Games PC Grand Prix 4
|
|
Bookmark Games PC Grand Prix 4 |
About Games PC Grand Prix 4Here you can find all about Games PC Grand Prix 4 like manual and other informations. For example: review.
Games PC Grand Prix 4 manual (user guide) is ready to download for free.
On the bottom of page users can write a review. If you own a Games PC Grand Prix 4 please write about it to help other people. [ Report abuse or wrong photo | Share your Games PC Grand Prix 4 photo ]
Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
Download
(English)Games PC Grand Prix 4, size: 750 KB |
Games PC Grand Prix 4
Video review
Grand Prix 4
User reviews and opinions
No opinions have been provided. Be the first and add a new opinion/review.
Documents
NOTICE GP4 02/02 GB
27/02/2002
Page 1
Page 2
Hi, My name is Geoff Crammond and if youre reading this, it probably means that youve bought Grand Prix 4. Thanks! Grand Prix 4 is the latest evolution of the Grand Prix series, which I started writing over 10 years ago. Machines and techniques have changed a lot since then. For example, the sheer scale of the project has increased enormously. Over 60 man-years of effort alone have gone into the game since Grand Prix 3 was released in 2000! With Grand Prix 4, youll see a huge leap forward in the look of the game, with the inclusion of a new graphics engine specially designed to use all the power of modern graphics hardware support. And for the first time we use actual GPS survey data to make the racetracks as accurate as possible the same road layout, width, height, gradient and camber, as well as the all-important kerb shapes and profiles, should now be there just like real life. But some things stay the same as always our endeavour is to produce something that is as authentic as possible, while still being as playable as possible. We hope that as you take the chequered flag after winning an exhilarating and exhausting race, youll agree that - like it says on the box - nothing gets closer!
Page 4
SYSTEM REQUIREMENTS
MINIMUM :
Operating System: Windows 95/98/Me/XP Processor: Intel Pentium II 400 MHz or equivalent Memory: 64 MB RAM/ Video: 16MB Hard disk space: 500 MB free CD-ROM drive: 4X Speed Video: DirectX 8.0 compatible Video Card Sound: DirectX 8.0 compatible Sound Card DirectX: DirectX 8.0
CONTENTS
4 System Requirements 4 Installation 6 Controls 7 Getting Started 17 Cockpit Controls 21 Camera Views 23 TV Director 23 GPeadia 24 Circuits on the Formula One Circus 24 The multiplayer section 26 Car handling 31 Glossary 38 Credits 39 Customer Services
RECOMMENDED :
Operating System: Windows 95/98/Me/XP Processor: Intel Pentium III 750MHz or equivalent Memory: 128 MB RAM or more/ Video : 32MB Hard disk space: 720 MB free CD-ROM drive: 4X Speed Video: DirectX 8.0 compatible 3D Card Sound: 100% DirectX 8.0 Hardware Accelerated Sound Card with EAX Support DirectX: DirectX 8.0
INSTALLATION
Insert the Grand Prix 4 CD into your CD-ROM drive. If autorun is enabled, Grand Prix 4 will take you to the Installation screen. Simply click on the Install button and follow all on-screen directions. If autorun has not been enabled, youll have to double-click on the My Computer icon on the Windows Desktop, then on the CD-ROM icon, and then click on Setup.exe. The simulation will now install. Follow all on-screen instructions. Once Grand Prix 4 is installed it will appear in the Program Group on the START Menu. Loading Select Start > Programs > Infogrames > Grand Prix 4. The game will now load.
THIS MANUAL
This manual is structured in such a way as to introduce the game to rookie players and to encourage them to delve deeper to get the most out of the real simulation. If youre a Grand Prix 3 veteran youll be familiar with the basic controls and could probably get racing quite quickly, but be aware that there are differences between Grand Prix 3 and Grand Prix 4 so youll find it very worthwhile reading the manual to understand all the simulation controls.
Page 8
racing under your own name. You just need to select a team to race for and rename one of its drivers. Click on the Driver panel to go to the Driver Select screen. In the Teams panel, one of the drivers is already selected (the number is highlighted). Click on the drivers name to deselect. Highlight your preferred driver name and click on Edit Names. Type in your name (or the name you want to race under) and click on OK. You are now Driver 4, racing for the Ferrari team. Your teams badge now appears in the background of the screen. From this screen you can also access your individual Car Setup options and save the driver names. But for this tutorial, simply click OK and youll return to the Main Menu screen. The name you typed in will be shown as the Driver. Monza has been chosen as the track where youll have your shakedown test. Click on the Track panel and youll be taken to the Track screen. A list of the 2001 Championship Season tracks appears on the left. Click on Italy then select OK to return to the Main Menu. Italy now appears in the Track panel. Now choose the kind of race you want. Click on the Race Type panel and select Practise. Click OK to return to the Main Menu. The preparations are over. Its time to drive! Click on the Drive button. Youll see a Weather screen that details the Current Track and Sky conditions and the Forecast chance of rain. Click OK to start your first practice session. Youre now sitting in the Ferrari cockpit in the pits at Monza. As with any test session, its now time to check the instruments and controls Below the LCD screen on the steering wheel is a row of nine lines. Each corresponds to a Driving Aid designed to help you control the SCREEN 3 / COKPIT car. Keys F1 to F9 turn each of these on and VIEW - PIT AT MONZA off. In Rookie mode, all lights should be on with the exception of Launch Control (F9) which will only be on as default at the start of a race. If theyre not, press the relevant F key. Suggested Gear (F6) is not needed for this session. With the Driving Aids activated, you wont have to worry about changing gear or braking: this will be done automatically and all basic steering around the circuit will also be assisted. You may crash if you stray from the racing line, but your car will not be damaged. If you spin off the track, the car will right itself once it has come to rest and face the right direction so you can get on with the session.
Now check the Monza track plan below
SCREEN 2 / DRIVER SELECT
Find the Start/Finish line and then run your eye clockwise around the course until you come back to the Finish line. Check where the pit lane joins the track so youll know exactly when youll be on the actual racing track. Memorise the track plan so you can anticipate what the corners will be like. As you improve your racing skills and become more experienced, youll realize just how important knowing each circuit will be to your success. Your car is still on its jacks in the garage. Select the Leave the Pits option on the LCD, using the Throttle and Brake controls, then press the Gear Change button. The car will come down off its jacks and youll see a new LCD screen appear on the central steering wheel panel. Now slowly squeeze the accelerator Your car will begin to move forward (if it doesnt, check that youve pressed F2 and that the second symbol on the Driving Aids display is lit). Steer out from your pit garage and drive down the pit lane. Remember that in race conditions, youll need to stick to the pit lane speed limit of 50mph/80kph. If you want to pause the simulation at any point, press key P (or Space if you are driving with a Joystick, Wheel or a Joypad). Press P again to reactivate. During this session, pause as many times as you feel you need to, so that you can study the track plan and anticipate whats coming next. As you steer out of the pit lane, join the main track, keeping on the inside of the broken yellow line. Once on the circuit proper, the yellow line will be replaced by a long broken white line. Try to keep the middle of the steering wheel lined up with the broken white line as you progress around the circuit. This white line is the Best Driving Line Driving Aid (F5): the quickest possible line into and out of bends without spinning off the track. At some point before the first bend, you should, see a white sign with a black arrow bending to the left, then countdown marker signs with 200 and 100. These signs show how many metres remain before the approaching left-hand bend.
Page 10
This is a good spot to pause the simulation and check the Monza track plan again: The first bend at Monza turns to the left and is followed by a sharp right. Next is another left-right combination making up a double chicane called the Variante Goodyear. Find the Prima Variante on your track plan and examine the next bend, the Curva Grande. This is what Formula One racing is all about: being aware of the next part of the course and making sure you are properly prepared to drive through it. Only by knowing what lies ahead can you optimise the line you take through each corner. Reactivate the simulation by pressing P or the Space bar. Steer carefully around Variante Goodyear (dont try to go too fast) - left then right, along a short straight and left and right again. Try to follow the broken line even though it sometimes appears to be aiming away from the track. If you do leave the track at any time, steer back towards it (this might be slippery on grass or gravel) to get back on the tarmac. If you have spun and are facing the wrong way (and you still have the Auto-right the Car (F3) Driving Aid on), dont touch the controls. Wait for the car to right itself and point in the correct direction. See how the ideal racing line takes you out of this last corner, using the whole width of the track and taking you over to the left side of the road, ready for the approach to the long sweeping right-hander: the Curva Grande. Youll probably find that you can drive quite fast through this bend. Continue along the straight and go under the bridge. Just after the bridge is a left turn. Press pause and have another look at the track plan. This left turn is the first part of the Variante della Roggia: another chicane. Check how this looks and imagine how you will drive through it. Now look ahead on the plan to the next three bends and try to imagine what they will look like from the cockpit. Press the pause button again to continue. Steer through the chicane and on through the next two right hand curves (Lesmo 1 and Lesmo 2). Youll now face a long, downhill straight. Accelerate! As youre moving, glance at the gear indicator (the red number in the centre of the wheel display) as the car changes gear automatically. Listen to the sound of the engine and watch the rpm indicator lights as the gears change up and down. Get used to glancing quickly at the displays and the mirrors as youre travelling at speed. At the end of this straight is an unusual chicane called the Variante Ascari. Pause, check your track plan, analyse and memorise, reactivate the game and drive through the corners, following the ideal racing line. The more you can commit to memory, the easier the corners will be to drive through at speed. Accelerate along the straight and see if the automatic gear change will take you into top gear (6th or 7th) before the auto-brakes slow you down for the Curva Parabolica. As you come out of the bend, youll see the grandstands, the pits and a yellow dotted line marking the pit lane entrance. Remember that each track has its own specific pit entrance and exit layout, and its important to take a note of this as part of your race preparation. Keep following the broken white line. Youre now back on the start/finish
straight: the Rettifilio Tribune. Accelerate at full speed. Youll see the starting grid - the spaces where the cars line up for start of the race - and a thick solid white line across the track that marks the end of this lap. As you cross the line, youll be starting your first flying lap: the timer on your cockpit lap time display will start. You can pause the game at any time to double-check the track plan your lap time will not be affected. When you complete your first flying lap, check your time and try another lap to see if you can beat your previous time.
CONTROLLING YOUR OWN BRAKES
Although the auto-brakes you were using are effective, theyre still a Driving Aid. To get the very best lap speeds, youll need to apply your own brakes. When you feel confident youve mastered steering and the racing line, try switching off the Auto-brakes Driving Aid: Press F1 and check that the auto-brakes light has gone out on the bank of green icons below the LCD. Now its up to you to choose the best moment to brake as you continue lapping Monza! The car will feel very different this time. Remember how the brakes are operated by your choice of controller: Keyboard : Brake = Z Joystick : Brake = Back
CONTROLLING YOUR OWN GEARS
When youre ready to try controlling your own gears, stop on a straight part of the circuit and press F2 to cancel the Auto-gears Driving Aid. Now press F6 to activate the Suggested Gear Driving Aid we left off earlier in the session. The corresponding icon will light up on the display. Youre now in control of ALL gear changes, but to guide you, when you see a number in the Suggested Gear panel, that will be the gear to be in as you go into the NEXT corner. Check the gear change method for your choice of controller: Keyboard : Change Up a gear = Accelerate A key + Space Change Down a gear = Space Joystick : Change Up a gear = Accelerate + Press Fire Button Change Down a gear = Press Fire Button Note: If you have separate buttons for gear changes then you do not need to accelerate to change up. Practise gear changing up and down and watch the red gear indicator. Try to get into neutral (N) and then accelerate. The engine will rev and make a highpitched noise. Blip the accelerator and look at how the revs rise on the digital rev counter, then select first gear BUT keep the
Page 12
revs up - not too much power otherwise the car may spin. The 1 on the red gear change indicator in the centre will appear, showing that youve successfully selected 1st. Youll start moving forward Listen to the change in engine tone and watch your speed rise on the mph/kph indicator. Accelerate away and watch the rpm indicator lights illuminate as the revs increase. When the red light appears at the end of the set of green lights, change up to second gear (youll see a 2 on the display). Try changing up as far as fourth gear, then try changing down before a corner by taking note of the Suggested Gear indicator. Note: You dont have to be braking when changing down, but you must not be accelerating. Your car has six or seven forward gears, neutral (N), and reverse (R). If you are in reverse, accelerate to move backwards (just like in a real car).
DRIVING INTO THE PITS
Once youre familiar with the Monza circuit and the basic car controls, practise driving back into the pits. At any point during the lap before you want to come in, press the Return key to let your pit crew know youre going to come into the pits. The pit signal on your instrument panel will light up in green, giving you the all clear to come in. If the pit signal is red, this means that your crew are busy with the other team car. Do another lap before trying again. Drive slowly into the pit lane keeping on the inside of the broken yellow line. The simulation will then direct you into the SCREEN 4 / PIT correct bay, and the pitcrew will push your car OPTIONS MENU back into the garage. As your car is jacked up by your crew, a Pit Options menu will appear on your cockpit LCD allowing you to add Fuel, change Tyres, Leave the Pits or go to the Car Setup Options. Use the A/Z keys or joystick Up/Down to select the option you want from your cockpit LCD menu. Note: Grand Prix 4 features extremely detailed Car Setup Options, ranging from Basic to Advanced (Level 1) and Advanced (Level 2). To enjoy the simulation to the full, you can learn much more about setting up the car for the track conditions later in the manual.
left/right controls. When you select Tyres on the LCD you will see three tyre sets marked 0, three tyre sets marked r1, r2, r3, three tyre sets marked q1, q2, q3 and one set marked qr. The 0 sets are for practice. The r tyres are the sets allocated for the race (r1 starts the race, r2 being used at the first pitstop etc.) but you can also use these sets in practice if you have used up the other 0 sets. The q sets are reserved for qualifying sessions with the exception of the one qr set which can be used in qualifying and race. Note: A tyre set comprises of 4 tyres. Be aware that there are different tyre sets for different conditions: two types of Dry Hard and Soft and four types of wets Intermediate, Hard, Soft and Monsoon, and that before you begin your qualifying sessions you will have to decide what type of Dry tyres you are going to race on during the rest of the race weekend Press the spacebar or the joystick fire button to exit the Tyres option.
Page 16
Pitstops If the Pits Indicator (cockpit lower right) turns green, youre being called into the pits by your crew for a planned pitstop (to change tyres and refuel) or for an unplanned pitstop to repair damage. Drive into the pits as soon as you complete the current lap. If you want to cancel this order, press Return and the light will go out. Similarly if you decide you want to pit, press Return and the green Pit Indicator will light (press Return again to cancel). Flags At the side of the track, you may see race marshals waving different flags at the drivers: YELLOW means NO OVERTAKING theres probably been a spin or accident on, or near the track. Do not overtake. When you see a marshal waving a GREEN flag, the yellow flag order has been cancelled continue all out racing! RED means stop racing immediately. BLUE means a faster car is trying to overtake you. The cockpit has flag warning LEDs to show which of the main flags are in force. Throughout the race, youll be given information about who is achieving the fastest laps. Pulling Out If you ever want to leave the race at any time press the Esc key. A menu screen will appear: if you select the Leave race option, you can Save the game (see below) and then return to the Main Menu.
SCREEN 6 / GAME SCREEN
line or you see a Race Over message. You will then be taken to the Race Results screen. This screen allows access to a number of screens showing extensive race information: SCREEN 7 / RACE RESULTS SCREEN - Full Race Results Driver Race Points - Driver Best laps Constructor Race Points - Circuit Records Lap Chart - Starting Grid Click on the Continue button and youll be taken to the Race Completed screen. This gives you the option to Race Again On This Circuit or to Leave the Circuit (return to Main Menu). By now you will have seen just how different it feels to race compared to the practice and qualifying sessions. The big difference, of course, is the proximity of other cars and the competitive attitude of the other drivers some are aggressive, others take chances, all have a real passion to win.
WINNING THE WORLD CHAMPIONSHIP
If you have followed the Quickstart guide up to now, you should know the Monza circuit pretty well, but winning a World Championship means acquiring intimate knowledge of all 17 tracks on the calendar. If you undertake a Championship Season, youll be entered into the 2001 championship and race on all the tracks in the correct sequence its hard work and there are no easy answers except practice and defining the correct car set up. You can win the World Championship in Grand Prix 4 even at the lowest level starting with all eight Driving Aids turned on (F1 to F8) and with the opposition on their lowest performance level. Then, as you progress through the season, you can begin to turn off some of the Driving Aids, but if you do win the Championship, it will still only be at the lowest level. To win the Championship at the highest Ace Level, youll need to drive with just the Ace Level Driving Aids on for the complete duration of the season.
DRIVING AIDS AND DIFFICULTY LEVELS
The number of Driving Aids available varies with each Difficulty Level.
DRIVING AIDS
Auto Brakes
OPPOSITION SPREAD
Auto Gears
Auto -right the car
Indestructible car
Ideal Line
Suggested Throttle Steering Gear Help Help
Ace Pro Semi-pro Amateur Rookie
The Opposition Spread indicator displays your chosen performance distribution among the other drivers. You can set up racing Opposition Spread by accessing Main Menu > Options, > Race Options screen. A flat line means all teams and drivers have the same potential performance. A rising line simulates 2001 performances for all drivers and teams. A wavy Line represents a random distribution of performance for all drivers and teams.
RPM INDICATORS
These two banks of five LEDs will light up as your revs increase and guide you as to when to change up or down a gear. The final LED on each bank is red: when this lights up, change up a gear; when all the lights go out, change down a gear. Like a conventional rev counter measuring revs per minute (rpm), the LCDs tell you at what speed your engine is spinning when in a particular gear. Keeping within the limits of the LCD scales will help you to change up a gear at the right time, avoid hitting the rev limiter (a device designed to prevent engine damage due to over-revving, for instance when dropping down to a lower gear), as well as show you when you are using too high a gear, losing speed in the process. Should you be racing from any of the external on board camera views, you will see an analogue rev counter displayed in the bottom left hand corner of the screen. You current gear is shown in the middle of this counter.
These eight icons show which Driving Aids are active. The higher the Difficulty Level, the fewer of these will be switched on. Some can be turned on and off from inside the cockpit. F1 Auto Brakes The computer applies braking functions to suit the circuit but will not brake to avoid other cars. F2 Auto Gears The computer changes all the gears for you at the correct point. F3 Auto-right the Car If you spin off the track, the computer will auto-right the car by pointing it in the correct direction so you can keep racing (so long as your car is not too badly damaged, in which case it will be craned off the track). F4 Indestructible Your car will not be damaged, no matter how serious the shunt. F5 Ideal Line A broken white line on the track shows the best line around the track. Keep the line in the centre point of the cockpit. F6 Suggested Gear This cockpit indicator shows the best gear to be in as you approach the next corner.
GEAR INDICATOR
This tells you what gear you are currently in. There are, depending on the car you are driving, either 6 or 7 forward gears (7, 6, 5, 4, 3, 2, 1), Neutral (N), and Reverse (R).
SUGGESTED GEAR INDICATOR (F6)
If the F6 Driving Aid is on, you will see a small number here telling you what gear you should be in before the next bend. This is an intelligent aid and the suggestion will vary depending on the car setup you have chosen.
DAMAGE INDICATOR
This diagram will highlight any faulty or damaged parts on the car. If any section is lit and you can still drive the car, make your way back carefully to the pits where the damage will be repaired.
PITS INDICATOR
This gives you the current status of your pit-to-crew communication: Off No pits request in force. Green Youve been called in to the pits by your team (press the Return key to cancel this order). Green Youve warned your team youre coming in to the pits (by pressing the Return key). Red Cross Your pit crew are currently busy with your other team car. Stay out. Press the Return key to inform your crew of your intention to pit. Press again to cancel.
LCD DISPLAYS
The central steering wheel LCD shows a lot of important information, depending on what you are doing at any given stage of the Grand Prix weekend. During Qualifying/Practice: Time to go The amount of time in minutes and seconds left to complete this part of the qualifying session. Car Your car number. Runners The number of cars on the track. Split/Best Your best lap time or split time. During the Race: XX Lap Race The number of laps in the race. Car Your car number. Runners The number of cars on the track. You will also receive split time information and nearest rival details.
CAMERA VIEWS
Youre not limited to the cockpit view in Grand Prix 4. The simulation allows you to access a large number of other camera views. And if youve just pulled off a breathtaking overtaking manoeuvre or want to review a spin to see just what went wrong, you can select the replay option.
COCKPIT VIEW
Right Arrow Key The race from the cockpit of your car. This is your default racing view. SCREEN 9 / COKPIT VIEW
Split Times
On each circuit, there are two intermediate timing points in addition to the start/finish line. During practice, a split time is shown on the LCD as you do a timed lap. This is a time you are trying to beat at the next intermediate timing point. The split times come from the best lap time you have achieved so far. As you cross the
Page 22
T-CAM VIEW
Right Arrow key a second time The race from the popular T-Cam. This is the view often shown on the TV. SCREEN 10 / T-Cam View
REVERSE CHASE VIEW
Delete Key View any car from the front and slightly above. SCREEN 14 / REVERSE CHASE VIEW
ON CAR CAMERA VIEWS
PageUp Key (Cycle through) You can view the action from various cameras attached to your car. The PageUp key scrolls through a large number of views. SCREEN 11 / On Car Camera Views
SESSION NAME
Click on the default name, delete and type in a session name to identify the multiplayer game on a Network. The Settings Button: This will take you to the Multiplayer Settings screen and detect technical settings (Port, Baud Rate and TCP/IP Address) for the link method you are using. The Phonebook Button: Takes you to your phonebook. Use it to store phone numbers for 2-player modem linked games. Click on the Add button to enter a telephone number and name. Click on the Add button to add numbers to your book. Up and Down buttons allow you to scroll through your phone number list. Other buttons allow editing or removal of numbers. You can also Load and Save phonebook numbers (saved with a.pho suffix).
CIRCUITS ON THE FORMULA ONE CIRCUS
Details of each of the circuits can be found within the Gpaedia area of the game.
THE MULTIPLAYER SECTION
Select Multiplayer from the Main Menu. Grand Prix 4 allows you to play the simulation across a number of multiplayer connection types from Serial Cable, Modem, IPX Network and TCP/IP Network. The top panel in this screen allows you to set up the following connections:
CONNECTING
The Linking Screens: The Connect button will take you to the Linking screen. This will implement the linkup for the multiplayer game using the method you have selected (Network game or Modem/Serial Cable game). The Network Game: The Linking screen shows (in the top panel) the players names, which drivers they are playing and where they are in the game (Main Menu etc). The lower panel shows the number of players who are Ready to Play. The lowest panel in the Linking screen allows access to Driver selection, Track, and Difficulty Level. All players can access Driver Selection but Track and Difficulty Level are set by the Host. The Chat Button: The Chat button allows you to type in a message to chat to other players. Type a message in the lower panel and press the Send button to transmit). The chat messages will appear in the central main panel of the chat screen showing who sent the message and when. The Options Button: This allows you access to all the game options: setup controls, graphics, sound and race options. The Leave Session Button: Click to leave the multiplayer game and return to single player mode. If you are hosting the session, then host control will migrate to the next player in the session. The Close Session Button: Select if you are the host and
BASIC CAR SETUP
The only way you will succeed at the highest levels in Grand Prix 3 is to get involved in setting up your car for each specific track. For now, well concentrate on trying out a few things on just one track, beginning with the Basic Car Setup. The basic Car Setup option is available from various menus in the game, including the cockpit LCD display. From the Main Menu Select a Practice session. Select Italy for the purpose of this demonstration. Select Drive and you will be placed in your car cockpit in the pits at Monza. Then, from the cockpit LCD display Select Car Setup on the cockpit LCD and you will be taken to the Pits Options screen. Select the Car Setup button and you will be taken to the basic Car Setup screen. Youll see three options: 1. Basic Car Setup lets you Alter the angle of the front and rear wings. Alter the brake balance. Alter your gear ratios. Alter your pitstop strategy. Create different setups for qualifying and racing. Create a different setup for each individual circuit. Load and save your setup for the each and every track. Load and save your setups for different weather conditions. Do all of the above for each and every driver. Other Basic Car Setup options also allow you to View Other Track details and to Copy The Setups From another track. 2. Advanced Car Setup which lets you have more in-depth control of car setup by clicking on the Advanced button at the bottom of this screen. More about this later. 3. Inspect Vehicle which lets you.look at the degree of plank and tyre wear. More about this later. As in all things, your first tentative steps may seem daunting. Dont worry. So long as youve spent enough time enjoying the default settings and practising your driving so you can drive fast around at least one of the tracks, youre ready to start tinkering with the setup of your car and start noticing
CAR HANDLING
INTRODUCTION
Anyone can drive a Formula One car fast. Its easy. You get in and point it in a straight line with your foot down hard on the throttle until you reach maximum revs in 6th gear. And there you are. Going fast. Only there arent many Formula One tracks that consist of just one long straight. Drive too fast on most tracks and youll end up in the first gravel trap. Which is why professional drivers talk about being quick rather than being simply fast quick is the controlled application of speed around a race circuit. In order to drive a Formula One car quickly you need three things: A fast car. Knowledge of the best route around the circuit. The ability to operate the car at its limits. But what do we mean by these things and how are they achieved? A fast car is generally one with a relatively high-powered engine, low overall aerodynamic drag and well-balanced setup of suspension, drivetrain and aerodynamic wings. Some of these things are set by the designer and cannot be changed but others are fully within the drivers ability to adjust in order to achieve greater performance from the car. The best line to take around the circuit is determined by the layout of the corners and straights. Youve already had a chance to experiment and learn the lines around Monza if you followed the Quickstart guide. More instruction on how to calculate the ideal racing line is described in detail in the Driving Techniques section (see page 101). However, a fast car driven on the best line around the circuit will not perform very well unless it is driven correctly and to its limits. This is an important concept to grasp and means that it is crucial for you, the driver, to develop your driving style and proficiency at the same time as developing an understanding for setting up your car. The setup must suit your driving style and equally, your driving style must suit the setup. No two drivers are
Skidblock See Plank, The. Springs The springs form part of the suspension assembly and are the main means of supporting the car. Stewards Decision In the event of a breach of FIA rules, a stewards enquiry is normally called. The party in question is called before the Steward of the Meeting who issues a Stewards Decision with accompanying fine/disciplinary action, if relevant. Super Licence A licence required by all drivers, competitors and officials participating in a Formula One Championship. Suspension travel The distance through which the moving parts of the suspension travel in relation to the fixed parts. Telemetry System Multi-function system that measures all aspects of car and driver performance. Tifosi Italian Fans. Time Penalties Should the stewards choose to impose a time penalty the offending driver must, in normal circumstances, proceed to the designated area and remain there until a specified time period has passed, after which the driver may rejoin the race. Torque The amount of thrust driving through from the engine to the wheels. Traction The ability of the rear tyres to grip the track surface and cause the car to accelerate. Traction Control An electronically-controlled clutch allowing the car to accelerate as fast as possible without losing traction and the wheels spinning. This system was outlawed in the 94 and reintroduced during the 2001 season. Turn-in The point on the track where the driver starts to steer the car into a corner. Tyre Blankets Special electric blankets placed over tyres just before a start to keep them up to racing temperature. Understeer Understeer is characterised by the front end of the car losing grip. This gives the rear of the car a tendency to carry straight on, through a corner. Wings Devices fitted to the front and rear of the car which produce aerodynamic downforce. This allows faster cornering speeds. The rear wing also produces significant aerodynamic drag.
Page 34
Page 36
Page 38
CREDITS
SIMERGY
Game Design & Programming: Geoff Crammond PERFORMANCE ANALYSIS & TEST DRIVING: David Surplus
Infogrames Games Customer Service Numbers
LOCALIZATION: Sylviane Pivot - Fabien Roset Riddoch Heather - Christelle Dozoul CERTIFICATION & PLANNING SUPPORT GROUP (CPSG): Jean-Marcel Nicolai Rebecka Pernered - Emilie Balivy Caroline Fauchille - Jrme Di Tullio SOFTWARE FUNCTIONALITY TESTING MANAGER: Olivier ROBIN SOFTWARE FUNCTIONALITY TESTING TEAM: Bruno TRUBIA Stphane BRION GAMEPLAY EVALUATION SERVICE MANAGER: Dominique MOREL GAMEPLAY EVALUATION SERVICE TEAM: Emmanuel DESMARIS William JAULAIN - Yann SCHIED ENGINEERING SERVICES MANAGER: Philippe LOUVET COMPATIBILITY LAB CO-ORDINATOR: Emeric POLIN PRE-MASTERING CO-ORDINATOR: Stphane ENTERIC TESTERS: Gerard BARNAUD - Guillaume CURT - Stphane DIREMSZIAN David ERCHOFF-COSTET Fabien FAURE Olivier GENOUX - Pascal GUILLEN Christophe LAMOUR Regis PHILIBERT
GPAEDIA VIDEO PRODUCTION
FEATURING: Mark Hemsworth SCRIPT: Mark Hemsworth Ossi Oikarinen - Andy Cook SOUND & ORIGINAL MUSIC: John Broomhall CAMERA: Matthew Grant EDITING: Matthew Grant Andy Grierson DIRECTED BY: John Broomhall Andy Cook PRODUCED BY: Phil Gilbert THANK YOU. John Cook - Laura McNamara Andy Rogers of Jemlar (www.jemlar.com) - Nvidia Logitech - Steinberg Software for audio production systems SPECIAL THANKS GO TO the Orange Arrows Formula One Team for all their help during the development of this product OFFICE MANAGER: Christine Upham ADMINISTRATION ASSISTANT Pat Edwards
Country
Telephone
PC: +32 (0)18 633
http://www.de.infogrames.com helpdesk@nl.infogrames.com
(PC only)
sterreich Belgie Danmark Suomi France Deutschland Greece Italia Nederland Norge Portugal Israel Espaa Sverige Schweiz / Suisse UK
+31 (0)36
FOR MICROPROSE
STUDIO MANAGER & EXECUTIVE PRODUCER: Nick Court PRODUCER: Phil Gilbert SOFTWARE ENGINEERING MANAGER: Nick Thompson ART DIRECTOR: Andy Cook LEAD PROGRAMMER: Gareth Jones PROGRAMMING: Neil Alford - Jalea Clements Neil Duffield - Julian Foxall Steve Haggerty - Matt Patterson Duncan Rooth - Tim Round Jeremy Sallis - Nick Thompson Jason Turner AUDIO SYSTEMS, PROGRAMMING, & ADDITIONAL SOUND DESIGN Nigel Brown LEAD ARTIST: Andy Cook ARTISTS: Pete Austin Carl Edwards - Maff Evans Eddie Garnier - Lisa Godwin Jeffrey Miranda - Greg Shill David Smith ADDITIONAL ARTWORK: Halli Bjornsson - Noel Uche TRACK REFERENCE SURVEYS: Norman Surplus AUDIO PRODUCER: John Broomhall ORIGINAL MUSIC: James Hannigan ADDITIONAL LOCATION RECORDING: Pete Guppy MOTION CAPTURE STUDIO MANAGER: Tony Wills MOTION CAPTURE ARTISTS: Dave Hingley - Andrew Lee Rob Millington - Mick Sheehan ALL MOTION CAPTURE UNDERTAKEN WITH THE KIND ASSISTANCE OF THE ORANGE ARROWS FORMULA ONE TEAM.
Gamecube: 0900
Open Maandag t/m Vrijdag 9.00 tot 17.30
http://www.playstationcommunity.be
+44 (0)161 8278060/1
09:30 to 17:00 Monday to Friday (except Bank Holidays)
helpline@uk.infogrames.com -
+44 (0)8060/1
Soluces: 0892
helpline@uk.infogrames.com support@fr.infogrames.com http://www.fr.infogrames.com http://www.de.infogrames.com info@gr.infogrames.com
(0,34 /mn) (24h/24)
Infogrames France / Euro Interactive
Service Consommateur 84 rue du 1er mars Villeurbanne Cedex
3615 Infogrames (0,34 /mn) Technique: 80 80
Technische: 882
(0,15/mn Du lundi au samedi de 10h-20h non stop)
Spielerische: 883
( 1,24 pro Minute) Tglich 14.00 bis 21.00 Uhr (mit Ausnahme von Feiertagen)
PC: +31 (0)GameCube: 0909
0490444
Open Maandag t/m Vrijdag 9.00 tot 17.30 --
info@it.infogrames.com http://www.infogrames.it helpdesk@nl.infogrames.com
+31 (0)466 36
http://www.playstationcommunity.nl
helpline@uk.infogrames.com apoiocliente@pt.infogrames.com infogrames@telerom.co.il
INFOGRAMES EUROPE
VP RACING LABEL: Arthur Houtman VP EUROPEAN MARKETING: Larry Sparks CORE GAMES MARKETING DIRECTOR: Franck Heissat MARKETING MANAGER: Cyril Voiron PRODUCT MANAGER: Jerome Delziani LICENSING: Guillemette Tronel DESIGN STUDIO: Michel Mgoz - Rose-May Mathon MARKETING COORDINATION: Cecile Gillet - Jenny Clark Marie-Emilie Requien Catherine Esteoule
83/+ 972-9-9712611
de 2 a 6, entre as 10:00 e as 17:00
16:00 to 20:00 Sunday - Thursday
+15 08-6053611
Technische: 172
+00 Spielerische: 173
lunes a viernes de 9,00 -14,00 / 15,30-18,30 h
stecnico@es.infogrames.com support@segaklubben.pp.se http://www.de.infogrames.com
13:00 till 15:00 helgfri mndag till fredag (2,50 CHF/Min) Tglich 14.00 bis 21.00 Uhr
(mit Ausnahme von Feiertagen)
Hints & Cheats: 50 10*
*24 hours a day / 75p/min
Technical Support: 8060/1 helpline@uk.infogrames.com
Introduction
Presentation sheet 1: Features of the X-Sim software package
Features of version 2.0 - High number of game telemetry plugins - Automatic game detection and setup function - In game race-start-trigger to enable simulator - 3rd way game access with: - Microsoft Force Feedback scanner - Direct game memory readout tool - Easy math output solution with mixer facility - Well rounded math module collection with: - Different types of fast washouts - Different types of scaler - Threshold and 1:1 plugins - Simulator based real time processing - Easy skinned desktop gauge system - Extended hardware gauge support - Support for LCDStudio and LCDHype gauges - Multi CPU affinity and isolation support - Full configurable program loop timing - Hardware and software benchmark module - Multi input device support (joystick mixer) - Huge hardware support with: - Interface plugin system - Universal serial RS232 and RS485 output - Initial operation test panel for each port - Teachable port I/O for any HW combination - Electric, pneumatic and hydraulic actuators - Structured free definable HW calibration - Output analyzer - In game telemetry data logger - Mature C++ programmer support for plugins - Dialog buttons optimized for usage in simulators - Configurable safety options in case of HW failure - 3D virtual simulators for testing purpose - Tray menu for hiding the applications - Command line support for easy script usage - Video motion add-on software - Work out-sourcing with network cluster support
Additionally features of version 2.1 - Simlink community messenger with: - Mail system - Instant messenger - Chat room - Game room - Friend list / Clan list - Game presence broadcast - Profile exchange system - Easy vehicle acceleration regulation slider - Easy vehicle acceleration regulation hot key support - Extended profile bundling for further exchange - Faster desktop gauge system - New Pro Gamer carbon look - G15 display and hot key support (LCDHype/LCDStudio) - Chat ambient music player to shorten the waiting time - Backup web interface for chat system - Extended command line support - Own simulator design presentation with project page - Worldwide user location map to find nearby simbuilder - Extended tray menu functions
X-Sim starts where other programs are finished and support more than 6DOF with unlimited numbers of additionally degrees of motion freedom.
Presentation sheet 2: Simple simracer equipment (for users without a simulator) Desktop dashboards
The desktop gauges are designed to be used on a dual screen computer. On the primary monitor must run the game but on the secondary monitor can be a dashboard displayed while you are ingame.
Hardware gauges
This feature is also new in version 2 of X-Sim. You are now able to drive some servo with the ingame gauge values. Normally a original automobile gauge system is stripped and some RC servos are build in that housing. There are some other solutions by using the aircores. In the end you get a realistic dashboard which you can control like you want.
- Tryout some sample gauges that comes with the X-Sim installation - Get a picture of your own car dashboard and implement this as skin - Expand your simulator with 3rd party dashboards - One game connection will avoid problems with other software
Presentation sheet 3: Standard simulator setups Dual PC solution
The dual PC solution will replace a expensive external control box with programmable embedded micro controller and use a old PC to control a simulator and to share the CPU load for a professional movement result like the professional simulators on the market.
Single PC solution
X-Sim offers some special multi core support to separate the CPU usage to a single CPU core and run the game on all other CPU cores. This solution can be used if the PC will have a very good performance and should not be used if the game PC is undersized or older than three years. If you like to switch to the dual PC solution sometimes later there is no need to change your profile. Only a new network address to your new profiler location is needed.
- Save money and time by using a old left over PC instead of a expensive developed external hardware Use the resources of the customer and its PC equipment. - Think future save by avoid outdated hardware components and use update able PC technology - Try the configurable universal serial output or the open interface plugin system to add new hardware
Presentation sheet 4: reducing development time and costs by using X-Sim rFacor ACTC ARCA rFactor rFactor engine engine Racer X-Plane LFS Dirt Grid NSR Stage 1 Truck Racing Seed game Seed game engine engine Live Live for for Speed Speed Grandprix 3 Grandprix 4 Race Nascar2005 Falcon X-Sim X-Sim unified game unified game support support Force Feedback Injector SBK No Limits RBR Combat Microsoft flight games Volvo GPL Microsoft Microsoft +FSUIPC +FSUIPC Simbin Simbin engine engine GTR GTR2 GTR Evo Race 07 Race GTL
Grandprix Grandprix GPxpatch GPxpatch
future save, unified game plugin support
- many supported popular game engine which game developer will use in the future - compatibility to 3rd party hardware and software with single game attach
Presentation sheet 5: Simulator hardware support
X-Sim offers three types of control
1. direct output to a intelligent hardware
Examples: SCN5, AMC, SPS with: - Universal serial output (configurable) - direct output
2. control of hardware with feedback
Example: R'n'R, pneumatic, hydraulic with: - Synaptrix the teachable control
3. control with share memory
Example: LCDHype, Shiftlight with: -Gauge setup (40 slots to export) -Visual axis setup
- X-Sim can offer 3rd party support for simracing hardware and is therefore future save - Hardware plugin system is open source with sample included in manual and installation - Combination of input and control hardware is possible (one interface for input, one for output)
Presentation sheet 6: The future of X-Sim
X-Sim Roadmap
2009 Q1 Q2 Q3 Q4 Q1 QQ3 Q4
Unified open source plugin support X-Sim 2.0
X-Sim 2.1
Project plugfree
X-Sim 64bit (canceled) X-Sim game overlay (canceled)
X-Sim 1.x
- ongoing game plugin support - implementation of new hardware - bugfixes of 2.x engine - 64bit support + game overlay was canceled because of missing funds to pay Microsoft certification (includes Windows 7 support) Also 64bit games are missing.
Product release Stability update End of life
Tags
DGS-3100-24TG Travelmate 250P HTR-5130 ML1610-XAZ SP-PWE5 Fisheye-nikkor CE29252 Dvcam URC-L-1870 VGN-TT11ln B Cyber630 HVL-S3D SMC7004WBR MCD2661EM AVR 445 Empire IFP-790 KX-TG1100TR GFA-5400 Impressa F70 GY-HD251 TX-36PD30 AR-5316 LE37A659a1F Speedbooster 14PT1356-01 SHB6100-27 32PFL5522D 05 Deskjet 3400 Doro 5055 SJ700AW Babyphone Naked EFI SF-8500 DDX6039 32LG2000 AEU HP-245 AQV12nsan Switch ML-1915 HP-3700 YB500 200 EXC D3531XL R-972 Yamaha TD-1 Model 4450 Hammer PT-110 Motorola 120C AMD-67E UMX49 AG-A850-P Doro 513C WA85U3 Bikes Bike FOR AAA K7S741MG FE1002 GT102 AG-1200 Rider 13C TXL42G20ES Pebl U6 37WL56 CVA-1005 Yamaha DS55 DS2416 ML-2580N Gx1500S Sony EVC3 Enterprise CC-500L Tagliasiepi Hf850 Ericsson R380 TDM-7585R Review KV-14LT1K 4170 Isdn PD527 KD-G202 Drvt-40 BT620fqst WA74163 Siemens S46 XQB42-128 WI 52 0 PE Ue40c8000XP DCR-TRV80 EW1280F Wonders THR138 KDF-50E2000 HR1821 CQ-C1300U Microtower PC T703V FAX-817 DMC-G10K
manuel d'instructions, Guide de l'utilisateur | Manual de instrucciones, Instrucciones de uso | Bedienungsanleitung, Bedienungsanleitung | Manual de Instruções, guia do usuário | инструкция | návod na použitie, Užívateľská príručka, návod k použití | bruksanvisningen | instrukcja, podręcznik użytkownika | kullanım kılavuzu, Kullanım | kézikönyv, használati útmutató | manuale di istruzioni, istruzioni d'uso | handleiding, gebruikershandleiding
Sitemap
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101








1. Grand Prix 4
2. GRAND PRIX EVOLUTION
3. Word City : Grand Prix Edition
4. GRAND PRIX LEGENDS
5. Mega Man NT Warrior Trading Card Game Grand Prix Booster Box 24 Packs