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Interview
F1 2002 Mods - Part Two
The Classic Trans Am Series
In Part Two of our series we interview
"BigBen", General Coordinator for the upcoming Classic
Trans Am (CTA) mod for F1 2002.
Interview
by Guest Writer "Rick.50cal"
Bourassa

SimHQ:
Could you describe the cars, the series, it's basic rules,
and what kind of racing action was seen?
BigBen:
This Mod's goal is to recreate the experience of the golden
age of Trans Am racing. This series is notable for featuring
cars that were available to the general public, and all modifications
were restricted to parts that were available over the counter.
This meant that the Mustang driven by Parnelli Jones was not
significantly different from what any racing fan could build.
Auto enthusiasts could watch brilliant racers duke it out
in beautiful cars that could be owned by the public at large.
There
are two separate classes modeled. The O-2 class featured cars
with engines from 2.0L to 5.0L, and was dominated by the small
block V8 powered "pony cars". The U-2 class featured
cars with engines of 2.0L or less, and showcased European
and Japanese imports, alongside the occasional domestic Ford
Pinto.
Our first
task is to recreate the 1970 racing season, as it was the
only year with full factory support from Detroit's "big
three" auto makers. There were factory teams running
Ford Mustangs, Chevy Camaros, Pontiac Firebirds, Dodge Challengers,
Plymouth 'Cudas, and AMC Javelins. There were also plenty
of privateer efforts run older pony cars and sedans. The U-2
class was dominated by Alfa GTVs and BMW 2002s, with the field
rounded out by Volvo 122s, Datsun 510s, and Mini Coopers.
Are
you planning to make extra tracks for this mod? If so, which
ones?
We are
attempting to recreate the tracks run in the 1970 season,
as they appeared in 1970. This is a fairly large task, and
our goal may change as development continues.
Will the
cars be just skins over existing cars, or all new handling
created?
Massive
quantities of data have been collected on the O-2 cars. Their
handling will be modeled accurately based on the tires, engines,
transmissions, suspensions, and bodies available in 1970.
People who have driven these cars in real life should find
their handling familiar, and players will find themselves
turning in realistic lap times.
The cars
feel large and brutish. The power generated by these classic
engines requires respect on the track, and the weight of the
cars rules out quick wheel corrections. That said, the cars
handle smoothly and predictably, and are relatively easy for
a novice driver to guide around the track. Guiding them around
the track quickly though, requires significant skill on the
part of the driver.
Why did
you guys choose this series to reproduce?
We are,
for the most part, enthusiasts of muscle cars powered by V8s.
The muscle car era created some of the most amazing, most
powerful, and most beautiful cars yet to grace the planet,
and yet the cars are rarely found in racing games. We wished
to honor them in the best way possible, by letting the public
get a chance to see what made these cars so special.
What can
we the public, look forward to in this mod?
You can
look forward to thundering engines, smoking tires, bumping
fenders, grit, oil, and blood. Trans Am racing is a perfect
balance of finesse, brutish power, skill, and old school,
low tech, wonderfully sculpted hunks of steel and iron.
Thanks
to lower poly models and LOD files, the frame rates in GT
Racing are better than in the original sim (F1 2002), and
even better still with the BPR96 mod on moderate/old systems
(meaning 1GHz). My question is: are LOD files being created
for your mod, and what will the lowest recommended CPU be?
Meaning, will it run on a 1GHz CPU system, or will it require
a 1.8GHz or better to start a race with more than 30fps?
It is
much too early to say what sort of frame rates will be expected,
but LOD files are being created, and high frame rates are
a priority for us.
Could you
explain why your team is waiting for the new F1 Challenge
from EASports? Meaning, what advantages of this newer release
are you looking forward to?
While
work is certainly continuing under F1 2002, we anticipate
many additional features in F1 Challenge that will improve
the game in general, and our mod specifically. We expect to
model visual damage in ways that the F1 2002 engine is not
capable (crumpling body parts rather than simply having spoilers
that pop off). We also expect to be able to model solid axle
rear ends and analog gauges, two things very important to
Trans Am racing, and unavailable under the F1 2002 engine.
We should also see generally improved AI, graphics, netcode,
and physics. That said, a decision to officially switch has
not yet been made. We're waiting to see the actual product
before we finalize our decision.
Is there
any specific area of this project that you could use more
help with, perhaps from a new enthusiast? Meaning, something
that if someone were able to help, would help speed up a release?
We certainly
need people who can flesh out tracks, skin cars, and design
AIW files. Anyone who has a skill in some part of F1 editing,
and has a desire to help can feel free to contact me or any
other member of our team.
I understand
that most fans want to see a release date, and that virtually
all project managers regret giving even a tentative date so
instead I will ask this: what, in your opinion, is the percentage
of the project completion? Meaning are you 25% done, or 87%
done?
It's
an impossible question for us to answer. We have the majority
of our cars modeled, but still need more skins and LOD files.
Our interface is probably about 50% done, physics are around
75% done, and tracks are around 10% done. All of this might
change as we add and lose team members, run into unexpected
problems, and possible learn the differences in F1 Challenge.
Thanks for your time!

Take a look at the Classic
Trans Am mod project at their web site here,
and discuss the mod at their forum here.
Screenshots courtesy of the official
web site and reprinted with permission. Thanks BigBen!
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