Re: What is possible to have in GP2?
Posted: 26.09.2018, 22:51
Imagine if he was able to actually make Grand Prix 5. That game would probably have been absolutely amazing
After installing Windows XP and VDMSound, I was able to get GP2 running under NTVDM. The speed was very good, and that was something I missed after moving most of my DOS games (and GP2) under DOSBox. There was one problem: GP2 sometimes crashed under XP. I later found VelocidadeXP-patch for GP2, but unfortunately I have never tested how it works.
Yes, F1RS is a tricky one. These days we would disable VSync and set the frame rate cap to 85 with RTSS or a similar program.
Yes, virtual safety car for season 2015 and up.
Thanks to gp2limit we are now able to make, at least, a bit longer tracks than what was originally possible. (I was impressed by the added detail on 1980's Monza, that took good use of gp2limit.)
F1 cars would have had what we call a dogbox without syncros back then. You only use the clutch while going into first from neutral. In the other gears you don't need a clutch as you are shifting at high rpm and it rev-matches to get a smooth engagement. They sell one of these for a car that I have, and I thought about buying it, but I never race it at a track (only fun on the street).
Paddle shifters where introduced by Ferrari in 1989, but the gearboxes required a clutch for much longer, until 1999 iirc, except in the automatic / semi-automatic era of 1991-1993. Last team to run a fully manual gearbox with H-shifter was Forti in 1995.karudo wrote: ↑15.06.2022, 04:11
– GP2 has already code for clutch. Now I'm more sceptical, but hopefully we could found a way to make GP2 to require clutch to be pressed on each manual gearshift. *) This thought continues from my previous thought. This feature, I meant, would be only needed to be used with legacy season mods (before 1989) / other series mods when dogboxes were not present.