F1 Challenge '99-'02

The place for alternate championships that use real results as a base of forming alternative results, driver careers, and games in general
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Nuppiz
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Re: F1 Challenge '99-'02

Post by Nuppiz »

FMecha wrote:
Regenmeister94 wrote:
FMecha wrote:So I installed Prototype C mod today, but when I run the game from the Virtua LM launcher, I did not get any of the Prototype C cars/tracks, only default stuff. What to do? :?

I think you need to go into the "Driver" menu from the main menu to switch to the Prototype C series.


In-game I presume? After starting it and checking there, none of the Prototype C stuff appears. :(

Newer Windows versions have issues with custom Config.ini files, which is a technique most complete overhaul mods use to keep their content separate from the base game.

Go to your F1C folder, find a file called Config.ini and rename it to Config_backup.ini or something. Then find the Protype C Config.ini (if you can't find it, check the properties of the Prototype C shortcut, it's at end of the Target field), rename it to just Config.ini and start the game with the regular F1 Challenge executable.

Of course, that only works if you installed Prototype C in the same folder as your regular F1C installation.
Eurosport broadcast for the 1990 Mexican GP prequalifying:
"The Life, it looked very lifeless yet again... in fact Bruno did one, slow lap"
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Re: F1 Challenge '99-'02

Post by Nuppiz »

I found a handy guide on how to make more than 21 AI cars appear in Championship mode, without the game crashing. Just in case the other forum goes down at some point, here's the guide copy-pasted:
Senninho at grandprixgames.org wrote:I GOT IT WORKING!!!!

*Ahem*

All you need to do is this. First, create a championship and go to the page where it shows you the drivers championship results. Then back out of it and quit the game. At this point, you need to set all of the opponent values to 27. Then, you need to open the F1_1994.bch file (in the same folder). Find the GAMEOPT_opponents line, and change to 27.

Now comes the long-winded bit. Go down to your player line, it will look like this:

Name="Gary Kemp"
VehFile="SEASONDATA\VEHICLES\SIMTEK\1994_S941\1994_SIMTEK32.VEH"
RCDFile=""
FinishPosition00=14
FinishPoints00=0
FinishPosition01=25
FinishPoints01=0
FinishPosition02=19
FinishPoints02=0
FinishPosition03=27
FinishPoints03=0
FinishPosition04=10
FinishPoints04=0
SeasonPoints=0
PointsPosition=11
PolesTaken=0
OriginalGridPosition=21
CurrentGridPosition=21
ControlType=0
Active=1

Change OriginalGridPosition and CurrentGridPosition to 27. Then scroll down the list of opponents, and make a list of them. From this list of 21, it should be easy to work out the missing 6. Then scroll down to the very last one, which will be this one probably:

[OPPONENT20]
Name="Eric Comas"
VehFile="SEASONDATA\VEHICLES\LARROUSSE\1994_ LH94\1994_LARROUSSE20.VEH"
RCDFile=""
FinishPosition00=27
FinishPoints00=0
FinishPosition01=12
FinishPoints01=0
FinishPosition02=28
FinishPoints02=0
FinishPosition03=28
FinishPoints03=0
FinishPosition04=9
FinishPoints04=0
SeasonPoints=0
PointsPosition=11
PolesTaken=0
OriginalGridPosition=20
CurrentGridPosition=20
ControlType=1
Active=1

Or someone else, but it will be 20. Copy and paste this, then change the name, repoint the veh file and increase the grid position lines by one. I added Michael Schumacher and it came out like this, with changes emboldened:


[OPPONENT21]
Name="Michael Schumacher"
VehFile="SEASONDATA\VEHICLES\Benetton\1994_B194\1994_BENETTON05.VEH"
RCDFile=""
FinishPosition00=7
FinishPoints00=0
FinishPosition01=2
FinishPoints01=6
FinishPosition02=2
FinishPoints02=6
FinishPosition03=1
FinishPoints03=10
FinishPosition04=1
FinishPoints04=10
SeasonPoints=32
PointsPosition=0
PolesTaken=4
OriginalGridPosition=21
CurrentGridPosition=21
ControlType=1
Active=1

Repeat this until you have added all drivers, which should take you up to grid position 26. Save and close.

Finally, back into the main F1C folder. Open up your F1C Config file and change GRIDSIZE to 28. Save and close, and when you re-load the championship it should have 28 drivers! :D

A few things to note:
  • If you start a new season and exit the game before the first race (i.e. just after the championship results have been shown), the FinishPosition and FinishPoints lines aren't there because they're used to record each driver's results throughout the season. Similarly, SeasonPoints, PointsPosition and PolesTaken should be at 0. In this case all of those lines can be safely ignored.
  • Removing drivers/cars in the middle of the season (eg. to simulate a team going bankrupt) is perfectly possible. Just remove their entries from the .bch file, correct the number of opponents and any possible errors in OPPONENT## and GridPosition## (including your own) and change the GRIDSIZE parameter in the config.ini. Take note that this removes the team and drivers from the championship standings as well (unless you move the drivers to another team; see below), so you have to keep separate notes of their results.
  • By editing the driver name and results, it's perfectly possible to make mid-season replacements. However, it's not possible to keep the results of currently inactive drivers in the championship standings, so if the driver who's being replaced has already scored points they will be removed completely. Also, the constructor's championship works in a very simplistic manner so any possible points scored by a driver "moving" to another team will go to their new team (and removed from their previous one). Again, taking manual notes is required if you move drivers around (at least if they've scored points).
Eurosport broadcast for the 1990 Mexican GP prequalifying:
"The Life, it looked very lifeless yet again... in fact Bruno did one, slow lap"
TelepathicCow
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Joined: 08 Jan 2016, 20:27

Re: F1 Challenge '99-'02

Post by TelepathicCow »

Hate to drag this thread up again but I have a question.

Earlier on in the thread I saw that you could do pre-qualifying and manage to select specific drivers to race in the session. How do you select which drivers to put in a session?
TelepathicCow
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Joined: 08 Jan 2016, 20:27

Re: F1 Challenge '99-'02

Post by TelepathicCow »

Also, is there any way to change the reliability of a car?
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Nuppiz
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Re: F1 Challenge '99-'02

Post by Nuppiz »

TelepathicCow wrote:Hate to drag this thread up again but I have a question.

Earlier on in the thread I saw that you could do pre-qualifying and manage to select specific drivers to race in the session. How do you select which drivers to put in a session?

First, you need a new "season" to contain all of the cars and tracks in prequalifying. Here's one I made for myself, just put the files into your main SeasonData folder: http://www.mediafire.com/?4r90gx0drscbsbd.

Next, you have to edit in all the circuits and cars needed for prequalifying. This is done by editing their "filters" with Notepad, as seen below.

For circuits, you have to edit the GDB file of each circuit, for example Silverstone 1989 should be in "SeasonData\Circuits\Great_Britain\1989_Silverstone\1989_Silverstone.gdb". Add "PQ" to the "Filter Properties" line so it reads "Filter Properties = 1989PQ". Then repeat this for every track you need prequalifying on (hint: I've already listed them in the "prequalifying season" GDB).

For cars, you have to edit the VEH file for each car you want to include in prequalifying, for example 1989 Zakspeed should be in "SeasonData\Vehicles\Zakspeed\1989_891". Open both "1989_Zakspeed34.veh" and "1989_Zakspeed35.veh" (as both Zakspeed cars were in prequalifying at the start of 1989). Go to the "Classes" line and change "FormulaOne, OpenWheel, 1989" to read "FormulaOne, OpenWheel, 89PQ". That way the car is removed from the main 1989 season and is in prequalifying instead. When a car passes prequalifying, simply edit the line to read "FormulaOne, OpenWheel, 1989PQ" so it's again included in the main season. If your own car is not in prequalifying at the moment, add the PQ tag to it as well so you can still spectate the session. Of course, when progressing through to another season remember to remove the PQ tag from each previous year's car, otherwise you'll end up with 1989 cars in 1990 and so on.

To actually run prequalifying, just adjust your number of opponents to match the number of cars currently in prequalifying, go to "Race" mode and run a practice or qualifying session (either will do), record the results and exit the race weekend. Then add the cars that passed prequalifying to the main season (as described above) and run the actual qualifying session. If you want more realism, you can run Q1 first with 30 cars, then remove the four slowest cars by editing their filters so you can run Q2 (and the race itself) with 26 cars.

Please be aware that for the changes in VEH or GDB files to take effect in-game, they have to be done before starting the game. In other words you have to exit the game after each prequalifying/Q1 session, do the necessary changes and then start the game again.

TelepathicCow wrote:Also, is there any way to change the reliability of a car?

In the folder of each car, you can find an INI file for the engine the car is using (in Zakspeed's case, it's Yamaha_OX88.ini). Open it in Notepad and scroll down to two lines, LifetimeAvg and LifetimeVar. Decreasing LifetimeAvg automatically makes the car more unreliable, while editing LifetimeVar changes the random variance of the engine's "lifetime" so it can make the car both less or more reliable.
Eurosport broadcast for the 1990 Mexican GP prequalifying:
"The Life, it looked very lifeless yet again... in fact Bruno did one, slow lap"
TelepathicCow
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Joined: 08 Jan 2016, 20:27

Re: F1 Challenge '99-'02

Post by TelepathicCow »

Cheers
TelepathicCow
Posts: 6
Joined: 08 Jan 2016, 20:27

Re: F1 Challenge '99-'02

Post by TelepathicCow »

Got "Could not allocate DirectDraw surface - 0x8876086c" error while trying to load a race. Help.
TelepathicCow
Posts: 6
Joined: 08 Jan 2016, 20:27

Re: F1 Challenge '99-'02

Post by TelepathicCow »

The full trace.txt:

TRACE LEVEL = 2
NetComm.cpp 6949: NetComm checking command line: "-trace=1000"
game.cpp 360: Entered Game::Enter()
osman.cpp 420: Entered OSMan::Enter()
vidman.cpp 928: Entered VidMan::Enter()
specialfx.cp 2798: Entered SpecialFX::Enter()
dynman.cpp 507: Entered DynMan::Enter()
plrfile.cpp 2463: Entered PlayerFile::Enter()
sound.cpp 661: Entered Sound::Enter()
hwinput.cpp 5205: Entered HWInput::Enter()
onscreen.cpp 2604: Entered OnScreen::Enter()
game.cpp 430: Entered Game::Setup()
hwinput.cpp 5225: Entered HWInput::Setup()
options.cpp 1169: Entered Options::Setup()
tire_manager 1080: Non-existent tire brand ""
tire_manager 1080: Non-existent tire brand ""
tire_manager 1080: Non-existent tire brand ""
tire_manager 1080: Non-existent tire brand ""
tire_manager 1080: Non-existent tire brand ""
tire_manager 1080: Non-existent tire brand ""
specialfx.cp 2804: Entered SpecialFX::Setup()
steward.cpp 2330: Entered Steward::Setup()
dynman.cpp 519: Entered DynMan::Setup()
sound.cpp 683: Entered Sound::Setup()
onscreen.cpp 2610: Entered OnScreen::Setup()
vidman.cpp 1012: Entered VidMan::Setup()
plrfile.cpp 2473: Entered PlayerFile::Setup()
plrfile.cpp 1766: Attempting to save to SAVE\player\player.TMP
plrfile.cpp 1789: Retcode: 0 for renaming to SAVE\player\player.PLR
game.cpp 467: Entered Game::Init()
vidman.cpp 1019: Entered VidMan::Init()
ai_db.cpp 2022: Entered AIDatabase::Init()
steward.cpp 2345: Entered Steward::Init()
steward.cpp 645: Could not find glow "STGLOW"
hwinput.cpp 5258: Entered HWInput::Init()
specialfx.cp 2908: Entered SpecialFX::Init()
dynman.cpp 525: Entered DynMan::Init()
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehgfx.cpp 1708: Unable to setup after reading LOG\vehgen.scn: Could not allocate DirectDraw surface - 0x8876086c
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
camera.cpp 3633: Entered CamMan::Init()
sound.cpp 688: Entered Sound::Init()
render.cpp 199: Entered Render::Init()
onscreen.cpp 2616: Entered OnScreen::Init()
game.cpp 509: Entered Game::Restart()
sound.cpp 694: Entered Sound::Restart()
steward.cpp 2481: Entered Steward::Restart()
specialfx.cp 3295: Entered SpecialFX::Restart()
hwinput.cpp 5269: Entered HWInput::Restart()
dynman.cpp 623: Entered DynMan::Restart()
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
camera.cpp 3656: Entered CamMan::Restart()
render.cpp 215: Entered Render::Restart()
onscreen.cpp 2635: Entered OnScreen::Restart()
vidman.cpp 1136: Entered VidMan::Restart()
plrfile.cpp 2510: Entered PlayerFile::Restart()
game.cpp 509: Entered Game::Restart()
sound.cpp 694: Entered Sound::Restart()
steward.cpp 2481: Entered Steward::Restart()
specialfx.cp 3295: Entered SpecialFX::Restart()
hwinput.cpp 5269: Entered HWInput::Restart()
dynman.cpp 623: Entered DynMan::Restart()
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
vehload.cpp 632: RPM-torque brake > throttle @ 0.000000
camera.cpp 3656: Entered CamMan::Restart()
render.cpp 215: Entered Render::Restart()
onscreen.cpp 2635: Entered OnScreen::Restart()
vidman.cpp 1136: Entered VidMan::Restart()
plrfile.cpp 2510: Entered PlayerFile::Restart()
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Nuppiz
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Re: F1 Challenge '99-'02

Post by Nuppiz »

That error code indicates one or more textures that the game is trying to load is of an irregular size (i.e. not a multiple of 4).

Try going on a different track. If the problem still persists, try each car in the mod you're using. Once you know what is causing the problem, I can help more.
Eurosport broadcast for the 1990 Mexican GP prequalifying:
"The Life, it looked very lifeless yet again... in fact Bruno did one, slow lap"
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noiceinmydrink
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Joined: 30 Sep 2012, 15:40
Location: ziggurat

Re: F1 Challenge '99-'02

Post by noiceinmydrink »

Anyone have a link to DM's 1989 mod? The Mega link on the race4sim website doesn't work for me, just keeps saying "temporary error, retrying" when I try to download it.

EDIT: Scratch that, it's working again. All it needed apparently was a day/night cycle.
F1 Fan
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Joined: 29 Sep 2015, 11:35

Re: F1 Challenge '99-'02

Post by F1 Fan »

Hi again guys

Long time ago I have trouble with soft/hard tyres selection. This problem was solved. In Vehicles folder you choose the TBC. file of tyre (Bridgestone 2002.tbc for example). Then you open it and change this line.

From:
[COMPOUND]
Name="Hard Compound"

[COMPOUND]
Name="Hard Compound"
WetWeather=1

After that you can using all types of dry tyres in race.

But I have another question. Normally soft and hard tyres look identical. But in race I don't know which type the AI use. My plan is to make two visuals for two dry tyres. Soft tyre should have red stripe in middle and hard tyre should have white stripe. I MAS. file I create two visuals but game still count only one type of visual for two dry tyres. I cannot find the solution for make this process work. Is there any way to make this thing happen ?

Thanks for answering
nick1993555
Posts: 2
Joined: 14 Mar 2018, 13:26

Re: F1 Challenge '99-'02

Post by nick1993555 »

hello.I have a few questions about editing the game..First of all is it possible to transfer drivers from one team to another? for example jacques villeneuve to ferrari in 2000?Secondly in some modded tracks pit stops dont work..the ai is going into the pits and then rejoined the track withour refuelling the car
Thanks in advance
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