Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
81 views24 pages

F1 Doc

Uploaded by

Sakessa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
81 views24 pages

F1 Doc

Uploaded by

Sakessa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

Introduction 3 Stages menu 13

STAGES MENU 13
Installation 4 STAGES SUB-MENU 14
MINIMUM SYSTEM REQUIREMENT 4 SETTINGS 14
DIRECTXTM 4
3D SOFTWARE VERSION 4 Garage 14
ACCELERATED 3D VERSION 4 DONE 15
INSTALLATION 4 CAR 15
UNINSTALL 4 CIRCUIT WEATHER 15
README.TXT 4 RESULTS 15
STRATEGY 15
Quick start 5
Car settings 15
Navigation principles 5 DONE 15
NAVIGATION CONTROLS 5 PERFORMANCES 15
THE MAIN MENUS AND SUB-MENUS 5 BRAKES 16
THE GARAGE SCREEN 5 TYRES 16
THE POP-UP MENUS 5 WINGS 16
SUSPENSION 17
General menu 5 GEARBOX 17
LANGUAGE 5 PETROL 17
CONTROLS 6
STEERING SENSITIVITY 7 After a race 17
SYSTEM 7
OPTIONS 7 Results 17
DONE 17
Race menu 8 REPLAY 17
GAME TYPE 8 RESULTS 17
SYNC/ASYNC 9 RACE INFORMATION 18
GRAND PRIX 11
PARAMETERS 11 On the track 18
PLAYER 12 ESCAPE MENU 18
TEAM 13 DRIVING AIDS 18

Add. in-game controls 18


INSET WINDOWS: F5 key 18
DRIVING MIRRORS: F6 key 19
SOUND ON/OFF: F7 key 19
RACE INFORMATION: F8 key 19
TELEVISED INFORMATION: F9 key 19
CIRCUIT DISPLAY: F10 key 19
SWITCHING CAR VIEW:F11/F12 key 20
DASHBOARD DATA 20

Pitstops 21
PITSTOP SITUATIONS 21
PITSTOP STIRATEGY 21
PITSTOP REOUEST 21
REFUELLING SEOUENCE 22
LEAVING THE PITS 22
PITSTOPS IN NETWORK MODE 22

Penalties 22
Retirement and disqulfication 22

Camera control 22
COCKPIT VIEW 22
EXTERNAL VIEW 22
CAMERAS MOUNTED ON THE CAR 23
HELICOPTER VIEW CAMERA 23
TRACK-SIDE VIEW TV CAMERAS 23
OVERHEAD VIEW CAMERAS 23
CAMERAS AND PLAYER PROFILE 23
Replay 23
Introduction

Formula 1 isn't just the king of motor sports, it's a fantastic human and technological adventure that has been
arousing passionate excitement since 1950. Now with Official Formula 1 Racing you can experience that excitement
with the ultimate Formula 1 simulation.

Developed by Lankhor, published by Video System, distributed by Eidos Interactive, and licensed by the Formula 1's
governing body, the FIA, Official Formula 1 Racing features the real teams and drivers from the 1998 World
Championship season. Each car is true to its real-life counterpart both from the point of view of shape (modelled
in 3D using over 1000 polygons) and in its physical performance. With the technical support of engineers from a
major Formula 1 team, we have developed a complete physical model of a Formula 1 car based upon actual data on the
power, braking, and aerodynamic forces, etc. The accuracy of this model is such that with good tuning, you should
be able to achieve similar times to those set on each of the circuits during the 1998 season.

Thanks to the unique power of the 3D engine used by Official Formula 1 Racing, the level of graphical realism is
quite unprecedented: the circuits have been modelled in their entirety and are no longer restricted to the
immediate surroundings of the track, and the depth of vision is practically unlimited with no loss of detail and
none of the background 'pop-up' that mars inferior 3D simulations.

As regards the key aspect of the game, its playability, we have designed Official Formula 1 Racing and its
artificial intelligence driving module so that you will always be pitted against challenging opponents of a
similar skill level, whether you're a beginner or a die-hard simulation fan. But driving ability alone is not the
only skill required if you are to take the chequered flag. Formula 1 cars only perform at their best after long
hours spent tuning them, so that with each circuit you will find yourself in a new search for the optimum car set-
up.

You will have to get to grips with every aspect of this most extreme of competitions if you are to succeed in your
quest for the world title, the ultimate objective of racing drivers the world over.
MINIMUM SYSTEM REQUIREMENTS
• Pentium 90 with 16 MB RAM
• Graphics card with 1 MB supporting DireCtXTM (DirectDraw)
• Sound card supporting DireCtXTM (DirectSound)
• CD-ROM drive 4x or greater
• Windows 95/980

DIRECTX TM

Official Formula 1 Racing uses the DirectX 6.0 library from Microsoft for graphics, sound, network gaming and for
Direct3D display with certain graphics cards. You will be asked to install this library during installation.

Note: The game may not perform to its full capacity if your graphics card or sound card does not support DirectX
or if its driver is not certified by Microsoft& You can obtain the latest drivers from your supplier or download
them from the Internet

3D SOFTWARE VERSION

Official Formula 1 Racing uses the X31) TM technology developed by Lankhor for 3D display. This technology
offers exceptional performance and advanced graphics options (proximity blurring, fog effect, Gouraud shading,
reflective light, etc.) whilst allowing high-grade screen definitions (up to 1024*768 for official Formula 1
Racing).

ACCELERATED 3D VERSION

The 3D cards based on the Voodoo and Voodoo 2 chipset from 3DFXTM use a specific library, all other 3D cards use
the Direct3D library.

INSTALLATION

1. In Windows, insert the Official Formula 1 Racing CD-ROM into your CD-ROM drive. After several seconds the
installation program begins automatically. If autorun is disabled the installation will not start, to manually
access the installation follow these simple instructions: Double-click on the 'My Computer' icon on your desktop,
then double click on the CD-ROM icon that appears in the newly opened window. Finally double-click 'FlLaunch.exe'
to start the installation.

2. Choose a language for the onscreen text.

3. Validate the default installation directory (c:\Program Files\Eidos Interactive\Official Formula 1 Racing) or
choose your own.

4. Choose the type of installation: - Minimal (CD-ROM)


Requires the minimum hard disk space. Only the backup files are installed, everything else is loaded from the CD-
ROM as and when it is needed during play.
- Standard (Recommended)
Requires around 125 MB of hard disk space.
Note: The game disc must still be inserted in your CD-ROM drive while you play the game.

5. Choose the software 3D version or accelerated 3D version (Voodoo or Direct3D). This is the version which will
be loaded by default at the end of the installation. Other versions are also installed and are accessible from the
start menu.
Important note: With certain 3D cards the software 3D version of Official Formula I Racing may prove to be faster
and graphically superior to the accelerated 3D version.

6. Install DirectX 6.0 if this library is not already installed on your system.

7. Start the game by choosing the option "Launch Official Formula 1 Racing", from the Start Menu. UNINSTALL

Uninstall the game using the option "Uninstall Official Formula 1 Racing" from the Start menu.

README.TXT

Read the readme.txt document for all information regarding the game and compatibility for other hardware.
Quick Start
As soon as the game has loaded and the first menu appears press ENTER twice to put yourself behind the wheel on
the starting grid, Keyboard controls for basic driving are centred on the cursor keys.

Navigation Principles
Navigation and the various game options are accessed via four interfaces: the main menus, the submenus, the Garage
Screen and the pop-up menus. These different interfaces follow the same navigation rules; they are described in
the table below listed by the control device selected.

Note, Keyboard navigation remains active even if you select another control device,

NAVIGATION CONTROLS
Action Description Keyboard Joystick/joypad Steering wheel

Up/down Proceed to the Up/down cursor Up/down Accelerator/brake


selection next or previous keys
option

Left/right Select the value Left/right Left/right Left/right


selection for an option keys cusor
from a choice of
settings

Confirm Confirm the ENTER, Button 1 Button 1 Button 1


selected option; SPACE BAR
call up a menu,
sub-menu, or
selection screen

Cancel Escape; return to Esc (ESCAPE) Button 2 Button 2


the previous menu

THE MAIN MENUS AND SUB-MENUS


There are two main menus: the General Menu for general set up options; the Race Menu f0f game options.

THE GARAGE SCREEN


This is where you make adjustments to the car prior to going out on the track. The navigation offered by the
Garage is identical to that of the menus, except that the options are represented by objects in a 3D environment.

THE POP-UP MENUS


These are activated during the game by a specific action. For example, by pressing the Esc key, a pop-up menu is
superimposed transparently on the race to allow the driving aids to be modified or to exit the race prematurely.

General Menu
Highlight one of the following choices using the up and down selection controls then press the confirm button to
enter the sub-menu. When you wish to exit the General Menu select the OK option to proceed to the Race Menu (or
else press the Esc key to quit the game).

LANGUAGE
This takes you to the Language and Regional Parameters sub-menu Use the up/down selection controls to highlight
one of the following an@ the left/right controls to change its setting:

Language
There are five languages available: English, French, German, Italian,

and Spanish. Each is represented by a national flag, Once a language has been chosen, all onscreen text will be
displayed in that language. When first started, the game adopts the language specified in the installation
program.

Length
The units used for measuring distances and speeds: either kilometres or miles.

Volume
The unit used for measuring the amount of petrol in the fuel tank: either litres, gallons or US gallons.
Temperature
The unit used for measuring temperature: either degrees Celsius or Fahrenheit.

CONTROLS
The Controls sub-menu displays information relating to the keyboard and the game ports configured in Windows. It
enables these to be selected and for the controls of your car to be configured for each one.

Choosing a control device


The upper half of the Control Management Screen displays the available control devices: either keyboard or other
game controller (joystick, joypad, steering wheel, etc.) inserted into the game port/s,

Where a control device has been inserted into a game port and recognised by Windows, the name of the device (e.g.
joystick, joypad, steering wheel, etc.) is displayed on the right. If the game port has not been recognised then
it is listed as Not Defined. In this case it cannot be selected.

If your system has two game ports, either as standard or through a specific card, you can, for example, assign
your joystick to the first game port (generally used by all games) and reserve the second game port for your
steering wheel.

Callibration in Windows
If the game port has been recognised but is still listed as not defined, the device is not calibrated. Official
Formula 1 Racing relies on the data stored by Windows@ to identify the available game ports and recover the
calibration information for the corresponding control devices.

The game ports recognised by Windows@) also appear in the Sound, Video and Game Controllers option of the Device
Manager tab of the System option in the Control Panel, The game devices are calibrated in Windows@ using the
Control Panel, and clicking on the joystick icon (Game Controllers).

To choose a control device, highlight either keyboard, game port 1 or 2 with the up/down selection controls. If
you wish to modify the control configuration for the device then press the confirm button - this will take you
into the control configuration sub-menu at the bottom of the screen.

Configuring a control device


The control configuration sub-menu displays the driving commands currently assigned for the
selected control device. The default controls are as follows:

Command Keyboard Steering wheel Joystick/Joypad

Accelerating Cursor up Accelerator pedal axis up

Braking Cursor down Brake pedal Y axis down

Steering right Cursor right Turn wheel right X axis right

Steering left Cursorleft Turn wheel left X axis left

Gearup SHIFT Button A Button A

Gear down CTRL Button B Button B

To re-assign a control command, highlight it and press confirm (the command should start to flash): now perform
the new control action you wish to assign to that command. When you've finished highlight OK and press confirm.
Your player profile stores the control configurations for each of the control modes available on your system.

Once you've selected a control mode and are happy with its configuration, press the confirm button - you will be
returned to the General Menu.

STEERING SENSITIVITY
Whilst playing the game using an analogue controller such as a steering wheel you may find that the controls are
not responsive enough. To correct this problem we have incorporated some different sensitivity settings. These 3
different levels can be cycled through by pressing ALT while in game.

SYSTEM
Select this to view information on your hardware
displayed in the System Configuration Screen. From the top down it shows...

Processor
Shows the make and model of the processor. An Intel Pentium processor or equivalent Cyrix or AMD is recommended
for playing Official Formula 1 Racing-

Memory Capacity Shows the available physical memory capacity. A memory capacity of less than 16 megabytes may lead
to Windows indiscriminately transferring parts of the memory to the virtual memory file on disk, blocking the game
for several seconds. Official Formula 1 Racing optimises the use of the physical memory for maximum player
comfort. Depending on the size of the memory, several circuits may be stored in the memory, requiring no data to
be loaded when called up. Memory capacity also affects the available replay recording time.

Graphics Card Shows the make and model of your graphics card and the video memory capacity. To allow al definition
of 1024768 in the game, the video memory capacity must be at least 2 megabytes. If your video card and its driver
do not comply with the equipment specifications of DirectDraw from Microsoft, this will emulate these standard
functions in software and the performance of the garne;' will be substantially impaired. Your sound card may also
support DirectDraw but its driver may not have been certified by Microsoft. Ask your supplier about the
availability of the most recent driver.

3D Card
If you have a 3D card, this shows its make and model. The installation of the game proposes several versions of
the game optimised for 3D cards. Some use proprietary libraries whilst most of the other use the generic Direct3d
library from Microsoft@.

Bound Card This shows the make and model of your sound card and its memory capacity. Again, if your sound card and
its driver do not comply with the equipment specifications of DirectSound from Microsoft@, this will emulate these
standard functions in software and the sound of the game will be substantially impaired. Your sound card may also
support DirectSound but its driver may not have been certified by Microsoft@. Ask your supplier about the
availability of the most recent driver. Press the confirm button to return to the General Menu.

OPTIONS
The Options sub-menu allows the different graphics parameters of the game to be set. Use the left and right
selection controls to toggle through the available settings (note, these parameters may be modified at any time
during the game using the function keys listed below). When you're happy with the set up press the Esc key to
exit.

Graphical Options RESOLUTION: F1 KEY


The supported screen resolutions are:
320x2OO 400x3OO 512x384 640x480 800x6OO 1024768

DISPLAY MODE: H KEY


There are 3 choices here.

• All Lines mode is the standard display mode, the other two are alternate line dis-play modes that increase the
game's performance to a greater or lesser extent depending on your machine. Effectively they are offering you the
choice of the following screen resolutions:

400x150 512x192 640x240 800x3OO 1024384

• Double Lines mode has the advantage of significantly increasing the performance of the game compared to the
corresponding resolution with some noticeable impairment of graphics.
Note, some recent graphics cards do not support this mode and therefore display a half-sized display at the top of
the screen.

• Alternate mode displays half the horizontal lines in an interlaced format.

FORMAT: F2 KEY
Two screen formats are available: TV Format (normal) and Wide Screen.
SIZE: F3 KEY
Three screen sizes are available: full screen (100%) and two reduced sizes (75% and 50%). On a slow machine, a
reduced size may speed up the game.

REDUCED DETAIL: F4 KEY


This is a feature unique to Official Formula 1 Racing. If you have a slower computer you can set this to YES to
optimise the game's performance for only a small drop in graphical quality.

Sound Options music


To enable background music and in-game speech this option should be set to YES.

Otherwise set it to NO.

SOUND
Set the volume level for the sound used in the game. Set it to NO to mute the sound entirely.

Navigation in the 3D environments

GARAGE
The Animated Sequences setting enables the animations and camera movements in the Garage, Screen. The Fixed Views
setting disables them in order to speed up selections.

TEAM SELECTION

The 3D Showroom setting enables the animations and camera movements on the Team sub-menu..
The Menu setting disables them in order to speed up selections.

Race Menu
This menu allows you to modify the game options before starting a game. You can exit the Race Menu either by
highlighting the OK option then pressing confirm to begin a race, or by pressing the Esc key to return to the
General Menu. The available options are...

GAME TYPE
Use the left/right selection controls to choose one of the following game modes: Quick race, Single race,
Championship, Practice, Multiplayer and Scenario.

Quick race
This game mode allows you to skip to the Grand Prix circuit of your choice and race for any number of laps.

Single race
This game mode is similar to the Quick Race, except you get the option of going through some or all of the other
race stages.

Championship
This game mode allows you to take part in a championship. Press the confirm button if you wish to create a new
championship, choose from among championships you have already created or deleted them. A championship can have
several states:

NEW

The championship is either being created or has been created but not started. When they are created you must give
the championship a name (up to 9 characters). Any newly created championship includes all the Grand Prix of the 98
season with their actual number of laps; the team, the car and the parameters are those of your current driver
profile. You can then modify this data in the Championship sub-menu before confirming.

Note: This does not affect the selections currently stored in your player profile.

IN PROGRESS
The championship has been interrupted at the end of a Grand Prix. You can still modify certain parameters, but you
cannot now change team or car or the Grand Prix races which make it up.
INTERRUPTED
The championship has been interrupted during one of the Grand Prix. None of the options can be modified.

FINISHED
All the Grand Prix in the championship have been run but the championship has not been deleted from the list of
your championships. When you validate the Race Menu in Championship finished mode, you will enter the Stages Menu
which will only allow you to look at the results. During a championship the player is unable to modify the Grand
Prix, race settings or the Team. However you have access to sub menus and to the showroom, without being able to
change anything.

Notes: Championships are automatically saved as . CHP files and stored in the @ CHP subdirectory of the game's
main directory. The file of a championship is particular to you,- its name is made up of your player name and the
name of the championship (e.g.: PETER CHAMPO I. CHP).

Practice
This game mode allows you to explore each of the circuits outside the Grand Prix but only to carry out free
trials. This is useful for getting to grips with the different driving aidt available, the various game levels and
the behaviour of the car. You can also practise tuning the car ij the Garage, according to the conditions chosen
(qualifying/race, weather etc.) and judge their impact on the track.

multiplayer
This game mode allows multi-player play. You can play Official Formula 1 Racing between several computers using
various modes of communication:
• Several computers on the same local network using the IPX protocol. • Several computers on the same network
using the TCPAP protocol.
• Two separate computers connected by modem via the telephone network. • Two computers connected locally by a
Serial Cable.

Session sub-menu
When you select MULTIPLAYER, the Session sub-menu appears. From heree you can initiate a multi-player session or
join a game session already created by another player.

A session in Multiplayer is always played in Quick Race mode. The player who created the session is called the
Master and it is up to him to define the Grand Prix and the race parameters, In addition, for the sake of
fairness, and so that the game can't be disputed, he decides which of the certain driving aids are used in the
race.

If at any time you exit the Session sub-menu by pressing the Esc key, you return to the General Menu without
having either joined or created a communication session.

SYNC/ASYNC
Synchronisation of games can follow two protocols, regardless of the chosen communication mode, (Synchronous or
Asynchronous).

In Synchronous mode, the position of each car is exactly the same on all computers. In order to maintain the
accuracy of positions, speeds and so on. The protocol synchronises the speed of the game to the slowest computer.
It allows the user to keep most of his options settings and it allows computer driven cars.

In Asynchronous mode, the position of each car can slightly differ from one computer to another according to their
respective speed. This protocol allows the user to play on slower network such as the Internet or a modem.
However, some game options are disabled and computer driven cars are not allowed in the game. To change the
resolution, the user must pause the game.

Game on local IPX network


The choice of IPX is only offered if your system forms part of a local network managed by the IPX protocol.

CREATING AN IPX SESSION To create an IPX Session, choose IPX mode using the up/down selection controls in the
left-hand Mulitplayer sub-menu and choose the Create option using left or right. Now press the confirm button.

You must now name your session. You are asked to enter the 6 characters (e.g. Monaco) and then confirm the
selection.

Once you have named your session you must choose between Sync/Async mode. Once this is confirmed you are sent to
the Meeting sub-menu where you must wait until other players join your session. Then you can start.

JOINING AN IPX SESSION


If you want to join an existing IPX session, use the left/right selection controls to choose the Join option, then
up/down to select one of the open IPX sessions whose names are displayed in the left- hand sub-menu. Once you have
selected an IPX session, the right-hand sub-menu displays the main parameters of this session (Grand Prix, number
of laps, maximum number of competitors, race parameters, driving aids) so that you can decide whether to join it.
Once you have validated a session, you are sent to the Meeting sub-menu where you have to wait until other players
join the session and the Master proceeds with the race.

Playing in TCP/IP communication


CREATING A TCP/IP SESSION
To create a TCPAP session, use the left/right selection controls to highlight Create mode in the left- hand
Multiplayer sub-menu, then up/down to select the TCPAP session, and press the confirm button.

For a TCP/IP session, you do not name your session and you will not be able to transmit information relating to
the race (Grand Prix, number of laps, parameters, etc.) until communication has actually been established. You
must therefore agree all of these parameters in person beforehand with your partner. Once you have confirmed the
session, you are sent to the Meeting sub-menu where you wait until the other player joins your session.

JOINING A TCP/IP SESSION


To join an existing TCP/IP session, use the left/right selection controls to highlight the Join option, then
up/down to TCP/IP session in the left-hand Multiplayer sub-menu. Once you have confirmed, you are sent to the
right-hand Communication sub-menu where you must specify the address (made up of four figures) of the player who
created the game. Once you have confirmed the session, you are sent to the Meeting sub-menu where you wait until
the Master starts the session.

Playing in modem or series communication


CREATING A MODEM OR SERIES SESSION
To create a modem or series session, use the left/right selection controls to highlight the Create option on the
left-hand Multiplayer sub-menu, then up/down to Modem or Series session and press confirm. For a modem or series
session, you do not name your session and you will not be able to transmit information relating to the race (Grand
Prix, number of laps, parameters, etc.) before communication has actually been established. You must therefore
agree all of these parameters in person beforehand with your partner. Once you have confirmed, you are sent to the
right-hand Multiplayer sub-menu where you must specify the communication port used (default = port 2) or, if you
are communicating via modem, the modem used. You are then sent to the Meeting sub-menu where you wait until the
other player joins your session.
JOINING A MODEM OR SERIES SESSION To join an existing MODEM or SERIES session, use the left/right selection
controls to highlight the Join option, then up/down to highlight Modem or Series session in the left-hand
Multiplayer sub-menu. Once you have confirmed, you are sent to the right-hand Multiplayer sub-menu where you must
specify the communication port used (default = port 2) or, if you are communicating with a modem, the modem used,
then a telephone number to dial. You only exit the Session sub-menu once communication has been established with
your partner. Once you have confirmed a session, you are sent to the Meeting sub-menu where you must wait until
the Master starts the session.

Meeting sub-menu
The Meeting sub-menu lets you wait until a sufficient number of players have joined the session and the Master
player starts the race.

A reminder of information relating to the race is displayed above the sub-menu: the name of the Grand Prix, the
number of laps and the number of cars. As players join the session their name, their car number and the name of
their team are displayed.

If your car is already reserved by a player who joined the session before you, your number and team name will
flash in the centre of the screen, indicating that you must choose another car. You choose a car using the
left/right selection controls then pressing the confirm button. While waiting for the race to start you can then
type messages on the keyboard to talk to the other players who have joined the session. If you are the Master
player, you can start the race as soon as another player has joined the session. It is up to you to decide whether
or not to wait for other players. You can switch to Chat mode at the start of the race using the left/right
selection controls and pressing confirm. If at any time you exit the Meeting sub-menu by pressing the Esc key, you
will return to the race menu without having joined or created a communication session. If you are the Master, all
the waiting players are then returned to the Race Menu.

Scenario
This game mode allows you to recall all or part of a race stored earlier, either to watch it again in Replay Mode
or to pick it up again at any point you choose. You can then choose your scenario from those you have already
created or delete them. The Scenario game mode is not available, until you have created a scenario during replay
mode during a race (single race, quick race, and championship). If your scenario has been created from a race
which forms part of a championship, when you start this scenario it will be treated as a single race not forming
part of this championship. Once you have selected Scenario use the left and right selection controls to choose
from the previously saved scenarios (details of the file are displayed at bottom right) then press the confirm
button.

The scenarios are ".SCN" type files and are stored in the "\SCN" subdirectory of the main game directory. A
scenario is identified by its name and the fact that it is private (it is personal to you) or public (you can then
swap it with your friends). A public scenario is prefixed by "PLAYER TM11 (e.g..: PLAYER-MONAC01O.SCN),
while a private scenario is prefixed by your player name (e.g.: PAUL-MONTREAL1 2.SCN). Before loading a scenario
you are able to observe Grand Prix sub menus, settings and Teams, but you are unable to modify anything.
GRAND PRIX
Select this from the Race Menu to call up the Grand Prix sub-menu. Here you can view or, depending on the game
mode, modify the parameters for the current championship. The listing on the left gives a breakdown of the Grand
Prix that make up the championship, showing (from left): the race number, name, and number of laps. When a
Championship is either In progress, Interrupted or even Finished, or when recalling a Scenario, this sub-menu is
only used to view the Grand Prix selected.

While a Championship is still New, you can select or modify the Grand Prix which make up your championship. You
move around the Grand Prix sub-menu by using the up and down selection controls and change the settings using the
left and right selection controls as follows:

CHAMPIONSHIP
When this is set to Official the order of races matches the 1998 Championship. Set this to Custom and you can
change the order and number of races by selecting OK and pressing the confirm button. Now use the up and down
selection controls to highlight a Grand Prix: the layout of the selected circuit and the name of the host city is
displayed at top right. Press the confirm button to add or remove that Grand Prix from the Championship.

Use the left and right selection controls to set the number of laps. When you've finished press the Esc key to
return to the Race Menu.

LAPS
Use the left and right selection controls to set the number of laps for every Grand Prix in the Championship. It
varies from 3 to 10 then the numbers of laps corresponding to a quarter, half and three quarters of the Grand Prix
are proposed in turn. When you've finished press the Esc key to return to the Race Menu.

PARAMETERS
Selected from the Race Menu, the Race Parameters sub- menu lets you change the following options to influence the
challenge and realism of the next game.

Note: Any changes to this status are stored in the player profile and taken into account in any new game. When
resuming a championship or recalling a scenario, all performance parameters revert to their settings when the
championship was created.

Level
Three driver levels are available corresponding to three levels of difficulty:
• Novice: The top speed achieved by the cars, depending on their category, is 240 km/h (160 mph). This greatly
reduces the braking distances for entering a corner.
• Standard: Allowing a top speed of around 280 km/h (193 mph), this level requires god driving skills and sharp
reflexes.
• Expert: At Expert level, your car can really show what its engine is capable of (on certain circuits). With a
top speed of over 320 km/h (214 mph), any driver error will be severely punished.

Whatever your choice, if you are playing in Multiplayer mode, the level will be set by the Master player who
created the game.

Category
This parameter describes the distribution of vehicle performances in the chosen driver level. The cars in each
team are rated for performance from Category 1 (very high performance) to Category 5 (poor performance). Each
team's Category reflects their performance in the 1998 Formula 1 Championship, and is listed in the Team sub-menu.
The settings for the Car Category option are as follows:
• Realistic: Retains each team's listed Category rating. If you have chosen a team which is supposedly weaker, a
win or a podium position will be considered a greater driving achievement.
• Random: The Category rating for every team is selected at random.
• Cat: Allows you to give all teams the same Category rating (from 1 to 5).

Note: In multiplayer mode every player drives the same Category of car, the rating being dictated by the Master
player's choice of team. The non-player cars will perform according to the Car Category option chosen by the
Master

Fuel/Tyre Usage
This option allows you to set the realism of tyre and engine wear, fuel consumption, etc., and will thus influence
the number of required pit stops during the race.

If this option is set to Relative, tyre wear and fuel consumption is calculated taking into account the number of
laps. Hence you will have to make pit stops even if you have chosen to race a reduced number of laps. On this
setting, tyre and engine wear and fuel consumption are increased.

Setting the option to Realistic establishes a number of pit stops according to the actual length of the Grand
Prix.

By choosing the NO setting you will no longer need to make pit stops during a race (unless of course you have an
accident and damage the car).

Behaviour
This parameter relates to the physical performance of the cars and the behaviour of the computer controlled
drivers.

ARCADE
This mode is designed with playability and fun in mind. The characteristics of Arcade mode are: Cars
Increased grip allows corners to be taken at greater speed Without skidding, and prevents the wheels from spinning
too much when accelerating and locking up prematurely when braking. Collisions with the barriers and other cars
are less damaging but just as spectacular.

Drivers

The drivers will adapt their behaviour to your driving to ensure the race is never too easy or
too hard.

SIMULATION
This mode is designed with realism in mind and is aimed at enthusiasts. This results in a more demanding drive but
is closer to the reality of Formula 1. The characteristics of Simulation mode are:

Cars
Limited grip, forces you to take corners slower or in controlled skids; to limit acceleration to avoid wheel
spinning; and to avoid collisions at all costs (unless the car is in indestructible mode).

Drivers

The drivers behave much more realistically. If you choose a level which is too difficult for you
and you have a weak category car, you risk finding yourself isolated at the tail-end of the race On the other
hand, if you choose a level with which you can cope perfectly well and have car in the strongest category, a good
placing will not mean so much.

Note: if you are playing in Multiplayer, the mode chosen by the Masterplayer’s imposed on allplayers.

Number of cars
This is the number of cars involved in the race (the minimum number permitted is 3). It does not apply to
qualifying, warm-up or practice sessions.

Weather
The weather conditions play a major role in the adjustments made to a Formula 1 car.

The Sun or Rain options impose stable weather conditions during all stages of the race. With the Random option,
the conditions may vary from one stage to the next (qualifying in fine weather and race in rain, for example), but
they can also change gradually during one of these stages. If the weather conditions worsen or improve, you have
to judge whether you need to return to the pits to change tyres in order to maintain optimum performance.

PLAYER
The Player sub-menu allows you to create or delete your player profile, to recall this profile when you were not
the last person to play and to delete a player. Press confirm when you've finished.

Creating a new player


To create a new player, select Create then press confirm. Enter your name in the middle line of the name display
window either by using the keyboard or by selecting letters from the scrolling list. Your name is limited to 8
characters, and the name "PLAYER" is reserved.

Note: a player is created with a default car You must call up the Team sub-menu to modify the team and driver
associated with the player

Selecting an existing player


To select an existing player from the list, use the up/down selection controls. The name of the player selected is
shown highlighted. The main characteristics of this player, the team and driver number are displayed on the right.

Deleting a player
To delete a player, select an existing player as described above, select the Delete command by moving
horizontally, then press the confirm button.
Note: The default player, "PLAYER", may not be deleted.

Player profile
Information relating to each player is stored in the player profile established when the player is
created. Player profiles are saved as AR type files and are stored in the \PLR subdirectory of the main game
directory. The file is named after the player (e.g.: PETER. PLR).
The player profile includes:
• Player's name
• Team and car
• Current driving aids
• Control mode (keyboard, joystick, joypad, steering wheel) and associated commands • Regional characteristics
(languages, units of measurement)
• Game mode
• Game parameters
• Current settings for the 16 circuits. There are 4 settings per circuit: qualifying and race, dry and wet
weather
• The graphics mode (resolution)
• Current options (keys F5 to F9)
• Camera mode used (cockpit camera or external camera)
• Position of the external camera
• The fastest times recorded on the circuits during qualifying and in the race

Note: The game configuration is automatically stored when you end an Official Formula 1 Racing session - i. e. if
you were the last person to play and you were midway through a Championship, when you next run the game you resume
the Championship exactly from where you left off.

TEAM
Accessed from the Race Menu the Team sub-menu allows you to make changes to your car and driver. You cannot access
this screen when resuming a championship that has already begun or when recalling a scenario.

Use the up/down selection controls to choose one of the following then press confirm.

Team information
This displays information relating to the 1998 season for the team you selected. Use the left/right
selection controls to select data on the following:

• Team
Information on the team, its history, trophies won before 1998

• Driver no. 1/ Driver no. 2


Information on the driver, his career, races won before 1998

• Car
Technical information on the 1998 car, its chassis, engine and other various components

• Engine
More detailed information on the 1998 engine

Team selection

Browse through the teams using the left/right selection controls then select the one you want using
the confirm button.
The category of car (from 1 to 5) which describes the car's power, with category 1 being the most powerful,
appears above the team logo.

Driver 1 selection

Confirm this option to take the place of the first driver in the team. If the other driver had your name,
he will take the name of the second official driver.

Driver 2 selection

Confirm this option to take the place of the second driver in the team. If the other driver had your
name, he will take the name of the first official driver.

STAGES MENUI
Selecting OK from the Race Menu takes you to the Stages Menu. The idea of the Stages selection is to allow you to
go through the various stages of a Grand Prix race, with the possibility of skipping some of them.

Depending on the game mode you choose some of the stages may be inactive and greyed out.

Helicopter
What better way to discover a new circuit than to fly over it in a helicopter, with a spoken commentary? From the
air, the topography and difficulties of each circuit are revealed, as well as the surrounding landscape.

You can cut this stage short at any time by pressing the Esc key and advance to the next stage without completing
the tour.

Free practice
In the free trial session you can specify settings appropriate to the conditions of the qualifying or race
session. These settings are saved and automatically recalled and can be modified during the following stages of
the race.

The free trials session takes place on the Thursday before a Grand Prix race. If you have chosen Practice game
mode, you cannot take part in the stages which follow the free trials. This stage will repeat unless you return to
the Race Menu by pressing the Esc key.

Qualifying
The qualifying session is held the day before the Grand Prix and enables you to define your position
on the starting grid, based on the time of a lap at full speed.

Note: Because of this the car is usually set up differently to how it is for the full race.

Warm-up
The warm-up session takes place on the morning of the Grand Prix with identical settings to those Of the race.
Although the fastest times are recorded, their value is no more than a guide for the race to be held that
afternoon. The settings used for the warm-up are saved and automatically recalled and can be modified prior to the
race.

Race
Highlight this and press confirm to begin the next race.

Results
This option allows you to consult the more detailed results of a race or championship in the Garage.
From the Garage you can also call up a replay of the race.

Next GP
This option can only be selected in Championship game mode when you have finished the Race stage of the Grand Prix
and there are still Grand Prix races left to run. Confirming this option puts you at the first stage of the next
Grand Prix.

Driving aids
You can enable or disable the various driving aids here. See the Escape Menu for more details.

STAGES BUB-MENU

Position
It you have not gone through the qualifying session your position on the starting grid will be determined by the
setting of this Position option. Once you have selected the stage from the Stages Menu, press the up selection
control to highlight Position then use the left and right selection controls to select your position on the grid
from between 1 and 22 (when you have reached a certain level of driver skill, the Random value will add a
challenge to the competition), Now select OK to continue.

Setup in garage
Before each driving stage you get the option of making a visit to the Garage to make adjustments to the car,
define pitstop strategy, consult the detailed results of the previous stage, gather information on the circuit,
the weather, etc. Once you have selected the stage from the Stages Menu, press the Up selection control to
highlight Garage then use the right selection control to select Yes. Now when you select OK you will be taken to
the Garage Screen before you go on the track.

SETTINGS
You start the game with the car settings predefined for each of the 16 circuits in the 1998 World Championship.
These are different for the qualifying session and the race, and depend on the weather conditions (wet or dry).

You can change these settings by choosing to visit the Garage before each stage of the race.

The new settings will be recorded in your player profile. If you play again later in the same conditions (same
circuit, same atmospheric conditions, qualifying or race), you will start with the settings recorded previously so
you will be able to fine tune the car over time. When you have reached an optimum level of settings for all
circuits, in all conditions, you will no longer need to visit the Garage.

If your settings on a particular circuit and in certain conditions prove less effective than the default settings,
by visiting the Garage you can return to the default settings for these same conditions.

GARAGE

If you have enabled the Garage option in the Stages Menu, you can go to the Garage Screen before each stage of the
race (Qualifying, Warm-up, Practice, Race) to make adjustments to the car, define pitstop strategy, consult
results, gather information on the circuit, etc. The Garage appears as a 3D environment in which you select the
following options using the up/down directional controls.
DONE
If you leave the Garage by confirming this option, you will enter the next driving stage as normal.

CAR
Select this option and the camera zooms in on the car. Now you can make various adjustments to
your Car Settings.

CIRCUIT WEATHER

Select this option and the camera zooms in on the screen at the top left. The diagram shows the difficulties of
the circuit, the weather conditions and the state of the track. The labels on each corner indicate the recommended
speed (shown in a yellow oval) and gear (shown on a black background); and also the lateral or longitudinal
acceleration experienced, as a factor of g (shown on a red background). The weather forecast gives you the
temperature and offers three types of weather (dry and sunny, changeable, and wet). it is very important to
consult this information before making adjustments to your car. Fine weather will not change during the race or
qualifying. The choice of tyres is therefore relatively simple. Changeable or wet weather can change during the
race or qualifying, forcing you to return to the pits. You choose your tyres also according to the surface of the
track, depending on two criteria: abrasiveness and grip. In the bottom left there are two icons: "G" which
indicates grip and "A” which specifies the level of abrasiveness, either LOW, MEDIUM or HIGH. Press the confirm
button when you're ready to proceed.

RESULTS
Select this option and the camera zooms in on the screen located on the table in the background. This displays the
qualifying and warm-up results. In a championship, you can also consult the results of previous Grand Prix. Press
the confirm button when you're ready to proceed.

STRATEGY
Select this option and the camera zooms in on the LAP NUMBERS screen placed on the table on the right, which
displays the pitstop strategy.

If you have selected Pitstops in the Parameters sub- menu, this will inform you of the stops required according to
the settings. Up to three pitstops can be made: PIT 1, PIT 2, and PIT 3. The DEFAULT, i.e. the suggested game
strategy, shows the lap number at which these three stops are made. You can accept these stops or take a chance on
modifying them to obtain a winning strategy compared to the other cars, which all follow the default strategy. You
can modify the Player strategy using the left/right selection controls to highlight one of three stops and up/down
to change the lap number at which it is taken.

Note: If you need to change the settings again, it is a good idea to go back and check that your strategy is still
appropriate.

Press the confirm button when you're ready to proceed.

CAR SETTINGS

Select Car in the Garage Screen to zoom in on the car and access the car settings screen. The settings options are
as follows:

DONE
Confirm this option to return to the Garage Screen. (Alternatively press the Esc key to do the same thing).

PERFORMANCES
Confirm this option and the camera zooms in on the computer screen beside the car. The coloured curve reflects the
performance data for the current car settings, the other curve shows the performance data for your team-mate's car
(i.e. the team's default settings). Use the left/right selection controls to move between the 3 screens of
performance data:

SPEED PERFORMANCE
This shows the speed plotted against time in seconds as the car accelerates from a standing start. The points
along the curve indicate the gear changes.

RPM PERFORMANCE
This displays the engine raw speed over the same period. Again the five points indicate a gear change.

CORNERING PERFORMANCE
This plots the maximum speed against the radius of curve. The tighter a corner the lower the speed at which it
must be taken. When you have modified the settings parameters, return to these curves to see the effects of your
changes.

Note: You can decide to recall the default settings if you are having trouble getting a better performance with
your new settings.
BRAKES
Select this and the camera zooms in on the front offside wheel. A pop-up menu is displayed which allows you to
adjust the balance of the brakes between front and rear using the left/right selection controls. The distribution
is expressed on a scale of 0 to 100% on the front. A grey figure indicates the average recommended value, which is
not necessarily the best value.

Notes: A Formula I car is subjected to considerable transfers of weight both when accelerating and braking.
When braking very hard, the vehicle's entire mass moves forward. The centre of gravity moves from a position
situated behind the driver to a position close to the front axle. To deal with this fact, you are advised to
spread your braking more towards the front. However, you should avoid locking your front wheels when braking, This
leads to more rapid tyre wear (a 'flat') and a loss of grip at the front. On a corner, the car will then keep
going straight ahead. Note, the brake balance setting can be altered during a race using the + and - keys on the
numeric keypad.

Press confirm when you've finished.

TYRES
Select this option and the camera zooms in on the front offside tyre. A pop-up menu is displayed allowing YOU to
choose from different tyres using the left/right selection controls.

Tyres are classed according to decreasing durability, from D1 to D3 for slick tyres and W1 to W2 for wet-weather
tyres. Confirm your choice and the wheel camber selector will appear. Wheel camber can be set from 0' to 4.50.

Once you choice is confirmed, the mechanic replaces the front tyre and the camera moves to the back of the car to
let you choose the rear tyres, using the same method. You cannot change the rear wheels camber, which is always
set to 10. Confirm a second time to exit.

Avoiding tyre wear


Choose the hardness of the tyres according to the abrasive nature of the track. This is indicated on the Circuit
Weather Screen in the Garage Screen. Soft tyres are well suited to the qualifying session, but in a full race if
the tyres wear out, the car becomes difficult to drive and has a tendency to skid when braking and cornering, in
which case you'll have to ease off the accelerator and return to the pits as soon as possible. Also, it's best to
stick to identical compounds for the front and rear tyres, except for test purposes during practice.
Set the wheels camber so that the whole width of the tyre is in contact with the track when cornering. The tighter
the corner, the higher the camber angle must be. On a winding track, the wheels camber has to be high, otherwise
tyres will wear out quickly.

A softer suspension setting will also help reduce tyre wear.

WINGS
Confirm this option and the camera zooms in on the front winq. A pop-up menu is displayed which allows you to set
the angle using the left/right selection controls. The angle on a scale of 0 to 9 corresponding to an increasingly
deflected wing. A grey figure indicates the recommended average valu6, which is not necessarily the best value.
Confirm your choice and the mechanic adjusts the front wing. Then the camera moves to the back of the car to let
you adjust the rear wing, using the same method. Confirm a second time to exit.

Notes : The rear wing allows you to adjust the vertical aerodynamic load, which Increases by the square of the
speed. A heavy load is recommended for a winding circuit as it reduces skidding in the corners. However, remember
that deflected wings also incre4se aerodynamic drag, thereby limiting your maximum speed.

The front wing creates less drag but it must be set in relation to the rear wing so as not to create a lateral
imbalance on corners. Consult the documentation on the circuits which gives indications on the settings of this
vertical load. For example, Hockenheim is a circuit made up of long straights, with a few chicanes and tight
corners in the Stadium. For this circuit, maximum straight-line speed is the most important factor. Roadholding on
corners is sacrificed somewhat by deflecting the wings as little as possible to reduce drag.

Some points about turbulence


When a car is moving, it generates aerodynamic turbulence in its path; the greater the speed, the bigger the area
of turbulence. The effect is particularly marked with Formula 1 cars because wheels are unshielded. Any car that
moves into an area of turbulence from another car can expect to lose its aerodynamic load. Hence, Formula 1
drivers avoid the turbulence zone, and stay as far as they can from their opponents. When looking for an
opportunity to overtake Formula 1 drivers drive close behind their opponent's car to benefit from the reduced drag
found in what's called the aspiration zone. When they do make their move they pull out wide and overtake rapidly
as they try to avoid the opponent's turbulence zone.

When you're in cockpit view during a race you will be able to tell by listening to the hissing sound as air moves
over the body of your car whether you are in the turbulence or aspiration zones generated by an opponent:
• If the hiss sounds disturbed you are in the turbulence zone.
• If the hiss sounds quieter, you are in the aspiration zone.
• If the hiss is constant, you are in clear air away from either turbulence or aspiration zones.
SUSPENSION
Confirm this option and the camera zooms in on the car's bonnet showing the suspension being adjusted by a
mechanic. The pop-up menu display shows the hardness of the suspension springs on a rising scale from 0 to 4. A
grey figure indicates the recommended average value. Use the left/right selection controls to adjust the
suspension setting, then press confirm. A second pop-up menu lets you adjust the ground clearance at the front.
Press confirm and the camera then moves to the back of the car to let you adjust the rear suspension in the same
way.

Notes: The suspension must be sufficiently hard to cope with the downforce load at high speed and relatively
flexible to play its part in maintaining grip on corners at reduced speed. Real Formula 1 cars have adaptable
systems, but in the game, your car has a more basic system and as with the wings, you must find a compromise
depending on the circuit.

Body height also plays a role on the aerodynamic load of the car. If the front of the car is high, the excess of
air under the body will reduce grip. Hence the front part of the car must always be lower than the rear. A soft
suspension and a low body is likely to result in contact between the track and the underside of the car; this
slows the car and produces a shower of sparks. On fast tracks the optimum settings are a lowered body and hard
suspension, for slow and windings tracks, soft suspension and high body are best.

GEARBOX
Confirm this option and the camera zooms in on the gearbox on the bench in the background. A gear staging curve is
displayed with a pop-up menu showing the different transmission gearwheels. Highlight a gear wheel using the
left/right selection controls and modify the staging of the gears using up/down. On the right of the display, a
red line marks the aerodynamic limit to the top speed of the car, which is mainly determined by the settings of
the wings. This limit can also shift depending on the ratio of the sixth gear, consequently, you are advised
to adjust this gear before the others. Ideally, the outer limit of the sixth gear should correspond with the
aerodynamic limit. In this wa@ the car's potential is used to the full. Press confirm when you're ready to exit.

PETROL
Confirm this option and the camera changes position and displays a pop-up menu for filling the fuel tank. The
volume is expressed in litres or gallons; a grey figure indicates the recommended level taking into account the
average wear distance of the current set of tyres (i.e. so that you're ready for refuelling when you come in for a
tyre change). Use the left/right selection controls then press confirm to exit.

Notes: ff you change the tyre settings again, your fuel level will not be automatically adjusted as a result. It
is up to you to check that your choices are consistent before leaving car settings. After making an adjustment,
you are also advised to return to the Garage Screen to consult the pitstop strategy to ensure this is still
relevant and to alter it if necessary.

AFTER A RACE
After a race this screen appears showing the results: the finishing position is shown on the left along with the
driver name, the tyre manufacturer they were using, nationality, overall time, time behind the race winner, and
average speed. Press confirm again to continue.

RESULTS
Available from the Stages Menu once you have completed the race, Results lets you return to the Garage Screen
after the race to consult the race information and results as well as to watch the replay. The other Garage
options are disabled (hence you'll notice the car is covered by a tarpaulin).

DONE
Confirm this option to return to the Stages Menu.

REPLAY
Select this to view the Replay.

RESULTS
Select this and the camera zooms in on the screen located on the table in the background. The results of the race
are shown two drivers at a time: use the left/right selection controls to scroll through all the drivers.

It you quit by pressing the confirm button, you go to another table which compares the race times of (from top to
bottom) the winner in the official 1998 Championship, the Player (you) and the Computer (the fastest computer
controlled driver).

Press confirm again to view the number of championship points earned by each driver and a second time to see the
points awarded to each team, Pressing confirm a last time returns you to the Garage Screen.
RACE INFORMATION
Confirm this option and the camera zooms in on the screen located on the right-hand table, which displays
information on what happened in the race including each drivers position at the end of each lap. Use the
left/right selection controls to scroll through the drivers (listed in finishing order) andthe up/down controls to
scroll through the laps.

ON THE TRACK

ESCAPE MENU
During any stage of the game (Garage, Free trials, Qualifying, Warm-up, Race) you can access the Escape Menu by
pressing the Esc key. Highlight one of the following with the up/down directional controls then press the confirm
button:

Continue
Returns you to the game at the point at which you left it.

Quit
In the Garage, this takes you directly to the next driving stage. In particular, you can go straight onto the
track without leaving by the garage door.

In the Race stage, regardless of whether or not you are in Championship game mode, the Grand Prix race is
considered as finished. The results are displayed and you are in last position.

Driving aids
Accesses the Driving aids pop-up menu.

Save and quit


This option is only displayed in Championship game mode. In contrast to a simple quit, you can at a later date
return to the interrupted Grand Prix at exactly the point at which you left it.

DRIVING AIDS
You can modify the driving aids during the game using the Escape Menu. Use the up/down selection controls to
highlight one of the following and left/right to toggle it's setting: red indicates the aid is on, grey indicates
it's off.

Auto gearbox
With experience, a player can extend his gear ratios further, use the engine brake skillfully and prove himself
more expert than a player using an automatic gearbox. On a network, each player is free to choose whether or not
to have this aid.

Braking help
With the braking aid, the game activates the brake to take a circuit's corners without skidding. On a network, the
Master player imposes his choice on all the other players.

Steering help
This aid is always active when you play using a keyboard or joypad. When you drive using a steering wheel or
joystick with this aid active, cornering is easier. When you turn, the game dynamically adjusts the sensitivity of
the keyboard, steering wheel or joystick around the optimum position to make it easier to stay on line. On a
network, each player is free to choose whether or not to have this aid.

Gear help
With this aid, the recommended gear is displayed at all times on the steering wheel, to the right of the currently
engaged gear. On a network, each player is free to choose whether or not to have this aid.

Damage free
With this aid, your car will not suffer any damage sustained in a collision (damaged wings, lost wheels). On a
network, each player is free to choose whether or not to have this aid.

Repositioning
With this on, if you are involved in an accident the computer will automatically carry out the manueuvre to put
you back in the right direction.

ADDITIONAL IN GAME CONTROLS


INSET WINDOWS: F5 KEY
If these are turned ON an inset window displays an important event in the race, such as overtaking or an accident.
The F5 function key toggles these inset windows on and off.

A flag showing the nature of the event may be displayed at the same time as the inset windows, e.g. hazard, end of
hazard, etc.

DRIVING MIRRORS: F6 KEY


The F6 key activates the driving mirrors. Press the key once, and you see only the cars and the circuit. Press the
key again, and you can see a reflection of the whole surroundings. Press the key a third time to turn off the
mirrors.

SOUND ON/OFF: F7 KEY


The F7 function key toggles the sound on and off.

RACE INFORMATION: F8 KEY


At each stage of the competition (qualifying, warm-up, race, practice), this function displays information at the
top of the screen about the time and classification of the car the camera is on. There are three possible display
modes. Press the F8 function key to toggle from one to the other:
• No information displayed
• Partial - some information displayed • Complete - all information displayed

The default mode is that of your player profile. Distances are calculated in increments of 128 meters. The number
of the car is displayed to the right of each timing: the car the camera is on is shown on a red background, and a
car with a faster lap time is shown on a blue background. The information displayed also depends on the stage, as
follows...

Practice sessions
Information displayed is as follows:
• FASTEST LAP: best lap time of the car the camera is on.
• CURRENT LAP: current lap time of the car the camera is on.
• TIME DIFFERENTIAL: the difference between the current lap of the car the camera is on and the car's best time
during this practice session.

If these are turned ON an inset window displays an important event in the race, such as overtaking or an accident.
The F5 function key toggles these inset windows on and off.

A flag showing the nature of the event may be displayed at the same time as the inset windows, e.g. hazard, end of
hazard, etc.

Qualifying
To get you off to a flying start, the stopwatch only starts once you have passed the starting line the first time.

PARTIAL MODE DISPLAYS:


• TIME DIFFERENTIAL: the difference between the lap of the car in provisional pole position and the current lap
of the car the camera is on.
• CURRENT LAP: current lap time of the car the camera is on.
• POS: the position of the car on the starting grid, taking into account the number of laps already completed.
If no laps have yet been completed, the car is classed in last place on the starting grid.

COMPLETE MODE DISPLAYS ALSO:


• RECORD LAP: time of provisional pole position. When the player enters the qualifying session, this will
already have been calculated, so there will already be a better time to beat. Once the qualifying session has been
completed, a player's place on the grid is fixed and can no longer be challenged.
• FASTEST LAP: best lap time of the car the camera is on.

Warm-Up
PARTIAL MODE DISPLAYS:
• TIME DIFFERENTIAL: the difference between the fastest lap in the warm-up by any car, and the current lap of the
car the camera is on.
• CURRENT LAP: current lap time of the car the camera is on. • POS: the car's classification in the warm-up.

COMPLETE MODE DISPLAYS ALSO:


• RECORD LAP: fastest lap in the warm-up by any car. • BEST LAP: fastest lap by the car the camera is on.
Race

TELEVISED INFORMATION: F9 KEY


Information on the state of the race is displayed at intervals on a band at the bottom of the screen. The F9 key
toggles this information on and off.

Note: This information is not displayed if it would get in the way of the player's control of the game.

CIRCUIT D1SPLAY: F1O KEY


Use the F10 function key to toggle the map display in the bottom left-hand corner of the screen.
SWITCHING CAR VIEW: F11/F12 KEY
Pressing the F11 key switches the view to that from the next car ahead in the field, pressing F12 switches to that
from the car behind. You can watch the viewpoint from any car on the track in this manner.

Note: Because you're effectively driving blind at this point this facility is best left to pitstops and the replay
mode.

DASHBOARD DATA
The dashboard gives you information vital to the successful completion of your race.

1) Pitstop warning light - the word PIT flashes if a planned pitstop is required or if an unplanned pitstop has
been requested. It flashes in black when the player receives a penalty.

2) Driving aids display - the enabled aids are shown in black, the disabled aids are greyed out.

3) Instrument panel, from top down:


- Currently engaged gear. In red on the right (if this option is active) is the recommended gear. - Speed
- Rev counter

4) Car status panel. On top is the brake balance setting, the percentage indicated represents the bias on the
front brakes. You can alter this at any time using the + and - keys on the numeric keypad. Below that is a
schematic representing the car's major components.

1) Front brakes
2) Back brakes
3) Tyres
4) Front wing
5) Back wing
6) Fuel reserve.
7) Engine
The colour of each warning light indicates that component's status, as follows:

GREEN ORANGE RED

BRAKES Brake in good condition Worn brake Very worn brake

TYRES Tyre in good condition Worn tyre Very worn tyre

WINGS Wing intact Wing damaged Wing badly damaged or lost

FUEL TANK Fuel reserves healthy Fuel reserves low. Fuel reserves critical.
The tank contains enough The tank contains enough
fuel for two more more laps. fuel for one more lap.
When the Warning light flashes
there is less than half a lap’s
worth remaining.
Emergency tips to save fuel:
• Keep the revs low.
• Avoid heavy acceleration and braking.
• Put the car in neutral when going downhill.

PITSTOPS

PITSTOP SITUATIONS
Several situations may require pitstops:
• Scheduled refuelling as part of the race strategy (tyre change and filling up with petrol).
• Unscheduled refuelling outside the time slots defined in the race strategy.
• Tyre change necessary following a change in the weather conditions.
• Stop to change a wing or replace a wheel following an accident (only necessary if the car is not in
indestructible mode).

PITSTOP STRATEGY
The strategy for pitstops during the race is defined according to the car's settings. It plans pitstops for
refuelling.

During qualifying, warm-up and practice stages, no pitstop is scheduled but pitstops are allowed and are sometimes
necessary. For example, in practice, if you have deliberately taken on a small amount of fuel, you could easily
run out of petrol.

You can consult the pitstop strategy before the race in the Garage and modify its settings, essentially the tyres
and the amount of fuel in the tank. Successive adjustments may be necessary in the Garage to obtain the desired
strategy. If the race is less than 10 laps long and if the Game settings (default settings) are used, no
refuelling stop will be necessary and any stops will be unscheduled.

The strategy is established by a number of necessary stops (from 0 to 2) on predetermined laps. During the race,
the player is warned from the preceding lap and during the two following laps that he needs to refuel. If he stops
within this period, his refuelling will take place quickly, losing him as little time as possible.

RITSTOP REQUEST
You can decide to make a pitstop during any stage of the race (qualifying, race, practice, resumption of a
scenario) by pressing the "." (full stop) key on the numeric keypad.

This action tells the game that you have requested a pitstop. The word "PIT" will then flash on your instrument
panel. As long as you have not actually returned to the pits, you can cancel this request by pressing the "." key
again on the numeric keypad.

The pitstop request can also be initiated by the game applying the refuelling stops strategy. In this case, the
"PIT" warning light flashes from the start of the lap preceding the scheduled stop. You can cancel this request in
the same way by pressing the "." key. The scheduled pitstop request will be repeated on the next two laps. There
is a competitive advantage in making refuelling stops within the framework of scheduled requests.

When the car is taken in, the two orange warning@ lights on your steering wheel start flashing. While the car is
being worked on they remain lit but do not flash.

Notes: Your pitstop request is ignored if your team-mate is in the pits. In this case the "PIT" warning light will
show red.

Where the pitstop request is accepted and upheld, the game will automatically take you into the pits the next time
you pass them. If you enter the pit lane without having asked to do so, your car will be taken in but is taken to
the exit without stopping in the pits. If you enter the pits by the exit to the pits, your car is automatically
disqualified.
REFUELLING SEQUENCE
When your car is taken in at the entrance to the pit lane, it comes to a halt in front of its pit and is
surrounded by various mechanics. A control screen placed on the car body allows options to be entered.

If the stop is scheduled, you merely have to confirm this screen to start the refuelling sequence. If the stop is
unscheduled, or if you want to alter your choices, you must select one of the various options on a pop-up menu:
use the up and down selection controls to highlight a component and left and right to change its setting (though
note that this costs you precious time).

LEAVING THE PITS


Back in cockpit view, the car is taken to the exit of the pits. Before giving you back control of your car the two
orange warning lights flash again and the camera returns to the view it was showing when you entered the pits.

PITSTOP IN NETWORK MODE


In network mode, regardless of the reason, pitstops are entirely controlled by the program. Whether this involves
refuelling or a return to the pits for repairs, the player is warned by the "PIT" warning light which flashes on
the instrument panel. The pitstop then takes place in the same way as in the other modes, except that the
interactive sequence for selecting options is not active.

PENALTIES
On a few circuits there are a number of secondary tracks, which are the remains of old circuits or escape tracks.
Using any of these as a short cut is forbidden and incurs a penalty. Circuits on which penalties may be awarded
are Spa, Hockenheim and Melbourne.

When a penalty is awarded, the PIT indicator will flash in black and the black flag will be displayed. A penalty
has the following effects:

- In a qualifying, warm-up or practice session: disqualification of lap time.


- In a race,
- In Arcade mode: a reduction in speed to 50 km/h for 10 seconds.
- In Simulation mode: an enforced stop in a zone reserved for this purpose in the pits.

If another player is already in the penalty zone, the enforced stop will be carried over to a later lap. The
length of the stop varies from 0 to 10 seconds, depending on the number of laps in the race.

RETIREMENT AND DISCUALIFICATION


You will be forced to retire if during a race you run out of fuel or blow up your engine. You will be disqualified
from the race if you enter the pits using the exit lane. In either case your car will flash to signal you are now
out of the race and then disappear. By pressing F11 or F12, you will still be able to follow the race from the
point of view of the next or previous car in the field.

CAMERA CONTROL
All cameras are available in all game modes and in pause.

COCKPIT VIEW
There are 4 driver view cameras in the cockpit, shown one after the other by pressing the Home key:

• Cockpit view with camera above driver


• Cockpit view with rear-view mirrors
• Close-up cockpit view (rear-view mirrors are not visible)
• Cockpit view without car

EXTERNAL VIEW
Pressing the Page Down key on the numeric keypad brings up the external view driver camera. This can then be
positioned very precisely all around the car using the following keys on the numeric keypad:

Key "4": Rotate left


Key "3”: Lower the camera
Key "6": Rotate right
Key "9": Raise the camera
Key "2": Zoom out
Key “/”: Reduce the camera's focal length
Key "8": Zoom in
Key “*”: Increase the camera's focal length

DYNAMIC VIEWS

In addition to these the Insert key adds dynamic effects to the cockpit and/or external views to make the race
more realistic.
DYNAMIC VIEW 1
The camera zooms in and out according to acceleration and deceleration. Available in cockpit and external views.

DYNAMIC VIEW 2
The camera tilts to reflect the effects of G force as you corner. Available in cockpit view only.

DYNAMIC VIEW 3
The camera pans to reflect the head movement of the driver as he anticipates each corner. Available in cockpit
view only.

CAMERAS MOUNTED ON THE CAR


A certain number of cameras mounted on the car are available on the PageUp key of the numeric
keypad.

• View of the left-hand side


• View of the right-hand side
• Driver's view with mirror reflection on his helmet when the rear-view mirror is active
• Rear view through rear wing
• Rear view, low vision
• Front view, low vision, camera positioned on front wing

HELICOPTER VIEW CAMERA

The helicopter camera follows the car from quite a height and at a variable distance according to the speed and
position of the car. t is activated by the End key.

TRACK-SIDE VIEW TV CAMERAS

These are track-side cameras positioned around the circuit. The game switches automatically from one to the other,
keeping the car in shot. They are activated by the Delete key.

OVERHEAD VIEW CAMERAS


Two overhead camera positions are available and activated by the Scroll Lock key. One is a satellite view,
directly above the car; the other is also a high altitude overhead view but is less static.

CAMERAS AND PLAYER PROFILE


The driver's camera (cockpit or external view) in use when you quit the game is saved in the player profile and
recalled as the driver's camera when the player begins the next session. In addition, the game also saves the
exact position of the external view driver's camera in the player profile. This is the position which will be
recalled when the game is re-started with an external view camera. Key 7 on the numeric keypad saves the current
position as the default value. Key 5 recalls this position and Key 1 recalls the external view position which the
game defines as standard.

REPLAY
Recording for a replay starts as soon as you join the starting grid (be it a practice, qualifying session, warm-up
or race). Depending on the size of your system memory, up to 30 minutes or more of footage can be recorded.

When a replay is started, the camera is positioned in the current view, on the currently selected car (usually
yours). During a replay, as in all other driving situations, all camera angles are available and you can also
switch the view from one car to another. When you leave a replay, the camera will return to its original setting.

You can initiate a replay at any time using the ß key (the BACKSPACE key). Buttons similar to those on a video
recorder buttons will appear at the bottom of the screen. Use the left/right selection controls to highlight one
of the buttons and then press the confirm button. From left to right their functions are:

• SAVE Only available during a race, this function saves the REPLAY, i.e. it creates a Scenario.
• WHEEL Joins the race at current state of play, i.e. you don't have to wait until the end of the replay.
This function allows you to rejoin the course before an accident, for example, or to practise a difficult section
a number of times. Note, however, if you use this function during qualifying or in a race, only those laps
completed outside of the replay are being counted in the fastest lap times.
• BACK Rewind. If the replay is paused, use this to rewind the footage one frame at a time.
• FORWARD Fast forward. If the replay is paused use this to frame advance.
• PAUSE Pauses the replay. Use this with the forward and back controls to watch slow motion replays.
• PLAY Starts a replay. (forwards or backwards, depending on Forward or Back button is active).
• STOP Stops the replay.

When you're ready to leave replay mode and return to the race press the ß key (the BACKSPACE key) a second time.
CREATING A SCENARIO

Use the up/down selection controls to highlight Name then press confirm: you may now enter a name for the
scenario, then press confirm. Next highlight Mode and select either Private or Public using the left/right
selection controls, then press confirm.

Finally highlight the horizontal bar. This shows the time elapsed in frames from the starting grid up until the
time you interrupted play to enter a replay. Use the left/right selection controls to mark the point at which you
wish the scenario to begin, then press confirm. Repeat this action to mark the point where you wish the scenario
to end. When you're satisfied select Done and press confirm.

You might also like