God I love it when I find a tool that allows me to dissect classic racing games and reveal their inner secrets.
So I took a look at how everything works, and while I haven't yet found a solution to the problem of too many Hondas, I did find what I think are some interesting things. Not sure how many of these are already available on the interwebz, how many of you have already looked inside Grid or how interesting it actually is, but here's what I've found the most interesting. I'll try to avoid any ones that are too obvious, such as the F430 and 550 being cut.
First up: who here knew Fuji was apparently meant to appear?
That seems to be the only reference to it. There's also a reference to a "test_track", (possibly) referred to elsewhere as "freerace".. was there meant to be a full testing ground, possibly full setup tuning, just because that would give more reason for a special test track? Or maybe, just maybe, it's a different Test Track? I mean, it's apparently located in UK..
I'll also just note at this point that each and every track seemingly can be changed to use drift physics, force lights on or even change time of day? I say seemingly, it doesn't work from what I've tested, which is sort of a bummer. Oh well, night racing on Milano with GT1 cars will have to stay a GTR2 thing.
Apparently, you were also meant to be able to select one of three different race distances for pretty much every event in the career, until that was apparently scrapped.
There's more interesting things to see in the images below, such as how the game determines which tracks to use for a specific series. In the first image, under the "event_id" column, a value of "1" refers to the Bay Bridge Trophy (see image 3). "network_bias" is simply how likely a track is to be included ("track_model_id" 14 refers to the San Francisco Grand Prix circuit - see image 4. The number of races in a series is determined elsewhere - see image 2), "num_laps" is effectively the replacement for the aforementioned scalable race distance, "order_index", I assume, is the order in which the tracks would appear.. and your grid spot in each event is scripted as well, though that shouldn't be a surprise, partly given previous Codemasters history, partly because you'd figure that out yourself by playing a series back to back.
I'm not quite sure what "f3_24hour" is about, but I approve of the idea regardless
Last for now, it would seem they wanted to bring the 550 back with the final DLC, much like they did with the F430. It's line in this particular database file is far more detailed than the others, but I doubt it actually works.
I "might" have found a way to bring DLC cars to career mode. It will involve quite a bit of messing about with these files, but I'm definitely going to investigate. I'll probably mess about with the tracks used in career events as well. Sort-of two-race weekends in touring cars, longer races in prototypes/gt/endurance, have the global F3 series run in all locations (including Bathurst) etc. That sort of shenanigans.