For Grand Prix 2 by MicroProse
Knowledge Base, Help, Informations
under construction
Beginner ?
 Then follow these instructions!
What is Grand Prix 2?
--It's a Formula 1 simulation written by Geoff Crammond and published by Spectrum Holobyte-MicroProse. GP2 is an evolution of his original F1 simulation, 
Formula 1 Grand Prix, which was also known as World Circuit. 
--Gp2 is also one of the most in-depth games in terms of third-party utilities and add-ons.
--GP2 or GRAND PRIX 2 is the sequel to the highly successful Formula 1 game WORLD CIRCUIT. Originally designed for the Amiga computer in 1991 by Geoff Crammond and released by Microprose. GP2 was released in the summer of 1996 after three long years of waiting.
Grand Prix 2 or Grand Prix II ?
Question:: What is the difference between Grand Prix 2 and Grand Prix II? I have also seen two different box of design.
Answer: Grand Prix 2 and Grand Prix II is the same game, but GP 2 is European name and GP II is American.
E-Box Box
European American
3D Graphics Support 
Grand Prix 2 does not support 3D graphics cards.
Background music
If you play the game without the CD-ROM you won't hear any music.The music files remain on the CD-ROM and are not transferred onto the hard drive.
Carshape distance problem 
 Solution  ---
CC stands for Computer Cars. Also often referred to as the "AI" (Artificial Intelligence)
:On certain tracks, it is possible to take shortcuts. GP2 does use black-flags to prevent most shortcutting, but this is not very effective in some locations. Curva della Roggia at Monza and Busstop Chicane at Spa are two obvious examples.
Shortcutting at Curva della Roggia, Monza
Commercial Add-On Discs   OUT NOW !!!!! This is only for information which add ons WAS available OUT NOW !!!!!
Copies of the closed sites from Instant Access : -perfect Grand Prix    -Perfect Grand Prix Track Pack & Game Editor    - Track Pack 98
Control Method
Control Method  --How to Set Up a ThrustMaster T2 ,a VR Pilot and CH Pedals Configuration, a CH Steering wheel and Pedal Configuration
Converting JAM Files To convert JAM files to BMP files and vice versa, you'll need JAM Editor. This program is suitable to edit track graphics.
GP2edit is the best program to edit car graphics. 
Painting Cars Probably the editor to paint cars, helmets, cockpits and adverts is Paint Shop Pro. Tough it's a shareware program, it's a very good one!
First import the GP2 palette from the GP2\BITMAPS\CPITHI.PCX file and save it as separate palette file. Open the car bitmap to the paint editor, increase the color depth to  16 million colors. Then start painting! Paiting the light green areas won't affect to the car appearance in the game. The left bar on car bitmap is used for shading. Don't change  it. After you job is completed, load the GP2 palette to the bitmap and export the bitmap to the game. 

Tutorial : Painting a car in Paint Shop Pro
Painting Helmets  The helmet files are in the HELMETS1.JAM file. Paint them just like the cars. 
Painting Cockpits The VGA mode cockpit is in the GP2\BITMAPS\CPITLOW.PCX file and the SVGA mode cockpit in the GP2\BITMAPS\CPITHI.PCX file. Paint the cockpits just like the  cars and helmets, except some of the palette indexes has been reserved for the team cockpit colors. 
To change the cockpit gauge, check out "Editing CPD cockpits" below. 
Editing Car Shapes  To install and edit the car shapes, you'll the Car Shape Editor. 
Grand Prix 2 contains two types of car shapes, "low nose car" and "high nose car". You can change in GP2edit if the team uses low- or hinose. Of course, it's not forbidden to  add high nose shapes to both of the slots or vice versa. 
Editing CPD Cockpits To install and edit CPD cockpit files, you'll the Cockpit Designer Editor. Installing is also possible with GP2edit
CPD cockpit practically just like the original BITMAPS\CPITLOW.PCX and \CPITHI.PCX files, but it also contains new cockpit gauge definations.
Editing Menu Pictures With WinhipicPro you can  extract and insert menu pictures
Editing Sounds You can extract the sounds of GP2 from the SAMPLE.CAT file and the convert them to WAV files by using the GP2edit. You can listen to and edit the sounds. The edited sounds can be insert back to SAMPLE.CAT. The sound format is 8-bit 22050Hz mono.
Editing Tracks  To edit and view tracks in Windows, you'll need the Track Editor. You can easily change track piece lenghts, angles, heights and extra commands. Current version of the track  editor does not view the CC line correctly, which causes pain to the track makers. If you want to change the track piece lenght or angle, you'll need to redone the CC-line.
Track editing tutorials are available on the Tracks and track editing information center
Extracting Setups from Hotlaps
Load the hotlap into the Performance Analyser, then exit back to the car setups screen, the setup should have changed to the one in the hotlap. 
FAQ by MicroProse
Frame rate
How to improve frame rate --
Fuel supply - Computer Cars
Several of the new tracks, when race length is altered with gp2edit to say 25% or 39%, will not provide enough fuel for the cc cars to finish; and, when they pit for
fuel late in the race, something goes wrong and they all retire.
--With Track Editor you can change the fuel load by loading the track file and editing the "CC Setup" dialog box. The box includes a "Fuel Load" box and also a button to calculate
the approximate correct amount of fuel for a lap. I don't know how this works so it may not be accurate for some extreme tracks eg flat-out ovals etc. Just increase this number if the cars use all their fuel too soon. 
Geoff Crammond
Geoff Crammond  -  written by John Slade.  Geoff Crammond  -written by masayard ?
HOF2LAP scans saved hotlap replays and games to detect the used BHP, car setup, laptime etc.  The latest version is now used to work in cooperation with GP2LAP.
Loading a hot lap will also load game settings from the hot lap, so probably your game settings will go upside down. But every time you exit from the game you will receive
a question 'save changes?'. You should answer 'no' and then your settings will remain as they was when you started the game. Answering 'yes' will save the current changes.
The Secrets of Fast Hotlaps for GP2  by Michael Lam. 
Hotlapper tips
 hotlapper tips.htm
Install a ..
car .bmp Easiest with GP2Edit, just choose the team you want to use the car for, select 'New Car' and load it in - then export to GP2
carshape .dat Use Paul Hoad's Car editor to load and export the new shapes. Use Gp2edit to set the nose to suit the car.
cockpits .cpd  Install .cpd cockpits with  CPDirect 1.1 or   GP2 Cockpit Designer  or  GP2edit  . 
cockpits .pcx  Install .pcx cockpits with GP2edit or replace the files in the Bitmaps folder.
helmetshape .hlt just load the .hlt file in Paul Hoad's Car editor and export that file to gp2.exe too.
helmets (ingame) .bmp load the bmp file in GP2edit and export it into the game.
helmets (menu) .bmp load the bmp file in GP2edit and export it into the game.
GP2edit carset .gp2 You need Steven Young's  GP2edit   to create and install the carsets
GP2edit team file .1tm Run GP2Edit and open the team file in place of any team you like. Export into GP2
track .dat see under Track Installing
track maps .bmp With WinhipicPro you can export and import new trackmaps into the game.
JAM Files (in :\Gp2\Gamejams)
To convert JAM files to BMP files and vice versa, you'll need JAM Editor. This program is suitable to edit track graphics.
GP2edit is the best program to edit car graphics. 
With JAM editor, you can import/export a single texture or import/export the whole canvas.
JAD Files
GP2 texture files are as JAM-format. You can see that the GP2\GAMEJAMS subdirectory if full of them. The problem with JAMs is that you cannot compress them with
 WinZIP, so it's worth converting them to BMP or JAD format, for smaller download/upload times. 

 JAM file is not just a regular bitmap file. It contain important texture information, so converting JAM to BMP will lose this information. But when you convert JAM to JAD,
 you are able to compress it and it won't lose the texture information. 

 JADs are typically used while distributing new tracks. You'll need to first convert them to JAM format before playing GP2. Tools to convert JADs are JAD2JAM, JAM Editor

Jean-Paul Belmondo in Pacific
Jean-Paul is not a F1 driver, but his son Paul is. There is a bug in name file, but names are correctly in manual. If you want to drive with correct names, replace Jean-Paul Belmondo to
Paul Belmondo. 
Absolutely unique is the playability by keyboard. No marketing-hype here! The steering help feature makes it playable, turning traction control off makes it challenging. It just works.
How do I start without lots of wheelspin using keyboard? -If you are using keyboard its very hard, the best way is to increase your first gear to about 35.
Network Support 
Grand Prix 2 supports modem and serial link play, but it does not support network play, e.g. IPX protocol.
 Network Racing by Matti Laitinen ----
-Yes! It possible to play the game without CDROM in the drive! Visit the software page to download the util. 
-Now you can leave the CD-ROM in it's box. You won't hear anymore background music and see the animations, but no anymore waiting while loading
Performance in championship mode
 Change performance in championship mode -(german)--
Plank Wear
There's only one plank. The four depictions of plank wear here are just to indicate the amount of wear suffered by each corner section of the plank.
Since Ayrton Sennas' death in 1994 F1 cars carry a single wooden 10mm thick plank under the floor of the car. Its purpose is to deliberately make the underside of the car less aerodynamically optimal. It reduces aerodynamic downforce gained via ground effect and thereby grip. The only recourse drivers have is to take corners slower than they otherwise could. The rules state that the plank must not be worn down by more that 1mm at any point on its surface. If its worn past the 1mm limit then in real world F1 you'd be disqualified. Gp2 however, recognising that an after race disqualification wouldn't particularly endear the game to sim races, instead of disqualification burdens you with a significant amount of extra drag whenever an overly worn plank touches the ground.
Processor Occupancy (PO)
When you push the 'O' key during a replay or when you are playing GP2, the game will show you a percentage value that indicates how bussy your processor is. This value is called Processor Occupancy (PO) and  ranges from 0 to 100% .... and  HIGHER. Basically, a value less than 100% means that you are driving in "realtime": your processor is fast enough to calculate the desired framerate with the selected graphical options(objects around the track, textures, smoke..). So if you drive a lap in 1m30 (simulated time), you will have been
driving (close to) 1m30 in reality also. When you would have a constant PO-value of 200% during driving, the simulated time would still be 1m30, but if you watch your clock on your
wrist, you'll notice that you drove around 3min in reality! You drove in slowmotion! (clearly  recognisable in the slowdown of the action on screen) No, this has nothing to do with
Einstein's Theory of Relativity: your processor simply tries to calculate all the frames, but since it is not powerful enough it needs
twice as much time as desired. 
Note that it does not really work like that the other way round: if your processor is so powerful that it has only 50% occupancy,
you will not play faster than realtime. Also note that the "watch your clock"-experiment above is a theoretical example.
Here are some tips to get that PO-figure down:

       1. for a good approximation, always set the desired framerate about 2 frames per second lower than the framerate that
       GP2 "recommends". GP2 is typically too optimistic with this estimate, and you end up with slightly sluggish gameplay.

       2. run in DOS instead of Windows95: I experienced a speed difference equivalent to something like 1.5-2 fps. 

       3. you don't need any details, let alone textures in the mirrors when hotlapping, and not much else either! We are not
       here to admire the landscape! So turn them off and only leave the most essential ones on.

       4. use one of those bigger cockpit pictures that you can download from the Net. A bigger cockpit (maybe even combined
       with smaller mirrors) leaves a smaller part of the screen to be updated, and as such it makes the game slightly faster.

Purple Wheels
That happens when you paint your personal car.
At the top left of the bitmap there's a vertical row of 32 pixels, never paint over or remove these as the wheels of the cars will turn purple when viewed from a distance, if you have removed these just paste them back from another bitmap.
Random failures
Failures are random and not influenced by drivingstyle. They are decided at the start of the race. Could have been better!
These failures will not be influenced to any degree by the driver during the race . They are random. For example a driver who is constantly driving over the curbs will have no greater
likelihood of incurring a suspension failure than a conservative driver who religiously keeps off them. Of course this isn't as realistic as it would be if some of the failure types were
driver influenced. Still, it is a genuine attempt at greater realism.
When Gp2 starts a new race weekend certain events that will occur during the event are generated and 'logged' into the event profile. Car failures are such events. This means that car
failures, both yours ( if you've turned them on ) and the computer cars, are pre-programmed at the start of a race event. An implication of this is that if you save a practice, qualifying,
warmup session, or race at some point, and later in the race your engine dies, you can't simply restart from your saved game position hoping for better luck next time. The same failure
will occur at about the same time again because its logged in. You'll have to start a completely new race event to avoid the failure recurring.
Release date 
30. Jun. 1996,   30. Aug. 1996
Replay ?
The file that you get when you save a hotlap (or game) within Grand Prix II. Can be played back on another copy of GP2. It contains driver input, performance factors like BHP, driver and track name, framerate... But NOT things like carshapes, textures
Replay bug
Maybe the only native GP2 bug: sometimes a replay produces a totally different event. If it happens in a race, you're screwed! 
Running of Out Fuel
Altering the quickrace length can affect GP2's fuel calculation, make sure your setup has automatic pit stops enabled.
You can get out of the sand traps, but you will lose time because the wheels are spinning causing your car to slowly leave the trap.
Use GP2Lap.  To create a screenshot simply press F12. This will save a screenshot to file gp2_xxxx.bmp. 
How to make a screenshot with PCXDUMP (win98)  Use PCXDUMP to make screenshots from menuscreens
Saving Lap Records
GP2 only saves race records on 100% distance, but with gp2edit you can fix this problem.
How to setup a car --How to .... Set Up a Formula One Car
Slowmotion driving
--Slowmotion driving is the result of the internals of the GP2 game engine. Instead of dropping frames when the CPU isn't capable of giving you the configured framerate and graphics details , the engine stretches gametime. This helps in getting better laptimes, and is of course against the spirit of hotlap leagues.
--This is the most criticised "feature" of GP2: the game-engine doesn't drop frames when the processor can't handle it. Instead, it stretches gametime! 
This leaves the possibility to drive in slowmotion.
--When you set the framerate and/or graphics detail to a level that your computer cannot deliver in realtime, the game slows down
  and gives you more time to react. For example it becomes much easier to read your speed in corners. It's clear that this is
  against the spirit of hotlapping! Ultimately, hotlapping is all about testing your realtime. Driving in slow-motion
  gives you an advantage over other people. Tests in practice have shown that people can be upto 0.8 seconds faster on a
  track like Adelaide, only by forcing a PO of 160-170 instead of under 100!! It is very difficult, even impossible to spot this on
  the basis of a replay. When you watch a replay of someone elses lap on your computer, the occupancy values reflect the
  occupancy of your own processor. So it does not give information about the PO when he was driving on his system. The only
  indications are things like speed of gearchange or other actions that seem to be executed supernaturally fast when replayed in
Slot / Track slot
The trackslot is the position of the track in GP2. Interlagos is in slot 1, Aida is in slot 2... Adelaide is in slot 16. Each track is a file in the /GP2/circuits/ directory. So we have f1ct01.dat  upto  f1ct16.dat. (tracks are only copied to the harddrive if you do a full install of GP2). With the arrival of new tracks, it was discovered that the laptimes shown by GP2 change from slot to slot. If you put the same track in slot X and slot Y, and you drive identical laps, the driving will feel exactly the same but the times will differ significantly! If we want to compare laptimes driven by different people, it is important that we use the tracks in the same slot.
Slot 16 Problem
All tracks except Adelaide have problems with this position. You can use other tracks than Adelaide here but with one major flaw: The Computer Cars perform very poor. 
Slots and the problem with the pitlane
 The problem with the pitlane ---
Slower in Race than in Practise
GP2 varies the car HP and Grip settings to better simulate real F1 racing conditions
The background music is stored on the Gp2 CD itself.
The gameplay sounds are transferred onto your hard disk during the game installation process and are stored in a compiled form in the Gp2 subdirectory sounds in a data file called Normally you can't access the sounds in the file - but by using gp2edit you can de-compile the file into 100 standard WAV format sounds. Once the sounds are in WAV format you can modify and replace them as you wish - with certain restrictions for some sounds, and then again use gp2edit to re-compile them back into Gp2's file.
Engine Sounds Sound 0
Sound 1
Engine High
Engine Low
Most other sounds can simply be modified or replaced and Gp2 will simply play them as given at the appropriate time. However these two 
sounds work differently from most of the others. These two combine to make up the engine sound, which of course has to match the
current rev level of the cars' engine. Gp2 uses its own internal processes to change the pitch of these sounds to match the engine status.
Sound 2
Sound 3
Sound 4
Sound 5
Sound 6
Gear changing
Gear changing
Gear changing
Engine starting
Engine idling
Tyre Sounds Sound 7
Sound 8
Tyre screech
Tyre screech
Contact Sounds Sound 9
Sound 10
Sound 11
Sound 12
Sound 13
Sound 14
Contact - short, sharp, high, mild-ish impact
Contact - short, sharp, lower than 9, medium impact
Contact - short, sharp, lower than 10, heavy impact
Contact - short sharp, simular to 11
Contact with curb, or ripple strip
Contact with wall - long - wall scraping
Off-Track Sounds Sound 15
Sound 16
Sound 17
Gravel trap transversing
Rumble - very low, occurs when a car is being cranned off the circuit.
Rumble - car on grass
Car Passing Sounds Sound 18
Sound 19
Sound 20
Other car passing in distance, medium pitched    These sounds are used when you're in the pits area and another car goes past you on the race track.
Other car passing in distance, high pitched
Other car passing in distance, low pitched
Garage Sounds Sound 21
Sound 22
Sound 23
Sound 24
Sound 25
Sound 26
Garage - air gun
Garage - Dropping a small object ?
Garage - compressed air
Garage - another air gun
Garage - ratchet wrench
Garage - squeak
Crowd Sounds Sound 30
Sound 31
Crowd - cheering
Crowd - cheering
Special Event Sounds Sound 32 Race pre-start horn
Weather Sounds : Sound 27,28,29 - Rain.  Not used in the game, Gp2 doesn't include any wet weather simulation effects.
Radio Sounds :      Sound 33 to 99      Gp2 does not simulate pit radio communications. However the sound files for these are included in the sound data file. As with the weather sounds, this implies that the games' producers were probably hoping to have pit radio communications included in the release version but for whatever reasons were unable get them into production.  Example : 
Steering Help
-The helpfunction in GP2 that makes enjoyable and challenging keyboard racing possible. The car is more or less "attached" to an ideal line on the track (the same line that is displayed when you use helpkey F5). This makes it possible to overcome the digital nature of keyboard steering. Steering help can only be disabled with ( when driving by keyboard.
Teams and Drivers - Original GP2
Williams-Renault 0 Damon Hill 2 David Coulthard
Tyrrell-Yamaha 3 Ukyo Katayama 4 Mark Blundell
Benetton-Ford 5 Michael Schumacher 6 Jos Verstappen
McLaren-Peugeot 7 Mika Hakkinen 8 Martin Brundle
Arrows-Ford 9 Christian Fittipaldi 10 Gianni Morbidelli
Lotus-Mugen 11 Alessandro Zanardi 12 Johnny Herbert
Jordan-Hart 14 Rubens Barrichello 15 Eddie Irvine
Larrousse-Ford 19 Olivier Beretta 20 Erik Comas
Minardi-Ford 23 Pierluigi Martini 24 Michele Alboreto
Ligier-Renault 25 Eric Bernard 26 Olivier Panis
Ferrari 27 Jean Alesi 28 Gerhard Berger
Sauber-Mercedes Benz 29 Andrea de Cesaris 30 Heinz-Harald Frentzen
Simtek-Ford 32 David Brabham 32 Jean-Marc Gounon
Pacific-Ilmor 33 Paul Belmondo 34 Bertrand Gachot
Time-difference Graph
A graphical representation of two or more hotlaps that shows exactly where time was lost or gained. The internal GP2 performance analysis viewer doesn't offer this functionality, which is a shame as it is a very handy tool. Fortunately, F1Perfview by René Smit makes it possible to do it in Windows, along with lots of other great things.
Closely related to the track slot issue below. Each trackslot in GP2 seems to have its own "timefactor". If you use the same track in each of the 16 slots, and you drive identical laps around them, the times shown by GP2 will differ with a certain factor. On the other hand, the time in reality will be the same on each track! Only in some of the trackslots, the time displayed by GP2 will be identical to the time in reality (if you don't drive in slowmotion anywhere on the track).
You can't select tyre compounds (A,B,C,D) yourself. As in the real '94 season Goodyear makes a choice of tyre compounds and brings only 1 type to each circuit. 
There are 7 sets of tyres, and the 3 numbers above are how many laps you have done on each set of practice/qualifying tyres. The r1,r2,r3,r4 are typically reserved for the race.
.. in the 1994 rules there was only one tyre compound taken by GoodYear to every race and this is reflected in the game. All the sets of tyres are exactly the same compound. You are limited to using a total of 7 sets of tyres over the whole race weekend event. All that matters in choosing the tyres is the wear of the set.
The R tyres [R1, R2, R3, R4] are tyres reserved for the race, depending on what strategy you go for. They are exactly the same as the other tyres, but are simply marked for race use. You can still use them for qual or whatever.
At the bottom of the graphic the tire compound in use is mentioned - in this case Tire compound: B. This is advisory information only as you can't influence the type of tire compound for a given circuit in any way. According to the 1994 F1 rules, upon which Gp2 is based, only one tire compound can be used for an entire event weekend. There are no special qualifying tires or other compounds allowed. Every team uses the same compound tire. Also, during 1994, Goodyear was the only company that made Formula One tires. Before a race weekend, in consultation with the teams and relying on past data, the tire provider would decide on the type of tire best suited to a circuit and then provide all the teams with that same tire. There are four possible tire compounds used, called A,B,C,D. Compound A is the hardest and most long lasting but also has the least grip. Compound D is the softest and fastest wearing but has the most grip. Compounds B and C are intermediates of harder and softer compounds respectively. Each circuit has a single tire compound assigned to it by Gp2 which should be in accordance with the reality of the real-world 1994 F1 season. Even though you don't have any say in the tire compound you use, I still think its nice to know what you're driving on. You can look up the tire compound yourself from within gameplay, via the Car Setup / Inspect Vehicle screens - or you can read the table I've set out below.
Circuit - Country - Tire Compound Circuit - Country - Tire Compound
Interlagos - Brazil - B Hockenheim - Germany - A
Aida ( Pacific ) - Japan - C Hungaroring - Hungary - D
Imola - San Marino - C Spa-Fraccorchamps - Belguim - B
Monaco - Monaco - D Monza - Italy - A
Barcelona - Spain - C Estoril - Portugal - B
Montreal - Canada - C Jerez ( Europe ) - Spain - B
Magny-Cours - France - B Suzuka - Japan - B
Silverstone - Great Britain - B Adelaide - Australia - D
Tire Wear
There are of course four tires and the graphic depicts the amount of wear each tire has suffered. Its not unusual for the four tires to wear at different rates and it would be false economy to try to balance your cars' setup by balancing its tire wear rates. The object here is not so much to equalise the wear rates on all the tires, but to check to make sure that the wear rate your getting will fit in with you pit stop strategy. As the tires approach their 4mm limit their adhesion ability drops off. In Gp2 you can't wear out your tires to the point that they'll blow out, they'll just reduce in grip progressively. Tire wear in Gp2 does respond to you driving style. If you lock up your brakes constantly, slide the car around through all the corners, and wheel-spin your way out of corners, then you can expect your tires to wear out somewhat faster that if you were more conservative. Of course, you may feel that you gain more from a ' vigorous ' driving style than you loose via an earlier than usual loss of traction as the tires wear out. Frankly Gp2 doesn't punish you as much as it should for tire abuse. Your tires will never blow out anyway, and the amount of traction loss you experience is actually rather conservative in my opinion.
Track Installing
 Sebastian's Track Installing Guide -   How to install tracks - David Greene
See the readme-file / gp2form for recommondations for the choice of track to replace ! (not every track works in every “slot”).
If you are driving on the track and notice lots of grey areas, probably the name of the new subdirectory in the \gamejams-subdirectory is wrong and you have to check and correct that. 
Track-length-unit (in Track Editor)
One unit is 16 feet, is 4.87 meters
Track related code in the gp2.exe
Unfortunatly not all track related code is in the track files itself. A part of the code is in the gp2.exe.
The names for the countries and tracks. If you rename the file f1ct01dat to f1ct02.dat you have Brasil/Interlagos on position two but the name shown in the selection screen of GP2 is still Pacifik/Ti Aida.
The length of the track. This value is shown in the track information screen in GP2. Also its used to calculate the average speed shown in the results screen of a race. But the most important part of the tracklength is, that it affects the pitstop strategy of the CC's. This means the value should be at least something close to the real length of the (GP2) track. Otherwise don't be surprised if most of the CC's make a regular pitstop 3 laps before the race ends.
The number of laps. If you move a track file to another position it will use the previous number of laps for a 100% race. If you move Interlagos from slot 1 to slot 9 (Hockenheim) (f1ct01.dat => f1ct09.dat) a 100% race has 45 laps instead of the formarly 71 laps. This is because Hockenheim is a much longer circuit and needs less laps.
The tyre consumption. As the number of laps also the value for the tyre consumption is stored in the gp2.exe. If you move Monaco from slot 4 to slot 9 (Hockenheim) you get only the half tyre consumption (15215 instead of 32384) there. This has an important affect on your lap times an you could easily chose a one stop strategy.
The time multiplier. I don't think really that something like a time multiplier exists. It is only a try to describe this effect when you move a track from position to position. If you take a track file and put it to all available positions in GP2 (this means: you copy f1ct01.dat to all available slots: f1ct01.dat .. f1ct16.dat) you have only one circuit in the game, but in every slot. If you drive a fast lap on this track on every of the 16  positions, you won't feel any difference between the slots. Well, its still the same track why should make it a difference wether you drive it  on slot 1or on slot 16. But the times shown by the computer differ a lot. If you meassure the real time you need for a fast lap with a stop watch you will see, that the times are still the same. Only the times shown by the computer are differnt. This is caused by the "time multiplier".

SOLUTION : Start the game with gp2lap. With gp2lap the game use the info for country/trackname/lenght/number of laps and tyre consumption stored in the track.dat.
SOLUTION 2 : Install the tracks with  Fragata GP2 Track Manager
But there is no solution for the time multiplier.

Tracks and slots
Gp2 uses 16 tracks. They are set out in the track selection list that comes up whenever you proceed through towards a gameplay session. The default circuits from  Brazil to Australia have track data file names from f1ct01.dat to f1ct16.dat respectively which are located in the Gp2 \ Circuits directory.
Each position in the list has its own unique track performance value. It' been suggested that the original function of this value was to adjust the computer driven cars' ( CCs ) performance at each individual track so that they matched, more or less, the known lap times of the real world F1 cars. This seems a reasonable assumption. This means that a given circuit when slotted in at one list position will promote different lap times than when that exact same circuit is slotted in at a different list position.
Before we had the ability to produce new tracks or to swap track positions around this wasn't an issue. Everyone by default was racing any given track in the same list position as everyone else. But now that we have new tracks, and can put those tracks in any position in the list we like, and can also swap around the positions of the existing circuits as we please, it confuses the integrity of lap times - due to the different track performance values of the different list positions.
The track performance value may be a single value somewhere in the program code or it may be a combination of different values of which some may be fixed while others are variably. These things at this time are not entirely understood. In any case, that different track list positions produce significantly different times can easily be demonstrated by anyone who cares to take the time to investigate the matter.
Before if someone said they achieved a certain lap time at a certain track we could simply take it without qualification. But as the position of the track in the track list can greatly affect the achievable lap times its no longer enough simply to say the circuit and the time. We now also need to know the track list position the track was in when the time was achieved. The track list position affects the times of both the CCs and the human drivers. To see the effect for yourself copy any track you like both to the Pacific position ( the second position ) and the Australian position ( the sixteenth position ) and with the same car setup see how you go at each. You'll be much faster at the Pacific position.
Below is a table I've worked out that sets out the track position performance factors, by both the default original circuit positions and also by the performance factor itself. These results have been obtained by experimentation and not by hacking the Gp2 game code. Experimentation methods, as done here, are not always perfectly accurate. If you test the track performances yourself you may find slightly different
values. Having said that I do believe that the values shown here are reasonably accurate. They are the result of more than just one testing procedure and session. Hacking, ie reverse engineering and analysing, the Gp2 code should produce a perfectly accurate result but I don't have the skill or knowledge to do that.
Track Performance Position 
by Performance Factor
slot  (Original) circuit performance factor 
02 Pacific ( Aida ) 1.000 ( fastest )
14. Europe ( Jerez ) 1.015
03 San Marino 1.033
13 Portugal 1.046
05 Spain 1.050
10 Hungary 1.050
01 Brazil 1.052
08 British 1.057
15 Japan 1.060
11 Belgium 1.070
07 France 1.083
12 Italy 1.087
04 Monaco 1.104
09 Germany 1.129
06 Canada 1.155
16 Australia 1.174 ( slowest )
You can see that the f1ct02 track position, position 2 originally occupied by the Pacific circuit, has the lowest ( and therefore the fastest ) track performance factor. The f1ct16 position, position 16 originally occupied by Australia, has the largest ( and therefore the slowest ) track performance factor. What does all this mean in actual gameplay ?
For example ... Say you had a circuit on which you could lap in say 1m0.000s when that circuit was slotted in at position 2 ( the f1ct02 "Pacific" position ). If you took that same circuit and slotted it at position 16 ( the f1ct16 "Australia" position ) you could expect to lap times to increase by .174 x your position 2 lap times. That would be in this example ... 1m0.000s + ( 1m0.000s x .174 ) = 1m10.440s - an increase of nearly 10.5 seconds on the same circuit with the same car setup and power defaults etc and with the same driver but with the track slotted in at a different track position on the track list. Quite a difference I'm sue you'll agree.
The tracks are just like they were in season 1994. For example, Imola is as dangerous and fast as it used to be and Silverstone has turned into slow track.
Brazil - Interlagos
Pacific - Aida
San Marino - Imola
Monaco - Monte-Carlo
Spain - Barcelona (no tyre chicane)
Canada - Montrela (no chicane)
France - Magny Cours
Great Britain - Silverstone
Germany - Hockenheim
Hungary - Hungaroring
Belgium - Spa-Francorchamps (no chicane)
Italy - Monza
Portugal - Estoril
Europe - Jerez
Japan - Suzuka
Australia - Adelaide
Traction Control
Also known as Throttle Control, Traction Control is enabled/disabled by pressing the F7 helpkey. It regulates the power that is being transferred to the rearwheels while accelerating. Although this assists in preventing wheelspin, it also results in slower acceleration.
Version Number 
The final version of Grand Prix 2 is v1.0b (all language versions). Microprose has never released any kind of official update, patch or add-on package for the game.
Wet Weather
Grand Prix 2 does not contain wet weather or any weather variation. Always a sunny day.

Where Is the Powerturn Gear
I can't select the powerturn gear anymore?
If you have the F3 help on or have turned steering help off, the powergear is disabled.

How can I make a good start without too much wheelspin?
          Using a steering wheel (with pedals) or a joystick will make this easier. However, if you play GP2 with a keyboard it becomes a little
          Probably the best thing you can do is holding down the space bar, then tap 'A' to keep half the number of REV lights lit, and when the
          lights turn green release the space bar.
          Another similar method is holding down the space bar, press and hold 'A' to full throttle. When you release the space bar but hold 'A'
          when the light are still red, you will notice the REV's will drop. Now it's a matter of timing. Make it so that when the lights turn green,
          half the number of REV lights are lit.
GP2 has crashed and now I can't start it up again!
You can solve this by deleting the file F1GSTATE.SAV from the GP2 directory.
Note this will destroy some of your settings but these can be restored by loading a previous saved game. So make sure you always have one!

Masayard's Tips & Tricks

                                              Don't hit the cerbstones to hard unless necessary.
                                              Don't block your wheels to much.
                                              Look at the computer drivers to see how they drive trough corners and what topspeed they have.
                                              When braking at high speed try to brake hard at the beginning and then a bit less.
                                              When you have a fight with Verstappen or Brabham, let them win or otherwise you both are out.
                                              If you get a black flag when you are in front in a race, weave from left to right in front of the oposition so they don't
                                              pass, then when you get your power back leave them for dead. Not very sporting, but since when has F1 been
                                              To learn a new track, put all driving aids to on (except the ones in controller configuration: steering help and the other
                                              one which I both always keep to off) and drive around. This way you have very little chances of getting off the track,
                                              and the memorizing process is not interrupted, which is important.
                                              Hit the gas when your in a chicane, you will gain about 0.2 sec.
                                              If you do a 360 degrees with your formula one, the best way to keep the car straight is when you are backward just
                                              push hard on the brake and when you are half way of your 360 just turn the steering wheel to the good way and
                                              Drive you first championship season with indestructible and without mechanical failures. You will learn the tracks much
                                              faster becuase you aren't then out in the first lap. You will need an aid utility.
                                              Before watching hotlaps or replays downloaded from the Net, save your current settings: save a game or hotlap. After
                                              watching 'strange' files restore your settings back loading the game/hotlap you saved.
                                              Check the occupancy at the start of the race. If it's over 100% do the following:
                                              Turn off the textures until the estimated frame rate shows that you'll get >25 frames/sec. Then decrease the frame rate,
                                              but not under 20. Then start the game and you will notice how well the game runs! Seems like GP2 uses the frame
                                              rate you have chosen as a minimum and the estimated as a maximum.
                                              At the start of the race, turn off all the trackside objects and after first lap put them back. The hotkey for that is
                                              ALT-D. You will notice how fine the game runs when there are lots of cars.

Thanks to : David Greene,- MasaYard,- Matti Laitinen,- Jo Helsen, -Phillip McNelley,-Pieter van Dieren, HOF2.5,-John Doe,-Jim Dunphy,-
Ian Hill,-addie walti,-Malcolm Mitchell,-Steve Figg,-
Special thanks to Phillip McNelley,
I have used a lot of informations from his (closed)

Trevor Kellaway who cracked the code to the .jam files