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Preview
2004 Australian Grand Prix
Round 1 of 18
by Alex
"Zander" Keep

View from
the Cockpit
As
mentioned I will be taking the course using EA's
F1 Challenge '99-'02. To make it more contemporary I will
be applying Ralph Hummerich's excellent carset to it as soon
as it is ready. I have chosen Ralph's carset as, in addition
to him being a thoroughly top notch person, in my opinion
his carsets are the best available and it is an honor for
SimHQ to have an exclusive Beta version to be able to use
for its screenshots. Many thanks Ralph! If you wish to try
his 2003 add on please use this
link to his page.
To show
off EA's interpretation of Melbourne's track I have decided
to give it a try in Mark Webber's Jaguar from Ralph's upcoming
2004 carset.

A Virtual Lap of Albert Park
Flashing
over the main start finish straight I see the pits on my left
and grandstands on the right. As I pass under the starting
gantry the first corner (Jones) comes up quickly with the
grandstands full of digital crowds to watch me should I make
a porridge of it! I brake in a straight line and turn the
car in hoping to emulate Webber (who is notorious for his
early turn in thereby using the camber of the tires to help
in breaking and turning through the corner). It is immediately
clear that we are not in a real F1 car. When I saw Jaguar
at Silverstone last year Webber used this practice to shave
tenths off his time but my best attempts either pitch me backwards
into the gravel or lead to an ant-clockwise spin as I attempt
to negotiate the left hand turn 2 (Brabham). It is probably
for this reason more than any other that there is usually
a pile up at this corner in most F1C races. Having decided
to take the Montoya route and taken vast chucks off the curbing
instead I accelerate away from Turn 2 with the Shell Helix
signs on either side turning the track into a tunnel of blurring
red and yellow.
I
brake early for the right hand turn 3 mindful of its habit
of catching drivers out with everyone from Martin Brundle
to Michael Schumcher has spun at that corner. I brake a touch
too hard and am aware of my front wheels locking up a touch
as I turn in. I leave the curbs well alone, mindful of their
ferocious reputation and hear the traction control cutting
in as I accelerate away. I have the car set to manual as the
automatic setting seems almost as ferocious as that experienced
by the team that year! I rumble across the curb at Whiteford
without any problems thanking EA for their allowing me to
blatantly cheat in this way and accelerating around the right
hander (Lauda) following it I avoid the instability that forced
Barrichello and Pizzonia to crash heavily last year. I accelerate
hard mindful of the wall on my left and brake into Clarke.
It was in this braking zone that Jacques Villeneuve and Ralf
Schumacher collided in 2002 which resulted in the death of
marshal Graham Beveridge.
I
take plenty of curb in the left hander and then allow the
car to stay on the right hand side of the track as it builds
up to 180mph. In real life the drivers then brake slightly
and change down two gears before going through the left-right
Waite bends. Luckily EA have given us bucket loads of grip
so a slight lift seems to be enough to make it through the
left hand corner before putting the foot to the floor for
the right hander. Charging through the right hand Hill kink
with barely a thought I see the red gravel that marks the
Graham Hill Bend ahead. In real life the final complex of
Hill, Stewart and Prost are pretty free flowing but in F1C
one has to be pretty careful and bleed off a lot of speed
if you are to get around in one piece. Taking a wide line
into Hill seems to be the best way and I clip the inside curb
as I accelerate away causing a slight wobble but nothing too
serious. I then brake for Stewart and follow the final part
of the turn on the outside being careful to to repeat Jos
Verstappen's trick in the 1997 Tyrell by accelerating so hand
that you end up bouncing over the gravel trap! The final left
hander is the slowest on the track but unfortunately EA seem
to be unable to replicate the rubber build up that goes on
there during the weekend. The marbles (small pieces of rubber
that break off the tires) are horrendous here but the grip
also varies through the weekend and this can make all the
difference to a lap time.
I accelerate
around the final right hand corner (Prost) making sure I don't
do a Hakkinen and crash into the wall there and keep my right
foot planted on the accelerator as I see the grid markings
pass under me and start another lap.
Track Conclusions
Likely for us Melbourne has not been
substantially altered since its first Grand Prix in 1996.
EA have done a pretty good job with the track though it is
noticeable that camber braking in the first and second corners
is debatable due to the inability of the software to model
the friction of the sideways forces on the walls of the tires.
The lack of gradient throughout the track is well modeled
though the final three corners seem a lot more stop start
than in the grand prix and I am sure that more of a rhythm
can be built up here especially in the final corner
which is supposed to rubber in far more than is depicted in
the game.
Now lets preview this year's race.
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