3. Aerodynamics
Each car is accurately modeled in their aerodynamic packages. Each car has four different �splitter� configurations. These set the tone of the aero package as it relates to the track type. Here�s a small list with basic splitter wing configurations:
3.1. Splitter setting
1 � Le Mans or the Old Hockenheim
2 � Monza
3 � Most medium speed tracks. You will use this the most.
4 � Short tracks like Hungary and Monaco.
3.2. Rear Wing setting
Basically 5 degrees of rear wing for every splitter setting is the baseline you use. So for a 3 front splitter you�d use a 15 rear wing. The rear wing has a much finer adjustment that the splitter so that�s what you�ll be doing your �at the track� aero balancing with. So splitter x 5 will get you a basic rear wing setting. Choose the splitter first for the speed of the track.
3.3. Sensitivity to ride height
This has also been tuned to what the real world cars should have. They are not super-sensitive to ride height changes like the F1 cars are and this been changed accordingly. If you run RSDG�s excellent Le Mans track, the cars will still pull the front wheel over the Mulsanne �hump�, but will no longer flip over as our V3 cars � or Mark Webber � did. F1-2002 has allowed us the avenue to fix this now.
3.4. Aero Torque
Again, tuned to an individual characteristic of what and where the forces are on the real car models. It shows in the differences the car exhibits in high speed directional changes. Not only do the cars have chassis mass moment of inertia, but they have a similar aero �torque� moment of inertia depending on where the aero-centers of the front splitter, rear wing, main
body, and diffuser is located. Yeah, yeah, I know � aero can�t have a MOI, but you get the idea.
4. Brakes
Much time went into making the brakes act like the real thing: mostly the warm-up rate; where the peak friction torque is made; and how much, and how far, past the peak the brakes start to fade. And they will fade. Peak brake torque occurs at 500C; noticeable fade will happen at 800C. Also, if you go out with dead cold brakes out of the pits, don�t go stampeding into the first corner, you ain�t gonna� stop. As with the tyres, give it at least 1 lap to get near the peak stopping temperature.
Basically the brake ducts have 5 settings and this will give you the whole cooling range. 1-3 for Lemans and Monza, 4 for most of the medium tracks, and remember, Monaco needs 5.
5. Engine Heat
Engine heat is also modeled. It�s controlled by the radiator opening duct. Low settings for the fast tracks and higher for the slow tracks. You will lunch (in British English, "blow") the motor if you run it hot for an extended length of time. Not only smoke, but fire � big flames! Optimum temp is 95-105 degrees.
6. Gearbox and Clutch
Gear ratios are taken from Quaife and X-track: the two biggest suppliers of transmissions to GT racing. Clutch torques and friction have been extensively tweaked to make them feel realistic when using a clutch.
6.1. Semi-automatic gearboxes
Although they are implemented in the game as shipped (for playability reasons), they are illegal to use in the FIAGT series. For the ultimate, realistic experience, change this line in the HDV of the car you are driving:
[DRIVELINE]
semiautomatic=1 change to �0�
Now you will have to do your own throttle blipping on up and down shifts � la GPL. Myself and most of SBDT team, prefer this method.
7. Fueluse
Unfortunately, F1-2002 guesses fuel use off-throttle position and RPM�s when the AIW (AI line) is constructed. Since the NGT�s run a higher RPM range than most of the GT�s, the Laps the game calculates that you will make in a GT car is off by 30% or so. It will under estimate the laps, so don�t worry, you won�t run out of fuel. The NGT�s are accurate. ISI is working to make this more flexible in future releases.
8. AIW (Artifical Intelligence Waypoint file)
These are completely re-done for GTR2002. It�s no secret now that ISI has entrusted me with their AIW creation tools to allow completely new AIW to be made. The AIW line is actually �driven� and recorded by the type of car that is used. This is why the F1 car AIW�s can be so bad for the GT car. They can get away with slightly sloppy AIW lines because of their raw stick. The GT cars, on the other hand can have a lot of trouble negotiating the same paths. For this reason, I created new and highly tuned AIW�s specifically for GTR2002�s cars. Great pain was taken to drive the lines as accurately and smoothly as possible. Also many of the �bad passing attempt� areas have been marked illegal for the AI to drive on, making for a better racing experience. It�s far from perfect and there are still issues with the underlying AI decision making process, but I dare say it�s pretty damn good
in general: at 100% strength they are really tough. One known issue is that the AI is better at putting the power down out of the corners, and this was compensated for as best as was possible, but you will notice this somewhat.
8.1 AI setup files
These are no longer located in the save folder, but in each individual car�s folder. This was a change implemented in F1-2002 (and requested by me � thanks T-Bone!) so we could individually setup each car as the cars are all so different. So if for some reason you want to do some messing around with them, don�t look in the GTR2002save folder they�ll be in each teams folder.
Complete guide in PDF format.
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