on Pit Entry) are at: Albert Park Interlagos Monaco A1-Ring Hungaroring Kuala Lampur My least favorite Pit Lane (based on Pit Exit) is at: Interlagos My favorite teams are: Ferrari Toyota Williams ============================================== ============================================== ============================================== ADVERTISERS This section is for those who have noticed the billboards and painted grass at the seventeen race venues and wondered about the entities (companies, organizations, countries, cities) indicated. Nothing in this section will help with game performance, but the information contained here may be interesting nonetheless. The information here is alphabetical by entity, with the Grand Prix featuring that entity's advertisements and some information about the entity (where such information is available, it is taken directly from the entity's Web site). I believe I have included every entity with at least one billboard shown in F1 2002, based upon F1 2001 (there seems to be little - if any - changes in advertisers between the two games); please feel free to contact me to add, update, or correct any information, especially with the billboards at Suzuka written in Japanese. This section is now entirely complete with the exception of Evenrudee, for which information is EXTREMELY difficult to find online :-( A1 (A1-Ring) Locations: Austria Information: This is the host circuit of the Grand Prix of Austria. Web Site: http://www.a1ring.at/ ABN-AMRO Locations: Brazil Information: ABN-AMRO Holding N.V. is a universal banking group offering a wide range of commercial and investment banking products and services on a global basis through the Company's network of approximately 3,600 offices and branches in 76 countries. Web Site: http://www.abnamro.com/ Agip Locations: San Marino, Spain, Austria, Europe, Great Britain, Hungary, Italy Information: Agip Lubricants started its operations in South Africa in 1973 and has since then operated as a producer, importer and distributor of high quality lubricants and special products. Web Site: http://www.agip.co.za/ Air Canada Locations: Canada Information: One of the best-known Canadian airlines. Web Site: http://www.aircanada.ca/home.html Allianz Locations: Austria, Europe Information: Allianz' development into one of the world's leading insurance providers has progressed steadily since the end of the 19th century. Web Site: http:/www.allianz.com/ Alpine Locations: Japan Information: Alpine Electronics of America, Inc., is the industry-leading manufacturer of high performance mobile electronics, founded in 1978. Alpine is the only manufacturer specializing in mobile multimedia, an integrated system approach incorporating digital entertainment, security and navigation products for your mobile entertainment. As a consolidated subsidiary of Alps Electric Co., Ltd., one of the world's premier manufacturers of electronic components for computer, communications and car electronic equipment, Alpine is the specialized supplier of quality mobile electronics systems. Web Site: http://www.alpine1.com/ AMP Locations: Australia Information: AMP is the premiere brand in the connector and interconnection systems industry. Established in 1941, AMP continues to be recognized for innovative products of the highest quality including electrical and electronic connectors, IC sockets, fiber optic products, premises cabling and application tooling. Web Site: http://www.amp.com/ Aral Locations: Japan Information: Since the foundation of the company, now more than 100 years ago, we have never tried harder to meet the growing requirements of our customers on a daily basis. Top quality, exemplary service and futuristic innovations are what guarantee our success. Today the Aral brand stands for different areas of business, for example our service station business and fuel and lubricant business, each offering a wide range of products and services for motorists consumers, companies and industry. Web Site: http://www.aral.com/ ARCOR Locations: Germany Information: ??? (The site is entirely in German... and I cannot read German.) Web Site: http://www.arcor.de/home/index.php Banco Real Locations: Brazil Information: This bank is a subsidiary of ABN-AMRO. Web Site: http://www.real.com.br/ Bridgestone Locations: Australia, Malaysia, Brazil, San Marino, Spain, Austria, Monaco, Europe, Great Britain, Germany, Hungary, Belgium, Italy, United States, Japan Information: Bridgestone Corporation, based in Tokyo, is the world's largest manufacturer of tires and other rubber products. Bridgestone and its subsidiaries operate 46 tire plants and 52 plants for diversified products in 24 nations and market their products in more than 150 nations. The companies' diversified business includes automotive components, industrial products, construction and civil engineering materials, bicycles, sporting goods, and precision parts for electronic equipment. Web Site: http://www.bridgestone.com/ Canon Locations: San Marino, France, Japan Information: Canon started out as a company with a handful of employees and a burning passion. That company soon became a world-renowned camera maker and is now a global multimedia corporation. Canon will continue using its technologies to benefit people as it pursues its objective of becoming a company that is loved by people throughout the world. Web Site: http://www.canon.com/ Casino (de Montreal) Locations: Canada Information: Each of the world's great cities has a memorable attraction, a gathering place that draws people back time and again. In Montreal, its the Casino where the pace is fast, the fun is non-stop and the buzz is all about having a great time. Web Site: http://www.casinos-quebec.com/francais montreal/dhtml/index_montreal_NS.html Casio Locations: Japan Information: Casio Computer Co., Ltd., is one of the leading consumer electronics companies in the world. Since its establishment in 1957, Casio has been active in the development of electronic calculators, timepieces, musical instruments, LCD TVs, pagers and other communications devices. Casio's corporate activities are guided by the motto: 'Creativity and Contribution.' Web Site: http://www.casio.com/ Chevrolet Locations: Brazil Information: Chevrolet (Chevy) makes a variety of cars, trucks, and SUVs, from the Camaro to the Corvette to the Astro to the S-10. Web Site: http://www.chevrolet.com/ D2/Mannesmann Locations: Germany, Belgium, Italy Information: Mannesmann has been taken over by Vodafone (see below). Web Site: http://www.mannesmann.com/ Daimler-Chrysler Locations: United States Information: This company merged in the late 1990s. The highly-visible Chrysler side of the company sells the PT Cruiser and 300M, among other vehicles. Web Site: http://www.chrysler.com/ Deutsche Post/Deutsche Post World Net Locations: Europe, France, Germany, Italy Information: Deutsche Post World Net is one of the largest logistics groups in the world. We make systematic use of the opportunities arising from globalization and digitization by providing top-quality services and technologies for our customers throughout the world. Our strategy foresees the intelligent interlinking of global flows of goods and information and the financial transactions associated with them. With this goal in mind, we are expanding our Group with determination and developing increasingly comprehensive one-stop-shopping options in keeping with customer wishes. Web Site: http://www.deutschepost.com/ EuroBusiness Locations: San Marino, Austria Information: Magazine covering business in Europe. Web Site: http://www.eurobusiness.com/ (Web site under construction as of December 12, 2001) Evenrudee Locations: Monaco Information: ??? Web Site: ??? Firestone Locations: Australia, Brazil, San Marino, Spain, Austria, Monaco, Canada, Europe, France, Great Britain, Germany, Hungary, Belgium, Italy Information: Bridgestone/Firestone Americas Holding, Inc is an international manufacturer with 38 production facilities throughout the Americas. The Nashville, Tennessee-based company was formed in 1990 when Bridgestone U.S.A. merged with The Firestone Tire & Rubber Company. We are a subsidiary of Bridgestone Corporation. Web Site: http://www.firestone.com/ France (symbol only in the grass at Magny-Cours) Locations: France Information: Come travel in France, the host country of the Grand Prix of France. Web Site: http://www.euro-tourisme.com/db/uk/ Fuji Television/Fuji TV Locations: Japan Information: Television network in Japan; the title host of the Grand Prix of Japan. Web Site: http://www.fujitelevision.com/ FujiFilm Locations: Japan Information: Fuji Photo Film U.S.A., Inc., is dedicated to exploring the furthest reaches of technology and continuing towards a dynamic imaging and information future. A leading innovator of imaging and information products, the company has 44 facilities, offices, and photo labs throughout the United States. Web Site: http://www.fujifilm.com/ GPF1 Locations: Canada Information: The official Web site - in French and in English - of the Grand Prix of Canada. Web Site: http://www.grandprix.ca/ Honda Locations: Canada Information: Although our name is most often associated with automobiles, we are much more than that. We manufacture a wide range of products, including motorcycles, ATVs, generators, marine engines, lawn and garden equipment and automobiles. Historically, Honda has been a leader in fuel-efficiency and low-emission technology. With all of our products, we work to balance your desire for fun and performance with society's need for clean air and water. Web Site: http://www.honda.com/ HSBC Locations: Malaysia, Brazil, Monaco, Canada, France, United States Information: Headquartered in London, HSBC Holdings plc is one of the largest banking and financial services organizations in the world. The HSBC Group's international network comprises some 6,500 offices in 78 countries and territories in Europe, the Asia Pacific region, the Americas, the Middle East and Africa. Through a global network linked by advanced technology, including a rapidly growing e-commerce capability, HSBC provides a comprehensive range of financial services: personal, commercial, corporate, investment and private banking; trade services; cash management; treasury and capital markets services; insurance; consumer and business finance; pension and investment fund management; trustee services; and securities and custody services. Web Site: http://www.hsbc.com/ Ipiranga Locations: Brazil Information: Petroleo Ipiranga Companies are present on many different sectors. From the petrochemical industry to the production of bitumen, passing through the refining and distribution of fuel oil, arriving to the production of special oils. This is the explanation to the increasing strength of Ipiranga label in the competitive oil market. Web Site: http://www.ipiranga.com.br/index.html Jaguar Locations: Great Britain Information: Jaguar produces a variety of world-renowned cars, such as the XJR. Web Site: http://www.jaguar.com/ Kaimin Locations: Japan Information: Unsure, as this page is in Japanese, but it appears to be for a fish-related company. Web Site: http://www.kaimin.co.jp/ Magneti Marelli Locations: San Marino, Spain, Austria, Monaco, France, Germany, Belgium, Italy, Japan Information: The Fiat owned Magneti Marelli Companies are international leader in the design and production of high-tech components and systems for the automotive industry. They supply the world's major car manufacturers such as Renault, Citroën, Peugeot, Fiat Group, Ford, Volkswagen, Audi, Seat, BMW-Rover, DaimlerChrysler, GM-Opel, Volvo, Saab, Nissan, Toyota and Daewoo. Web Site: http://www.magnetimarelli.com/ Malaysia Locations: Malaysia Information: The host country of the Grand Prix of Malaysia. Web Site: http://www.tourism.gov.my/ (Web site not responding as of December 13, 2001) Melbourne Locations: Australia Information: Melbourne is the host city of the Grand Prix of Australia. Web Site: http://www.melbourne.vic.gov.au/ MillionCard Locations: Japan Information: This appears to be a Japanese credit card. Web Site: http://www.mccard.co.jp/ (Web page available only in Japanese) Mobil 1 Locations: Australia, Spain, Monaco, France, Great Britain, Germany, Hungary, Belgium, United States, Japan Information: Mobil produces fuels and lubricants for cars and other vehicles; Mobil 1 synthetic oil is its best known product. Web Site: http://www.mobil.com/ Monaco Grand Prix Locations: Monaco Information: The host race of the Grand Prix of Monaco. Web Site: http://www.acm.mc/ (Web site under construction as of December 12, 2001) Monaco Locations: Monaco Information: The host country of the Monaco Grand Prix. I can say from personal experience that virtually every corner of this tiny country can be explored in a single day. Web Site: http://www.monaco.mc/ Monte Carlo Grand Hotel Locations: Monaco Information: Splendidly located between the celebrated Monte-Carlo Casino and the sea, the four-star de luxe Monte Carlo Grand Hotel offers 619 guestrooms and suites. Its modern architecture blends perfectly with the natural beauty of the Principality of Monaco and the hotel provides an exceptional range of services and leisure facilities. Web Site: http://www.montecarlograndhotel.com/ NGK (NGK Insulators, Ltd.) Locations: Japan Information: This Japanese company is divided into four areas: Power Business Group, Ceramic Products Business Group, Engineering Business Group, and Electronics Business Group. Web Site: http://www.ngk.co.jp/ Nicos (Nippon Shinpan Co., Ltd) Locations: Japan Information: Nippon Shinpan Co., Ltd. (the 'Company') engages in business based on a corporate philosophy of making consumers' lives more affluent and the corporate slogan 'Dream-Network Company.' By providing consumers with the convenience of deferred payments while at the same time providing merchants (member stores) with an advance payment system, the Company has developed its businesses while promoting sales growth with merchants. In addition to its traditional role as a comprehensive consumer-credit company with a keen understanding of the retail market, the Company has also established its role as an information systems provider through development of electronic credit settlement and other systems for promoting transactions in e-commerce. Established in 1951, Nippon Shinpan was Japan's first consumer-credit company and is now celebrating its 50th anniversary. By harnessing the unique strengths of a multisector format that includes credit card business, finance services and information systems, Nippon Shinpan pledges to move forward as the leading player in the consumer credit industry and realize consumers' dreams. Web Site: http://www.Nicos.co.jp/ Nikon Locations: Japan Information: A multi-billion dollar precision optical company with worldwide manufacturing, research and marketing capabilities, Nikon was recently ranked among America's ten most respected brands. Its cameras, lenses and accessories are used by more professional photographers than all other 35mm brands combined. Its Coolpix cameras have received more awards and top rankings than any other consumer digital camera. Its microscopes command the largest share of the US life science market, both in research and diagnostic laboratories. ... The majority of Nikon's revenues worldwide come from the sale of its semiconductor manufacturing equipment, which dominates chip fabrication facilities throughout the US, Europe and Asia. In addition, Nikon offers many other precision optical systems. For instance, it markets instruments used by eye care professionals, as well as prescription eyewear and sunglasses. Nikon construction and surveying equipment is used to help build and maintain America's roads, bridges and buildings. Nikon's binoculars and sport optics are used by outdoor enthusiasts the world over. Finally, Nikon is deeply involved in the engineering, production and quality control of manufactured goods, from plasma displays and plastics to medical devices and machine tools. Web Site: http://www.nikon.com/ Nokia Locations: Brazil Information: Nokia is the world leader in mobile communications. Backed by its experience, innovation, user-friendliness and secure solutions, the company has become the leading supplier of mobile phones and a leading supplier of mobile, fixed and IP networks. By adding mobility to the Internet Nokia creates new opportunities for companies and further enriches the daily lives of people. Nokia is a broadly held company with listings on six major exchanges. Web Site: http://www.nokia.com/ Orange Locations: Australia, Brazil, Spain, Canada, United States Information: Orange is one of the leading providers of wirefree communications worldwide and one of the first truly pan-European providers of wirefree communications services. Orange has interests in wirefree communications businesses offering a broad range of voice and data communications services in 20 countries worldwide, including 13 countries in Europe. Web Site: http://www.orange.com/ Panasonic Locations: Japan Information: Panasonic takes pride in being one of the world's premier electronics manufacturers. Not only do we make the DVD players, televisions and dozens of other consumer electronics products enjoyed by millions, but we are also a supplier of electronics components. From tiny semiconductors, to DVD-ROM drives for PCs, to flat screen plasma TV displays, Panasonic engineers are always pushing the technological envelope. In fact, many companies use our high-volume, high-speed manufacturing expertise and know-how to create even better products, just one more way Panasonic enhances lifestyles around the world. Panasonic is not only a premier maker of electronics hardware, it is also one of the largest global manufacturers of DVD entertainment software. The growing state-of-the-art Panasonic disc replication plant in Torrance, CA, supplies many of the DVD video discs Americans bring into their homes every night. Web Site: http://www.panasonic.com/ Pastor Locations: Monaco Information: Since 1880, the Pastors have sculptured out of stone the story of Monaco and modeled its new image. The JB Pastor & Fils Company has realized nearly one million square meters in the Principality. It has been responsible for the majority of the buildings (at least 500.000 square meters) along the sea, the Monaco Yacht Club, the Summer Sporting Club, and many buildings and prestigious residences in Monaco. Web Site: http://www.pastor-immobilier.mc/ Petronas Locations: Malaysia, Brazil Information (concerning Petronas Motorsports): In the area of R&D, the continuous efforts involved in developing improved lubricant products for the PETRONAS - sponsored racing teams have also helped to promote technology transfer and the PETRONAS brand of products. With the use of these lubricants by the racing teams, the PETRONAS brandname is further enhanced and promoted internationally. Web Site: http://www.petronas.com/ (Web site not responding as of December 13, 2001) PIAA Locations: Japan Information: The Global leader in halogen lamp systems, PIAA Corporation was established in 1963 with the commitment to manufacture world-class products that our customers could use with pride and confidence. Today PIAA upholds that commitment by combining market driven concepts with the latest technology to make night and inclement weather driving as safe as possible. Web Site: http://www.piaa.com/ Pioneer Locations: Japan Information: Pioneer is respected for its role in such innovations as interactive cable TV, the Laser Disc player, developing the first Compact Disc player for the car and the first detachable face car stereo, DVD and DVD recording, plasma display, and organic electroluminescent display. The Company's strength in optical disc and display technology is complemented by its state-of-the-art software products and manufacturing capabilities. Pioneer also distributes music and movie titles on VHS and DVD. Offering a wide variety of titles, with a specialty in anime. Web Site: http://www.pioneerelectronics.com/ Pony Canyon (symbol only, on some FujiTV banners) Locations: Japan Information: This is a familiar symbol/name for avid fans of anime (Japanese animation); the Pony Canyon symbol is prominently featured as the main clock in the radio studio in the anime series Android MAICO 2010. Web Site: http://www.ponycanyon.co.jp/ (Web site available in Japanese only) Potenza Locations: Malaysia, United States, Japan Information: Potenza tires for cars and trucks are made by Bridgestone, the Japanese company which now owns the storied American tire manufacturer Firestone. Web Site: http://www.potenza.com/ Qantas Locations: Australia Information: Widely regarded as the world's leading long distance airline and one of the strongest brands in Australia, Qantas operates an average of 450 domestic flights a day and around 540 international flights every week, serving more than 120 destinations in 35 countries. Web Site: http://www.qantas.com.au/ Sao Paulo Locations: Brazil Information: The host state of the Grand Prix of Brazil. Web Site: http://www.lsi.usp.br/alesp/ (Web site for the Assembleia Legislativa do Estado de Sao Paulo) SAP Locations: Canada, United States Information: Founded in 1972, SAP is the recognized leader in providing collaborative e-business solutions for all types of industries and for every major market. Headquartered in Walldorf, Germany, SAP is the world's largest inter-enterprise software company, and the world's third-largest independent software supplier overall. SAP employs over 27,800 people in more than 50 countries, and all of them are dedicated to providing high-level customer support and services. Web Site: http://www.sap.com/ Shell/Helix Locations: Australia, Brazil, San Marino, Monaco, Canada, Europe, Hungary, United States, Japan Information: This company's core business include oil exploration and production, chemicals, gas and power, and oil products. Web Site: http://www.shell.com/ Siemens Locations: San Marino, Spain, Germany, Belgium, Japan Information: Over 150 years of innovation have made Siemens a world leader in electrical engineering and electronics. Today, Siemens is on its way to becoming a worldwide leading e-business company. We will use the networked know-how of our more than 460,000 employees in over 190 countries to benefit our customers and win new business - and live up to the motto: Siemens - global network of innovation. Web Site: http://www.siemens.com/ Spa-Francorchamps Locations: Belgium Information: The host circuit of the Grand Prix of Belgium. Web Site: http://www.spa-francorchamps.be/ Toenec Locations: Japan Information: About the only English on the company Web site's homepage is a Flash movie stating 'Energy & Facilities Solution.' Web Site: http://www.toenec.co.jp/ (Web site in Japanese) United States Grand Prix Locations: United States Information: The host race of the Grand Prix of the United States. Web Site: http://my.brickyard.com/usgp/ Vodafone Locations: San Marino, Europe, France, Great Britain Information: Vodafone is the largest mobile telecommunications network company in the world. It has interests in mobile networks in 28 countries across five continents. Vodafone aims to be the world's leading wireless telecommunications and information provider, generating more customers, more services and more value than any of its competitors. Web Site: http://www.vodafone.com/ Zepter International Locations: Brazil, Monaco, Canada Information: Zepter International is an organization which produces and sells exclusive high-quality consumer products around the world, principally by way of direct sales through a sales force of 120,000 consultants but also through retail outlets. Since its inception, Zepter has striven to enhance lifestyles around the world and to become an essential part of everyday living. Over the past few decades, Zepter has become a global enterprise with sales through its companies in over 50 countries across the world. Web Site: http://www.zepter.com/ ============================================== ============================================== ============================================== 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 2002 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 2002 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. In a change from F1 2001, Brake Bias is now done on a percentage basis, from -50% (front) to 0% (neutral) to +50% (rear). 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 2002 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. <<>> ============================================== 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 2002 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 13 Rear Wing 16 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 +5% Brake Strength 70 Gearbox Long Notes: This creates an extremely twitchy car which likes to slide a lot on braking. Suggested set-up for Malaysia (Sepang) Tires Type Hard Front Pressure 21.3 Rear Pressure 21.2 Aerodynamics Front Wing 17 Rear Wing 19 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 +5% 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. Caution is required when accelerating out of Turns 1 and 2 especially. 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 +2% 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. Still, take extreme care with accelerating out of Turn 1 and the corners of the lower portion of the circuit. Suggested set-up for San Marino (Imola) 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 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 +2% 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 +8% Brake Strength 70 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. The higher Brake Strength set closer to the rear of the car can be extremely important at the end of Pit Straight, both due to its immense length and the likelihood of gaining even more speed due to drafting. 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 +3% Brake Strength 63 Gearbox Medium Notes: This set-up is very close to the default settings given by the CPU; the only major change is to the aerodynamics. 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 +15% Brake Strength 70 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). The higher Brake Strength brought closer to the rear of the car is key for keeping off the barriers. 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 +3% 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 18.1 Rear Pressure 18.4 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 +10% Brake Strength 75 Gearbox Long Notes: Take extreme care in the hairpin. 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 +10% Brake Strength 75 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 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 +10% Brake Strength 75 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 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 +10% Brake Strength 75 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, especially if driving a consistently-slower car (such as an Arrows or a Minardi). Suggested set-up for Hungary (Hungaroring) Tires Type Soft Front Pressure 20.2 Rear Pressure 19.8 Aerodynamics Front Wing 19 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 15% Brake Strength 85 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. This set-up is extremely twitchy, and the car loves to slide through corners; this is really a set-up for EXPERT DRIVERS ONLY and definitely needs A LOT of fine-tuning... but I honestly do not have the patience for this track >:-( 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 +5% Brake Strength 70 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 +10 Brake Strength 80 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 +10 Brake Strength 75 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 +5 Brake Strength 70 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. ============================================== ============================================== ============================================== GRAND PRIX OF AUSTRALIA: ALBERT PARK The 2002 F1 racing season begins with a set of 'flyaway' (non-European) races. This fast, flat, attractive circuit is built around Melbourne's beautiful Albert Park Lake, using actual city streets which generally receive little traffic during the year. There are usually plenty of trees on both sides of the track, with a nice view of Melbourne's buildings as you come through Turns 12 and 13. The Albert Park circuit features many long, gentle, no-braking corners, allowing for incredible top-end speed all around this completely-flat circuit. However, these are tempered with several moderate- and hard-braking corners, as well as many dark shadows obscuring long stretches of the pavement, especially in wet conditions. Pit Straight: The front straight is fairly long, following a moderate-braking corner (Turn 16). However, Turn 1 requires an early braking zone. Turn 1: A moderate-braking right-hand corner. If you miss the braking zone here, there is a wide area in which you can recover. Traffic will often bunch up entering Turn 1, even beyond the start of a race. Turn 2: Immediately following Turn 1, this is a gentle left- hand turn which can be taken at full speed. Excellent acceleration out of Turn 1 makes the exit of Turn 2 and the ensuing straightaway a prime passing zone. Beware the barrier on the right on exiting Turn 2; do not hit the throttle too soon exiting Turn 1. Turn 3: This is a hard-braking right-hand semi-blind corner following a long straightaway; the braking zone begins earlier than it would otherwise appear, so make use of the distance-to-corner markers. Again, there is a wide recovery area here. A little speed can be made coming out of Turn 3, but the straightaway is virtually non-existent, requiring moderate braking for Turn 4. This is definitely NOT a place to pass (safely) unless you have EXCELLENT brakes and little or no tire wear. Traffic tends to bunch up here for Turns 3 and 4. Turn 4: A left-hand corner requiring at least moderate braking. To the outside of the corner is a wide, paved recovery area; however, driving too far out to the right or remaining on this paved area beyond the painted advertisement will result in a Stop-Go Penalty. The inside of Turn 4 is also a wide paved zone, but short-cutting Turn 4 by more than one car length will also result in a Stop-Go Penalty. Good acceleration out of Turn 4 can set up a good passing opportunity. Turn 5: A gentle right-hand corner through the trees which leads to a nice straightaway. With a flawless racing line, no braking is necessary here; otherwise, a quick lift of the accelerator will be needed to keep the left side of the car off the barrier. Turn 6: A semi-hidden moderate-braking right-hand corner. Traffic will sometimes bunch up here, as drivers try to spot the corner. A wide recovery zone is available here as well, but take care not to shortcut the corner. Blasting through Turn 6 without braking will almost certainly result in loss of control (with subsequent spinning, sliding, and/or crashing) due to the angle of the rumble strips. Turn 7: Immediately following Turn 6, Turn 7 is a very gentle left-hand corner which brings you alongside the northernmost end of Albert Park Lake. Beware the barrier on the right. Turn 8: This is almost not a turn at all, as it curves extremely gently along the shoreline, but the course map on the race's official Web site lists this as a corner. Turn 9: This corner is a tight right-hand turn which requires moderate or hard braking. Traffic almost always bunches up here. If you miss the braking zone here, you will end up out in the blue-green dust-covered area. Turn 10: This is almost not a turn at all, as it curves extremely gently to the left and back along the shoreline. There is absolutely NO room for error on the right side of the track, as the pavement runs directly up against the barrier. Once you pass underneath the second pedestrian bridge and see the grandstands ahead on the right, drift to the right to set up the best racing line for Turns 11 and 12. Turns 11 and 12: This extended left-right chicane is tricky. Turn 11 can be taken flat-out, but Turn 12 CANNOT be successfully navigated at full speed without either shortcutting the corner (using the pavement inside the rumble strips) or ending up beached in the kitty litter on the exit of the chicane. Sliding even one pixel across the rumble strips on either side of the chicane results in a Stop-Go Penalty. A flawless racing line is crucial to success here and in the ensuing straightaway. Straightaway: The pavement runs directly up against the barrier on the left side of the course here, creating problems for cars on the left whose engines suddenly expire. Turn 13: This is a semi-blind right-hand corner requiring moderate braking if you are alone; traffic tends to bunch up here. The recovery area again is quite wide, with a long run-off strip if needed. This leads to a short straightaway which can be a prime passing zone if acceleration out of Turn 13 is strong. Turn 14: A light-braking, right-hand corner with a wide recovery area. Experts should be able to take this corner at top speed (if not in traffic) with a flawless racing line, or by dropping the right-side tires onto the grass. This is a good place to pass on braking upon entering the corner. Turn 15: Do not be fooled by the run-off lane which proceeds directly ahead into an unmoving barrier; there IS a J-turn to the left here, requiring hard braking. This is also a good place to pass on braking when entering the corner. Note that the Pit Entry is immediately to the right upon exiting the corner, so be sure to look for cars moving slower than expected as they enter Pit Lane. Turn 16: But, be careful with the approach and exit angles for this right-hand turn, as the barrier (and a grandstand) is just a few feet off the pavement on the left as you exit the corner. A new addition from previous versions of the game, the Pit Lane barrier begins at the entry of Turn 16, so shortcutting is not a possibility, and dropping the right- side tires off the pavement is also not a good option. This leads onto the Pit Straight. Pit Entry: The Pit Lane begins to the right immediately after Turn 15. It is possible to enter at a fairly high speed, but there will be a sharp turn to the right very quickly, requiring moderate or heavy braking. Before entering the main Pit area, however, is a tight right-left chicane, so be prepared to truly slam on the brakes, or else the nose of your car will slam into the Pit Lane barrier. ============================================== GRAND PRIX OF MALAYSIA: KUALA LAMPUR This is the second-newest F1 course currently in use, as its construction was completed just in time for the end of the 1999 F1 season. Kuala Lampur includes very wide recovery zones all along the course, on both sides of the pavement, with very few exceptions. The main grandstands are nestled 'within' the course itself, as the 'back straight' and the 'Pit Straight' flank each side of the main spectator seats, linked by a tight left-hand hairpin. While the pavement is rather wide for an F1 circuit, it is actually more difficult to drive than it appears on television, especially the 'back' part of the course (behind the main grandstands). Pit Straight: The main grandstands are to the left as you fly down the Pit Straight. Slam on the brakes at the end of the Pit Straight, as the first two corners are VERY tight. Turns 1 and 2: Turn 1 is a TIGHT right-hand corner, followed immediately by the not-as-tight-but-still-difficult left-hand Turn 2. If there is traffic ahead of you, the cars will certainly bunch up here. The first corner on the opening lap of any F1 race is characterized by cars bunching up together; given the downhill slope of Turns 1 (beginning at the exit) and 2, cars are even more likely than usual to bump each other and/or the barrier here. Fortunately, the outside of Turn 2 has a wide (sand-filled) recovery area, so if a major accident takes place, it might be wise to (carefully) take to the sand to avoid the worst of the chaos and debris. Remember that Turn 2 is slower than Turn 1, so if following another car, allow plenty of room to keep from ramming the other vehicle. Turn 3: Accelerate hard through this sweeping right-hand corner. No braking is necessary here. The course begins a gentle uphill climb here. Turn 4: It is easy to overrun this corner, either on entry or on exit, but the wide patch of sand is available to slow you down in these situations. This right-hand corner is the crest of the uphill climb which began in Turn 3. Moderate braking will be required here. Turns 5 and 6: Turn 5 is an easy left-hand corner, followed by the similarly-shaped right-hand Turn 6. In Turn 5, the barrier comes very close to the pavement on the inside of the corner, so be careful not to roll up on the grass here. There is plenty of space for recovery on the outside of each corner, which may be important exiting Turn 6 as it is rather easy to run too wide on exit. Both corners can be taken either flat-out or with simply a slight lifting of the accelerator. Turns 7 and 8: These two right-hand corners are best taken in a wide 'U' formation. There is plenty of kitty litter on the outside of the corners here should you lose concentration and drive off the pavement. While experts with a death wish may be able to speed through these corners at full throttle, braking or significantly lifting off the accelerator would be a far better choice. Turn 9: This tight left-hand J-turn is made even more difficult by the brief uphill slope leading to the corner itself, which hides the view of the pavement as the course turns to the left here. Early braking is key, or else you WILL be caught out in the sand trap. Moderate or heavy braking will be needed here, depending on your top speed coming out of the 'U' formation of Turns 7 and 8. If you have excellent confidence in your braking ability (especially with fresh tires after a pit stop), this is a great place to pass other cars on braking, but only if attempted near the inside of the corner - otherwise, you will be far off the racing line, and any car(s) you try to pass will force you out into the sand. Turn 10: After the tightness of Turn 9, Turn 10's right-hand corner can be taken at full throttle. The course climbs gently uphill here, cresting shortly after the exit. Turn 11: The course begins a gentle downhill slope near the entry of Turn 11, then turns to the right as the downhill slope continues. Moderate braking will be needed here, as Turn 11 is tighter than Turn 10. This is also a good place to pass other cars on braking. It is also easy to overrun the corner, so there is plenty of sand to the outside of the corner to slow you down in this