F1 2001 Walkthrough :
This walkthrough for F1 2001 [Playstation 2] has been posted at 30 Jun 2010 by rayquaza king01 and is called "Car Set-Ups Guide Final". If walkthrough is usable don't forgot thumbs up rayquaza king01 and share this with your freinds. And most important we have 4 other walkthroughs for F1 2001, read them all!
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Walkthrough - Car Set-Ups Guide FinalFFFFF 11 222 000 000 11 F 1 1 2 0 0 0 0 1 1 FFFF 1 22 0 0 0 0 1 F 1 2 0 0 0 0 1 F 11111 22222 000 000 11111 CCCCC AAA RRRR SSSSS EEEEE TTTTT U U PPPPP SSSSS C A A R R S E T U U P P S C AAAAA RRRRR SSSSS EEEE T -- U U PPPPP SSSSS C A A R R S E T U U P S CCCCC A A R R SSSSS EEEEE T UUUUU P SSSSS GGGGG U U IIIII DDDD EEEEE G U U I D D E G GG U U I D D EEEE G G U U I D D E GGGGG UUUUU IIIII DDDD EEEEE F1 2001: CAR SET-UPS GUIDE by Jamie Stafford/Wolf Feather FEATHER7@IX.NETCOM.COM Initial Version Completed: February 14, 2002 Version 1.1.1 Completed: March 13, 2001 ============================================== ============================================== ============================================== SPECIAL NOTE: This car set-ups guide is for the year 2001 F1 game released by EA Sports, NOT the one released in the same week (in the States) by 989 Sports. Also, I DO NOT intend to write a guide for the 989 Sports F1 game, as I find it to be severely lacking in many areas, and quickly returned it to the store. GUIDE NOTE: This guide has specifically been made available for those who already have the full F1 2001 Game Guide or are only interested in car set-ups. As changes are made to car set-ups in this guide, the changes will also be made in the full F1 2001 Game Guide accordingly. JOIN THE FEATHERGUIDES E-MAIL LIST: To be the first to know when my new and updated guides are released, join the FeatherGuides E-mail List. Go to http://www.coollist.com/group.cgi?l=featherguides for information about the list and to subscribe for free. ============================================== ============================================== ============================================== CONTENTS Spacing and Length Permissions Introduction Assumptions and Conventions Race Order: 2001 Season 2001 Season Times Parts Used in Car Set-ups Suggested Set-ups Suggested set-up for Australia (Albert Park) Suggested set-up for Malaysia (Sepang) Suggested set-up for Brazil (Interlagos) Suggested set-up for San Marino (Imola) Suggested set-up for Spain (Catalunya) Suggested set-up for Austria (A1-Ring) Suggested set-up for Monaco (Monaco) Suggested set-up for Canada (Circuit Gilles-Villeneuve) Suggested set-up for Europe (Nurburgring) Suggested set-up for France (Nevers Magny-Cours) Suggested set-up for Great Britain (Silverstone) Suggested set-up for Germany (Hockenheim) Suggested set-up for Hungary (Hungaroring) Suggested set-up for Belgium (Spa-Francorchamps) Suggested set-up for Italy (Monza) Suggested set-up for the United States (Indianapolis) Suggested set-up for Japan (Suzuka) Wish List Thanks Wrap-up Contact Information ============================================== ============================================== ============================================== SPACING AND LENGTH For optimum readability, this driving guide should be viewed/printed using a monowidth font, such as Courier. Check for font setting by making sure the numbers and letters below line up: 1234567890123456789012345678901234567890123456789012 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz This guide is EXTREMELY lengthy - this version is 29 pages long in the Macintosh version of Microsoft Word 98 using single-spacing in Courier 12 font, but still FAR shorter than the full F1 2001 Game Guide (nearly 120 pages in length). ============================================== PERMISSIONS Permission is hereby granted for a user to download and/or print out a copy of this driving guide for personal use. However, due to the extreme length, printing this driving guide may not be such a good idea. This driving guide may only be posted on: FeatherGuides, GameFAQs.com, f1gamers.com, Games Domain, PSXCodez.com, Cheatcc.com, gamesover.com, Absolute-PlayStation.com, RedCoupe, InsidePS2Games.com, CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru, cheatingplanet.com, neoseeker.com, ps2fantasy.com, and vgstrategies.com. Please contact me for permission to post elsewhere on the Internet. Should anyone wish to translate this driving guide into other languages, please contact me for permission(s) and provide me with a copy when complete. Remember: Plagiarism in ANY form is NOT tolerated!!!!! ============================================== ============================================== ============================================== INTRODUCTION F1 2001 is the latest entry in EA Sports' line of F1-based games for (originally) the PlayStation and (now) the PlayStation2. F1 Championship Season 2000, the game immediately preceding F1 2001, marked EA Sports' first foray of the series to the PS2, but F1CS2K was actually released in two 'flavors:' PSX and PS2. F1 2001 is thus the first PS2- only game of the series. And what an introduction it is for the PS2-only line of the series!!!!! The graphics and sounds are better than before, the creativity behind the game (especially the unlockable features) provide far more repeat gameplay, multitudes of options have been added to customize gameplay much more than ever before in the series, the computer-controlled drivers REALLY dice for position (sometimes going four-wide!!!), and the game's controls (using a standard controller) are much more challenging than in previous incarnations of the series without stepping beyond what can be reasonably expected of the average gamer. Most likely, if you play F1 2001, then you are at least a casual fan of F1 racing, and have at least a basic knowledge of many or all of the F1 courses currently in use. That knowledge certainly does help when first playing F1 2001, and vice versa - as any extensive gameplay greatly helps in determining where the drivers are on each course when races are televised. The main part of this guide provides suggested car set-ups for each race venue in the 2001 F1 season. THESE ARE SUGGESTIONS ONLY; modifications will almost certainly be necessary to fit each player's individual driving style. ============================================== ASSUMPTIONS AND CONVENTIONS Most race circuits outside the United States name most corners and chicanes, and even some straightaways. Where these names are known, they will be referenced in the Notes section of each circuit's suggested set-up. These names have been gathered from course maps available on the courses' official Web sites, my memory of how F1 races have been called by American TV sportscasters (Fox Sports Net and SpeedVision, in 1999 and 2000), and/or from the Training Mode of F1 Championship Season 2000 (corner/segment names are listed at the bottom of the screen). To the extent possible, these names have been translated into English. ============================================== RACE ORDER: 2001 SEASON F1 2001 presents the courses in the order in which they were presented for the 2001 Formula 1 season. This driving guide will follow the same convention, which will be especially useful for those playing in Championship Mode. However, Quick Race presents the circuits in a different order, and all but the first three must be unlocked. F1 Race Schedule, 2001 Season: March 4 Australia Albert Park March 18 Malaysia Kuala Lampur April 1 Brazil Interlagos April 15 San Marino Imola April 29 Spain Catalunya May 13 Austria A1-Ring May 27 Monaco Unnamed (Street Circuit) June 10 Canada Circuit Gilles Villeneuve June 24 Europe Nurburgring July 1 France Nevers Magny-Cours July 15 Great Britain Silverstone July 29 Germany Hockenheim August 19 Hungary Hungaroring September 2 Belgium Spa-Francorchamps September 16 Italy Monza September 30 USA Indianapolis October 14 Japan Suzuka NOTE: The 2002 F1 race schedule is available at the official FIA Web site (http://www.fia.com/). The race schedule also has links to the official Web sites of most of the permanent and temporary (street) circuits hosting F1 races. ============================================== 2001 SEASON TIMES This section is provided to give players a benchmark as to how they fare in F1 2001 compared to the actual F1 drivers on the same circuits. This information was taken on October 20, 2001, from the official FIA Web site - http://www.fia.com/FreePress/FIA_F1_Guide/Classification.html 2001 Pole Position Times (by Grand Prix) Australia 1:26:892 Michael Schumacher Malaysia 1:35:220 Michael Schumacher Brazil 1:13:780 Michael Schumacher San Marino 1:23:054 David Coulthard Spain 1:18:201 Michael Schumacher Austria 1:09:562 Michael Schumacher Monaco 1:17:430 David Coulthard Canada 1:15:782 Michael Schumacher Europe 1:14:960 Michael Schumacher France 1:12:989 Ralf Schumacher Britain 1:20:447 Michael Schumacher Germany 1:38:117 Juan Pablo Montoya Hungary 1:14:059 Michael Schumacher Belgium 1:52:072 Juan Pablo Montoya Italy 1:22:216 Juan Pablo Montoya United States 1:11:708 Michael Schumacher Japan 1:32:484 Michael Schumacher 2001 Fastest Race Lap Times (by Grand Prix) Australia 1:28:214 Michael Schumacher Malaysia 1:40:962 Mika Hakkinen Brazil 1:15:693 Ralf Schumacher San Marino 1:25:524 Ralf Schumacher Spain 1:21:151 Michael Schumacher Austria 1:10:843 David Coulthard Monaco 1:19:424 David Coulthard Canada 1:17:205 Ralf Schumacher Europe 1:18:354 Juan Pablo Montoya France 1:16:058 David Coulthard Britain 1:23:405 Mika Hakkinen Germany 1:41:808 Juan Pablo Montoya Hungary 1:16:723 Mika Hakkinen Belgium 1:49:758 Michael Schumacher Italy 1:25:073 Ralf Schumacher United States 1:14:448 Juan Pablo Montoya Japan 1:36:944 Ralf Schumacher ============================================== PARTS USED IN CAR SET-UPS Many racing games (primarily arcade-heavy games such as CART Fury) can be played with absolutely no concerns about car set-ups; other racing games (such as Le Mans 24 Hours) have so few set-up options that changing anything really does not have much effect. However, F1 2001 presents a number of set- up options in Simulation Handling, and the novice can easily become lost in trying to discern how to change the set-up options to induce or correct certain handling characteristics of a given car. While I am certainly NOT a car expert (in a real car, I can just barely find the accelerator and the radio buttons), I can present some of the basics of various parts to help tuning novices. Note that often, when one part's setting has been changed, at least one other part's setting will also need to be changed to maintain some semblance of handling. For example, if the gearbox is changed to use long gear ratios, the aerodynamics settings will likely need to be lowered to make use of the long gear ratios (otherwise, the car will have difficulty climbing into its highest gear at the appropriate speed). For another example, if the tire pressure is increased, the car will likely require soft tires to help to keep the car on the pavement when cornering (especially at high speeds). Tires Type F1 2001 presents both slick tires and wet tires. Wet tires are obviously for use in rainy conditions. Slick tires, however, come in two "flavors:" soft and hard. The hard tire compound has excellent durability, requiring fewer trips to Pit Lane to change tires, but at the cost of reduced grip of the pavement. The soft tire compound occupies the exact opposite extreme: short lifespan, superior grip. Pressure High tire pressures result in more- rounded tires, meaning that less tire surface will actually be touching the pavement, thus inherently reducing the amount of available pavement grip (regardless of the type or compound of tire used) and producing a slightly faster car due to less friction. Low tire pressures create 'flattened' tires, putting more rubber on the pavement and creating far more friction to slow the car and assist in cornering. Aerodynamics (Wings) The wings are important for downforce, the use of airflow over the front and rear of the car to keep the light, high-speed machines from taking off like an airplane and doing a backflip like the Mazda at Le Mans in 2001. A low downforce/wing setting produces faster speeds but decreases cornering ability, while a high setting will help tremendously with cornering at the sacrifice of straight-line speed. Suspension Ride Height Like aerodynamics, ride height can help or hinder a car's performance through airflow. A low ride height setting allows less air underneath the vehicle, resulting in less aerodynamic friction to slow the car. Conversely, a high ride height setting allows more air to pass underneath the car, thus increasing air friction and slowing the car (which assists in cornering). However, car performance is NOT the only consideration when setting ride height. If ride height is set too low, the car may bottom out, especially at the top or bottom of hills or when rolling over rumble strips. For short races (4-8 laps), bottoming out may not be a significant concern. However, in longer races (especially at 32+ laps), bottoming out the car could cause mechanical problems. Bump Stop The bump stop indicates the point at which the suspension will stop its vertical travel as the car speeds around the circuit. Rumble strips, debris, and generally bumpy sections of pavement will inherently cause the car's suspension to move as the vehicle passes across non-even surfaces and obstructions. F1 2001 includes two bump stop settings: high bump stop and low bump stop. If these numbers are identical, the car will have no vertical movement of the suspension, meaning that any required vertical movement for different surfaces will cause the entire car to rise as the tires pass over the obstruction(s). Spring Rate A high spring rate setting will make the springs stiffer, assisting in cornering; however, if set too high, the car is likely to jump when running over rumble strips. A lower setting will keep the car from jumping, but the vehicle will have trouble when cornering. Anti-roll Bar The anti-roll bar can be stiffened to keep the car from flipping, but this will make cornering more difficult. The setting can be lowered to accommodate cornering ability, but the car will then be easier to flip in an accident. Brakes Brake Bias Brake bias controls the percentage of braking power going toward the front and rear of the car. A setting of 50 will provide equal braking power to the front and rear of the vehicle. A setting lower than 50 will progressively favor the front of the car in braking ability; a setting higher than 50 will progressively favor the rear of the car in braking ability. In general, brake bias should be kept within the range of 40-60. Brake Strength Independent of brake bias, brake strength controls the response of the brakes relative to the amount of pressure applied to the brake button. A low setting produces little (slow) response, while a high setting produces great (fast) response. Therefore, assuming that equal pressure is always applied to the brake button, a low setting requires that braking begin earlier than the same car and corner using a high setting in the exact same racing conditions. Gearbox F1 2001 allows players to customize gear settings, but also includes three preset gear ratios: short, medium, and long. A short gear ratio provides impressive acceleration while sacrificing top-end speed. A long gear ratio provides excellent top-end speed (especially in a straight line), but far slower acceleration. A medium gear ratio provides the best of both extremes. Note that for F1's famous standing starts, a short gear ratio will allow a car to get off the line very quickly, allowing for the player to immediately gain one or more race positions. Conversely, a high gear ratio will almost certainly cause the player to lose one or more positions at the start of a race due to the slow acceleration inherent to long gear ratios. For more information on specific car parts used in tuning, please see Minesweeper's excellent Tuning Guide, available at GameFAQs (http://www.GameFAQs.com). While this guide is specifically for Gran Turismo 3 A-spec, GT3 includes many, many, many more tuning/parts options than F1 2001, and Minesweeper does a very good job explaining the function of each part. |
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