F1 Challenge 99 02 Setups Are Not Set
F1C made a funny thing recently. Before, if I had a technical issue and I had to give up the race, my car wasn't put back into the pits but was left where it stopped and I could watch the rest of the race. But just a few days ago, something had happened, all my personal setups (e.g.: Graphics, sounds, controls etc.) were reset to default. My player records were cleared as well. And since then when I stop with a mechanical failure, I am removed from the track and I get automatically to the results screen where the game rolls down the whole race in a few seconds. The issue is that when it does that, it completely ignores what happened on the track before, so if Schumacher is in P14 and on the wrong set of tires and a broken rear wing, he still gonna win the race. Where can I prevent the game to remove the player's car from the track if it stopped?
The behaviour you are experiencing now is the default one, and is really annoying. I don't know what could have happened for your game to reset to default, but I guess there is some parameter within the.PLR file that you can modify to keep your car in the track after it retires. It would have been very nice to know it back when I used to simulate races and championships just for the sake of it, because if you stop your car at the side of the track yellow flags appear and the other cars slow down slightly, a lot or not at all 'at random' and the race results are affected. After much trying, I discovered that if you stalled the car just after the pit entry, the yellow flags wouldn't be deployed and you could continue watching the remainder of the race. From that point on it was just a matter of entering the pitlane through the point most separated from the racing line, in order to avoid the AI cars crashing against my stalled car which was a pain at certain tracks, because they weren't flat and the car 'rolled'. What a boring adolescence I had.
Which means that OP might have some other device connected that causes the control settings not to be saved. Playing EA's F1 Challenge 99-02 (many moons ago) was possibly the best ever FF experience in a game I have ever had and that was down to this joysticks superb Force Feedback alone. Is no quick way to learn a new circuit so you can concentrate totally on what the car is doing at any given. Point in time. The only way to be faster is to practice, read, learn, and practice some more. What this guide can help you with, is understanding the various components involved in car setup.
Ferrim wrote:The behaviour you are experiencing now is the default one, and is really annoying. I don't know what could have happened for your game to reset to default, but I guess there is some parameter within the.PLR file that you can modify to keep your car in the track after it retires. It would have been very nice to know it back when I used to simulate races and championships just for the sake of it, because if you stop your car at the side of the track yellow flags appear and the other cars slow down slightly, a lot or not at all 'at random' and the race results are affected. After much trying, I discovered that if you stalled the car just after the pit entry, the yellow flags wouldn't be deployed and you could continue watching the remainder of the race.
From that point on it was just a matter of entering the pitlane through the point most separated from the racing line, in order to avoid the AI cars crashing against my stalled car which was a pain at certain tracks, because they weren't flat and the car 'rolled'. What a boring adolescence I had. I'll tell you a simple method to completely stop the car Don't be shock After you stop press the launch control button. It acts like a proper handbrake. Hm, does anyone know how i can add a second car to a one car team, obviously with the right liveries and driver helmet. For example, the 1979 wolf team has one car (the #20 James Hunt car) but i want to add a #21 car to the team, essentially making a two car team, for Keke Rosberg.
The #21 car needs to have a #21 car livery and Rosberg's helmet whilst the #20 retains the Hunt livery and helmet. So, i want the team to be. #20 James Hunt #21 Keke Rosberg With both cars having their unique textures/liveries/helmets showing up ingame, during the race.
I know it has to do with genstrings/.mts files, but i have no clue about how this works. What do i have to do? What do you mean by 'works'? What happens when you try to run other cars? My suggestion is to figure out which cars cause CTD.
Try to run a full race., if the game crashes, then let's assume for now that nothing is wrong with the track itself. Now you have to figure out which cars crash. Except of Fondmetal, you have to open EVERY.VEH file from the mod, and adjust the following line: Classes='FormulaOne, OpenWheel, 1990' to Classes='FormulaOne, OpenWheel, 199' This will remove that car from the 1990 season, making the AI to fill up the grid with the available cars. In this case only Oliver Groulliards will be on the grid (a spectacular sight indeed ) You said that the Fondmetal (which was still called Osella in 1990 by the way) works, so start to add other teams, one by one.
First McLaren, then Benetton etc. Try to load in a race after every team added. Eventually the game will crash. In this case we have the faulty car/team, it will be the one you added last, and we can look into it ot find out what's wrong.
If you're tired of Emanuele Pirro's dodgy head physics in the 1989 Mod, you might want to try. I simply extracted his helmet MTS from the Team.mas, made sure every texture used by it was available and re-exported it into the 1989 Benetton folder. Now his head seems to act just like anyone else's. Just paste the file in SeasonData/Vehicles/Benetton/1989_B189 - it doesn't overwrite anything so should you run into problems (which is unlikely), just delete it and the game reverts to the version found in Team.mas. How did I figure this out?
As he uses the same head physics file as everyone else, I concluded that his helmet 3D model must have an error. Turns out I was right as re-converting it to a F1C MTS was all that was needed to fix the issue.
Nuppiz wrote:If you're tired of Emanuele Pirro's dodgy head physics in the 1989 Mod, you might want to try. I simply extracted his helmet MTS from the Team.mas, made sure every texture used by it was available and re-exported it into the 1989 Benetton folder. Now his head seems to act just like anyone else's. Just paste the file in SeasonData/Vehicles/Benetton/1989_B189 - it doesn't overwrite anything so should you run into problems (which is unlikely), just delete it and the game reverts to the version found in Team.mas. How did I figure this out?
As he uses the same head physics file as everyone else, I concluded that his helmet 3D model must have an error. Turns out I was right as re-converting it to a F1C MTS was all that was needed to fix the issue. Nice one Nuppiz, works perfectly. Pirro's head no longer disconnects from his body. I would need some help. I want to add a new team to the 1996CK mod, but I got some problem. I use the Benetton team as a template, but the body of the car is always misaligned.
What happens is that I create the model in a third party program (Milkshape3D), then I export it to 3DS format, import it with Zmodeler and merge it with the MTS files of the original. This way I don't have to play around with textures and other things that much. Plus I doN't know how to animate so I can't edit tyres, wheels and suspension so I am forced to use another car as a template.
I manage to export the wings back to MTS format just fine, they show up nicely ingame. However, when I do it with the car's body, it's completely out of place. The strange thing is that when I import the model, it is displaced just as much as it shows up ingame. However, if I mode the wings into position in Zmodeler, they work just fine.
But if I do it with the body, it still keeps staying displaced like this. Any idea what could be the problem? Another interesting thing is that it only seems to affect cars which are saved in F1 2001 MTS format. If I try to use mods with F1 2002 MTS files, it works fine (unfortunately all those mods that use the newer version are for years where the tyres and suspensions were so different from 1996 that the car would totally stand out from the rest of the field.
Hi, I need help on copying my setup for AI's usage. At old Hockenheim, the AIs top out at less than 300km/h, some even barely over 290km/h. I've done a setup that enables a top speed of over 340km/h, but I have not found a way to let them get my setup. I've named my setup '1999 Germany AI', and then put in the 1999_Hockenheim.gdb file this: SettingsFolder = Germany SettingsCopy = 1999 Germany AI.svm SettingsCopy = 1999 Germany AI.svm SettingsAI = 1999 Germany AI.svm Qualify Laptime = 102.188 Race Laptime = 107.524 I've done all that but to no avail, AI remains the same even after computer restart. F1 Fan wrote:Hi Guys I don't know, but I think that this forum is active. I have a problem. In Qualify or Practice I can change all types of tyres.
But during race I can change only one type of dry tyres. So when I have Hard tires in Setup, I can change only Hard Tires but I cannot save my Soft tires. Do you have some hint? I appreciate every help.
Thank You This is not a bug, but actually how the F1 rules were back when the game was made - the driver had to pick which compound (hard or soft) to use during qualifying and that was then the only compound he was allowed to use in the race. Obviously this is flawed in F1C as you can freely change compunds during qualifying and before the race, but for pitstops you can use only one compound (which is whatever is used in the setup that is loaded when you start qualifying). Unfortunately I don't know how to fix this. F1 Fan wrote:Hi Guys I don't know, but I think that this forum is active. I have a problem. In Qualify or Practice I can change all types of tyres.
But during race I can change only one type of dry tyres. So when I have Hard tires in Setup, I can change only Hard Tires but I cannot save my Soft tires. Do you have some hint? I appreciate every help. Thank You This is not a bug, but actually how the F1 rules were back when the game was made - the driver had to pick which compound (hard or soft) to use during qualifying and that was then the only compound he was allowed to use in the race.
Obviously this is flawed in F1C as you can freely change compunds during qualifying and before the race, but for pitstops you can use only one compound (which is whatever is used in the setup that is loaded when you start qualifying). Unfortunately I don't know how to fix this. OK, thanks for answering. I'm quite surprised that forum about F1 Challenge 99-02 is active. F1 Fan wrote:OK, thanks for answering.
I'm quite surprised that forum about F1 Challenge 99-02 is active. Well, it's still being used to run some series and virtual careers here. Yup, i'm still using F1 Challenge. The huge selection of mods is definitely part of the reason, for example I have mods for every season from 1983-2005 (except 1986 which I can't find a mod for).
I've never come across a good post-2005 mod though. You are quite fanatic. I played seasons from 1999 till 2014. After that I'm playing seasons before 1999. Right now I'm playing 1995 season.
F1 Challenge is even in 2015 still good game.
I'm assuming that 'push' means understeer (or the front tires washing out). There a number of things that you can do to reduce corner exit understeer. Loosening the front sway bar, reducing the differential power% and adjusting toe in/out are some I can think of on the top of my head. Something like that is good resource for troubleshooting car behavior and what you can do to fix it.
Just make minor changes one at a time and see if it feels better/is faster. Setting up F1 cars is incredibly complicated. Getting a car that's both balanced and fast is really difficult. Pci Tv Capture Card Free Download on this page.