Skip to main content

Full text of "F1 CHALLENGE 99 02"

See other formats


SPORTS 

209 Redwood Shores Parkway 
ReiJwood City, CA 94065 


Part #1462705 





Baste eamefLav gobtrols 

Get behind the wheel and drive like a pro. These basic controls will get you on the 
right track. 


BEFAUiS 

ACTiOM KEYBOARD CONTROLLER 


Accelerate 

gll 

D-Pad T 

Brake 

m 

0-Pad i 

Steer Left /Right 

□1/0 

0-Pad ^ 

Shift Up/Down 

Left ITO'I/Right llAltil 

- 

Clutch 


- 


In addition to Ihes^ basic moves, Fi Chalienge ’pp-’o2 Includes many 
other enhanced control features that can help change the outcome of any game. For 
more detailed information about gameplay controls, >■ Complete Controls on p. 4- 


CanTENTS 


IHTRODUCTIOII 2 

COmPLETE GONTROLS - . . a 

SETTING UP THE GftPflE 6 

GETTING STARTED 6 

MAIN MENU ... .7 

GOCHPIT OUERUIEW 9 

OAEflE mGDES T3 

TEST DAY 13 

RACE 14 

CHAMPIONSHIP 16 

MULTIPLAYER 17 

OPTIONS . 20 

DIFFICULTY 20 

RULES 22 

CONTROLS - 23 

DISPLAY 25 

AUDIO . . 26 

REPLAYS 27 

ADUANCED DR1UERS 29 

PST STOPS .... 29 

WET WEATH E R 30 

APPENDIH A - TECHNIQUE . 31 

FINDING THE LIMIT 31 

RACING LINES 32 

APPENDIH O - VEHICLE SETOP 3S 

This product has been rated by the Entertainment Software Rating Board. 

For information about the ESRB rating, or to comment about the appropriateness 
of the rating, please contact the ESR8 at i'8oo-77i"3772. 



gnTRODUCTiOn 

The glamorous world oF Formula One™ racing is so close you can almost taste the 
champagne. A little sweat, a lot of practice and like Michael Schumacher, you too 
could become a multiple FIA FORMULA ONE WORLD CHAMPION. If that sounds like 
the sort of buzz you're after, then dimb aboard the FORMULA ONE mobile circus 
for another seat of-the-pants ride through the most exciting sport on Earthl 

NEW FEATURES 

© Fj Challenge ^gg-02 is the only FORMULA ONE game to feature four complete 
seasons of racing action. Thafs 14 teams, 4^ different vehicles, 34 drivers, and 
17 of the world's most famous racing circuits configured as they were for each 
FORMULA ONE season from 1999-2002. 

© New technology brings you the most accurate representation of FORMULA ONE 
even Accurate car profiles include details right down to the very last shutline, 
while circuits Include helicopters, airplanes, and glorious, real sky panoramas* 
Dynamic new cameras take you beyond the limitations of television to 
experience authentic FORMULA ONE action as never before. 

© User Interface revisions include an alLnew session status display that lets you 
view the action on the track via your own personal monitor, while remaining 
ready to exit the pits when the time is right Meanwhile, players competing 
against their friends in Multiplayer mode now have the ability to fully 
customize grid positions prior to the race* 

© Improved damage modeling includes shattering carbon fiber pieces and subtle 
damage effects from minor collisions and scrapes. Rear wings are also now 
repaired during pit stops as made possible during the 2002 season* 


© Improved sound effects bring the sound of FORMULA ONE to life 
better than ever before. Turn it up, turn it up LQUDUl 

© Improved Windows'^ XP support allows users with limited user 
rights to play* 

Regardless of your experience level, we recommend that you read p. 6-1 i of this 
manual. By following the simple steps listed in each of the sections wit hih these 
pages, you will learn the game's default controls, how to create your own Player 
identity, the layout of the cockpit, and how to drive. 

J For more info atwut this and other titles, check out EA SPORTS'" on the 
^ web at www*easports*com* 

See enclosed Install Guide For Technical Support m formation. 



j 


COmPLETE CONTROLS 

Once youVe mastered the basics^ learn these more advanced controls and you 
might stand a chance against racing*s elite drivers. 

BASIC DRIVING CONTROLS 


DEFAULT 

ACTSOfi HEYBOARB COHTROLLER 


Accelerate 

IHH 

D-Pad t 

Brake 

H 

D-Pad 4' 

Steer Left/Right 

O/Ql 

D‘Pad ^ 

Shift Up/Down 

Left M/Right M 

— 

Neutral 

— 

— 

Clutch 


— 

Pause Game 

m 


Default options are listed In bold type. 

MENU CONTROLS 


ACnOR 

KEYBOARD 

MOUSE 

Highlight menu 

Arrow Keys 

Move cursor over option 

item 

Ernes 


Cycle Options 

Arrow Keys 

BHHO 

Move cursor over option 

Select highlighted item 


Left-click 

Cancel /Ret urn 
to previous screerr 

liM 

Left-click back arrow 

Help menu 

[3 

Left-click help icon 

Toggle menu sLib-i terns 

Mi 

Move cursor over 
option/menu 

Change focus 
between option menus 

|L&a,ckSpace[ 

Move cursor over option 

ADVANCED GAMEPLAY 


ACTiOM 


KEYBOARD 

LCD Mode 



Re quest/ Can cel Pit Stop 


E 

LCD Up/Down 


@/s 

LCD Increase/ Decrease 


@/@ 

TC Override 



Launch Control 


m 

RPM ^i miter 


m 

Brake Bias (Forward)/ (Rear) 


El/D] 

Look Left/ Right 


H/Effl 

Look Behind 


H 


DIFFICULTY. CAMERA. AND 
DISPLAY SETTINGS HOTKEYS 



Steering Assistance (OFF/LOW/HIGH) llfii! 

Opposite Lock Assistance (OFF/ON) 

s 

Braking Point Assistance (OFF/LOW/HIGH) 

H 

Stability Assistance (OFF/LOW/HIGH) 

|[F^ 

Spin Recovery (OFF/LOW/HIGH) 

if^ 

Invulnerability (OFF/ ON) 

■1^ 

Auto Shifting 

(ON/OFF/UPSHlFTS/DOWNSHinS) 

m 

Traction Control (OFF/LOW/HIGH) 

M\ 

Anti-Lock Brakes (OFF/LOW/HIGH) 

M 

Pit Lane Assistance (OFF/ON) 

m 

Clutch Assistance (OFF/ ON) 

1^ 

Take Screenshot 

1^ 

Cockpit Cameras 

:[M| 

Onboard Cameras 

m 

Swingman Cameras 

m 

Circuit Cameras 

fp^l 

Toggle Through Vehicles Ahead /Behind 

0/E [Keypad] 

Instant Replay 

EH 

Display Driver Details 

:lW| 

Restart Race 

M 

End Session /Race 


SWING CAM CONTROLS 


Acnott 

KEYBOARD 

Pan Up/Down 

B/S 

Rotate Left/ Right 

E/S 

Zoom In /Out 

El/EH 


5 


SETTina UR THE BamE 

Get ready to race by setting up a player identity and familiarizing yourself with the 
Main menu. Then it's time to launch your Fi career, 

GETTING STARTED 



The first time you play ChaUenge you are prompted to enter your player 

name, choose a season, a team, a driver, and a nationality* These details create a 
unique Player identity, which keeps track of your menu selections, game settings, 
and general progress within fi ChaUeT}ge *gg-o 2 . 


Accept 


Icon 


To Cfoaie your Flayer identity; 

1. Type your player name in the text box underneath ENTER NAME. Click the 
Accept icon 0 to continue. 

a. The Select Season screen appears. Select a season from the choice of four 
years of FORMULA ONE action and cEick the icon to proceed, 

3. The Select Team screen appears. Select a team and click the Accept Icon 0 
to proceed. 

4. The Select Driver screen appears. Select a driver and dick the Accept icon 0 
to proceed. 


I i Statistics Icon 


12023 During the Team and Driver selection phases, Che teams and drivers 
available are dependant upon the season youVe chosen* During these phases, 
you can also dick the Statistics icon 0 to view information on the selected team 
or driver prior to confirming your selection. 



5. The Select Nationality screen appears. Select a nationality and 
then dick the Accept icon to progress to the Main menu. 

© Your nationality choke does not need to match the nationality 
of your chosen team or driver* 


The name of the 
selected Player. 
Ensure that your 
Player pro File Is 
active using the 
Players menu, 
if necessary 
O p. 8). 
Right-click your 
Player name to 
toggle the main 
area display 
between the 
model of your 
car and your 
Player statistics. 


Left-dickthe 
arrows to choose 
a game mode 
Game Modes 
on p. 13)' 


Click this icon to view the Credits and, ultimately, quit Fi Career 
Challenge 


Click this icon to view the Players screen where you can choose another 
Player profile, view Statistics, Edit existing player identities. Create new 
players or Delete existing players (>^ Creating and Deleting Players 
on p. 8). 


Left-dick, hold, and drag to change your view 
of the car. Right -dick, hold, and drag to 
increase and decrease the size of your car* 


Click this icon to adjust game Options Options on p. zo). 



Click this icon to access Replays (K Replays on p. 27). 


^ Click this Icon to begin the current game mode with the current Player 
▼ identity. 

© Hover the cursor over an icon to view help text about it at the bottom of the 


screen. 








CREATING AND DELETING PLAYERS 

If multiple people wish to play Fi Challenge on one computer, each player 

should create their own Player identity and ensu re that their Player fs selected 
before starting a game. 

To croote on additionai player; 

1 . Click the Players icon located at the bottom of the Main menu. The Players 
screen appears. 


c 

1 

C 

i 



Player Identity Icon 


Click the Create icon at the bottom of the screen. 
Create Player Icon 


, t . 


3* Type in a name for your new player and click the Accept icon 0 - 

4. Now, select a season, team, driver, and nationality, clicking the Accept icon 0 
to confirm each choice* 

To delete on existing player: 

Player Identity Icon 


1, At the Players screen, click the Selected Player arrows to choose the name 
of the player you want to delete. 


Delete Player Icon 


2. Click the Delete Icon ® at the bottom of the screen. If you are sure you want 
to delete the player profile, dick the Accept icon 0 to confirm your choice. 


a 



Digital Flag Warning 
Display 


Hit the lIBi key to toggle through the three "cockpit views/' 

The following is an overview of the actLial driver's cockpit view: 

Digital RPM Displays Digital Gear Display . Digital Speed Display 


Digital Laps Display 


Digital Position Display 


© 4 Mode LCD: press lllNM.j to toggle through modes 


The layout of each team's cockpit varies, but the following features are present in 
them all: 


DIGITAL DISPLAYS 

RPM The sequence of lights illuminates as your revs 

increase. When manual shifting, ensure that you shift 
up as the red light appears. Note that these lights 
cycle when the launch control system is active and 
pulsate when the RPM limiter Is active. 

Gear The selected gear Is Indicated as 1-7 (Forward Gears), 

N (Neutral), or R (Reverse)* 

Speed This number indicates the current speed of the can 

Position The number on the left indicates your current position, 

while the number on the right indicates how many 
other drivers started the session. 


Laps The number on the left indicates the number of the lap 

you are on, while the number on the right indicates 
the total number of laps for the current session* 


9 





Flag Wai^ming 

The yellow LEDs light up when a yellow flag is active 
in the sector that you are in. 


The blue LEDs flash when you are about to be lapped 
and are expected to give way to the lead car behind. 

The red LEDs tight up when you have been penalized 
and are expected to take a stop-go penalty. 

The red LEDs flash on and off if you have been 
disqualified. 

LCD DISPLAYS 


The LCD display shows different information depending upon the mode it is in. 
t> Press IIENJER:I in the Cockpit view to select the different LCD Display modes. 

Timing 


During Practice, Warm Up, and Qualifying sessions the following information 

is displayed: 


Current 

Vour current lap time. 

Sector X 

Your best time for the current sector, where '*X" is the 
n umber of the sector you are in. 

Split 

The difference between your current lap time and your 
best lap time, as at the last timing sector. 

Best 

The pole-sitter*s best time for the current sector and 
their name. 

During Ruce sussians the following information is displayed: 

Current 

Your current lap time. 

Driver Aread 

The gap to the driver ahead. 

Driver Behind 

The gap to the driver behind. 

Best 

The fastest lap time and the name of the driver who 
has set it 



ID 


Strategy 


W h en i n S t rate gy mo de, t h e LCD d i sp lays d etai is o f a ny out sta n d CHMLEHGl^ 

penalties and a summary of what is to be done at the next pit stop. 

Stop/Go Indicates the number of laps before you h^ve 

to serve an outstanding stop /go penalty. 

Fuel Indicates the total amount of fuel that the car will be 

filled with and how many laps that amount of fuel is 
expected to enabEe you to complete. 

TfRES Indicates whether the tires should be changed at the 

next pit stop and, if so, which compound should be 
used. 

Wing Indicates the angle to which the front wfng 

should be adjusted. 

Damage Indicates whether damage is to be left as-is 

or repairs attempted. 

Use the LCD Up/Down /Increase/Decrease controls {> Advanced Gamephy 
on p. 4) to adjust your strategy. 


I Some options may read N/A, depending upon the options you have 


selected. 


VEHICLE STATUS 

© Tire wear is indicated by the colored bars located next to each wheel. Green 
indicates that the tire has little or no wear; yellow indicates that the tire is 
worn and red indicates that the tire is severely worn, 

© Tire temperature is indicated by the color displayed on the relevant tire display. 
Blue indicates that the tires are cold while red Indicates that the tires are at 
race temperature. Each of the tire temperature displays consists of three bands 
representing the inside, center and outside edge of each tire. 

© Damage is also indicated by color coding. Green indicates the component is 
fully functional, yellow indicates that a component Is damaged, while red 
indicates that a component has been completely destroyed. 



FUEt. 


Indicates the amount of fuel presently on board and 
the number of laps it is expected to last for. 

Pit Indicates the lap number on which you are next 

scheduled to make a pit stop. 

ASSISTANCE 



These icons indicate the status of Assistance features 


C>- Difficulty an p. 20). 

© The O-fnil buttons enable you to adjust the levels of assistance *"on-the-fly” 
{> Dfffadty Camera, and Display Settings Hotkeys on p. 5), 

© The darker the intensity of gray used, the higher the Assistance feature is set. 



camE moDEs 

^ j . amLU^naE 

Lhoose trom tour game modes as you further your Fi careen Fine-tune 

your set-up in Test Day mode* go up against top drivers in Race mode’ 
see if you have what it takes to become the FlA Formula World Champiorr 
in Championship mode, or challenge your friends in AAultIplayer mode. 

TEST DAY 

Test Day is recommended for drivers who want to tweak their set-ups and use 
telemetry to improve their lap times, as well as those who simply want to get out 
on the track with little or no other traffic. Some time spent preparing the setup of 
your car could give you an edge on race day. 

To sot up a Test Bay: 

1. Click the arrows in the Main menu to select the Test Day game mode and click 
the Accept icon 


[# 


Session Options Icon 


z. The Select Circuit screen appears. Click the Session Options icon to choose 
Weather Conditions. Choose from CHANGING WEATHER. SELECTED SEASON, 
DRY, OVERCAST* RAINING, Of MONSOON. When you are happy with your 
choices, dick the Back (arrow) icon. 

Click the Circuit Map Icon to view circuit details. 




Once youVe chosen a circuit, click the Accept icon 0 - 

, After a short loading sequence, the Test Day session status display appears, 
displaying the current session status. At the bottom of the screen are icons for 
Advanced Status, Change Vehicle, Leave Circuit, Controls, Circuit Map, Vehicle 
Setup, and Drive, 

I Click the Vehicle Setup Icon to adjust your car*s setup. For details on 
Vehicle Setup, refer to Appendix B - Vehicle Setup of this manual on p. 35. 


Once youYe ready to proceed, click the Drive Icon to continue. 


ti> Drive a few laps until you are comfortable with the circuit and car. Once you 
have completed a few laps, press to return to the session status display, 
where your best lap time and those of any other drivers testing is displayed. 
Click the Drive Icon to return to the track or click Leave Circuit to return to the 
Main menu. 


n 







To display more detailed information about the test day and the 
performance of those drivers participating, click the Advanced Status 
Icon. This display includes information on the number of Saps completed 
and gap to the fastest driver. The advanced status display also enables 
you to view information for every individual lap completed by any driver 
by right-clicking on their name. 


RACE 

Once you are able to consistently complete laps at any circuit on a Test Day, we 
recommend you try some serious racing against other FORMULA ONE drivers. 

A full Grand Prix weekend consists of seven sessions: Practice (four sessions), 
Qualifying, Warm Up, and Race. 

PRACTICE 

The Practice sessions, as their name suggests, are simply Practice stages designed 
to help you put your car through its paces on the track that you will race on later 
in the race weekend. After you have driven a few laps, press ili&c.li to return to the 
session status display or pull in to your pits to compare your lap times against 
Ihose of the competition. 

QUALIFYING 

Once the Practice sessions are finished, click the Next Session Icon to proceed to 
Qualifying. During Qualifying sessions, each driver is restricted to a total of 12 laps. 
Your best lap time in Qualifying Is used to determine your starting position for the 
actual race, so it is important to make sure that you complete at least one flying 
lap during this session* 

WARM UP 

After the Qualifying session has finished, click the Next Session icon to take you to 
the Warm Up session. This is your last chance to ensure that you are totally dialed 
into the circuit before the race begins, so use the time allotted to your advantage. 

To end any practice, qualifying, or warm up session quickly, dick the Finish 
Session icon to accelerate time and generate results for the session. Finally, 
click the Next Session icon to progress to the next active session. 


RACE 

Once the Warm Up session is over, click the Next Session icon to 

proceed to the Race. Then, click the Drive icon to begin. Good Luck! 

Tg sef up a Races 

1, If necessary, choose your Player identity and then choose the RACE game 
mode fromt the Main menu. Click the Accept Icon 0 to contlnue, 

2, Choose a circuit and dick the Session Options icon If you want to adjust your 
active sessions settings or change the weather conditions. Finally, click the 
Accept icon 0 to begin the race weekend, 

3, After the short loading sequence, which you should use to identify potential 
passing spots and danger areas, the session status display appears. 

The starting positions of all drivers for the current session are shown. At the 
bottom of the screen are icons for Advanced Status, Change Vehicle, Leave 
Circuit, Controls, Circuit Map, Vehicle Setup, Finish Session, Next Session, 
and Drive. Click DRIVE to race. 

4* A full pre-race summary displays, ending with a complete run down of the 
starting grid packed with drivers and pit girls galore. 

Press P-SPA^BARll to skip to the start, sitting in the cockpit of your car. 

5, Once the pre-race sequence is complete, the display jumps to your chosen view 
of the race start. Watch the lights and, as the fifth bank of lights comes on, 
press and hold the launch control button d^f) and press the accelerator ready 
for the start. 

6. When all five banks of lights go out; release the launch control button. Focus 
on your race and try not to let the other drivers affect your concentration — 
good lucki 


gA 

SPORTB 


cHm-9-Bna^ 


15 


CHAMPIONSHIP 

Having famjlianzed yourself with the Test Day and Race modes* you are now 
ready to compete for the FIA FORMULA ONE World Drivers and Constructors 
Championships. The winner is the driver who has earned the rnost points 
throughout the year. Points are awarded as follows: lo points for 1st, 
six points for 2 nd, four points for 3 rd, three points for 4 th, two points for 
5th, and one point for 6th place. 

player profile can have only one Charrrplonship season active 
at any one time. 


Ta sef up a Ciiampiansirtpj 

1. Select your Player identity if necessary and then the Championship game 
mode from the Main menu. Click the Accept icon and the Championship 
Summary screen appears. 

2, Click the New Championship icon, customize Championship Rules sellings 
(>" Rules on p. 2z) and then click the Accept icon @ to begin your 
championship campaign. 



New Championship Icon 


5. Click the Accept icon 0 to move through the pre-race screens. As the season 
progresses, these screens can provide a useful insight into the current Drivers 
and Constructors Championship, 


4. After the short Loading sequence, the session status display appears. This 
functions identically to the session status display in Race mode (>■ Race on 

p. 14J. 


After the race has finished* the post race phase provides you with a useful 
update to the Drivers and Constructors Championships* Ciick the Accept icon 
0 to move through the post race phase and loop around to begin your next 


\ 

To cotit/nue an existinff Championsirlp.^ ^ 

1. Make sure your Player identity is loaded then choose 

Championship game mode in the Main menu* Click the Accept 
icon 0 to progress. The Championship Summary screen appears. 


Resume Championship Icon 


2. Click the Resume icon, pictured above. 


■f SP nC T B 


aif/ujL£na^ 


© The status of your Championship season is automatically saved when you 
move to the following session or Grand Prix weekend* If you are a beginner, 
use your first season to gain experience at all of the circuits. With a season 
under your belt, we recommend experimenting with the difficulty settings 
in the Options screens before embarking on your second attempt* 


MULTIPLAYER* 

^Multiplayer game servers are not hosted by EA* AvaUability of multiplayer 
games will vary* 


You can race against other player-controlled drivers via a TCP/IP connection. 

Once you have assembled all of the participating players* the first thing to do is 
to delegate the driver with the fastest computer to act as the "'host." Subsequently* 
this driver will act as "host*" while all other drivers are "dients.” 

To create (host) a Muttiptayer game: 

1* Select your Player identity and the Multiplayer game mode from the 
Main menu. 



Create Multiplayer Icon 


t> To stop the list of games being refreshed (if you don't want to see all of the 
games available), click the Stop Refresh icon* 



Stop Refresh Icon 


2. Select your Connection Type (MODEM <56K* MODEM 56K, ISDN, CABLE/DSL, 
or LAN)* 

t> To host a prrvate game set the Announce Game option to NO. 

3. Click the Create icon at the bottom of the Lobby screen. 

4* At the prompt, enter a name for the game, and then click the Accept icon 0 . 

5* Select a Circuit and confirm your Session options then dick the Accept Icon 0 , 


I 







Session Opbons Icon 


© To set the Weather Conditions for any race* dick the Session Options icon in 
the Select Circuit screen then dkk the arrows beside Weather Conditions to 
cycle through the options. 

€, Customize the Multiplayer difficulty and rules settings* Difpculty 
on p. 20 and Rules on p. 22} and dick the Accept icon 0 - After the 
short loading sequence* the session status display appears (> p. 19), 

JOINING A MULTIPLAYER GAME (CLIENT) 

To /o/n (become a cUent of) a Mutliployer gome; 

1. Ensure you have selected your Player identity and then choose Multiplayer 
game mode from the Main menu. 

To stop the list of games being refreshed* dick the Stop Refresh Icon. 


2. At the Lobby screen* select your Connection Type and Refresh List Type 
(based upon where you are searching for the host’s game]. 

If you don^t see the game you wish to Join, ensure that your Refresh Ust 
Type is set correctly and then dick the Refresh Icon to search for the 
game. 

3. Select the game you want to join from the upper part of the screen and then 
dick the Join icon to proceed to the session status display. 




r Join Icon 


Joining a Private Multiplayer Game 

To join a private game* you must have the IP address of the player that is hosting 
the game. 

V Click the Add Game icon, then enter the IP Address, and dick the Accept icon 

0. 


& 


Add Game Icon 


2> The Lobby screen reappears. The private game is located and displayed at the 
top of the game list 

3. To join the game, dick its name and dick the join Icon as above. 


ts 


MULTIPLAYER SESSION STATUS DISPLAY 

During Multiplayer games, the session status display acts as a cenffal 
communication hub prior to the start of any race. 

© The Ust of drivers currently in the game is shown in the main area 
of the screen. 

© The session status (host) display contains icons for Advanced Status, 

Change Vehicle* Leave Circuit* Edit Starting Grid, Controls* Select Circuit, 
Vehicle Setup, Chat, Boot Player* Nei^t Session, and Drive. 

[^223 options for Chat, Edit Starting Grid^ Rules* and Difficulty are 
somewhat unique to Multiplayer mode and so are detailed below. 

Edit Starting Grid 

The host player can access the edit Starting Grid icon option only during the warm 
up session. 

To edit the grid, the host must dkk the Edit Starting Grid Icon and then 
drag and drop drivers into the positions required. Once the grid order 
displayed is as desired dick Accept to return to the session status screen. 

Chatting with Other Players 

Use the Chat option to send messages to other drivers before starting a race. 

To broadcast a message, dick the Chat Icon at the bottom of the screen, 
type In your message in the lower bar and press [TNTER.l Your message 
appears in the box above. 

Rules Sl Difficulty 

J® Rules Icon 


Difficulty Icon 


The options for Rules and Difficulty in Multiplayer mode can only be edited by the 
host player when creating the game. Client players may view the settings of these 
options and* of course* use the Chat feature to request that the host to set them 
differently for subsequent games. 












opTfons 

Adjust the game options from level of diffioitty to volume levels. 


Optjons Icon 
Difficulty 

Rules 

CoJflTROt-S 

Display 

Audio 


Set the game difficulty (from easiest to most 
difficult) to BEGINNER, NOVICE, INTERMEDIATE, 
PROFESSfONAU or VETERAN. 

Choose from CASUAL or SELECTED SEASON. 

Select your preferred game controller (if It is plugged 
in). The game defaults to KEVBOAilD control 

Choose general display quality here from LOW^ 
MEDIUM, HIGH, and FULL. 

Choose default audio settings from LOW. MEDIUM, 
or HIGH. 


IF an option is set to CUSTOM, this is because you have already 
tweaked the options from within the game or In one of the Options sub-menus. 

Click the Options icons at the bottom of the Options screen to access detailed 
options for Difficulty. Rules. Controls. Display, and Audio settings. 


If an option appears in red text, it has been set to a higher level 
than is recommended for obtaining the best performance from Fi ChoHenge 

on your particular PC. In this instance, it is suggested that you decrease 
the setting. 

DIFFICULTY 

To customize the advanced Difficulty settings, click the Difficulty Icon at the bottom 
of the Options screen. You can adjust the following settings: 


ml 


Difficulty Icon 


default options settings below are those of the BEGINNER difficulty 
setting. The other default Difficulty settings create different defaults. 


Steering Assistance 
(OFF/LOW/HIGH) 


Provides assistance in steering and turning at corners. 


Opposite Lock 
Assistance (OFF/ON) 

Provides assistance In applying oppose 

lock to correct the car when its rear GHi^LLiPf§GB 

wheels slide, 

Braking Point 

Assistance 

(OFF/LOW/HIGH) 

Provides assistance tn identifying the correct 
time to brake. 

Staoility Assi stance 
(OFF/LOW/HIGH) 

Provides Increased stability, especially during 
high-speed turns. 

Spin Recovery 
(OFF/LOW/HIGH) 

Provides assistance In returning your car to the 
track as quickly as possible after a spin. 

fNVULNERABIUrr 

When set to ON your car becomes invincible in 
collisions. 

Auto Shifting 
(OFF/ UPSHIFTS/ 
DOWNSHIFTS/ON) 

When set to ON your car automatically shifts up and 
down as you accelerate and brake. 

Traction Control 
(OFF/LOW/HIGH) 

Provides assistance in preventing your car from wheel 
spinning when too much throttle is applied. 

i r'P- When TRACTION CONTROL is set to LOW or HIGH, at low speeds, 

V press and hold the traction control override control flla] as default) to pull 

off 180 and 360 degree '*donut” spin turns. 

Anti-Lock Brakes 
(OFF/LOW/HIGH) 

Minimizes the chances of your wheels locking up 
under heavy braking. 

Pit Lane Assistance 

When set to ON, your car automatically drives out 
of the pit lane, obeying all the relevant roles and 
restrictions. 

Clutch Assistance 

When set to ON. the dutch Is automatically applied 
when necessary to prevent your car from stalling. 

Automatic Reverse 

When ON and the car is at rest, the brake control acts 
as a reverse control. 

Damage Multiplier 

Increase or decrease the effects of damage after 
crashes from zo-100%. Default is 100%. 

Al Drivers Strength 

Tweak the ability of Al drivers from 70“i2o%. 
Default is 75%. 

At Drivers Aggression 

(o’?^ioo%) 

Increase or decrease the likelihood of Al drivers 
attempting to pass you. Default is 25%- 



RULES 


I jm I To customize Rules settings click the Rules icon. 

© The default options settings below are those of the CASUAL rules setting. 

Flag Rules Decide whether or not the real life rules of your 

selected FORMULA OME'" Season are enforced. 
Default ts OFF. 


Fuel Usage 

(OfF/MORMAL/X2/X3/ 

X4/X5/X6/X7) 

Tire Wear 

(OFF/NORMAL/X2/X3/ 

X4/X5/X6/X7) 

MECHAhiicAL Failures 


Set the consumption of Fuel from nothing to 
factors of up to seven times that found in real-life 
FORJViUU ONE " racing. 

Set the wear rate of Tires from nothing to 
factors of up to seven times that found in real- life 
FORMULA ONE racing. 

Set the probability of Mechanical Failures. 

Default is TIME SCALED. 


Private Test Days 

Number of AI Drivers 

Race Grid Position 
(RANDOM/i-az/ 
SELECTED SEASON) 


When ON, youTl have the track lo yourself in 
Test Day game mode. 

Set the number of other drivers that you will 
compete against. Default is 21. 

Automatically set your grid position in races. 


Race Length 


Make races longer or shorter. Default is 5%. 


^^223 cases where 5% Race Length equates to Less than three taps, 
Race Length defaults Co a minimum of three laps. 


CONTROLS 


\ 

V 


J Click the Controls (con at the bottom of the screen to adju^ 
1 current settings. 


CONTROLLER ASSIGNMENTS SCREEN 

User-definable controls are listed in this menu. 


Controller Assignments Icon 

Redefining Controls 

1. Select the control you wish to change by clicking on it. 

2. Press the keyboard or game controller button that you wish to use for that 
action (press to leave it empty), 

© If a control is reserved, a message appears to that effect. 

CONTROLLER RATES SCREEN 

Use this screen to fine-tune your controller’s input sensitivity. 

Controller Rates Icon 
Digital Steering Rate 

Digital Throttle Rate 

Digital Brake Rate 

Digital Clutch Rate 

S Speed Sensitivity 

r Look Ahead 

r 

f 

I Head Movement 

: 


Adjust the sensitivity of your digital steering control. 
Default is 20%. 

Adjust the sensitivity of your digital throttle control. 
Default is 50%. 

Adjust the sensitivity of your digital brake control. 
Default is 50%. 

Adjust the sensitivity of your digital dutch control. 
Default is 20%. 

Adjust the sensitivity of your inputs to be more or less 
sensitive at high speeds. Default is 75%. 

Adjust the amount that the view looks ahead in 
response to your steering inputs. The higher the 
setting, the more your viewpoint looks into the turn. 
Default is 0%. 

Adjust the amount that your head moves in response 
to your throttle, brake and steering inputs. The higher 
the setting the more your virtual self leans his head 
into the turn. Default is 75%* 






CONTROLLER i/CONTROLLER 2 SCREENS 

Controller 1 Icon 


il 


For advanced user's who wish to tweak the "feel" of therr controller, these 
screens allow both the Sensitivity and Dead zone to be adjusted for each 
individual axis (overriding the aforementioned general controller rates settings). 


Open Lock Icon 


ti> To adjust the overail sensitivity and deadzone simultaneously, dick the 
Sensitivity Lock or Deadzone Lock Options. Now, dick and drag any slider 
to adjust all respective levels, 

FORCE FEEDBACK SCREEN 

If you have a force feedback controller, you can fine-tune its setting here: 


1 


I 

I Force Feedback Icon 


Force Feedback Type Select from NONE, WHEEL, jOYSTICK, and GAME PAD. 

Force Feedback Effects Set the number of Force feedback effects from OFF, 
LOW, MEDIUM, HIGH, and FULL. 

Force Feedback Change strength of Feedback from -100% to +100%. 

Strength 


2% 


gA 

SPORTS 


DISPLAY 


CH^LLBms^ 


Display Icon 


Select a Display level (LOW. MEDIUM, HIGH or FULL) for your game from the 
Options menu or click the Dispiay icon at the bottom of the screen to customize 
further display options. 

Adjust the amount of detail on the track. 

Adjust the amount of detail displayed for your vehicle 
model (LOW/MEDIUM/HIGH/FULL), 

Adjust the detail of vehicle lighting effects 
(OFF/LOW/HIGH), 

Adjust the detail of shadow effects 
(OFF/LOW/MEDIUM/HIGH). 

Adjust the amount of detail displayed for other drivers" 
car models {LOW/MEDIUM/HIGH/FULL), 

Adjust the quality of image displayed 
(LOW/MEDIUM/HIGH/FULL), 

Adjust the level of special effects (e.g. skid marks, 
smoke, dust) displayed (OFF/LOW/ MEDIUM/ 
HiGH/FULL). 

Adjust the level of detail displayed in pit crew 
animations (LOW/MEDIUM/FULL), 

Select the viewpoint that you would normally like 
to use when racing (TV COCKPIT/COCKPIT/ NOSE/ 
SWINGMANJ. 


Circuit Detail 
Player Vehicle Detail 

Vehicle Lighting 
Effects 

Shadows 

Other Vehicles Detail 
Image Quality 
Special Effects 


Pit Crew Animations 


Default View 


Mirrors 

Movies 

Message Center 
Heads Up Display 

Broadcast Overlays 
Speed iNDrcATOR 


Turn ON to display full mirrors. 

Decide whether or not to play movies. Default is ON. 
Turn in-game messages ON or OFF. 

Turn this option ON to dispiay race information at the 
top of the screen while racing. 

Turn TV panels, displaying up-to-the-minute race 
information such as current position and lap times, 
ON and OFF, 

Display units in either MPH or KPH, 


35 




AUDIO 


Audio Icon 


Select the Audio level for the game (LOW/MEDIUM/HIGH) in the Options menu or 
customize the followirtg, more detailed settings, by clicking on the Audio icon at 
the bottom of the screen; 


Number Of Effects 

Sound Effects Volume 

Engine Volume 

Music Volume 
Speech Volume 
Speech Content 


increase or decrease the maximum number of audio 
effects that can occur simultaneously (S-32). 

increase or decrease the volume of sound effects 
(o-ioo%) . 

increase or decrease the volume of your car’s engine 
(0-100%). 

Increase or decrease the volume of music (0-100%). 
Increase or decrease the volume of speech (0-100%). 

increase or decrease the amount of speech that is 
played (OFF/LOW/MEDIUM/HIGH). 


1 


REPLaVS 


cA. 

SPURTS 




Replavs Icon 




Click the Replays icon on the Main menu screen to play saved replays and 
adjust various replay options. 


I We recommend that you have at least 500 MB of free space on your 
hard drive before attempting to record replays. 

Record Replays Decide whether or not to record replay files while 

you are driving. Default Is ON. 

Replay Fidelity Vary the detail of replays (a higher setting increases 

processing time and file size). Set to MINIMUM. LOW, 
MEDIUM, HIGH, or FULL 

Record Hot Laps Decide whether or not to record replay files of your 

fastest lap while driving. Default is ON. 

Instant Replay Set the period of time to be replayed when an instant 

replay is activated from 10-180 seconds. The Default 

is 15 SECONDS. 

To view a replay, dick rt to highlight it and then click the Accept icon 0 at the 
bottom of the screen. After a short loading sequence, the REPLAY STUDIO 
appears; 

jump to the very beginning of the current replay file. 


41 


I Watch the current replay file in reverse. Click the icon twice to activate 
double -speed reverse scan. 

Stop playing the replay file at the current position. 


Play the replay file. 



Watch the current rep [ay ftte at high speed. Click the icon twice to activate 
double-speed forward scan. 

jump to the very end of the current replay file, 
lump to a view of the next can 
Wlaximize/minimize the replay panel 


In addition to the above, on the minimized Replay Studio page you can add 
"bookmarks" to your replay files. These allow you to quickly jump between 
key moments: 

lump to the position of your previous bookmark. 

Add a bookmark. 


Remove the last bookmark you added. 


lump to the position of your next bookmark. 


Remove all bookmarks. 


When using the maximized view, you cannot create bookmarks- 


\ 

\ 



aouancED or/uers 


f spotm 


Plan your pit stops and adapt your driving to suit the weather. The 
information in this section can give advanced drivers more of an edge'.^ 

PIT STOPS 

By adjusting the LCD mode while on the track, you are able to access ancf^ 
change your strategy for the next pit stop. 

Press to go to cockpit view, then press l -|HW: | to get the Strategy 
LCD screen. 

t:> If you wish to change the plan, press ll^, or O to select and 

adjust different parts of your pit stop plan. 

Prior to entering the pits for an unscheduled stop, press to request a pit stop. 
When your crew are ready for you to stop, they confirm via radio. At this point 
you can safely drive into the pits and make your pit stop. If you make your pit 
stop before the pit crew are ready, it may take longer to make your pit stop 
than planned. 


CHaLtJEiia^ 


0 If you have PIT LANE ASSISTANCE switched ON within the Difficulty options, 
the RPM Limiter wilt be switched ON and OFF automaticaity as you enter and 
exit the pit lane, 

0 If PIT LANE ASSISTANCE is switched OFF, you must bring the car down to the 
legal speed limit and then switch on the RPM Limiter by pressing h]. Don't 
forget to switch the RPM Limiter OFF as you exit the pit lane. 


WET WEATHER 

Rain completely alters your driving experience. Grip is reduced, resulting in [ess 
weight transfer and exaggerated handling problems. Add reduced visibility to this 
and it is easy to see how even the very best FORMULA ONE drivers can struggle in 
the wet. To be successful in these conditions you must be more aware of what is 
going on around you. 

Reduced weight transfer means that you need to brake earlier and lighter in order 
to slow the car sufficiently and avoid locking up the wheels. In addition to this> 
with the horsepower of the engine remaining the same as in the dry, you need to 
be very smooth with the accelerator in order to avoid spinning the wheels (which 
almost always leads to a catastrophic spin). You should also adopt the wider 
“Italian" racing line in order to decrease the angle of attack into corners. It h also 
advisable to stay away from the rumble strips to ensure you have complete control 
of the car in wet weather conditions. 

A wet weather setup car also help. First ensure that you have rain tires Fitted and 
then experiment with lowering Spring Rate, the Front and Rear An th Roll Bar, and 
Tire pressure one by one in order to make the car less twitchy. After making these 
adjustments, brake bias should be moved towards the rear in order to increase the 
amount of weight transfer to the front under braking, which in turn helps prevent 
the front wheels from locking up during braking. Finally, you might use extra wing 
and slightly longer gear ratios to gain more grip and reduce the chance of wheel 
spin when accelerating. 

13333 to Appendix B - Vehicle Setup on p. 35 for a guide to achieving 
the best setup for the track condttions. 


30 


SPORTS 


-‘OS^ 


ApREnotH a — 

TECHtUQUE 

This section teaches you I he finer points of perfecting your technique. 

Read on to discover how finding the limit and finding the best line tan 
boost your finish. 

FINDING THE LIMIT 

As drivers approach the limit and their car*s tires experience ever increasing stress, 
the fact that the tires are reaching the limit of grip can actually be felt and there- 
fore responded to accordingly. During high speed cornering, so much stress builds 
up in the tire that the area in contact with the road becomes stretched like a piece 
of elastic* This has the effect of pulling the remainder of the tire (and the car) 
sideways* This happens despite the fact that the tire itself is not actually sliding. 
The angle between the direction In which the tire is traveling and the direction 
it IS pointing is commonly referred to as the “slip angle.” 

In Fi Challenge ^gg-02^ the effects of slip angle cannot be felt, but are instead 
relayed to you through audio* As the tires begin to screech In the comers, they are 
beginning to be stretched and are either at (or very near to) their limit 
of grip. 


\ TiRi If you never hear the tires squeal, you're not pushing hard enough! 

L BPQBrrB r 




RACING LINES 

The main ob}ective of a race driver is to win. To do that the driver 
has to be able to drive a car qoic kEy around a circuit by taking the 
"'Racing Line." Each corner, chicane, and even straight has a particular 
line each driver should follow to achieve the optimum lap time. Detailed 
below are the most common types of corners found in Fi today, and the 
racing line suited to each. 

FAST CORNER 



By its nature, a fast corner is shallow. It Is important to turn in early and smoothly, 
as dramatic changes of direction can lead to a catastrophic spin. The objective is 
to carry your speed into and all the way through the corner. 

qo-degree corner 



The apex of a 90-degree comer is right In the center. Approach the bend on the 
outside of the track, brake early, head for the apex, and feed the throttle to the 
exit. 


) 


33 



The line through a chicane is dictated by whether it comes before or after a long 
straight. If it follows a long straight, brake late and carry your speed into the 
corner, sacriRcIng your exit speed, which is less important. Ef it precedes a long 
straight, brake early and sacrifice your entrance speed so that you can get on 
the power earlier and make a fast exit. 

HAIRPIN 



Brake in a straight line, keeping to the outside of the track on the approach. Turn in 
late, sacriRcIng entry speed for the chance of getting on the power early for a fast 
exit. Remember that the fastest line in qualifying may not be the best line in a race 
when you may be closely followed by a rival. Under these circumstances you must 
protect your position by remaining on the inside while approaching the hairpin. 


DOUBLE-APEX CORNER 



A double apex corner usually exists where there is a short straight between two 
corners. Although they appear to be two corners, this type of layout should be 
treated as one corner by running wide In mid-corner. This technique allows you 
to get the power down earlier for the best possible exit. 


33 






CONSTANT RADIUS CORNER 




Posftton yourself on the outside approaching the corner and turn in early. 
Follow the inside of the cornerp creating a long apex, and accelerate out. 

The steering wheel should be held in one position from entry to exit because 
the curve of the comer* as its name suggests* remains constant 

OPENIIiG CORNER 



At an opening corner, go to the apex early and allow the car to run wide as you 
feed in the power towards the exit. The shallower angle of the exit phase should 
allow you to accelerate earlier on the exit and carry more speed through it. 

TIGHTENING CORNER 



On a tightening corner, turn in late and go to the apex extremely late. Brake very 
briefly just before reaching the apex and then put the power down for a good 
clean exit. 


34 


Appfif0#jr B — 

UEHtCLE SETUP 

you can improve your lap times considerably by optimizing the setup 
of your car to suit your own driving style and the unique characteristics) 
of each circuit. 

Unfortunately* the process of setting up your car is not an exact science. Every 
adjustment you make is an exercise in compromise— everything affects sornething 
else and changes you expect to help may often have the opposite effect 

Let's take a look at the basic principles Involved in optimizing the setup of your car: 

VEHICLE SETUP TUTORIAL 

1- Create a new player profile called Test Driver and select the 2002 season 
McLaren Mercedes FORMULA ONE car and a driven 

2. Select TEST DAY from the Main menu and then dick Accept to continue. 

3. Select AUSTRIA* Ai-RING and then dick Load Circuit to continue. 




Veh?cle Setup Icon 


4. After the short loading sequence* the session status display appears. Click the 
Vehicle Setup Icon at the bottom of the screen. 


Vehicle Setup Screen 

This page can be used to adjust overall aspects of Vehicle Setup such as 
DOWNFORCE PRIORITY* BALANCE, RIDE* and GEARING BIAS. In order to change 
any of the above* drag the corresponding slider towards the characteristic that 
you wish to prioritize. Notice that your Estimated (EST.) TOP SPEED* GRIP, 
and ACCELERATION change as you make adjustments. 


3S 







Advanced Setup 


Advanced Setup icoN 


Ctick the Advanced Setup Icon to access the folio wing screen ss 

Strategy: Adjust Tires. Starting Fuel Number of Stops, and lap numbers 
for your scheduled stops. 


I Gearing: Adjust ist to 7th Gear Ratios as well as Final and Reverse Ratios. 


IV 

1 


Mechanicai and Aero: Make adjustments to Brake Duct Size, Engine Rev 
Limit, Radiator Size, Steering lock, Differential Lock, Front and Rear Wings, 
Front and Rear Anti Roll Bars, Weight Distribution, and Brake Bias. 

Tire Pressure and Camber: Change your vehicle's Camber 
and Tire Pressure for each wheel and also Toe In for the front/ rear. 

Springs and Ride Height: Adjust the Ride Height. Packers, 
and Spring Rate for each wheel of your car. 

I Bump Damping: Make changes to Fast Bump and Slow Bump damping. 


Rebound Damping: Adjust Fast Rebound and Slow Rebound settings 
damping. 


I The TIRE PRESSURE AND CAMSER. SPRINGS AND RIDE HEIGHT, 
BUMP DAMPING, and REBOUND DAMPING pages feature a SYMMETRICAL 
! option. When set to YES, arty changes you make on these pages will be made 
\ to each wheel simultaneousty. 




Return to the Vehicle Setup screen and make sure the DOWNFORCE PRIORITY 
slider is set as far to the left (SPEED) as possible and that the GEARING BIAS 
slider is as far to the right (SPEED) as possible. 


*• 


Save Icon 


Click the Vehicle Setup icon and then click the Save icon. Save your current 
Setup as *"STAGE 1.” 


36 


SPORTS 




Back Icon 

t:> Click the Back icon to return to the session status display and then 
click the Drive icon to begin. Press Ei to pause for a few moments 
while reading the following; 

In order to optimize any car setup for a particular circuit, the first thing you must 
establish is the DOWNFORCE PRIORITY for that circuit. Downforce is the force that 
pushes the car downward, thus forcing it to grip the track surface better. Increasing 
Front and Rear Wing settings is the simplest method of increasing downforce. 

Unfortunately, increasing the Front and Rear Wing settings also increases drag. 
Drag is generated by any aerodynamic or mechanical resistance to the car's 
forward motion, in this instance, the front and rear wings are aerodynamic 
devices that, by nature of their design, generate drag. 

While downforce can be used to increase corneringspeeds, drag reduces straight- 
line speed. As both cornering and straight-line speed are fundamental factors of 
racing, it fs imperative to find the best compromise between these factors. Right 
novv you are seated In a car that has the lowest possible settings for the Front and 
Rear Wings and the longest possible setting for 7 th Gear. 

press l!_^l to resume and then drive a few laps of the Ai-Ring, paying particular 
attention to your top speed and the amount of RPM displayed before you reach 
your braking point on the longest straight. 

Having driven a few laps, you should have noticed that the engine is never 
achieving maximum RPM (i.e., in 7th Gear the red lights on the Digital RPM 
Display are never visible). 


A good car setup should allow the engine to achieve maximum RPM in 7th Gear 
approximately 300 meters before you reach your braking point at the end of the 
longest straight. When the engine does not achieve maximum RPM, you are not 
stretching the engine to its full potential and therefore not achieving maximum 
possible speed. 


As we have already reduced the Front and Rear Wings to their minimum settings 
we know that drag is not the factor preventing us from achieving maximum RPM. 
Therefore we can safely conclude that our 7 th Gear is simply too long. 


37 







Vehicle Setup Icon 

t> Press [M^ to return to the session status display and dick the Vehicle Setup 
Icon at the bottom of the screen. 

t:> Then move the GEARING BIAS slider to the center of the scale, thus increasing 
the bias towards acceleration at the expense of straight-line speed, 

Usually you would adjust GEARING BIAS by much smaller amounts to 
find the right balance but for now we are more concerned with demonstrating the 
effects of change. 


Drive Icon 

Having adjusted the GEARING BIAS, return to the session status display, dick the 
Drive icon and complete a few more laps of the Ai-Ring, paying particular attention 
to your top speed and the amount of RPM displayed before you reach your braking 
point on the longest straight You will notice that the engine is now revving much 
higher than previously as you reach the breaking point. 

By adjusting just one simple factor you have already found a way to make your car 
faster. Continue tweaking the GEARING BIAS until you have found the setting that 
enables the engine to reach maximum RPM on the longest straight, approximately 
300 meters before the turn ahead. 

One you’ve discovered your maximum speed, you have completed the first step 
in establishing the DOWN FORCE PRIORITY for any circuit. 

t=> Now save your Vehicle Setup as “STAGE 2," 

The next step is to adjust DOWN FORCE PRIORITY towards GRIP until the amount 
of drag generated begins to restrict the maximum speed of your car. 




Vehicle Setup Icon 




tr> Access the Vehicle Setup screen once more, and move the DOWN FORCE 
PRIORITY slider to the middle, increasing the bias towards GRIP. 

Test your changes by driving a few laps as before and then repeat the above. 
Increasing DOWNFORCE PRIORITY in favor of GRIP each time until you notice that 
your car is no longer achieving the same speed at the end of the straight as if did 
when you last saved your setup. You have now reached the point where downforce 
Is becoming the dominant factor and the effects of drag are beginning to reduce 
your top speed. 

t> Save your Vehicle Setup as “STAGE 3," 

Now, to feel the changes sequentially, load each setup in order, drive a few laps 
with each one and note the lap times you achieve. 

Generally at this stage, most drivers achieve their best lap times using the STAGE 3 
setup. If you have recorded your best limes using STAGE 1 or STAGE 2 setups, you 
should now try increasing the GRIP bias of your DOWNFORCE PRIORITY to see 
if the extra downforce enables you to improve your lap times even further. The 
Ai'Ring Is essentially a "grip' circuit as there are no really fast, tight turns or long 
straights. 


Hi 


Assign as Favorite Icon 


Once you perfect your Vehicle Setups, you may wish to save them as your optimum 
Vehicle Setup for the selected circuit in order to do this, highlight a saved Setup 
and dick the Assign as Favorite icon. 

While the Front Wing, Rear Wing, and Gearing are key aspects of the car setup, you 
are aware by now that there are many other aspects that can be adjusted. Most are 
adjusted In order to affect the balance of the car and to bias this towards oversteer 
or understeer, with regards to drivers’ personal preferences. 

Oversteer is generated when the rear wheels lose grip causing the back end to 
become loose with a tendency to spin. 

Understeer Is generated when the front wheels lose grip causing the front end to 
push straight on and run wide. 

The following tables provide a detailed summary of each and every aspect of car 
setup that can be adjusted within the Advanced Vehicle Setup pages. 



GEARING 



ACrtOM EFFECT att BALANCE OTHER EFFECTS 


Lengthen gears 

None 

Increased potential 
maxitnum speed; 
decreased acceleration 

Shorten gears 

None 

Decreased potential 
maximum speed; 
increased acceleration 

MECHANICAL AND AERO 


Mechanical AND Aero Icon 


Brake Duct Size 


ACTION 

EFFECT OH BALANCE 

OTHER EFFECTS 

Increase 

None 

increased engine cooling; 
decreased straight line speed 

Decrease 

None 

Decreased engine cooling; 
increased straight line speed 

Engine Rev Limit 


ACTION 

EFFECT OH BALANCE 

OrifER EFFECTS 

Increase 

None 

Increased horsepower; 
higher engine temperatures 

Decrease 

None 

Decreased horsepower; 
lower engine temperatures 

Radiator Size 



action 

EFFECT ON BALANCE 

ariff ff EFFECTS 

Increase 

None 

Increased engine cooling; 
decreased straight line speed 

Decrease 

None 

Decreased engine cooling; 
increased straight tine speed 


Bpoorra 

Steering Lock 

ACnON EFFECT OH BALANCE OTHER EFFECTS 

Jncrease None Decreased turning 

cfrde 

Decrease None Increased turning drcle 

Differemtial Lock 

ACrriOJV EFFECT ON BALANCE OTHER EFFECTS 

Increase Increased understeer None 

in corners 

Decrease Increased oversteer None 

in corners 

Wings 

ACTION EFFECT ON BALANCE OTHER EFFECTS 

Increase front Increased oversteer Increased Front grip in 

in corners corners; Increased front tire 


wear; reduced straight’lEne 
speed 


Increase rear 

Increased understeer 
in corners 

Increased rear grip in corners; 
increased rear tire wear; 
reduced straight-line speed 

1 Increase front 
and rear 

None 

Increased grip in corners; 
reduced straight-line speed 

Decrease front 

Increased understeer 
in corners 

Decreased grip in corners; 
decreased front tire wear; 
Increased straight-line speed 

Decrease rear 

Increased oversteer 

Decreased grip in corners; 
decreased rear tire wear; 
Increased straight-line speed 







Anti- Roll Bars 

ACTION £fFECT OJV BAUkHCE 


OTHER EFFECTS 


Increase front 
(stiffen) 

Increased understeer 
ifi corners 

Decreased grip on bumpy 
surfaces; increased front tire 
wear; more responsive 
handling 

Increase rear 
(stiffen) 

Increased oversteer 
in corners 

Decreased grip vw hen exiting 
corners, decreased grip on 
bumpy surfaces^ increased 
rear tire wear; more 
responsive handling 

Increase front 
and rear (sttifen) 

None 

Decreased grip when exiting 
corners, decreased grip on 
bumpy surfaces; increased 
front and rear tire wear; more 
responsive handling 

Decrease front 
(soften) 

Increased oversteer 
in corners 

Increased grip on bumpy 
surfaces; decreased front 
tire wear; less responsive 
handling 

Decrease rear 
(soften) 

Increased understeer 
in corners 

increased grip when exiting 
corners; increased grip on 
bumpy surfaces: decreased 
rear tire wear; less responsive 
hand ling 

Decrease front 
and rear (soften) 

None 

Car may bottom out more 
often: increased grip when 
exiting corners; increased grip 
on bumpy surfaces; decreased 
front and rear tire wear; less 
responsive handling 

Weight Distribution 


ACT/OM 

EFFECT OH BALAHCE 

OTHER EFFECTS 

Adjust to front 

increased oversteer 

None 

Adjust to rear 

increased understeer 

None 

Brake Pressure 


AcrtoM 

EFFECT OH BALAHCE 

OTHER EFFECTS 

Increase 

None 

Increased brake pedal sensi' 
tivity, increased braking ability 
and increased brake wear 

Decrease 

None 

Decreased brake pedal sensi- 


tivity, decreased braking ability 
and decreased brake wear 


Brake Bias 
Acrioff 


Adjust to front 


Adjust to rear 


EFFECT OH BALAHCE 


Increased understeer 
under braking 


Increased oversteer 
under braking 


OTHER EFFECTS 


Fror^t wheels cart 
lock up, increasing 
brake distances 




Rear wheels can lock up, 
increasing brake distances 


TIRE PRESSURE AND CAMBER 

Tire Pressure and Camber Icon 


Camber 

ACTtOti 


EFFECT ON BALAHCE 


OTHER EFFECTS 


Increase front 

None 

Increased grip in corners 

Increase rear 

None 

Decreased grip in comers 

Decrease front 

None 

Decreased grip in corners 

Decrease rear 

None 

Increased grip in corners 

Tire Pressure 



ACTtOH 

EFFECT OH BALAHCE 

OTHER EFFECTS 

Increase front 

increased understeer 

Decreased grip in corners; 
decreased front tire wear 

Increase rear 

Increased oversteer 

Decreased grip in comers; 
decreased rear tire wear 

Increase front 
and rear 

None 

Decreased grip in comers; 
decreased front and rear tire 
wear 

Decrease front 

Increased oversteer 

Increased grip In corners; 
increased front tire wear 

Decrease rear 

Increased understeer 

Increased grip in corners; 
increased rear tire wear 

Decrease front 
and rear 

None 

Increased grip in corners; 
increased front and rear tire 
wear 



Toe In 


ACTtOM EFFECT ON BALANCE OTHEB EFFECTS 


Increase front 
(Positive) 

None 

Improved turn-in; 
increased tire wear; 
decreased straight line speed 

Increase rear 
(Posttive) 

None 

Improved stability: 
increased tire wear; 
decreased straight line speed 

Increase front 
(Negative) 

None 

Decreased turndn; 
increased tire wear; 
decreased straight line speed 

Increase rear 
(Negative) 

None 

Decreased stability; 
increased tire wear; 
decreased straight line speed 

SPRINGS AND RIDE HEIGHT 


V 

Springs ano Ride Height Icon 


Ride Height 

ACTfON 

EFFECT ON BALANCE 

OTHER EFFECTS 

Increase front 

Increased understeer 
in fast comers 

Car may bottom out less often 

Increase rear 

Increased oversteer 
In fast corners 

Car may bottom out less often 

Increase front and 
rear symmetrica Ity 

None 

Car may bottom out less often 

Decrease front 

Increased oversteer 
in fast corners 

Car may bottom out more 
often 

Decrease rear 

Increased understeer 
in fast corners 

Car may bottom out more 
often 

Decrease front 
and rear 

None 

Car may bottom out more 
often 


Packers 


ACTION 

EFFECT ON BALANCE 

OTHER EFFECTS 

Increase front 

Increased understeer 

Allows front ride*^ ^ 

height to be reduced 
without bottoming out 

Increase rear 

Increased oversteer 

Allows rear ride height to be 
reduced without bottoming 
out 

Increase front and 

None 

Allows ride height to be 

rear symmetrically 


reduced without bottoming 
out 

Decrease front 

Increased oversteer 

Car may bottom out more 
often 

Decrease rear 

Increased understeer 

Car may bottom out more 
often 

Decrease front 

None 

Car may bottom out more 

and rear 


often 


45 



Spring Rate 
ACrtOM 


EFFECT aft BALANCE 


ifTHEB EFFECTS 


Increase front 
(stiffen) 

Increased understeer 
in corners 

Decreased grip in 
corners; decreased grip on 
burripy surfaces; increased 
front tire wear; more 
responsive handling 

Increase rear 

Increased oversteer 

Decreased grip in corners; 

(stiffen) 

in corners 

decreased grip on bumpy 
surfaces; increased rear tire 
wear; more responsive 
handling 

Increase front and 
rear sym metrically 
(stiffen) 

None 

Decreased grip in corners; 
decreased grip on bumpy 
surfaces; increased front 
and rear tire wear; more 
responsive handling 

Decrease front 

increased oversteer 

increased grip in corners; 

(soften) 

In corners 

increased grip on bumpy 
surfaces; decreased front 
tire wear; less responsive 
handling 

Decrease rear 

Increased understeer 

Increased grip in corners; 

(soften) 

in corners 

increased grip on bumpy 
surfaces; decreased rear 
tire wear; less responsive 
handling 

Decrease front 
and rear (soften) 

None 

increased grip in corners; 
increased grip on humpy 
surfaces; decreased front and 
rear tire wear; less responsive 
handEing 


46 


BUMP DAMPING 

■ eA. 

SPORTS 

i 

Bump Damping Icon 


Fast & Slow 

Bumr 


ACTION 

EFFECT ON BALANCE 

or NEB EFFECTS 

Increase front 
(stiffen) 

Increased understeer 
In humpy comers 

Increased front tire wear 

Increase rear 
(stiffen) 

Increased oversteer 
in bumpy corners 

Decreased grip on bumpy 
surfaces: increased rear tire 
wear 

Fncrease front and 
rear symmetrically 
(stiffen) 

None 

Decreased grip on bumpy 
surfaces; increased front and 
rear tire wear; unpredictable 
and nervous handling 

Decrease front 
(soften) 

Increased oversteer 
In humpy corners 

Decreased front tire wear 

Decrease rear 
(soften) 

increased understeer 
in bumpy corners 

Increased grip on bumpy 
surfaces; decreased rear tire 
wear 

Decrease front 
and rear (soften) 

None 

increased grip on bumpy 
surfaces; decreased front 


and rear tire wear 


47 


RESOUND DAMPING 



Fast & Slow Rebound 

Acrroar EffECTOH balance arnER effects 


Increase front 
(stiffen) 

Increased understeer 
during entry/exit to comers 

Increased front tire wear 

Increase rear 
(stiffen) 

Increased oversteer 
during entry/exit to comers 

Increased rear tire wear 

Increase front and 
rear symmetrically 
(stiffen) 

None 

More responsive handling 

Decrease front 
(soften) 

Increased oversteer during 
entry/exit to comers 

Decreased front tire wear 

Decrease rear 
(soften) 

Increased understeer during 
entry /exit to corners 

Decreased rear tire wear 

Decrease Front 
and rear (soften) 

None 

Less responsive handling 


NEED TECHNICAL SUPPORT? 

Please see the ertdosed Install Guide For technical support 
information. 


CHAEEEnGB 


NOTICE 

Eleclronk Arts reserves the right to make irnprovemertts fn the product described in this 
manual at any time and without notice* 

This manual and the software described In this manual are copyrighted. All rights are 
reserved* No part of this manual or the described software may be copied^ reproduced, 
translated, or reduced to any electronic medium or machine -readable form without the prior 
written consent of Electronic Arts. 

© 2003 Electronic Arts inc* Electronic Arts* EA SPORTS and the EA SPORTS logo are trademarks 
or registered trademarks of Electronic Arts Inc. in the U.S* and/or other countries. All rights 
reserved. Developed by Image Space Incorporated. 

K?^ 


"Formula One", "Formula "Fi" and "FI A Formula One World Championship" are trademarks 
of Formula One Licensing BV, a Formula One Group Company. Licensed by Formula One 
Administration Limited* a Formula One Group Company. All rights reserved. An official product 
of the FI A Formula One World Championship. GameSpy and the “Powered by GameSpy'’ design 
are trademarks of GameSpy Industries, Inc* This product contalrrs software technology licensed 
from GameSpy Industries, Inc. © 1999-2003 GameSpy Industries, Inc. All rights reserved. 
All other trademarks are the property of their respective owners* EA SPORTS^m is an 
Electronic Arts^*^ brand* 




This product contains Font Software licensed from Agfa Monotype Corporation and its 
suppliers, which may not be distributed, copied, reformatted* reverse engineered* or 
decompiled for any purpose. You may transfer the Font Software as part of the product to a 
third party provided that (i) the third party agrees to all the terms of this agreement and (li) 
you have destroyed all copies of the font Software in your custody or control, including any 
installed in your computer, immediately upon transferring such product. The Font Software is 
also protected by copyright and any copying or distribution of the Font Software* with or 
without the product, constitutes both copyright infringement and a theft of valuable property. 
You acquire no right, title or interest in the Font Software except the personal right to use such 
software* consistent with this agreement, as part of the product when installed in your 
computer. All rights reserved* 

To see Agfa Monotype's complete Font software End User License Agreement please go to 
their website www.agfa monotype* com* 


Package Photography 

Montoya Cover Photo: AP Pholo/Eraldo Peres 
Car Photo: LAT Photographic and Typographic Limited 


Get In The Game 


Want tu join the #1 Interactive 
Entertainment Company? 

Visit EA Recruiter at HTTP://jaas.EA»caM. 

Still a student? 

Check out EA academy at HTTP;//EAACADEMY,EA,CaM* 





quaLLBiiG^ 


Proof of Purchase 

Fi CHALLENGE ’99-’03 

ISBN 0-7645-3478-0 


14633 14627 


D