F1 2002 - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for F1 2002 - Strategy Guide (Page 02).
McLaren
Duration: Complete 17 races of at least half
full race distance (i.e., a race of
at least 39 laps at Monaco, which
has a full race distance of 78
laps)
Racing: Lap a backmarker
Milestone: Earn 200 points
Team Duel: Win Team Duel for the team
Basic Challenge: Complete Basic Challenge for the team
Advanced Challenge: Complete Advanced Challenge for the
team
McLaren (Silver) McLaren (Bronze)
Duration Duration
Racing Racing
Milestone Milestone
Team Duel Team Duel
Basic Challenge Basic Challenge
Advanced Challenge Advanced Challenge
Ferrari
Duration: Complete 17 full-lap races
Racing: Lead race from start to finish*
Milestone: Earn maximum points in a season
Team Duel: Win Team Duel for the team
Basic Challenge: Complete Basic Challenge for the team
Advanced Challenge: Complete Advanced Challenge for the
team
Ferrari (Silver) Ferrari (Bronze)
Duration Duration
Racing Racing
Milestone Milestone
Team Duel Team Duel
Basic Challenge Basic Challenge
Advanced Challenge Advanced Challenge
*If another driver can put the nose of his car just one pixel
ahead of yours for just one millisecond, your chances of
attaining this EA Sports Card at the current race are
destroyed.
This checklist can be used for strategy purposes. By
studying this checklist carefully, players can determine the
best approach for the game to gain as many of the EA Sports
Cards as possible in the shortest possible time.
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EA SPORTS CARDS ACQUISITION SUGGESTIONS
Here are some suggestions for acquiring the medals as quickly
as possible. However, A LOT of time will still be spent
trying to collect each of the EA Sports Cards.
General F1 2002 permits players to effectively 'skip'
medals. There is no reason to first earn a
team's Bronze Medal before working on its
Silver Medal. Instead, players can immediately
work toward earning a team's Gold Medal.
Earning a higher medal will still grant access
to those features unlocked with the acquisition
of a lower medal.
F1 2002 also permits players to acquire more than
one EA Sports Card (per team) per event.
'Event' is specifically used here, as even when
working on Challenges or Team Duel, other EA
Sports Cards (such as a team's Racing Card) can
also be earned.
Not surprisingly, the EA Sports Cards requirements
for the 'lesser' teams (Toyota, Minardi, etc.)
are far easier than those for the 'greater'
teams (i.e., Williams, McLaren, and Ferrari).
Acquiring the various EA Sports Cards can be made
a little easier by using Normal Handling with
Tire Wear, Fuel, and FIA Rules deactivated, and
with only dry Weather. Also, using shortcuts
where available can be very handy, especially
for those cards where one must gain first place
and keep from being passed for a specific
period of time. (For information on shortcuts,
see my F1 2002: Illegal Times Guide. I find
that Monza is the best circuit to use when
shortcutting could be an integral part of
attaining one or more EA Sports Cards.)
Toyota The Racing Card can be easily acquired in the hunt
for any of the other Toyota cards.
Ten finishes in the points are required to gain
Toyota's Milestone Card. One of these can be
earned simultaneously by scoring in the points
in an eight-lap race, which itself will grant
the Duration Card.
Minardi The Racing Card requires overtaking a teammate,
which is the entire point of Team Duel. Thus,
winning Team Duel will also grant the Racing
Card.
Arrows Somewhat similar to Minardi, the Arrows Racing
Card requires finishing in a position higher
than where one began an event. Therefore,
since Team Duel always begins with the player
at P22, successfully passing Team Duel will
grant two cards at once: the Team Duel Card and
the Racing Card.
Renault The requirement for Renault's Milestone Card
(winning twenty races) inherently means taking
first place, which is the requirement for the
Racing Card. Since the Duration Card requires
completing five sixteen-lap races, winning a
single sixteen-lap race will grant the Racing
Card. Successfully earning the Duration Card
with ONLY RACE VICTORIES means that five of the
required twenty wins for the Milestone Card
will have been successfully attained.
Jaguar The Jaguar Milestone Card requires scoring twenty
Fastest Laps. This is NOT 'Fastest Lap at
twenty races,' which is the misinterpretation I
included in earlier versions of this guide.
This means that if a player elects to compete
in a race of at least twenty laps, the
Milestone Card could easily be attained at just
that one race. However, such a tactic could
almost certainly never be realized, as a player
will occasionally be slowed by traffic, make a
mistake and run off-course, etc. On the other
hand, a good driver can easily set the required
twenty fastest laps within five races of at
least half the full race distance, which is the
requirement for attaining the Duration Card.
BAR The BAR Milestone Card requires earning 100
points. Fortunately, this is cumulative
across the entire game, so simply playing as
usual in virtually any race or event and
placing consistently within the Top Six will
amass points which will automatically be put
toward the acquisition of this card.
The Racing Card requires never leaving the track
for a single lap. Since the Duration Card
requires completing five full-lap races, even
a novice player should be able to keep to the
track for one full lap in a full-distance race
and not lose so much time that the player
cannot perform well in the race. I personally
tried attaining the Racing Card while working
on the BAR Team Duel (held at A1-Ring), and it
was a major handful trying to keep to the
track for an entire lap AND maintain position.
The BAR Milestone Card is earned by accumulating
100 points. This can be earned quickly by
competing in and winning ten four-lap races.
Jordan Jordan's Racing Card is earned by starting last
and finishing first. Depending on a player's
skill, this can be easily done while working
toward the Duration Card, which requires the
completion of nine sixteen-lap races.
For the Milestone Card, a season can use races as
short as four laps each.
Sauber The Racing Card is earned by setting the Fastest
Lap for a race. The best way to do this is to
choose a four-lap race, and start P22. Those
with excellent skills combined with prime
shortcut knowledge (and FIA Rules turned off)
can quickly catapult themselves from P22 to
P1 in just one lap, inherently resulting in a
Fastest Lap (since F1 2002 awards Fastest Lap
beginning with Lap 1 - this is a programming
error which can be greatly exploited!!!).
From here, a player must simply stay in front;
if challenged seriously, dirty tactics such as
banging wheels or cutting off the challenger
should preserve the Fastest Lap set on Lap 1,
unless the player can better that lap time in
the three laps which remain. Note: Team Duel
is a great place to attain the Racing Card,
although it will be eight laps in length.
As with BAR, the Milestone Card is based upon
points, which are gained cumulatively across
most racing events. Consistent performance in
the Top Six will result in points being
automatically used toward the acquisition of
the Sauber Milestone Card.
Williams The Williams Basic and Advances Challenge Cards
take place at Monza, finishing just beyond the
exit of Ascari (the left-right-left chicane
leading onto the back straightaway). The key
to a Gold Medal time here is to take Ascari at
full acceleration, which requires intimate
familiarity with this portion of the Monza
circuit as well as fast reflexes. This is
actually an important skill to have at Monza,
as the traditional top-running drivers (both
Schumachers, Barrichello, Montoya, Raikkonen,
and Coultard) are all able to fly through
Ascari at top speed, so a player able to do
the same can maintain position in relation to
these CPU-controlled drivers.
Winning two seasons is required to earn the
Milestone Card. It is certainly possible
within a season to win two races in a row,
which just happens to be the requirement for
the Racing Card.
For the Milestone Card, a season can use races as
short as four laps each.
McLaren McLaren's Racing Card requires lapping a
backmarker. This can easily be accomplished
in one of the seventeen half-distance races
required for the Duration Card. Depending on
the CPU, this may also occur in Team Duel or
even in a standard four-lap race is Failures
is activated, as cars may have trouble and
go to Pit Lane for repairs - thus giving the
player a chance to lap the backmarker(s).
As with BAR, the Milestone Card is based upon
points, which are gained cumulatively across
most racing events. Consistent performance in
the Top Six will result in points being
automatically used toward the acquisition of
the McLaren Milestone Card.
Ferrari Ferrari's Racing Card requires starting AND
finishing a race P1 WITHOUT EVER BEING PASSED.
This effectively means no Pit Stops without
having a large enough lead to maintain P1 (a
lead of at least thirty seconds should be
adequate for this purpose). This also places
prime importance upon gear ratios and circuit
selection - if a player wishes to attain the
Racing Card at a circuit which requires long
gear ratios (such as Hockenheim), the player
will likely fail at the standing start due to
long ratios' inherent slow acceleration. A
circuit with good shortcutting opportunities,
such as Albert Park or Monza, can work to the
player's advantage.
The Milestone Card requires earning maximum points
in a season - in other words, the player must
win EVERY race in the season. This will be
extremely difficult at circuits where passing
is fairly rare, such as Monaco and
Hungaroring, unless the player can qualify P1
and never be passed during the race. It may
also be a good idea to disengage Autosave, so
that if a player does not win a race within a
season, progress can be reloaded and the loss
wiped clean, allowing the player to make
another attempt; of course, the player should
save game progress after each win!!!!!
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TIRE CARE
At the beginning of a race and immediately after a Pit Stop,
the tires are brand new ('stickers') and need to be brought
up to temperature as quickly as possible so that they can
provide the best possible grip. During this period, sharp
turns or extremely-fast cornering will almost certainly cause
the car to slide, and perhaps even spin. However, slides and
spins will bring the tires up to optimum temperature even
faster, so you may wish to purposely induce slides when
entering corners, but only with extreme caution, as the
already-thin line between having control of the car and
losing control of the car will be at least halved until the
tires come up to optimum temperature.
The longer you run on the same set of tires, the more you
need to take better care of your tires. This is especially
important if you have had one or more off-course excursions.
You may experience slides when cornering.
If you have several offs with the same set of tires and find
yourself sliding around the circuit a lot more than usual,
you definitely need to return to Pit Lane for a new set of
tires. Essentially, you are driving on pure ice, and the
only way to 'reliably' get around the circuit is to bounce
off the rails - which is extremely difficult to do
'correctly' to keep yourself pointed forward.
One of the best ways to reduce the durability of the tires is
to corner at high speeds. The manual for Gran Turismo 3
gives an excellent, detailed description of what occurs with
the tires when cornering. In short, cornering at high speeds
causes a high percentage of the tire to be used for speed,
and a low percentage to be used for the actual cornering. To
combat this and thus extend the durability of the tires, try
to brake in a STRAIGHT line before reaching a turn, thus
reducing overall speed and providing a lower percentage of
the tires to be used for speed, and a greater percentage used
for cornering.
Note that if the percentage of the tires used for speed is
too high compared to the percentage used for cornering, the
car will slide and/or spin.
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DRAFTING (SLIPSTREAMING)
Drafting (also called slipstreaming) can be a very valuable
technique for passing, especially on high-speed circuits with
long straightaways. Drafting entails closely following a
car, and allowing that car's aerodynamic vacuum to draw your
car closer and closer while simultaneously giving your car a
short boost in speed; just before colliding with the other
car, dart out to the side and speed past as the 'extra' speed
gained slowly drains away. This tactic is best used on long
straightaways, and can be a prime passing method when
combined with late braking at the end of a straightaway. If
at all possible, try to draft off multiple cars, making
several passes at once while gaining a TRULY dramatic spike
in top-end speed.
However, QUICK reflexes and good tire grip are very important
to edging your car far enough out of the way to safely make a
pass while drafting, otherwise you will ram or clip the lead
car. Also, in F1 2002, some CPU-controlled cars will
actually slow (sometimes significantly) if you try to use
their aerodynamic wake to pass, adding more necessity to a
player's quick reflexes.
On the right side of the race screen, a set of bars will
slowly light up as a driver gets closer and closer behind
another car, thus able to take advantage of the lead car's
slipstream (aerodynamic vacuum) to suddenly jump out and make
a pass. When racing in very wet weather when cars are
launching a tall 'rooster tail' of spray in their wake, the
slipstream meter can be used to approximate the distance to
the car in front as well as the closing speed.
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FLAGS AND BOARDS
Auto racing presents a number of flags and boards to quickly
convey information to drivers as they speed around a circuit.
Many of these flags are shown by corner workers, track-side
personnel who display the various flags to warn drivers if
there is potential trouble ahead or behind them. Boards are
generally shown only at the Start/Finish Line. Please note
that not all of these flags and boards are used in F1 2002,
but they are used in real-world F1 racing.
Boards
Safety Car (SC): What is called the Safety Car in many
countries is better known as the Pace Car
in American motorsports. When this board
is displayed at the Start/Finish Line
(the board is painted white with the
letters 'SC' painted in large black
font), there is a significant incident
somewhere on the circuit warranting that
all cars at all areas of the circuit must
slow down and follow the Safety Car. The
main reason a Safety Car may be used is
to allow safety personnel to get to areas
of the track which are otherwise not
easily accessible when cars pass at full
speed; this situation usually means that
there has been a collision or mechanical
problem which has left one or more cars
sitting idle in a vulnerable situation.
The Safety Car board may also be
displayed in the event that the weather
does not permit full-speed racing.
Flags
Black Flag: Generally shown only at the Start/Finish
Line, a driver is shown this flag when
her or his car has suffered severe damage
which the race marshals deem MUST be
repaired immediately, or when a driver
has committed an infraction of the racing
rules. Depending on the form of
motorsport, a Black Flag may also mean
automatic disqualification from the
event, especially if it is being
displayed due to an infraction of the
racing rules.
Blue Flag: The Blue Flag is generally displayed by
the corner workers to indicate that a
slower car must pull aside to allow a
faster car to pass. This generally means
that the slower car is not on the lead
lap, as many forms of auto racing allow
for drivers to fight to remain on the
lead lap, especially in oval-track
racing.
Green Flag: The Green Flag means that full racing
conditions are in effect. If a driver
is coming out of a Yellow Flag area of
a track, this flag indicates that the car
can at least be brought back to full
racing speed.
Red Flag: Generally shown only at the Start/Finish
Line, the Red Flag indicates that a race
has been suspended temporarily. The
rules regarding what can take place
during a Red Flag period vary by the
form of motorsport in question. For
example, NASCAR parks all cars behind the
Safety Car/Pace Car on the track and all
drivers must remain in their cars unless
NASCAR officials (usually at Race
Control) grant drivers permission to
leave the vehicles (this usually only
occurs in inclement weather). In F1
racing, if a race is Red Flagged, the
race essentially begins again once the
condition creating the Red Flag situation
has passed or has been remedied.
White Flag: Shown at the Start/Finish Line, the White
Flag indicates that there is only one
more lap remaining in a race. Not all
forms of motorsport use the White Flag.
In some endurance races, the white flag
is displayed when it is calculated that
the official race duration (in terms of
time) will expire by the time the lead
car completes one more lap of the
circuit.
Yellow Flag: A Yellow Flag means that drivers must
slow due to a potentially-dangerous
situation. On oval tracks, a Yellow Flag
covers the entire circuit, although some
forms of oval-track racing (such as
NASCAR) permit drivers to race back to
the Start/Finish Line to 'take' the
Yellow Flag there. On road courses, the
Yellow Flag usually only applies to a
specific section of the circuit, which
allows for full-speed racing elsewhere;
should a full-course Yellow Flag
situation be warranted, a Safety Car or
Pace Car will be used to collect all the
competitors and lead them slowly around
the race venue.
One of the STRANGEST Yellow Flag
situations took place in 2000 at the F1
Grand Prix of Germany at the high-speed
Hockenheim circuit. A local Yellow Flag
was issued for one of the long,
insanely-fast straightaways (where cars
can easily achieve 180MPH... or more)
because a spectator somehow made his way
out of the grandstands and onto the track
itself. Fortunately, this EXTREMELY
dangerous situation did not result in any
injuries or accidents, and the imbecile
was quickly grabbed, hauled off the
track, and arrested.
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GENERAL TIPS
A general tip for ALL racing games is to successfully
complete ALL the license tests in any game of the Gran
Turismo series. This is a great way to learn how to handle
cars of all drivetrain formats and horsepower ratings in a
wide variety of situations - starting and stopping, J-turns,
right-angle corners, chicanes, blind turns, wet racing
conditions, etc. This will all be very handy for virtually
ANY racing/driving game you ever play, and the Gran Turismo
games are also extremely good to have in your PSX/PS2
collection (especially GT3).
Another general tip for ALL racing games is to read through
my General Racing/Driving Guide, available EXCLUSIVELY at
FeatherGuides and at
GameFAQs This presents many of
the same information the Gran Turismo license tests present
in practice, plus plenty of other information ranging from
judicious use of rumble strips to typical tuning options to
tire management.
When first playing F1 2002 (irrespective of whether or not
you have played the preceding games in the series), play with
flags, damage, etc., set to off, and with weather set to dry;
also, use Normal Handling. This will give you the best
possible (and most forgiving) conditions for learning how to
handle the cars in F1 2002. As you progress with the game,
add weather, damage, Simulation handling, etc.
F1's standing starts can either give you a great advantage,
or put you at the back of the pack. To reduce or eliminate
wheelspin from a standing start, try to time the use of the
accelerator with the exact millisecond the lights go out. If
you use the accelerator too soon, you WILL have wheelspin,
which can cause flat-spotting in the rear tires and can even
cause your car to go askew so that it points in a trajectory
taking you directly OFF the circuit (or into a barrier).
Also related to the standing starts, if you are deep in the
pack, the car directly in front of you is likely to produce A
LOT of smoke (and spray, if in wet conditions at the
beginning of a race) due to wheelspin. If at all possible,
swing to the edge of the pavement immediately to avoid an
early accident if you can get off the line a lot sooner than
the car in front. Some circuits are set up so that there is
either wide pavement on the Pit Straight or an expanse of
pavement unofficially part of the main circuit itself (such
as the right side of the pavement at Monza and at Suzuka);
making use of these areas can allow you to swing out wide to
avoid incidents, and also get you clear of traffic so that
you can REALLY slam on the accelerator and pass huge numbers
of cars before the initial corners of the circuit.
Braking is always important in racing. However, F1 2002
demands SMOOTH braking (especially if using Simulation
handling), which often means braking rather early. Slamming
on the brakes often results in wheel lock and/or car spin,
which can induce flat-spotting on the tires and tremendously
increases the risk of collision - especially with the Tire
Wear option activated.
Even after the standing starts, the use of the accelerator is
extremely important in F1 2002. By exercising extreme care
with both the brakes and the accelerator, anyone can rapidly
learn to essentially glide through corners at a rather quick
speed. A pristine racing line is also important in these
situations, as the changes in G-force and velocity need to be
constantly kept in check if you want to remain on the
official course.
I personally find it sometimes easier to take tight corners
WITHOUT braking. In these cases, simply let off the
accelerator and coast toward and through the corner until the
appropriate acceleration point, usually at or just beyond the
apex. One very good place to attempt this strategy is at the
initial corners at Kuala Lampur (Malaysia), although this
tactic can have rather dire consequences at the start of a
race with all the cars bunched together.
The AI in F1 2002 produces some interesting challenges in
terms of action on the track. For example, I have several
times seen a group of cars four-wide on the Pit Straight at
Monza (coming off the Curva Parabolica) as they dice for
position. If you are coming up quickly upon a pack of slower
cars involved in a heated battle for position, this can be a
particularly challenging situation, especially if you are
yourself being pursued rather aggressively. Try to analyze
the movements of the cars in front of you and look for an
opening. However, remember that most CPU-controlled cars use
the exact same racing line, so once they fall into line for a
corner or a chicane, dart up past them and try to outbreak
them into the corner/chicane (IF you have confidence in your
brakes and reflexes).
Speed Assist (which automatically handles braking when
cornering) can be great when first learning a course.
However, to be truly effective in these races, Speed Assist
should be turned off. This will allow YOU to handle braking
(if wanted) while cornering, and will generally allow you to
have MUCH more speed in corners. This translates to more
difficult handling, as cars will always handle better when
going slow than when going fast (assuming the car set-up has
not been changed). This also means that passing while
cornering will be much easier - and much more dangerous. For
those who wish to shortcut corners, deactivating Speed Assist
will also help to keep your momentum as you drive through
sand and/or grass. If you REALLY want to achieve fast lap
times and generally be much more competitive in a race, then
Speed Assist simply MUST be deactivated.
Some circuits have distance-to-corner markers in anticipation
of tight and/or (semi-)blind corners. While these markers
are useful, DO NOT completely rely on them, as they may
'disappear' as the race progresses. These markers can be
knocked down by a car which slips or is forced off the
pavement, and the markers are not replaced. Therefore, try
to use permanent objects (such as grandstands or trees) to
judge the braking zone for a corner or chicane.
ALWAYS listen attentively to the team radio communications;
this will give you information about your teammate's progress
and the condition of your own car, as well as alert you to
any incidents on the circuit, such as spins, cars with
smoking engines (which often leak oil), etc. Especially when
you hear that another car has a problem, always be on the
lookout for EXTREMELY slow cars in the indicated sector of
the circuit - cars WILL come to a complete stop in the middle
of the pavement, and if you are playing with Flags off, it is
quite easy to miss seeing the slowed/stopped vehicle until it
is too late to take evasive action. If you are assigned a
Stop-Go Penalty, you will also receive radio communications
instructing you when to come to Pit Lane to serve the
penalty.
For those playing with Simulation Handling, it is important
to note that using long gear ratios will produce an automatic
loss of position for the standing starts due to the inherent
decreased acceleration. However, there are times when the
decreased acceleration can be of tremendous benefit, such as
taking a series of tight S-curves quickly without the need
for braking (such as through Bechetts at Silverstone). The
most obvious benefit to long gear ratios is the higher top-
end speed, yet the long gear ratio must be matched with
medium or low downforce settings for the wings to force the
car into seventh gear (in automatic transmission) on long
straightaways (such as Rettilineo Parabolica at Monza).
F1 2002 features CPU-controlled opposition which is FAR more
competitive and relentless than in previous incarnations of
the series. However, this also means the competitors are
absolutely ruthless. Should you have an off or an on-track
accident, do not expect those behind you to give you room to
rejoin the race. Instead, the competitors will often plow
into you at full throttle, knocking your car around like a
snowboarder at Tokyo Megaplex. While this certainly presents
some interesting visuals in Replay mode, this can very
quickly become frustrating... and costly, as you will likely
find yourself at the very tail end of the pack once you can
recover.
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F1-SPEAK
F1 racing has a somewhat specialized vocabulary. Here are
some of the more common terms:
ARMCO: The type of barriers generally used
at F1 races. Information on these
crash barriers can be found at Hill
and Smith Web site
Blowed up: A car's engine has expired. This is
characterized by a massive plume of
white-grey smoke pouring from the
rear of the car. Also, there is
often oil deposited all over the
race circuit, so if a blowed up
car does not instantly pull off the
pavement, that section of the
circuit will be very dangerous for
the remainder of the race.
Catch: In any form of auto racing, it is
quite common to see a car slide off
the course, often at high speeds.
Generally, this results in a car
either being essentially beached in
a sand trap, stuck in the grass if
the area has recently experienced a
significant rainfall, or a collision
a barrier. Even if the car does not
slide off the course, spins on the
racing circuit itself also occur
with relative frequency.
A 'catch' is when one of the
above incidents occurs, but the
driver is able to either keep the
car from hitting a barrier (or
another car) and/or is able to keep
the car from getting stuck in the
sand or grass before returning to
the circuit.
Lollipop Man: The man holding the Brakes stick in
a Pit Stop. This stick essentially
looks like a long lollipop, with its
long handle and rounded end with
instructions for the driver.
Off: A car has gone off-course. A minor
off means that only one or perhaps
two wheels have slipped off the
pavement, and the driver can
generally recover quickly. However,
a major off involves a trip well
off the pavement, and usually also
occurs at very high speed.
P#: This indicates a driver's race
position. P1 is Pole Position; P6
is the final points-paying position;
P22 is last place.
Points-paying Positions: These are the Top 6 places in a
race. At the end of a race, P1
awards 10 points, P2 awards 6
points, P3 awards 4 points, P4
awards 3 points, P5 awards 2 points,
and P1 awards 1 point. There are NO
points awarded to drivers not
finishing in the Top 6. This also
the reason why the TV Panels at the
bottom of the screen update by six
positions at once; in F1 2002, the
updates are generally ONLY for the
points-paying positions.
Shunt: A collision, generally between cars.
This term could also be used for
cars swapping paint, but that is
EXTREMELY difficult to do in open-
wheel racing (such as F1) without
inducing an accident.
Team Orders: Each F1 team runs two cars at each
race weekend. Team orders involve
one or both drivers purposely
altering driving style or changing
race positions for the betterment of
the team. While team orders are NOT
illegal in F1 competition (they are
illegal in some other forms of
motorsport), many generally have a
strong dislike (and even a nasty
hatred) for team orders, especially
in those situations where team
orders actually change the results
of a race.
The most notable incidence of
team orders - and likely the most
controversial use of team orders in
F1 history past, present, or future
- involved Ferrari's Reubens
Barrichello, who had dominated the
entire race weekend, pulling over in
the final meters of the 2002 Grand
Prix of Austria (at A1-Ring) so that
his teammate Michael Schumacher
could instead take the win, thus
gaining an extra four points over
his strong rival Juan Pablo Montoya
in the Drivers' Championship. This
use of team orders severely angered
F1 fans at the circuit and around
the world, but was justified by
Ferrari by the team's desire to
protect Schumacher's lead in the
Drivers' Championship.
World Feed: Because F1 races are televised
(generally live) worldwide, FIA has
implemented the World Feed system,
in which the images of grand prix
weekends are provided by the FIA-
licensed F1 broadcaster for the
country hosting each grand prix; all
other F1 broadcasters must then use
these images and sounds for their
F1 coverage. There are provisions
for the many F1-licensed
broadcasters worldwide to include
Pit Lane reports, but once a race
begins, FIA prohibits any images
from Pit Lane which are NOT provided
by the World Feed system.
Since each race is essentially
'televised' by a different country's
F1-licensed broadcaster, the World
Feed coverage between races
definitely varies in quality. The
World Feed for races in Malaysia is
generally rather poor, with images
often focusing on action away from
what is most significant for the
race or the overall season
standings, reflecting Malaysia's
F1-licensed broadcaster's lack of
experience and knowledge in
televising live F1 races. Races
held in Western Europe - where many
F1 races are held - generally have a
very high quality World Feed due to
extensive experience and knowledge
in televising F1 races.
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