Virtual Grand Prix V1.0D
THIS NEW ARCHIVE REPLACES THE OLD VGP1.0d ONE THAT WAS CORRUPTED-
IF YOU DOWNLOADED IT, PLEASE RE-DOWNLOAD THIS AGAIN-
THIS ONE WORKS OK!!!
INSTALLING THE PATCH:
You must have the original version of the game (CD version) and have it
installed onto your HD.
Copy VGP/VGP.Hi executables in the directory you have installed VGP to,
then copy TraspBrush.data and Season.config to the Dati/ drawer. There is no
more a "double-buffered" version of VGP, if you want double-buffering simply
edit the VirtualGP/VirtualGP.Hi scripts, locate the "VGP" command and replace it
with "VGP double"; the "double" option instructs VGP to use double-buffering.
If you want to install the arcade version, copy AGP/AGP.Hi execs instead
and rename them as VGP/VGP.Hi
CHANGES FROM V1.0C:
- Carbon brakes: VGP now simulates carbon brakes (like real F1 cars) and
no more steel brakes. Carbon brakes, apart some minor
differences, brake a lot more than steel ones
- Tyre grip: VGP now simulates a better (more realistic) tyre grip
coefficient, thus giving an even more realistic car
- Better Gfx: VGP now uses better gfx for trees, they are now large
polygons that can be used for large tree blocks. Some
blocks are included in this archive in .geo format (so
that you can use them in your own tracks while using
TrackDesigner): if you want a taste of how they look, try out the Monza
track included in this archive (copy it to the Piste/ drawer)
Of course, the "old" trees are still there...
A little bug that made the track sometime disappear was
- Config Season: VGP now lets you configure the championship season; the
Season.config data file contains the number and the
names of the GPs of the season, simply change it to
simulate different seasons. Of course, you can design new
tracks, but a drawer with the corresponding name, containing the required
info for the track, must exist in the Piste/ drawer...
A NOTE ON NEW TRACKS:
Should you design a new track, you must supply in the corresponding
folder the Pista.config data file; this data file contains info for the track:
- The first number represents the number of laps of a FULL-DISTANCE GP -
Then, comes an hexadecimal value representing roughly the maximum speed
reachable on the track. A value of 10000 represent 90kph, so 30000 is
270kph and 3c000 is ~340kph; this value is used by opponents as a rough
estimate on how to set up the gear box ratios, they will fine-tune it
depending on their car but you MUST supply a good starting figure - Then
comes the amount of downforce of the wings: again, this is a rough estimate of
how to setup the spoilers, opponents will do their fine-tuning on it but
they must have a rough idea on "where" to start, so you must supply it.
Valid ranges are from 260 (minimum) to 340 (maximum), again in
hexadecimal format - Then comes the fuel consumption per lap; to find it,
multiply the expected fuel consumption per lap times 218 (decimal) and
then convert the result to an hexadecimal value. To find out the fuel
consumption per lap you can use the on-board computer of your car, or
you can find this info from magazines etc.
- Leave the next number to 16, lower it if your track is full of hills
etc. (this controls the "horizon" Z position)
- The last number is the "roughness" of the track: valid ranges are from
some units (very flat track, DON'T use 0) to 2000, again in hexadecimal
(very uneven track)
There isn't an "official" VGP www site, at the moment, so upgrades/patches etc.
will be available on Aminet. There is anyway a VGP mailing list, there are
already many users there, willing to share ideas / setups / hints etc. You can
post your questions there too. To join it, simply send a blank mail to:
Remember, however, that it's a "user mailing list", so for any questions about
availability of the game, purchase orders, replacing / refunding, etc. you
contact Epic Marketing