Thanks for sharing this information.
From what I can tell, I'd say that the Risk Factor is similar to the Aggression (Late Braking) setting I mentioned earlier.
This is something that can be set for each circuit individually, and also for the race and qualifying separately. The settings are stored in the track file itself.
While there is isn't an equivalent to the speed factor, there is the AI Grip setting instead.
The AI Grip setting changes the speed of the CC cars through the corners, making them faster. It doesn't affect their speed on the straights.
The AI Grip setting is opposite to the Qualifying/Race Skill setting, that can be set for each driver individually. The Skill levels can be viewed as "Negative Grip", making the drivers slower and more likely to spin out.
To modify the CC car behavior to match the player's performance, it is necessary to increase the CC HP levels, and the overall AI Grip level. This makes them faster on the straights and through the corners. This combination should be equivalent to what the Speed Factor does.
It's possible to find global settings that work well on all circuits (except for Monaco). My preference is to set the AI Grip level to 10 and increase the CC HP by 100.
Of course, you could find the HP and Grip settings that work the best for each individual circuit. But in that case you would need to exit the game to modify the values, and then start it up again to play at a different circuit.
You can try using the
LapCalc lap time calculator to see how different settings affect the CC lap times around different circuits.
Please note that increasing the AI Grip doesn't have the same effect on the player's car. Instead it messes up the handling. For that reason it's recommended to use the GPLap patch when changing the AI Grip level, as it will keep the player's Grip level at 1.
The game editors for the PC version of F1GP work by making permanent changes to the GP.EXE and related files. The TSR patches change settings in memory during runtime, and don't affect the game files.
Theoretically, with a lot of skill, it would be possible to make all modifications to the game during runtime. E.g. you wouldn't change the carsets and HP setting in the executable. Instead, the modified values would be changed in the memory while the game is running. I assume this is what's being done with some of the Amiga Editors, to be able to change the values during runtime.
GP2 also had the issue of not running properly on all versions of DOSBox. On the stock version of DOSBox, the time inside the game would run too fast (faster than in real life). Most SVN versions fixed that issue.
We haven't noticed the same problem with F1GP.
Cheers