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Feature
Ralph Hummerich 2004 Season:
A Few Words on Setups
by Jens
"McGonigle" Lindblad

The
EMACF1
release of the highly anticipated RH 2004 Season by
Ralph Hummerich, Matthias Marquardt and their highly talented
group marked something special, not only in terms of highly
accurate car shapes and liveries. This release also had reworked
physics by daHas!
In this article I'll attempt to briefly describe what was
changed in the physics, at least as far as I know, but more
importantly what the changes mean and finally I'll try to
present a process for setting up a car using RH 2004 Season.
If you're already experienced in setting up a car in F1
Challenge '99 -'02 (F1C), you will probably not learn
much new, but if you're looking for a place to start and really
not quite sure which setting does what, hopefully your appetite
for spending more time in the garage area will be whetted.
Why the Cars Seem to Have More Grip
The following quote is from a post
on the High
Gear Forum, explaining what changes were made to the physics
in RH 2004 Season by daHas:
".new stability is reached
by almost doubling the inertia values and reducing center
of gravity by 2x! That's why it's absolutely stable.
2002 / 2003RH Ferrari:
Inertia=(506.0, 575.9, 116.9) // all inertia except fuel
CGHeight=0.2408 // height of body mass (excluding fuel)
above reference plane
2004 RH Ferrari:
Inertia=(1256.0, 875.9, 106.9) // all inertia except fuel
CGHeight=0.1168 // height of body mass (excluding fuel)
above reference plane".
This is not the place to discuss how
the team arrived at these values or how well they correspond
to real life figures.
What this means to you and me in comparison to the other EA
F1 Season offerings, F1C has more grip. Loads of it
in fact!
And I really like the changes in the car-feel that this update
has caused. One of my biggest problems with the F1 200x
/ F1C series has always been a lack of feel for these
cars. To me they felt much too light and excessively prone
to terminal and unsaveable understeer (car turns much less
than you want it to).
If I entered a corner a little too fast, or slightly off-line
I'd be in a terminal understeer situation. Even backing off
the throttle completely or turning the steering wheel more,
did not result in any kind of front end grip returning
not even marginally.
This is not the case with the RH 2004 Season update.
You might say that I am just a crappy F1C driver, but one
thing that has also benefited enormously from the update,
is the changes I can do with the setups now and feel a credible
and gradual or progressive effect in the car handling.
In all other Formula 1 F1C seasons, I've been frustratingly
trying to find a setup that suits my driving style. I like
a car that is slightly oversteery (car turns in readily but
may be more prone to spinning out). When trying to make a
setup that would suit my driving style, I always ended up
being left with one of two choices: Either I had to drive
an understeery but stable (and slow) setup, or I would find
myself driving a car that would be incredibly nervous during
braking and turning, snapping almost digitally away from under
me with no prior warning.
This has changed completely with RH 2004 Season. Let
me talk a bit about developing a setup for a Season 2004 car
and rest assured I won't go too technical on you as I'm definitely
not a setup guru.
Real experts might disagree with some of the things I say,
but I think everyone has his or her own approach to making
setups and areas in the setup where we are more comfortable
than others.
So this is by no means the only truth, in fact it might not
even be part of the truth, but just an example that will hopefully
encourage you to enter the garage area in F1C and start
playing the race engineer / mechanic. It's a time-consuming
but very rewarding and educational experience.
I'll skip, or not deal with a lot of settings because there
are guides on the net written by far better drivers and setup
guys than me. Hopefully this article will serve as an appetizer
for you to go into the garage and play with the setups and
appreciate the kind of work that the modders do. Just imagine
the amount of testing that must go into each mod!
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