F1GP-Ed Documentation |
The Team Editor allows you to alter team settings in a similar way to that of F1GP itself. The difference is that this editor allows you to change relative team performances, car numbers, the number of teams to compete and more. You select the teams via the listview gadget at the left of the window. Underneath this gadget are buttons to move the positions of the selected team and also a cycle gadget which allows you to view the teams in their physical F1GP order (Normal) or in the order of garage position in the pit lane (Pit Order). In the case of the Pit Order the top of the list represents the pit bay closest to the pit entrance and the bottom represents the bay next to the pit lane exit. Team Name Name of the selected team. Engine Name of the team's engine. HP Horsepower setting for the team's cars. This will determine how quickly computer controlled cars can accelerate. Values between 0 and 1431 are accepted. The higher the setting, the faster the cars in that team will accelerate in relation to the others. (default is 716 for the fastest teams) Driver A Use the slider to select a driver from the list of drivers specified by you in the Driver Editor. Legal values are 0-40 (0 means that the car will not participate in any events). Note that strange driver combinations may cause the game to get confused (and maybe crash). Driver B Select the second driver - as above. Global HP This will increase/decrease each cars HP setting by 5. You do this by clicking on the "+" or "-" gadgets. Edit Car Click this button to bring up a colour editor so that you can alter the colour and design of the cars. You should be aware that the style of the first team's car is different from all the others. The first team has a car with a different nose design (ie McLaren style nose). Edit Pit Crew Click this button to bring up a colour editor so that you can alter the colours of the pit crews. Max Teams This determines how many of the teams will actually be used by F1GP. You can select between 1 and 20 teams. You will be warned if you don't have enough drivers. (default is 18 teams) Speed Factor Increasing this value will make computer cars go faster along straights and around corners without affecting HP settings. This allows the cars to make more challenges and brake later into the corners - this is NOT a real solution to the early braking techniques employed by computer cars, but it is the next best thing. This value is applied to all circuits. Values between 15000 and 32767 are acceptable. This setting has been superceded by the Local Speed Factors memory patch. (default is 16384) Risk Factor Like the speed factor, increasing this value will make the computer cars go faster. It doesn't do quite the same thing though. As far as I can tell it alters some steering variable - the more you increase it the more the rear of the car will slip out allowing the computer cars to lose control. It also specifies how fast the computer drivers think they can go around corners (i.e. setting it too high will result in kamikaze drivers taking chicances at full whack!) - the speed factor adjusts how fast they can actually go around corners without crashing. Another effect as a result of increasing the risk factor is that it makes the computer cars more aggressive, which allows them to overtake more often. Unlike the speed factor the risk factors are circuit based and are actually loaded from the track files normally, so I advise you to use the Local Risk Factors patch instead if you can. Values from 0 to 32767 are acceptable, although decreasing the value from the default is pretty pointless and results in seriously slow computer drivers. (global default is 17792) Race Risk Factor The same functionality as the risk factor described above. However, this value is used for races only. (global default is 16640) Normal Risk Factor Normally the risk factors are loaded from the separate track files. Switch this off to allow to alter and use your own global risk factors. (default is on)