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Feature
F1 2002 Mods - Part One
Beyond Skins: Quality Mods for F1
2002
In Part One of our four part series
on modding EASports F1 2002 Racing Simulation, we discuss
the history behind the mods, discuss some of the premier mods
in detail and look towards the future.
by Guest
Writer "Rick.50cal"
Bourassa

Ferrari.
Racing.
These
two words are often associated with each other. A great number
of Formula fans tend to equate Ferrari to mean winning, as
of late. The company's racing roots trace back to a time when
Enzo Ferrari was exposed to the world of racing at the tender
age of ten, when he decided to take up racing later, when
he was a little older. After nearly dying of the flu during
WW I, he applied for a job at Fiat, but was turned away. In
1919 he finished the Targa Florio in 9th place. It was a brutal
ordeal to enter, only 3 laps, but at 92 miles a lap, there
wasn't much point in establishing pole position. Yet numbers
like that failed to convey the danger and intensity of the
race, and the next year he drove an Alfa Romeo. He retired
from race driving, but stared his own company in 1929, and
in their first year the company competed in 22 events, and
rewarded themselves with 8 victories! WW I flying ace Francesco
Baracca's squadron badge featured a prancing horse on a yellow
shield, and was adopted by Enzo as the emblem for his now
famous company.
Today,
the only company professional race team they have is the Formula
1 entry, but their heritage in motor sports continues, thanks
to the availability of Ferrari competition products to independent
race teams. In recent times, the Ferrari 333SP was available
for about 1 million US (parts spare kit included), Sauber
had purchased F1 engines from the company, and they have been
heavily involved in GT racing series.
Today,
Ferrari has an "amateur" series, called the 360
Challenge, which is taking a street Modena 360 and doing slight
changes to make it suitable for track racing, modifications
such as upgraded brake lines, a roll cage, slicks, and a stripped
interior. Yet it's very nearly a street stock vehicle, and
in fact the teams aren't allowed to change much, including
the gear settings! It's effectively a "spec" series,
meaning each car is mechanically identical. Unlike the majority
of race series, where a decent driver in a superior car is
likely to walk away with a victory, a spec series' entire
focus is on the skills of the drivers, as that is the only
variable. It's much harder to blame your equipment when everyone
has the same as you! Another advantage is cost: you don't
need to stress the engine as much, trying to get an extra
20 hp (actually it's "illegal" to change it anyway),
because everyone is still only allowed to have, for example
400 hp. This means less engine teardowns are needed, less
spare parts, less work from your mechanic. The Challenge car
costs only $185,000 USD, but to race one for a season will
cost you about a cool million USD, once you figure in the
cost of a race team and travel costs. By contrast, a Formula
car that just finished qualification might be torn down and
some small aero changes made during Sunday morning practice,
might have different performance and be a slightly different
car. By the time the next race comes around, it's no longer
even the same setup configuration, and over the course of
a season, the car that is presented at the unveiling isn't
really the car that finishes the season!
So why
do I mention this? Because one of the latest racing sim mods
for F1 2002 has just been released and it's subject is the
360 Challenge. But first before we look at the mod itself,
we must cover the roots of this mod.
Some history
"Realistic physics: tested
by real racecar drivers" That's been seen on nearly every
racing simulator box ever sold. Back
in the late 90's, Image
Space Incorporated (ISI) made a rather popular racing
simulator called Sports Car GT (SCGT). It featured for the
time, great graphics, good action, advanced (again, for the
time) physics, much better than average frame rates. At a
similar point, GPL came out, and while there were hints that
it might be a gem, it was in practical terms, a business fiasco
at the time, thanks to it being totally unplayable with any
AI cars: the frame rates dropped to around 4 fps, on even
the fastest, most capable home computers of the time. GPL
without a Pentium 3 was like a Ferrari without petrol or tires,
and it's true colors would only appear in years to follow.
By contrast, SCGT would work well and smoothly, with decent
graphics settings, on even the most modest PC's of the day,
and it became quite popular, especially among the modification
crowds. New tracks were created, new cars with strange physics,
such as Bathurst/Panorama Ridge and Pat Painter's M8 McLaren
CAN-AM monster (power oversteer like crazy! Very fun, and
I look forward to a new F1 Challenge mod for CAN-AM).
EA and ISI decided to go in
a different direction and make a Formula1 simulator. Early
versions were mediocre but each showed progress (F1 2000,
F1 2000 CS, F1 2001). Of the different versions produced over
the years, the relevant one to our discussion is F1 2002.
In recent times, this latest version, has been modified by
one group of enthusiasts back into a GT sim and something
more akin to an updated SCGT. Other modification teams have
made other series, but there seems to be a common thread:
they tend to be accurate in performance and the physics engine
seems outstanding, perhaps better suited to representing these
types of cars than for the Formula 1 cars the game engine
was written.
GT Racing
2002
The biggest,
best known race mod is GT Racing 2002. After several months
of very hard work, it was released in December 2002 and soon
after was awarded 3rd place in FilePlanet's "Best New
Mod Awards for 2002"! It features two levels of competition:
N-GT, which tends to mean a 2450 lb car with roughly 430 hp,
and can include 360 Modena's, Porsche GT-3R's, and others.
Performance for the Ferrari entry does the quarter mile in
12 seconds, 0-60 in 3.5 seconds. These are NOT spec series,
and the cost is quite high, with the Ferrari example costing
roughly $400,000 USD, and professional race drivers drive
them. The other class in the series is the full GT cars, which
feature Porsche (911) 993Turbo and 996T, the Lambourghini
Diablo, Viper GTS-R, Lister Storm GT, Marcos, and of course
a Ferrari 550 Maranello, which weighs 1151 kg, and is powered
by a 612 hp engine. The whole unit costs $750,000 from Prodrive
(yes, the same guys that turn your sister's Subaru into a
frenzied rally monster for Pro Rally driver Richard Burns!).
In GT
Racing, these two classes coexist on the same race, requiring
the slower cars to be wary of faster cars, and the faster
cars have to be wary not to hit the "moving chicanes"
that could jump up halfway through a corner much like
in SCGT! That said, you can choose to run exclusively GT or
N full fields if you wish. However, there is one area of clear
improvement over it's past counterpart: the new one is far
more simulation oriented. It now features fully implemented
telemetry, physics that are so realistic, so real, that each
car has it's own very distinct handling feel. In the past,
the best simulators featured tires that would be cold or hot
grip levels, and the ability to read tire temperatures to
help with suspension setup. Yet in this title it goes beyond
that tires get progressively better grip by the third
and fourth lap than they did on the second and significantly
more than at the start. There also seems to be a modeling
of the brake rotor temperatures. With normal cars and trucks
the hotter your brakes get the worse they work, and the more
likely to fail. On these ultra-expensive race cars the reverse
is true the brakes are built for serious abuse and
like their tires aren't working at their fullest when cold.
This is another reason to take the first couple of laps easy.
"GT
Racing 2002" was made by, and available as, a free 265MB
download from the people over at Simbin
Development Team (SBDT). First, install F1 2002 but then
you must configure the graphics and create a player before
installing the mod. The site you downloaded the mod at also
features directions on installation, step-by-step, add-on
cars and tracks, the 1.2 patch (important to include... size
50MB), and perhaps most importantly of all the very best help
and problem solvers/tech support I have ever seen for any
computer game. In fact, what's more amazing is that the whole
thing is more professional than you could expect yet no one
is getting paid to do it!
While
you are there, be sure to also download their official Laguna
Seca track, and their new "360 Challenge" mod (46.4MB).
Also don't forget the 360 Challenge's own 1.1 patch as it
fixes a few minor physics changes that slipped through. This
integrates itself into your installation of GT Racing and
it brings in the aforementioned "spec" series. You
won't be driving against either the NGT or GT cars, thankfully!
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