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MicroProse F1GP/WC FAQ - Track Guide

1 post by 1 person · 03 Apr 1995 - 03 Apr 1995

Dave Gym 03 Apr 1995#300570
F1GP/WC Track Guides This document describes each track in the game, along with information on how to drive a good lap there (assuming you put the many hours requied into testing), and the behavior of the computer cars at certain corners. Note that not all of these tracks are present in the current FIA calendar, and most of the ones that are have been changed somewhat. Still, after getting familiar with the ones that are still raced at, you should feel quite at home riding with Michael Schumacher or Damon Hill via their in-car cameras. Some replays are provided by top drivers showing how they handle some of the tricker parts of the circuits. These replays are currently only available via the WWW; they will be uploaded to the didnt.doit FTP site soon. 1. Phoenix Grand Prix Circuit, Phoenix, Arizona, USA A street course, with a good combination of sharp hair-pins, fast corners and quick straights. The main problem with the race is that it is very stop/start with no real flow. Tough on tyres through all the braking and acceleration this course requires a well set up car to cope with the straights and corners. The first corner is where you will do most of your out braking though the course is well suited to overtaking. The hardest corners to take fast are the ones before Washington Street, if the car is unbalanced then you will clip all the walls, the computer takes this in 3rd or 4th gear but you should be able to do it in 5th or even 6th! 2. Autodromo Jos, Carlos Pace, Interlagos, Brazil Gizmo does a "thought lap" round this tricky circuit where avoiding the grass is more of a concern than passing other cars. Moving across the start/finish line at full speed, you brake at or just after the 100 yards marker into the left/right Descida do Sol (now renamed the Senna S). This is a great place to try an outbraking maneuver, but care should be taken not to tangle with anyone leaving the pits. It's better to be slower through the left-hander and then power through the right-hander, or you may end up on the grass on the left as you exit and spin out. You then take the Curva do Sol flat out, sliding out onto the curb on the right as you exit onto the Rete Oposta, a very long straight where there's plenty of scope for slipstreaming. At the end of the Rete Oposta, you brake down to 3rd for Subida da Lago, a nasty left-hander where it's all to easy to go in a little too hot and wind up on the grass. You can try outbraking an opponent into here but often they will simply drive into you. This corner is followed by another left-hander taken at full speed, followed by a short straight where you might be able to draft a car, before braking late into Ferra Dura, a totally evil fast extended right-hander which it's vital to take at speed, but which will reward the slightest bit of over-exuberance with a trip across the grass followed by a meeting with the wall. This is followed by a slow right hander which is made tricky both by the AI cars, who brake ridiculously early for it, and by the fact that there are no brake markers, which will typically result in the inexperienced driver under-braking and ending up mowing the grass. Immediately after comes Pinheirinho, a slow left-hander where you may just be able to slip past an opponenet, especially on the exit where you may be able to blast through on the left before they move over for Bico de Pato, a right-hand hairpin where late-brakers are again liable to end up on the grass. It's important not to take this too fast, so that you can move quickly back over to the right to take Mergulho, a left-hander which with a light fuel load (or a high-downforce setup) can be taken flat out. Yet again, you should beware that over-cooking it here will result in asphalt turning to grass on the way to the wall. Brake late into Jun^nao, a left-hander taken in 3rd which exits onto Subida dos Boxes, the segmented curves which form the start/finish straight. For a really hot lap you need to travel across the pit entrance; this is dangerous enough itself, but you also need to be careful not to go so far left that you go across the grass where the pit lane peels in. 3. Autodromo Enzo and Dino Ferrari, Imola, Italy (San Marino) A very quick circuit, which is most notable for the long curved straight (!) which stretches from Traguardo through Tamburello and up to the Rettifilio, which end with a first gear corner. This is not surpassingly the main passing place on a circuit that encourages slipstreaming instead of late braking. The hardest corners are the Acque Minerale which is VERY hard to take quickly, the car will tend to drift onto the rumble strip, and any attempt to correct will send you skidding over to the other side of the course. If there are going to be any computer controlled crashes in the game they will probably happen here. 4. Circuit de Monaco, Monte Carlo, Monaco One of the classic Grand Prix of the year takes place on this extremely tight street course, every corner contains famous memories for GP fans and some of the best races have taken place here. The lap starts with the Ste Devote, where there WILL be a crash on the first lap, the best technique for this corner is to get out the way quickly and avoid any trouble... The tight corners make it very easy to pass and there is no excuse for not doing well here, indeed the Net Lap record is 8 seconds under the 1991 record. For a quick lap you have to be quick through the tunnel, and onto the end of the lap. The swimming pool complex is the most crucial part, with left-right flick, taking the slightly wrong line means you will brush every wall and lose a few seconds, but basically it just takes practice. 5. Circuit Gilles Villeneuve, Montreal, Canada Gizmo slides his way round Montreal, with Ren, Smit giving him hints over the pit radio. Accelerating across the start line, you sweep left round T1 at full speed (unleess you see computer cars trying to draft each other), braking just before you straighten out down to 55 mph in 1st for the Island Hairpin, a tight right-hander which is a good place for outbraking. A short straight follows where you might be able to pass, then lift of the gas momentarily and flick through T3 and T4, which form the first chicane, a very fast right-left comination, followed shortly by T5, a right hand flick taken at full speed. Brake late into T6, a sub 90 mph (145 km/h) 2nd gear left-hander, throwing the car out to the left so that T7, a right hander, and be taken with the gas floored; don't, however, try to reverse direction too rapidly or the back end will momentarily lose traction. It is possible to outbrake someone into T6, but a better plan is to wait until the straight that follows T7 and slipstream past them, or outbrake them into T8, a right-hander which, with the left-hander T9, forms the second chicane; watch out for the computer cars trying to outbrake each other here, as one usually ends up on the grass. With skill this combination can be taken in third at over 90 mph (145kn/h); a good plan is not to brake too late but instead set up so that T9 can be driven through with the gas floored, the car drifting out to the right so far it looks like it will touch the grass. The next straight has a left-hand flick, after which you can get a tow and outbrake opponents into the Pits Hairpin, a sub 50 mph (80 km/h) right-hander taken in 1st with the car drifting well onto the rumble strip on the left as you exit. If you're still stuck behind someone, now is a good time to try to out-accelerate them because the track narrows and sweeps at full speed through the rapid right-left-right combination of T11, Casino Bend, and T12, reaching nearly 200 mph (320km/h) before coming up on the pit entrance. At the last minute, tap the brakes (making sure there are no cars slowing down for the pits) and fly through the final chicance, T14/T15, at 170 mph (275km/h) in 5th gear, avoiding the kerbs until you drift out onto the right hand rumble strip as you exit; watch out for computer cars trying to slipstream each other here, as it invariably ends up with one spinning. Move the car smartly to the left or you'll end up on the grass, and cross the finish line at close to top speed. 6. Autodromo Hermanos Rodrigeuz, Mexico City, Mexico The long straight stand out on this track, the combination of quick section and tight twisty section back section makes this a difficult car to set up. You have to compromise with downforce for the straight, and rear wing for the final sweeping corner. Most overtaking will happen on the straight with the usual outbraking at the slower corners, developing a good rhythm is hard but is essential if you want to be quick through the Esses and catch up with the drivers in front. There will always be the temptation to do a Mansell round the last corner, but one error and you will run out of road and lose a lot of time, so care must be taken. 7. Circuit de Nevers, Magny Cours, France Gizmo takes us round this modern circuit shortly after shaving .5s off his Hall Of Fame lap time with a setup of 59/36:01R:25,33,41,49,57,65. DG: Magny Cours is sometimes accused of being rather clinical but IMO it's an exciting circuit that flows surprisingly well. Moving across the start/finish straight, you sweep left at high speed round Grand Courbe, where it's not advisable to try and get alongside an AI car as they're likely to move over into you. Then you let off the throttle for Estoril, a difficult high speed right-hander where excessive speed will slide you out to the left, onto the grass, and into a spin. This is perhaps the single most important bend at Magny Cours, so it pays to find just how hard you can push the car through here, not least of all to extend the effective length of the main straight, Golf, which is divided by two slight right-hand kinks where you do not want to be alongside an AI car. At the end of Golf you come to Adelaide, a very sharp right-hand hairpin where it's easy to outbrake a whole load of AI cars at once. You need to brake a little before the 100 yard marker or you'll overshoot and wind up on the grass, undamaged except for your pride and race position. A brief burst of acceleration must be curtailed whilst you pick your way through a right-left-right combination; taking it slower through the first part will allow you to get on the power early for a good exit; the car will appear to ride across the curb on the right but doesn't; if it does you'll know about it as you fly off the circuit! A short straight called Nuerburing where you can often draft past an opponent leads to a right-left chicane taken at full speed; if you're on the right going in after passing someone you'll need to let of the power momentarily to avoid the curbs. After making it through there, hit the brakes a little after the 100 yards marker for the unimaginatively titled 180 Degrees, a left-hand hairpin which can be taken in second with plenty of wheelspin to whip the car round after possibly outbraking another load of cars. Next is another straight where it's possible to do some more slipstreaming, but be careful to get back over to the left of the track before Imola, a high speed right-left chicane taken at very nearly full speed, where one touch of the curbs will result in an ungraceful meeting with the wall, usually rear-end first and often resulting in a stalled engine. There's no rest for the wicked, as upon exiting Imola you need to get straight back over to the left for Chflorinteau d'Eau, a moderately slow right-hander where you may be able to outbrake one or two cars before exiting onto a short straight which leads to Chicane, a right- left chicane which can be taken fast in fifth, but which needs restraint in order to be well positioned for Lyc,e, the very sharp right-hander which leads onto the start/finish straight. It is possible to outbrake here, but over-cooking it into this corner will at best catch you in a tiny run-off area, and at worst may strip your car of both its wings with a whole lap needed to get back to the pits. 8. Silverstone, Northamptonshire, Great Britain Ivanhoe Vasiljevich takes us round Silverstone. His car is running on Q compound tyres, his setup is 64/38:03R:36,42,48,53,58,63, he's using the keyboard, and has turned traction help off. Yes, off. Replays are replay08.zip on the WWW. Crossing the starting line at 280 km/h (175 mph) in 5th gear you approach the famous Copse, an extremely fast right right-hand bend, from completely over to the left in 6th gear. It is extremely important to begin steering in the right moment. If you steer to early to the right, the right rear tyre will drive over the slippery white-painted line denoting the track boundary, causing the car to oversteer a lot. In any case, it is necessary to lift off the throttle for a moment before driving through the apex; your speed should not drop below 295 km/h (184 mph) doing so. Exiting the curve you are forced to drive over the outer boundary line and the curbs on the left side, making oversteering likely again. Lifting throttle is unacceptable here because of the following straight leading to the Maggots. The best method to avoid skidding is to stop steering in a very special moment that can be found only by experimenting (approximately when the front wheel seems to touch the curbs). Joystick drivers probably only have to ease on the stick a bit. [DG: I don't yank the stick the whole way over anyway, so I don't have to do anything.] Then finish steering and enter the straight at 307-312 km/h (192-195 mph). Weave through the Maggots/Becketts right-left-right combination at full speed always keeping close to the inner curbs; this does not itself pose any threat, but after driving through the last left turn, the car will begin oversteering strongly. (If it doesn't, you just aren't driving fast enough *grin*.) Don't Panic! Let the rear come a bit, but steer to the right in time to catch the skid at approx. 260 km/h (162 mph). Do not brake, it is not necessary. Instead, shift from 6th to 4th gear. Because the track is so broad at this place, the curve is very forgiving. However, if you have to drive in an outer lane because you steered too late to the right, you will lose time because of the longer distance. The opposite, driving an inner lane, is not good either because you need some maneuvering space to set up for the Chapel Curve left-hander which comes next. If you keep in the middle of the road in the Becketts right-hander you can accelerate quite early and drive through the Chapel, which leads to the long Hangar straight, with full throttle. Now is the time to take a look at the first split-time: 15.7 is very good, 16.1 is okay. Enter the Hangar straight at 260 km/h (162 mph), pass the bridge at 23 seconds and take a position at the left of the track. Coming next, sitting atop a rise, is Stowe Corner ,a double apex right-hander. Begin driving into it at full speed and then, while steering, brake hard to about 220km/h (138mph). Do not brake _too_ late or you will drift too far outwards. Then let the car roll free until a speed of 180-190 km/h (113-119 mph). Shift down to 2nd gear doing so. What makes this curve so difficult is that you have to hit the throttle before seeing where the curve leads to. As a rule it can be said that if you drive 180 km/h (113 mph) at the middle part of the curve it is safe to accelerate again. From then on race through Vale and prepare for the dangerous and slippery Club corner. The second splittime usually lies between 33.6 and 34.4. (This section is the 08-iv-01 replay.) The sign announcing the left turn is a good reference point for braking. As soon as you pass it, brake hard but release the brakes before steering to the left or you'll lose the back end and wind up cutting grass. The entry speed should not be higher than approximately 140 km/h (88 mph), driven in 1st gear. Pull close to the left curbs, accelerate (this will push you to the middle-part of the road automatically) and then try to keep close to the right curbs in the right turn. Shift to second early but take your time shifting to third. Because the curve is so slippery the wheels will spin in second gear and the revs will stay a long time at 13000 rpm. When the tyres grip again, the revs will drop drastically and then rise again. From here on you accelerate a long time down a straight, past the Abbey left-hander, under the Bridge on Farm straight and through the Bridge End right-hander. Try driving close to the apex of these very fast curves to shorten the track. Third splittime: 53.7 to 54.4 Coming next are several slow, closely packed curves. Although it is very forgiving, the first left-curve, Priory, is problematic because there are no good reference points for braking. Distances are hard to guess, but the braking point should be some 20 metres before the sign on the right side of the road. Brake into the curve to a speed of 170 km/h (106 mph) in second gear, shift to first and roll/brake into the next left curve, Brooklands. Because the next two curves are right turns, it is necessary to enter them from the left of the track. To do so, you must not accelerate too early out of the Brooklands, but put all effort into changing lanes. Once you are on the left side (or at least in the middle of the road), brake and enter the first right turn in first or second gear at a speed that places you onto the curbs, in order to be in an even better position for the next right turn, Luffield. Shift to second gear and roll through the first part of the curve, then accelerate wildly, using every bit of space available. In the very last curve, Woodcote, keep on the inside to shorten the way and cross the finishing line. 9. Hockenheimring, Heidelberg, Germany The Hockenheimring circuit is, as every commentator puts it, as clean, precise, clinical, and boring as all things in Germany. This view seems slightly unfair as shown by its high position in the top 16. This is essentially a power circuit consisting of two huge straights joined at the ends by shorter ones, there are however 3 chicanes which slow the cars down, and the short twisty complex at the end of the lap. Cars are usually set up with little downforce and this can make the chicanes hard to handle, though I find a rough hand on he accelerator allows you to skid round them. Overtaking will happen just about anywhere with plenty of slipstreaming. The 2nd and 3rd chicanes are the hardest but a good line through these will allow you to catch up by several seconds, though a mistake will be costly. 10. Hungaroring, Budapest, Hungary The only Eastern European takes place here at this slow and narrow circuit. Passing is very difficult, even with late braking due to the narrowness of the racing line. Once off this line it can be hard to keep up are racing speed without going off. Despite all this, a fast lap is very rewarding and achieving a good set-up is also a nice bonus. Any passing opportunity should be taken but getting trapped behind a long snake of cars can be very frustrating, especially if you reach them just after the main straight. Due to the profusion of corners, the cars are set up with plenty of downforce. 11. Circuit de Spa-Francorchamps, Francorchamps, Belgium The real drivers favorite, this is a long street course with an excellent lay out, this is the course that features _the_ best corner in the world, Eau Rouge. Eau Rouge is an amazing left, right, left sequence which can be taken almost flat out, but will bite you back if anything goes wrong. The race begins with a short straight followed by a very tight hairpin where there is almost always a crash on the first lap, the track is then made up of long straight connected by twisty sections that test a drivers ability. The lap finished with the Bus Stop chicane which the computer cars take in 3rd but with the right line, you should be able to take in 5th. 12. Autodromo Nazionale di Monza, Milan, Italy The home of the Italian Grand Prix, and the Tifosi. Always a large Ferrari following here, though any Italian driver will get a huge boost here. This track held the fastest Grand Prix ever, but now the huge straights have been broken up with chicanes. The track is still quick, however, so the cars don't carry all that much downforce. Most overtaking will be done through slip streaming and during slowing down for the chicanes. It is possible to go quite quickly through the first chicane if your line is right, but this can be tricky and will certainly cause a spin if done wrong. 13. Autodromo de Estoril, Portugal Along with Barcelona, this is one of the least interesting tracks, and it follows the standard track design for modern tracks, i.e. long straight, tight back section and no passing places. By the far most interesting part is the first 2 corners, both taken flat out, and the third corner taken in second. It is easy to spin off here, since you can under estimate your speed, but this also makes it easy to pass here. Beyond that it is a dull course with no points of any note, just that the cars will not be set up for straight line speed, as it is better to lose a few tenths on the straight than to lose a few second on the corners. 14. Circuit de Catalunya, Barcelona, Spain Strangely similar to Estoril, this circuit follows the same basic design, except the back section is very twisty, so quite a bit of downforce is required on the cars. The flat out corner is moved from the end of the straight to the start, and this resembles Mexico in some way, although the corner does not have the same length as Peralta. 15. Suzuka, Shiroko, Japan The season ends with a long haul out to the East for the Japanese and Australian Grand Prix. Suzuka circuit is the only figure of 8 in the season, and the track was designed to fit into as small a space as possible so the track is incredibly twisty with many corners and turns. The track also features the Casio Chicane, which is infamous for deciding championships, in past years two championships have been decided here, and there is always a controversial accident here every year. A good set up can be hard to achieve, since all the corners look as if they can be taken flat out, and it isn't until you spin off that you realize that they cant! Any overtaking chances should be taken as there are not that many places to overtake, even with out breaking. 16. Adelaide Grand Prix Circuit, Adelaide, Australia The final race of the season, and usually one of the best, on this excellent street track that features every corner and straight. The course is made up of many second/third gear corners with a huge back straight that ends in a fearsome hairpin. Most passing will happen here as the cars slow from 200mph down to 40mph! The chicane at the end of the start/finish straight is one of the trickiest parts, but it can be taken quite quickly if you are on qualifying tyres or warm race tyres. The amount of downforce the cars carry is quite hard to judge since you need speed for the Brabham Straight, but this will make the corners hard to manage.

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