https://de.wikipedia.org/w/api.php?action=feedcontributions&feedformat=atom&user=71.226.112.183Wikipedia - Benutzerbeiträge [de]2025-06-25T14:22:13ZBenutzerbeiträgeMediaWiki 1.45.0-wmf.6https://de.wikipedia.org/w/index.php?title=Clash_at_Bowman_Gray_Stadium&diff=41420558Clash at Bowman Gray Stadium2007-01-23T02:38:32Z<p>71.226.112.183: quick copyedit</p>
<hr />
<div>{{NASCAR race infobox|<br />
Name=Budweiser Shootout|<br />
Logo=Bud-shootout-logo.gif|<br />
Img_size=232px|<br />
Venue=[[Daytona International Speedway]]|<br />
Sponsor=[[Budweiser (Anheuser-Busch)|Budweiser]]|<br />
First race=[[1979]]|<br />
Distance=175 miles (282 km)|<br />
Laps=70|<br />
Previous names='''Busch Clash''' ([[1979]]-[[1997]]0<p>'''Bud Shootout''' ([[1998]]-[[2000]])|<br />
}}<br />
The '''Budweiser Shootout''' is an annual [[NASCAR]] [[Nextel Cup|Nextel Cup Series]] exhibition event held at [[Daytona International Speedway]] in February, the weekend before the [[Daytona 500]]. It began as the ''Busch Clash'' and was a fifty-mile "all-out sprint." In its current format, it is made up of two segments: a short 20-lap segment, followed by a ten-minute intermission. After the intermission, the race concludes with a 50-lap segment in which each car must make a green flag pit stop. The race, like the [[Nextel All-Star Challenge]] held at [[Lowe's Motor Speedway]] in May, carries no points for the winner but rather a large purse, circumstances which are supposed to encourage an all-out driving style not seen in regular-season races, where one serious mistake can largely ruin a season. However, due to the smaller fields, huge accidents normally seen in the Daytona 500 are uncommon. The smaller field consists of all of the pole winners from the previous season as well as former event winners. The starting lineup is determined by a random draw, not by qualifying as all other races are determined.<br />
<br />
==Race Format==<br />
*'''1979-1990''': The race consisted of a single twenty-lap (50-mile) green flag sprint with no pit stops required.<br />
*'''1991-1997''': The race was broken into two ten-lap, green flag segements. The field was then inverted for the second ten-lap segement. Prize money was awarded for both segments for all positions.<br />
*'''1998-2000''': The event was renamed the Bud Shootout, and consisted of two 25-lap (62.5-mile) races, the Bud Shootout Qualifier at 11 a.m., and the Bud Shootout itself at 12 p.m. One two-tire pit stop was required for each race.<br />
*'''2001-2002''': The event was renamed the Budweiser Shootout and expanded to a new distance, 70 laps (175 miles). Caution laps would be counted, but the finish had to be under green, with the Craftsman Truck Series green-white-checker rule applying if necessary. A minimum of One two-tire green flag pit was required. The Bud Shootout Qualifier was discontinued as qualifying for Cup races was reduced to one round.<br />
*'''2003-2006''': The race was broken up into two segments: a 20-lap segment, followed by a ten-minute intermission, concluding with a 50-lap second segment. A two-tire green flag pit stop was is required during the second segment.<br />
<br />
==Race Eligibility==<br />
*'''1979-1997''': Pole position winners from the previous season clinched automatic berths. The drivers that were the fastest qualifiers for the previous year's races' during Busch Second Round Qualifying were eligible for one wild card spot. The wild card driver was selected by blind draw during the week of the NASCAR awards banquet or during the January media tour.<br />
**From 1995-1996, the winner of the most pole positions in the secondary NASCAR Busch Series won an entry into the Busch Clash, driving a Busch-sponsored car. David Green won the right both times.<br />
*'''1998-2000''': Pole position winners from the previous season clinched automatic berths. Drivers eligible from Second Round Qualifying participated in the Bud Shootout Qualifier, with the winner advancing to the Bud Shootout.<br />
*'''2001-2006''': Pole position winners from the previous season clinched automatic berths, in addition, all former winners of the event not already qualified received automatic berths.<br />
**NASCAR eliminated second round qualifying beginning in 2001. For the 2001 Budweiser Shootout only, the drivers eligible from second round qualifying of 2000 events were placed in a blind draw for the final wild card starting position, as had been done from 1979-1997.<br />
<br />
==Race History==<br />
*'''1979''': The race debuted on Sunday, broadcast live on [[CBS]]. Pole position qualifying for the Daytona 500 would start Sunday at 10 a.m., followed by the ARCA 200. The Busch Clash would be held after the ARCA race at 3 p.m.<br />
*'''1980''': Heavy winds during Daytona 500 pole qualifying delayed the procedings and the ARCA 200 began 90 minutes later than scheduled. As 3 p.m. approached, the ARCA race was red flagged and halted so that the Busch Clash could be held as scheduled and be shown on live television. After the Clash was finished, the ARCA race resumed.<br />
*'''1981''': Morning rain washed out Daytona 500 pole qualifying, which was rescheduled for the following day. After the track dried Sunday, the ARCA race began at 2:30 p.m. The Busch Clash, scheduled for 3 p.m., was held following the delayed ARCA race.<br />
*'''1983''': Rain washed out all scheduled activities for Sunday. The Busch Clash was rescheduled and run the following day, Monday.<br />
*'''1985''': Track officials reorganized the schedule for track activities for the weekend. Daytona 500 pole qualifying was moved from Sunday to Saturday, and the Busch Clash was moved from 3 p.m. to 12 p.m. on Sunday. The ARCA 200 was then held after the Busch Clash rather than before.<br />
*'''1992''': Daytona 500 pole qualifying and the Busch Clash swaped days. The Busch Clash was held Saturday, and qualifying was held Sunday. This move was made at the request of [[CBS]], who wanted the additional time on Sunday for their coverage of the [[1992 Winter Olympics]].<br />
*'''1995''': Morning rain delayed the start by 30 minutes.<br />
*'''2001''': FOX broadcasts the race for the first time. It also marked the first race televised on [[FOX]]. The start time was shifted to 2 p.m. on Sunday afternoon.<br />
*'''2002''': TNT broadcast the race for the first time.<br />
*'''2003''': The race was moved from Sunday afternoon to Saturday night at 8 p.m. In addition, pole qualifying for the Daytona 500 was moved to Sunday afternoon, and the ARCA race was moved to Saturday afternoon, just prior to the Shootout.<br />
*'''2004''': A crash at the final lap resulted in controversy. A 2003 incident at [[New Hampshire International Speedway|Loudon]] involving [[Dale Jarrett]] and [[Casey Mears]] had resulted in the banning of racing back to the caution. In this case, NASCAR did not wave the caution at the end of the race despite a crash involving [[Ryan Newman]] and [[Jamie McMurray]], and allow the race to run to the finish, creating a potentially dangerous situation.<br />
*'''2006''': The event was postponed from Saturday night to Sunday afternoon due to rain. The first segment finished under caution when a crash on Lap 15 prompted NASCAR to abort a one-lap restart on Lap 20. The second segment saw the first green-white-checker finish (72 laps).<br />
<br />
== Race Trivia ==<br />
*Five times the winner of the Budweiser Shootout has gone on to win the Daytona 500 the following weekend: Bobby Allison (1982), Bill Elliott (1987), Dale Jarrett (1996, 2000), and Jeff Gordon (1997).<br />
*While it was still named the Busch Clash, on two occasions, the race had the year in its official title. The '''Busch Clash of '89''' and the '''Busch Clash of '93''' were the respective advertised titles.<br />
*The drivers themselves qualify as eligible for the Budweiser Shootout, not the teams. If an eligible driver for the upcoming ''Shootout'' switches teams in the off-season, the driver, not the team, is eligible for the race. That driver competes in the race with his new team.<br />
*Drivers who win the pole award at a race must have had an Anheuser-Busch decal (the Busch brand from 1979-2000, and the Budweiser brand since 2001), or the corporate logo affixed to their car (for drivers under 21 years of age) at the time in order to earn the berth for the Budweiser Shootout. If the car does not carry the sticker, the Budweiser Pole Award goes to the next car eligible, but the driver which wins the Budweiser Pole Award does not earn a Shootout spot.<br />
**In 1998, John Andretti was eligible to race in the Bud Shooutout for having won a pole position in 1997 racing for [[Cale Yarborough]]. In the off-season, Andretti switched to [[Petty Enterprises]], which was not allowed to participate, since they chose not affix the proper decals to their cars. Andretti participated in the race in a one-off ride with [[Hendrick Motorsports]]. (Ricky Craven, the regular driver for Hendrick's Budweiser-sponsored Chevrolet, did not qualify for the race; Andretti drove the Hendrick car, which carried the usual #25 instead of the #50 used by the team for NASCAR's 50-year celebration.)<br />
**[[Bobby Hamilton]] won the pole position for the 1997 [[3M Performance 400|Miller 400]] racing for Petty Enterprises, but was not eligible for the 1998 Bud Shootout since the team chose not to affix the proper decal.<br />
**John Andretti won the pole position for the 1998 [[Golden Corral 500|Primestar 500]] racing for Petty Enterprises, but was not eligible for the 1999 Bud Shootout since the team chose not to affix the proper decal. [[Todd Bodine]] was the official winner of the Bud Pole Award by NASCAR rule, but not awarded a Budweiser Shootout position.<br />
**[[Jeff Green]] won the pole position for the 2003 [[Daytona 500]] racing for Petty Enterprises, but did not participate in the 2004 Budweiser Shootout. Green won the pole for Richard Childress Racing's #30 AOL Chevrolet, but changed teams in 2004 (to the #43 Petty Enterprises Dodge). Petty does not permit alcohol decals on his Cup cars, and could have driven for another team, but chose not to do such.<br />
*Drivers must carry a special decal without the Budweiser brand if they are under 21 years of age, but can race in the Budweiser Shootout. By Anheuser-Busch rule, Drivers must be 21 or older to wear Budweiser decals, and those under 21 must wear an Anheuser-Busch corporate logo Pole Award sticker, without any brand indication. Special stickers are made to cover up Budweiser stickers for such drivers, which has happened four times recently.<br />
**On May 14, 2004, 20-year old [[Brian Vickers]] won poles at [[Richmond International Raceway|Richmond]] in the [[Crown Royal 400|Chevy American Revolution 400]].<br />
**On September 3, 2004, Vickers won the pole at the [[Sony HD 500|Pop Secret 500]] at [[California Speedway|Fontana]].<br />
**On February 26, 2005, 19-year old [[Kyle Busch]] won his first pole in [[California Speedway|Fontana]].<br />
**On April 20, 2006, Busch won the pole at [[Phoenix International Raceway|Avondale, Arizona]] at age 20 years 353 days.<br />
*Dale Jarrett (2000) and Tony Stewart (2002) are the only drivers to win the Budweiser Shootout without having won a pole position the previous year. Jarrett advanced to the ''Shootout''' by winning the Bud Shootout Qualfier, and Stewart was eligible for the ''Shootout'' via the 2001 rule change adding a lifetime exemption for former winners.<br />
*2006 Shootout winner [[Denny Hamlin]] was the first rookie to win the event. He had won the pole at [[Phoenix International Raceway|Phoenix]] in a part-time ride in 2005.<br />
<br />
==Past winners==<br />
===Budweiser Shootout===<br />
<br />
{| class="wikitable"<br />
|-<br />
!'''Year'''!!'''Date'''!!'''Driver'''!!'''Car Make'''!!'''Winner's Prize<br>([[United States dollar|USD]])'''!!'''Distance<br>([[mile]]s)'''!!'''Average Speed<br>([[Miles per hour|mph]])'''<br />
|-<br />
|colspan=7|'''Busch Clash'''<br />
|-<br />
|[[1979 in NASCAR|1979]]||[[February 11]], [[1979]]||{{flagicon|United States}} [[Buddy Baker]] || [[Oldsmobile]] ||align=right|$50,000||50||194.384<br />
|-<br />
|[[1980 in NASCAR|1980]]||[[February 10]], [[1980]]||{{flagicon|United States}} [[Dale Earnhardt]] || [[Oldsmobile]] ||align=right|$50,000||50||191.693<br />
|-<br />
|[[1981 in NASCAR|1981]]||[[February 8]], [[1981]]||{{flagicon|United States}} [[Darrell Waltrip]] || [[Buick]] ||align=right|$61,500||50||189.076<br />
|-<br />
|[[1982 in NASCAR|1982]]||[[February 7]], [[1982]]||{{flagicon|United States}} [[Bobby Allison]] || [[Buick]] ||align=right|$50,000||50||191.693<br />
|-<br />
|[[1983 in NASCAR|1983]]||[[February 14]], [[1983]]<ref>1983: Race postponed from Sunday to Monday due to rain</ref> || {{flagicon|United States}} [[Neil Bonnett]] || [[Chevrolet]] ||align=right|$50,500||50||192.513<br />
|-<br />
|[[1984 in NASCAR|1984]]||[[February 12]], [[1984]]||{{flagicon|United States}} [[Neil Bonnett]] || [[Chevrolet]] ||align=right|$50,000||50||195.926<br />
|-<br />
|[[1985 in NASCAR|1985]]||[[February 10]], [[1985]]||{{flagicon|United States}} [[Terry Labonte]] || [[Chevrolet]] ||align=right|$65,000||50||195.865<br />
|-<br />
|[[1986 in NASCAR|1986]]||[[February 8]], [[1986]]|| {{flagicon|United States}} [[Dale Earnhardt]] || [[Chevrolet]] ||align=right|$75,000||50||195.865<br />
|-<br />
|[[1987 in NASCAR|1987]]||[[February 8]], [[1987]]||{{flagicon|United States}} [[Bill Elliott]] || [[Ford]]||align=right|$75,000||50||197.802<br />
|-<br />
|[[1988 in NASCAR|1988]]||[[February 7]], [[1988]]||{{flagicon|United States}} [[Dale Earnhardt]]||[[Chevrolet]]||align=right|$75,000||50||191.489<br />
|-<br />
|[[1989 in NASCAR|1989]]||[[February 12]], [[1989]]||{{flagicon|United States}} [[Ken Schrader]]||[[Chevrolet]]||align=right|$75,000||50||192.926<br />
|-<br />
|[[1990 in NASCAR|1990]]||[[February 11]], [[1990]]||{{flagicon|United States}} [[Ken Schrader]]||[[Chevrolet]]||align=right|$95,000||50||192.308<br />
|-<br />
|[[1991 in NASCAR|1991]]||[[February 10]], [[1991]]||{{flagicon|United States}} [[Dale Earnhardt]]<ref>1991: Earnhardt won first 10-lap segment, and second 10-lap segment</ref>||[[Chevrolet]]||align=right|$60,000||50||189.474<br />
|-<br />
|[[1992 in NASCAR|1992]]||[[February 8]], [[1992]]||{{flagicon|United States}} [[Geoff Bodine]]<ref>1992: Sterling Marlin won first 10-lap segment, and Bodine won second 10-lap segment</ref>||[[Ford]]||align=right|$39,000||50||189.076<br />
|-<br />
|[[1993 in NASCAR|1993]]||[[February 7]], [[1993]]||{{flagicon|United States}} [[Dale Earnhardt]]<ref>1993: Earnhardt won first 10-lap segment, and second 10-lap segment</ref>||[[Chevrolet]]||align=right|$60,000||50||186.916<br />
|-<br />
|[[1994 in NASCAR|1994]]||[[February 13]], [[1994]]||{{flagicon|United States}} [[Jeff Gordon]]<ref>1994: Dale Earnhardt won first 10-lap segment, and Gordon won second 10-lap segment</ref>||[[Chevrolet]]||align=right|$54,000||50||188.877<br />
|-<br />
|[[1995 in NASCAR|1995]]||[[February 12]], [[1995]]||{{flagicon|United States}} [[Dale Earnhardt]]<ref>1995: Jeff Gordon won first 10-lap segment, and Earnhardt won second 10-lap segment</ref>||[[Chevrolet]]||align=right|$57,000||50||188.482<br />
|-<br />
|[[1996 in NASCAR|1996]]||[[February 11]], [[1996]]||{{flagicon|United States}} [[Dale Jarrett]]<ref>1996: Sterling Marlin won first 10-lap segment, and Jarrett won second 10-lap segment</ref>||[[Ford]]||align=right|$62,500||50||184.995<br />
|-<br />
|[[1997 in NASCAR|1997]]||[[February 9]], [[1997]]||{{flagicon|United States}} [[Jeff Gordon]]<ref>1997: Terry Labonte won first 10-lap segment, and Gordon won second 10-lap segment</ref>||[[Chevrolet]]||align=right|$54,000||50||185.376<br />
|-<br />
|colspan=7|'''Bud Shootout'''<br />
|-<br />
|[[1998 in NASCAR|1998]]||[[February 8]], [[1998]]||{{flagicon|United States}} [[Rusty Wallace]]||[[Ford]]||align=right|$100,882||62.5||178.998<br />
|-<br />
|[[1999 in NASCAR|1999]]||[[February 7]], [[1999]]||{{flagicon|United States}} [[Mark Martin]]||[[Ford]]||align=right|$108,000||62.5||181.745<br />
|-<br />
|[[2000 in NASCAR|2000]]||[[February 13]], [[2000]]||{{flagicon|United States}} [[Dale Jarrett]]||[[Ford]]||align=right|$115,000||62.5||182.334<br />
|-<br />
|colspan=7|'''Budweiser Shootout'''<br />
|-<br />
|[[2001 in NASCAR|2001]]||[[February 11]], [[2001]]||{{flagicon|United States}} [[Tony Stewart]]||[[Pontiac]]||align=right|$202,722||175||181.036<br />
|-<br />
|[[2002 in NASCAR|2002]]||[[February 10]], [[2002]]||{{flagicon|United States}} [[Tony Stewart]]||[[Pontiac]]||align=right|$200,955||175||181.295<br />
|-<br />
|[[2003 in NASCAR|2003]]||[[February 8]], [[2003]]||{{flagicon|United States}} [[Dale Earnhardt, Jr.]]||[[Chevrolet]]||align=right|$205,000||175||180.827<br />
|-<br />
|[[2004 in NASCAR|2004]]||[[February 7]], [[2004]]||{{flagicon|United States}} [[Dale Jarrett]]||[[Ford]]||align=right|$213,000||175||150.826<br />
|-<br />
|[[2005 in NASCAR|2005]]||[[February 7]], [[2005]]||{{flagicon|United States}} [[Jimmie Johnson]]||[[Chevrolet]]||align=right|$219,945||175||181.399<br />
|-<br />
|[[2006 in NASCAR|2006]]||[[February 11]], [[2006]]<ref>2006: Postponed from Saturday night to Sunday afternoon due to rain; 72 laps / 180 miles because of green-white-checkered rule.</ref>||{{flagicon|United States}} [[Denny Hamlin]]||[[Chevrolet]]||align=right|$213,380||180||153.627<br />
|}<br />
<br />
<references/><br />
<br />
===Bud Shootout Qualifier===<br />
{| class="wikitable"<br />
|-<br />
!'''Year'''!!'''Date'''!!'''Driver'''!!'''Car Make'''!!'''Winner's Prize<br>([[United States dollar|USD]])'''!!'''Distance<br>([[mile]]s)'''!!'''Average Speed<br>([[Miles per hour|mph]])'''<br />
|-<br />
|colspan=7|'''Bud Shootout Qualifier'''<br />
|-<br />
| [[1998 in NASCAR|1998]] || [[February 8]], [[1998]] || {{flagicon|United States}} [[Jimmy Spencer]] || [[Ford]] ||align=right|$21,428||62.5||180.000<br />
|-<br />
| [[1999 in NASCAR|1999]] || [[February 7]], [[1999]] || {{flagicon|United States}} [[Mike Skinner]] || [[Chevrolet]] ||align=right|$26,600||62.5||179.140<br />
|-<br />
| [[2000 in NASCAR|2000]] || [[February 13]], [[2000]] || {{flagicon|United States}} [[Dale Jarrett]] || [[Ford]] ||align=right|$36,363||62.5||181.014<br />
|}<br />
<br />
<!-- It is not an error that the 1998 race average speed was exactly 180.000 mph --><br />
<br />
{{NASCAR next race|<br />
Series = Nextel Cup |<br />
Previous_race = [[Ford 400]] (previous season) |<br />
Next_race = [[Gatorade Duel]] |<br />
}}<br />
<br />
==Sources==<br />
* [http://www.jayski.com/stats/2006/bud2006.htm Jayski's Silly Season Site-BUDWEISER SHOOTOUT]<br />
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[[Category:NASCAR Nextel Cup races]]<br />
<br />
[[pt:Budweiser Shootout]]</div>71.226.112.183https://de.wikipedia.org/w/index.php?title=Benutzer:Vermeer/Indianapolis_500:_The_Simulation&diff=255188235Benutzer:Vermeer/Indianapolis 500: The Simulation2006-07-31T11:24:21Z<p>71.226.112.183: modifying article breakdown to move PC-specific information (video mode support, etc) downward</p>
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<div>[[image:indy_004.png|thumb|right|During-game screenshot of Indianapolis 500: The Simulation during a 60-lap race in a Penske-Chevrolet car.]]<br />
<br />
[[image:indy_menu.png|thumb|right|Indianapolis 500: The Simulation main menu screen (PC version). "Setup" is named "Options" on the Amiga version.]]<br />
<br />
'''Indianapolis 500: The Simulation''' was a 1989 [[MS-DOS]] game hailed as the first step of differentiating racing games from the arcade realm and into true simulations. It was made by the [[Papyrus Design Group]] and distributed by [[Electronic Arts]]. It also was released for the [[Commodore Amiga]] in 1991.<br />
<br />
It was a full simulation of the [[Indianapolis 500]] race, with 33 cars and appropriate Indy car "feel". In driving mode, it only offered a first-person perspective, but the game offered a [[replay]] mode as well.<br />
<br />
Indy 500 offered the ability to realistically set up the car, with the effects on how the car handled directly affected by the setup.<br />
<br />
The field was represented as realistic and the qualifying order stayed true to the [[1989 Indianapolis 500]] starting grid.<br />
<br />
==Basic game information==<br />
<br />
The game offered four race settings:<br />
* 10-lap race (no damage, no [[Racing flags|yellow flags]])<br />
* 30-lap race (no damage)<br />
* 60-lap race<br />
* 200-lap race<br />
<br />
There were also practice and qualifying settings. Practice enabled car setups to be altered and tested in real time. Choosing not to participate in the optional qualifying session resulted in one starting at the back of the field for every race. The qualifying session required four laps to be completed, with the mean value of the four lap times determining the qualifying position.<br />
<br />
The cars one could drive were a yellow Penske-Chevrolet, a red Lola-Buick or a blue March-Cosworth, with the Penske having the fastest pre-set setup (but if one set the car up well, any of the above racecars could compete effectively). Various settings could be changed during Practice from menus associated with Function keys F3-F10. One's own car was always numbered 17.<br />
<br />
Indy 500's theme music was produced by [[Rob Hubbard]], who at the time was new to Electronic Arts as a music director.<br />
<br />
==Car Setup==<br />
A wide and realistic variety of car settings could be altered during Practice in order to change car performance. In Practice mode, changes would take immediate effect, making comparisons between even the slightest changes straightforward, and any number of "testing" laps could be driven (all of which were timed, again helping comparisons to be made). During Qualifying and Race sessions, however, no settings except Turboboost could be altered except while stopped in the pits, and even then only a limited range of modifications could be made (Shocks, Cambers and Gears could not be changed).<br />
<br />
As noted above, the settings were assigned to Function keys F3-F10, and changes were made using the Space Bar and "<" and ">" keys:<br />
<br />
* '''F3 - FUEL'''<br />
** Between 5 and 40 gallons could be selected, in increments of 5. At 5 gallons, a yellow fuel light would flash on the instrument panel. An approximate miles-per-gallon ratio would update constantly.<br />
* '''F4 - WINGS'''<br />
** Front and rear drag could be adjusted on a sliding scale.<br />
* '''F5 - RUBBER'''<br />
** Soft, Medium or Hard tyres could be selected for each wheel. The real-time tyre temperature would be shown alongside this.<br />
* '''F6 - STAGGER'''<br />
** A measurement of the bias on the left- or right-hand side. Adjustable on a 0.1 inch scale from -1 inch (left-hand side lower) to +1 inch.<br />
* '''F7 - PRESSURES'''<br />
** Adjustable for each tyre, from 16 [[Pound-force per square inch|PSI]] to 33 PSI.<br />
* '''F8 - SHOCKS'''<br />
** Shock absorbency on each wheel, adjustable on a sliding scale from "Soft" to "Firm".<br />
* '''F9 - CAMBERS'''<br />
** Vertical alignment for each wheel. Adjustable on a 0.25 degree scale from -3 degrees to +3 degrees.<br />
* '''F10 - GEARS'''<br />
** Gear ratios for 1st to 4th gears, calibrated in tenths on the basis of 4th gear (adjustable from 2.80 to 4.90).<br />
<br />
Real-time data for the Inner, Middle and Outer temperatures of each tyre could be seen on F7 and F9.<br />
<br />
The Turboboost setting could be changed at any time, using number keys 1-9. This determined the maximum level of engine revs, and allowed speed and fuel consumption to be traded off against each other for short-term improvements in efficiency. Consistent over-revving could result in a blown engine, however.<br />
<br />
==Replay mode==<br />
The replay mode offered the chance to review the previous 20 seconds of racing. The camera angles available were:<br />
* In-car (very similar to while driving)<br />
* Behind (camera positioned on the wall that follows the player's car)<br />
* Track (camera positioned from behind player's car that follows it from a fixed POV)<br />
* TV (simulated television cameras)<br />
* Sky ("helicopter" view)<br />
* Leader/Crash (TV-style camera focuses on either the leader of the race, or, if a crash happens, the car that crashed)<br />
<br />
==Crashes and Retirements==<br />
The 32 computer-controlled cars could crash at any point in the race, or retire with mechanical problems during [[Pit stop|pit-stops]]. In a 10-lap race, a crash would cause a yellow flag to flash in the top left of the screen, but all cars could continue racing at full speed under "green-flag" conditions. In all other race distances, yellow flags would flash, then stay out until the incident was cleared. A crashed car would typically stay on the circuit for 2-3 laps before being cleared, after which green flags would flash once the race leader passed a point early on the home straight. No yellow flags would be shown if one's own car crashed, unless other cars hit the wreckage. During a yellow flag period, speeds were restricted to approximately 100mph (against a typical race pace of up to 230mph).<br />
<br />
One's own car could not be damaged by crashes in 10-lap or 30-lap races. In the longer races, excessively hard contact with a wall, fence or another car could cause wheel and/or engine damage. It was still possible to recover to the pits after damaging one front wheel, although the car would be more difficult to control; destruction of two tyres on the same side, or both front tyres, made steering impossible. A very large impact, especially to the rear of the car, would cause engine damage, from which there was no recovery. On the real-time "Standings" chart (function key F2), computer-controlled cars would be shown as crashed, but one's own would not.<br />
<br />
Retirements could occur when a car pulled into the pit lane. Its engine noise would cease and it would remain in its pit for the rest of the race. Possible retirements were: Bearing, Clutch, CV Joint, Engine, Gearbox, Ignition, Stalled, Valve, Vibration, Radiator and Oil Leak. Again, this only applied to computer-controlled cars, and the retirement type would be shown on the "Standings" chart.<br />
<br />
==PC version settings==<br />
Indy 500, at its maximum settings, offered [[VGA]] graphics and [[AdLib]] sound. It also could run in [[EGA]] and [[CGA]] graphics settings, and sound also could be transmitted through the [[PC speaker]].<br />
<br />
For the PC version, driving input was solely via [[keyboard]], meaning [[joystick|joysticks]] or [[driving wheel|driving wheels]] were not supported.<br />
<br />
The game was [[Copy protection|copy-protected]] using a simple manual-based question-and-answer method common with many other games of the period. Among [[abandonware]] Web sites, a version of Indy 500 that bypasses the copy protection exists.<br />
<br />
<br />
<br />
==Commodore [[Amiga]] Version==<br />
An [[Amiga]] version of Indy 500 was released in 1991. It ran from a single floppy disk, and was [[Copy protection|copy-protected]] using a simple manual-based question-and-answer method common with many other games of the period.<br />
<br />
The game was identical to the MS-DOS version except in minor details. For example, an error in programming resulted in there being two cars numbered 20; in the MS-DOS version, one of these was numbered 12, correctly reflecting the 1989 Indianapolis 500 grid. Certain minor graphics bugs were removed: in the MS-DOS version, for example, making slight contact with a retired car in the pit-lane resulted in it moving sideways at a slow pace, through other cars, walls and other solid objects, and eventually "wrapping round" and appearing again from the opposite side. However, occasional errors, such as fast cars "passing through" much slower cars without harm, and one's own car briefly locking on to others if slight contact was made, remained.<br />
<br />
One instant replay could be saved to disk, as could up to three car settings. However, partly completed races could not be saved. Car control was via mouse, joystick or keyboard; mouse gave a particularly smooth, natural driving feel, and mouse sensitivity could be customised from the main menu.<br />
<br />
[[Category:1989 computer and video games]]<br />
[[Category:DOS games]]<br />
[[Category:Racing simulators]]</div>71.226.112.183https://de.wikipedia.org/w/index.php?title=Benutzer:Vermeer/Indianapolis_500:_The_Simulation&diff=255188234Benutzer:Vermeer/Indianapolis 500: The Simulation2006-07-31T11:22:42Z<p>71.226.112.183: /* PC version settings */</p>
<hr />
<div>[[image:indy_004.png|thumb|right|During-game screenshot of Indianapolis 500: The Simulation during a 60-lap race in a Penske-Chevrolet car.]]<br />
<br />
[[image:indy_menu.png|thumb|right|Indianapolis 500: The Simulation main menu screen (PC version). "Setup" is named "Options" on the Amiga version.]]<br />
<br />
'''Indianapolis 500: The Simulation''' was a 1989 [[MS-DOS]] game hailed as the first step of differentiating racing games from the arcade realm and into true simulations. It was made by the [[Papyrus Design Group]] and distributed by [[Electronic Arts]]. It also was released for the [[Commodore Amiga]] in 1991.<br />
<br />
It was a full simulation of the [[Indianapolis 500]] race, with 33 cars and appropriate Indy car "feel". In driving mode, it only offered a first-person perspective, but the game offered a [[replay]] mode as well.<br />
<br />
Indy 500 offered the ability to realistically set up the car, with the effects on how the car handled directly affected by the setup.<br />
<br />
The field was represented as realistic and the qualifying order stayed true to the [[1989 Indianapolis 500]] starting grid.<br />
<br />
==Basic information==<br />
<br />
The game offered four race settings:<br />
* 10-lap race (no damage, no [[Racing flags|yellow flags]])<br />
* 30-lap race (no damage)<br />
* 60-lap race<br />
* 200-lap race<br />
<br />
There were also practice and qualifying settings. Practice enabled car setups to be altered and tested in real time. Choosing not to participate in the optional qualifying session resulted in one starting at the back of the field for every race. The qualifying session required four laps to be completed, with the mean value of the four lap times determining the qualifying position.<br />
<br />
The cars one could drive were a yellow Penske-Chevrolet, a red Lola-Buick or a blue March-Cosworth, with the Penske having the fastest pre-set setup (but if one set the car up well, any of the above racecars could compete effectively). Various settings could be changed during Practice from menus associated with Function keys F3-F10. One's own car was always numbered 17.<br />
<br />
Indy 500's theme music was produced by [[Rob Hubbard]], who at the time was new to Electronic Arts as a music director.<br />
<br />
==PC version settings==<br />
Indy 500, at its maximum settings, offered [[VGA]] graphics and [[AdLib]] sound. It also could run in [[EGA]] and [[CGA]] graphics settings, and sound also could be transmitted through the [[PC speaker]].<br />
<br />
For the PC version, driving input was solely via [[keyboard]], meaning [[joystick|joysticks]] or [[driving wheel|driving wheels]] were not supported.<br />
<br />
The game was [[Copy protection|copy-protected]] using a simple manual-based question-and-answer method common with many other games of the period. Among [[abandonware]] Web sites, a version of Indy 500 that bypasses the copy protection exists.<br />
<br />
==Car Setup==<br />
A wide and realistic variety of car settings could be altered during Practice in order to change car performance. In Practice mode, changes would take immediate effect, making comparisons between even the slightest changes straightforward, and any number of "testing" laps could be driven (all of which were timed, again helping comparisons to be made). During Qualifying and Race sessions, however, no settings except Turboboost could be altered except while stopped in the pits, and even then only a limited range of modifications could be made (Shocks, Cambers and Gears could not be changed).<br />
<br />
As noted above, the settings were assigned to Function keys F3-F10, and changes were made using the Space Bar and "<" and ">" keys:<br />
<br />
* '''F3 - FUEL'''<br />
** Between 5 and 40 gallons could be selected, in increments of 5. At 5 gallons, a yellow fuel light would flash on the instrument panel. An approximate miles-per-gallon ratio would update constantly.<br />
* '''F4 - WINGS'''<br />
** Front and rear drag could be adjusted on a sliding scale.<br />
* '''F5 - RUBBER'''<br />
** Soft, Medium or Hard tyres could be selected for each wheel. The real-time tyre temperature would be shown alongside this.<br />
* '''F6 - STAGGER'''<br />
** A measurement of the bias on the left- or right-hand side. Adjustable on a 0.1 inch scale from -1 inch (left-hand side lower) to +1 inch.<br />
* '''F7 - PRESSURES'''<br />
** Adjustable for each tyre, from 16 [[Pound-force per square inch|PSI]] to 33 PSI.<br />
* '''F8 - SHOCKS'''<br />
** Shock absorbency on each wheel, adjustable on a sliding scale from "Soft" to "Firm".<br />
* '''F9 - CAMBERS'''<br />
** Vertical alignment for each wheel. Adjustable on a 0.25 degree scale from -3 degrees to +3 degrees.<br />
* '''F10 - GEARS'''<br />
** Gear ratios for 1st to 4th gears, calibrated in tenths on the basis of 4th gear (adjustable from 2.80 to 4.90).<br />
<br />
Real-time data for the Inner, Middle and Outer temperatures of each tyre could be seen on F7 and F9.<br />
<br />
The Turboboost setting could be changed at any time, using number keys 1-9. This determined the maximum level of engine revs, and allowed speed and fuel consumption to be traded off against each other for short-term improvements in efficiency. Consistent over-revving could result in a blown engine, however.<br />
<br />
==Replay mode==<br />
The replay mode offered the chance to review the previous 20 seconds of racing. The camera angles available were:<br />
* In-car (very similar to while driving)<br />
* Behind (camera positioned on the wall that follows the player's car)<br />
* Track (camera positioned from behind player's car that follows it from a fixed POV)<br />
* TV (simulated television cameras)<br />
* Sky ("helicopter" view)<br />
* Leader/Crash (TV-style camera focuses on either the leader of the race, or, if a crash happens, the car that crashed)<br />
<br />
==Crashes and Retirements==<br />
The 32 computer-controlled cars could crash at any point in the race, or retire with mechanical problems during [[Pit stop|pit-stops]]. In a 10-lap race, a crash would cause a yellow flag to flash in the top left of the screen, but all cars could continue racing at full speed under "green-flag" conditions. In all other race distances, yellow flags would flash, then stay out until the incident was cleared. A crashed car would typically stay on the circuit for 2-3 laps before being cleared, after which green flags would flash once the race leader passed a point early on the home straight. No yellow flags would be shown if one's own car crashed, unless other cars hit the wreckage. During a yellow flag period, speeds were restricted to approximately 100mph (against a typical race pace of up to 230mph).<br />
<br />
One's own car could not be damaged by crashes in 10-lap or 30-lap races. In the longer races, excessively hard contact with a wall, fence or another car could cause wheel and/or engine damage. It was still possible to recover to the pits after damaging one front wheel, although the car would be more difficult to control; destruction of two tyres on the same side, or both front tyres, made steering impossible. A very large impact, especially to the rear of the car, would cause engine damage, from which there was no recovery. On the real-time "Standings" chart (function key F2), computer-controlled cars would be shown as crashed, but one's own would not.<br />
<br />
Retirements could occur when a car pulled into the pit lane. Its engine noise would cease and it would remain in its pit for the rest of the race. Possible retirements were: Bearing, Clutch, CV Joint, Engine, Gearbox, Ignition, Stalled, Valve, Vibration, Radiator and Oil Leak. Again, this only applied to computer-controlled cars, and the retirement type would be shown on the "Standings" chart.<br />
<br />
==Commodore [[Amiga]] Version==<br />
An [[Amiga]] version of Indy 500 was released in 1991. It ran from a single floppy disk, and was [[Copy protection|copy-protected]] using a simple manual-based question-and-answer method common with many other games of the period.<br />
<br />
The game was identical to the MS-DOS version except in minor details. For example, an error in programming resulted in there being two cars numbered 20; in the MS-DOS version, one of these was numbered 12, correctly reflecting the 1989 Indianapolis 500 grid. Certain minor graphics bugs were removed: in the MS-DOS version, for example, making slight contact with a retired car in the pit-lane resulted in it moving sideways at a slow pace, through other cars, walls and other solid objects, and eventually "wrapping round" and appearing again from the opposite side. However, occasional errors, such as fast cars "passing through" much slower cars without harm, and one's own car briefly locking on to others if slight contact was made, remained.<br />
<br />
One instant replay could be saved to disk, as could up to three car settings. However, partly completed races could not be saved. Car control was via mouse, joystick or keyboard; mouse gave a particularly smooth, natural driving feel, and mouse sensitivity could be customised from the main menu.<br />
<br />
[[Category:1989 computer and video games]]<br />
[[Category:DOS games]]<br />
[[Category:Racing simulators]]</div>71.226.112.183https://de.wikipedia.org/w/index.php?title=Benutzer:Vermeer/Indianapolis_500:_The_Simulation&diff=255188233Benutzer:Vermeer/Indianapolis 500: The Simulation2006-07-31T11:21:24Z<p>71.226.112.183: /* Commodore Amiga Version */</p>
<hr />
<div>[[image:indy_004.png|thumb|right|During-game screenshot of Indianapolis 500: The Simulation during a 60-lap race in a Penske-Chevrolet car.]]<br />
<br />
[[image:indy_menu.png|thumb|right|Indianapolis 500: The Simulation main menu screen (PC version). "Setup" is named "Options" on the Amiga version.]]<br />
<br />
'''Indianapolis 500: The Simulation''' was a 1989 [[MS-DOS]] game hailed as the first step of differentiating racing games from the arcade realm and into true simulations. It was made by the [[Papyrus Design Group]] and distributed by [[Electronic Arts]]. It also was released for the [[Commodore Amiga]] in 1991.<br />
<br />
It was a full simulation of the [[Indianapolis 500]] race, with 33 cars and appropriate Indy car "feel". In driving mode, it only offered a first-person perspective, but the game offered a [[replay]] mode as well.<br />
<br />
Indy 500 offered the ability to realistically set up the car, with the effects on how the car handled directly affected by the setup.<br />
<br />
The field was represented as realistic and the qualifying order stayed true to the [[1989 Indianapolis 500]] starting grid.<br />
<br />
==Basic information==<br />
<br />
The game offered four race settings:<br />
* 10-lap race (no damage, no [[Racing flags|yellow flags]])<br />
* 30-lap race (no damage)<br />
* 60-lap race<br />
* 200-lap race<br />
<br />
There were also practice and qualifying settings. Practice enabled car setups to be altered and tested in real time. Choosing not to participate in the optional qualifying session resulted in one starting at the back of the field for every race. The qualifying session required four laps to be completed, with the mean value of the four lap times determining the qualifying position.<br />
<br />
The cars one could drive were a yellow Penske-Chevrolet, a red Lola-Buick or a blue March-Cosworth, with the Penske having the fastest pre-set setup (but if one set the car up well, any of the above racecars could compete effectively). Various settings could be changed during Practice from menus associated with Function keys F3-F10. One's own car was always numbered 17.<br />
<br />
Indy 500's theme music was produced by [[Rob Hubbard]], who at the time was new to Electronic Arts as a music director.<br />
<br />
==PC version settings==<br />
Indy 500, at its maximum settings, offered [[VGA]] graphics and [[AdLib]] sound. It also could run in [[EGA]] and [[CGA]] graphics settings, and sound also could be transmitted through the [[PC speaker]].<br />
<br />
For the PC version, driving input was solely via [[keyboard]], meaning [[joystick|joysticks]] or [[driving wheel|driving wheels]] were not supported.<br />
<br />
==Car Setup==<br />
A wide and realistic variety of car settings could be altered during Practice in order to change car performance. In Practice mode, changes would take immediate effect, making comparisons between even the slightest changes straightforward, and any number of "testing" laps could be driven (all of which were timed, again helping comparisons to be made). During Qualifying and Race sessions, however, no settings except Turboboost could be altered except while stopped in the pits, and even then only a limited range of modifications could be made (Shocks, Cambers and Gears could not be changed).<br />
<br />
As noted above, the settings were assigned to Function keys F3-F10, and changes were made using the Space Bar and "<" and ">" keys:<br />
<br />
* '''F3 - FUEL'''<br />
** Between 5 and 40 gallons could be selected, in increments of 5. At 5 gallons, a yellow fuel light would flash on the instrument panel. An approximate miles-per-gallon ratio would update constantly.<br />
* '''F4 - WINGS'''<br />
** Front and rear drag could be adjusted on a sliding scale.<br />
* '''F5 - RUBBER'''<br />
** Soft, Medium or Hard tyres could be selected for each wheel. The real-time tyre temperature would be shown alongside this.<br />
* '''F6 - STAGGER'''<br />
** A measurement of the bias on the left- or right-hand side. Adjustable on a 0.1 inch scale from -1 inch (left-hand side lower) to +1 inch.<br />
* '''F7 - PRESSURES'''<br />
** Adjustable for each tyre, from 16 [[Pound-force per square inch|PSI]] to 33 PSI.<br />
* '''F8 - SHOCKS'''<br />
** Shock absorbency on each wheel, adjustable on a sliding scale from "Soft" to "Firm".<br />
* '''F9 - CAMBERS'''<br />
** Vertical alignment for each wheel. Adjustable on a 0.25 degree scale from -3 degrees to +3 degrees.<br />
* '''F10 - GEARS'''<br />
** Gear ratios for 1st to 4th gears, calibrated in tenths on the basis of 4th gear (adjustable from 2.80 to 4.90).<br />
<br />
Real-time data for the Inner, Middle and Outer temperatures of each tyre could be seen on F7 and F9.<br />
<br />
The Turboboost setting could be changed at any time, using number keys 1-9. This determined the maximum level of engine revs, and allowed speed and fuel consumption to be traded off against each other for short-term improvements in efficiency. Consistent over-revving could result in a blown engine, however.<br />
<br />
==Replay mode==<br />
The replay mode offered the chance to review the previous 20 seconds of racing. The camera angles available were:<br />
* In-car (very similar to while driving)<br />
* Behind (camera positioned on the wall that follows the player's car)<br />
* Track (camera positioned from behind player's car that follows it from a fixed POV)<br />
* TV (simulated television cameras)<br />
* Sky ("helicopter" view)<br />
* Leader/Crash (TV-style camera focuses on either the leader of the race, or, if a crash happens, the car that crashed)<br />
<br />
==Crashes and Retirements==<br />
The 32 computer-controlled cars could crash at any point in the race, or retire with mechanical problems during [[Pit stop|pit-stops]]. In a 10-lap race, a crash would cause a yellow flag to flash in the top left of the screen, but all cars could continue racing at full speed under "green-flag" conditions. In all other race distances, yellow flags would flash, then stay out until the incident was cleared. A crashed car would typically stay on the circuit for 2-3 laps before being cleared, after which green flags would flash once the race leader passed a point early on the home straight. No yellow flags would be shown if one's own car crashed, unless other cars hit the wreckage. During a yellow flag period, speeds were restricted to approximately 100mph (against a typical race pace of up to 230mph).<br />
<br />
One's own car could not be damaged by crashes in 10-lap or 30-lap races. In the longer races, excessively hard contact with a wall, fence or another car could cause wheel and/or engine damage. It was still possible to recover to the pits after damaging one front wheel, although the car would be more difficult to control; destruction of two tyres on the same side, or both front tyres, made steering impossible. A very large impact, especially to the rear of the car, would cause engine damage, from which there was no recovery. On the real-time "Standings" chart (function key F2), computer-controlled cars would be shown as crashed, but one's own would not.<br />
<br />
Retirements could occur when a car pulled into the pit lane. Its engine noise would cease and it would remain in its pit for the rest of the race. Possible retirements were: Bearing, Clutch, CV Joint, Engine, Gearbox, Ignition, Stalled, Valve, Vibration, Radiator and Oil Leak. Again, this only applied to computer-controlled cars, and the retirement type would be shown on the "Standings" chart.<br />
<br />
==Commodore [[Amiga]] Version==<br />
An [[Amiga]] version of Indy 500 was released in 1991. It ran from a single floppy disk, and was [[Copy protection|copy-protected]] using a simple manual-based question-and-answer method common with many other games of the period.<br />
<br />
The game was identical to the MS-DOS version except in minor details. For example, an error in programming resulted in there being two cars numbered 20; in the MS-DOS version, one of these was numbered 12, correctly reflecting the 1989 Indianapolis 500 grid. Certain minor graphics bugs were removed: in the MS-DOS version, for example, making slight contact with a retired car in the pit-lane resulted in it moving sideways at a slow pace, through other cars, walls and other solid objects, and eventually "wrapping round" and appearing again from the opposite side. However, occasional errors, such as fast cars "passing through" much slower cars without harm, and one's own car briefly locking on to others if slight contact was made, remained.<br />
<br />
One instant replay could be saved to disk, as could up to three car settings. However, partly completed races could not be saved. Car control was via mouse, joystick or keyboard; mouse gave a particularly smooth, natural driving feel, and mouse sensitivity could be customised from the main menu.<br />
<br />
[[Category:1989 computer and video games]]<br />
[[Category:DOS games]]<br />
[[Category:Racing simulators]]</div>71.226.112.183https://de.wikipedia.org/w/index.php?title=Benutzer:Vermeer/Indianapolis_500:_The_Simulation&diff=255188232Benutzer:Vermeer/Indianapolis 500: The Simulation2006-07-31T11:19:16Z<p>71.226.112.183: modifying the breakdown of information to move table of contents upward in the article, removing stub status</p>
<hr />
<div>[[image:indy_004.png|thumb|right|During-game screenshot of Indianapolis 500: The Simulation during a 60-lap race in a Penske-Chevrolet car.]]<br />
<br />
[[image:indy_menu.png|thumb|right|Indianapolis 500: The Simulation main menu screen (PC version). "Setup" is named "Options" on the Amiga version.]]<br />
<br />
'''Indianapolis 500: The Simulation''' was a 1989 [[MS-DOS]] game hailed as the first step of differentiating racing games from the arcade realm and into true simulations. It was made by the [[Papyrus Design Group]] and distributed by [[Electronic Arts]]. It also was released for the [[Commodore Amiga]] in 1991.<br />
<br />
It was a full simulation of the [[Indianapolis 500]] race, with 33 cars and appropriate Indy car "feel". In driving mode, it only offered a first-person perspective, but the game offered a [[replay]] mode as well.<br />
<br />
Indy 500 offered the ability to realistically set up the car, with the effects on how the car handled directly affected by the setup.<br />
<br />
The field was represented as realistic and the qualifying order stayed true to the [[1989 Indianapolis 500]] starting grid.<br />
<br />
==Basic information==<br />
<br />
The game offered four race settings:<br />
* 10-lap race (no damage, no [[Racing flags|yellow flags]])<br />
* 30-lap race (no damage)<br />
* 60-lap race<br />
* 200-lap race<br />
<br />
There were also practice and qualifying settings. Practice enabled car setups to be altered and tested in real time. Choosing not to participate in the optional qualifying session resulted in one starting at the back of the field for every race. The qualifying session required four laps to be completed, with the mean value of the four lap times determining the qualifying position.<br />
<br />
The cars one could drive were a yellow Penske-Chevrolet, a red Lola-Buick or a blue March-Cosworth, with the Penske having the fastest pre-set setup (but if one set the car up well, any of the above racecars could compete effectively). Various settings could be changed during Practice from menus associated with Function keys F3-F10. One's own car was always numbered 17.<br />
<br />
Indy 500's theme music was produced by [[Rob Hubbard]], who at the time was new to Electronic Arts as a music director.<br />
<br />
==PC version settings==<br />
Indy 500, at its maximum settings, offered [[VGA]] graphics and [[AdLib]] sound. It also could run in [[EGA]] and [[CGA]] graphics settings, and sound also could be transmitted through the [[PC speaker]].<br />
<br />
For the PC version, driving input was solely via [[keyboard]], meaning [[joystick|joysticks]] or [[driving wheel|driving wheels]] were not supported.<br />
<br />
==Car Setup==<br />
A wide and realistic variety of car settings could be altered during Practice in order to change car performance. In Practice mode, changes would take immediate effect, making comparisons between even the slightest changes straightforward, and any number of "testing" laps could be driven (all of which were timed, again helping comparisons to be made). During Qualifying and Race sessions, however, no settings except Turboboost could be altered except while stopped in the pits, and even then only a limited range of modifications could be made (Shocks, Cambers and Gears could not be changed).<br />
<br />
As noted above, the settings were assigned to Function keys F3-F10, and changes were made using the Space Bar and "<" and ">" keys:<br />
<br />
* '''F3 - FUEL'''<br />
** Between 5 and 40 gallons could be selected, in increments of 5. At 5 gallons, a yellow fuel light would flash on the instrument panel. An approximate miles-per-gallon ratio would update constantly.<br />
* '''F4 - WINGS'''<br />
** Front and rear drag could be adjusted on a sliding scale.<br />
* '''F5 - RUBBER'''<br />
** Soft, Medium or Hard tyres could be selected for each wheel. The real-time tyre temperature would be shown alongside this.<br />
* '''F6 - STAGGER'''<br />
** A measurement of the bias on the left- or right-hand side. Adjustable on a 0.1 inch scale from -1 inch (left-hand side lower) to +1 inch.<br />
* '''F7 - PRESSURES'''<br />
** Adjustable for each tyre, from 16 [[Pound-force per square inch|PSI]] to 33 PSI.<br />
* '''F8 - SHOCKS'''<br />
** Shock absorbency on each wheel, adjustable on a sliding scale from "Soft" to "Firm".<br />
* '''F9 - CAMBERS'''<br />
** Vertical alignment for each wheel. Adjustable on a 0.25 degree scale from -3 degrees to +3 degrees.<br />
* '''F10 - GEARS'''<br />
** Gear ratios for 1st to 4th gears, calibrated in tenths on the basis of 4th gear (adjustable from 2.80 to 4.90).<br />
<br />
Real-time data for the Inner, Middle and Outer temperatures of each tyre could be seen on F7 and F9.<br />
<br />
The Turboboost setting could be changed at any time, using number keys 1-9. This determined the maximum level of engine revs, and allowed speed and fuel consumption to be traded off against each other for short-term improvements in efficiency. Consistent over-revving could result in a blown engine, however.<br />
<br />
==Replay mode==<br />
The replay mode offered the chance to review the previous 20 seconds of racing. The camera angles available were:<br />
* In-car (very similar to while driving)<br />
* Behind (camera positioned on the wall that follows the player's car)<br />
* Track (camera positioned from behind player's car that follows it from a fixed POV)<br />
* TV (simulated television cameras)<br />
* Sky ("helicopter" view)<br />
* Leader/Crash (TV-style camera focuses on either the leader of the race, or, if a crash happens, the car that crashed)<br />
<br />
==Crashes and Retirements==<br />
The 32 computer-controlled cars could crash at any point in the race, or retire with mechanical problems during [[Pit stop|pit-stops]]. In a 10-lap race, a crash would cause a yellow flag to flash in the top left of the screen, but all cars could continue racing at full speed under "green-flag" conditions. In all other race distances, yellow flags would flash, then stay out until the incident was cleared. A crashed car would typically stay on the circuit for 2-3 laps before being cleared, after which green flags would flash once the race leader passed a point early on the home straight. No yellow flags would be shown if one's own car crashed, unless other cars hit the wreckage. During a yellow flag period, speeds were restricted to approximately 100mph (against a typical race pace of up to 230mph).<br />
<br />
One's own car could not be damaged by crashes in 10-lap or 30-lap races. In the longer races, excessively hard contact with a wall, fence or another car could cause wheel and/or engine damage. It was still possible to recover to the pits after damaging one front wheel, although the car would be more difficult to control; destruction of two tyres on the same side, or both front tyres, made steering impossible. A very large impact, especially to the rear of the car, would cause engine damage, from which there was no recovery. On the real-time "Standings" chart (function key F2), computer-controlled cars would be shown as crashed, but one's own would not.<br />
<br />
Retirements could occur when a car pulled into the pit lane. Its engine noise would cease and it would remain in its pit for the rest of the race. Possible retirements were: Bearing, Clutch, CV Joint, Engine, Gearbox, Ignition, Stalled, Valve, Vibration, Radiator and Oil Leak. Again, this only applied to computer-controlled cars, and the retirement type would be shown on the "Standings" chart.<br />
<br />
==Commodore [[Amiga]] Version==<br />
An [[Amiga]] version of Indy 500 was released in 1991. It ran from a single floppy disk, and was [[Copy protection|copy-protected]] using a simple manual-based method in common with many other games of the period.<br />
<br />
The game was identical to the MS-DOS version except in minor details. For example, an error in programming resulted in there being two cars numbered 20; in the MS-DOS version, one of these was numbered 12, correctly reflecting the 1989 Indianapolis 500 grid. Certain minor graphics bugs were removed: in the MS-DOS version, for example, making slight contact with a retired car in the pit-lane resulted in it moving sideways at a slow pace, through other cars, walls and other solid objects, and eventually "wrapping round" and appearing again from the opposite side. However, occasional errors, such as fast cars "passing through" much slower cars without harm, and one's own car briefly locking on to others if slight contact was made, remained.<br />
<br />
One instant replay could be saved to disk, as could up to three car settings. However, partly completed races could not be saved. Car control was via mouse, joystick or keyboard; mouse gave a particularly smooth, natural driving feel, and mouse sensitivity could be customised from the main menu.<br />
<br />
[[Category:1989 computer and video games]]<br />
[[Category:DOS games]]<br />
[[Category:Racing simulators]]</div>71.226.112.183