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- //[[gMa1.000f (c)2004 ]] [[ ]]
- //*****************************************************************
- //* *
- //* GTR2 Player File *
- //* *
- //* Edit at your own risk! *
- //* *
- //*****************************************************************
- [ TRACK ]
- Track File="GAMEDATA\LOCATIONS\_A1ring2001\01a1ring.TRK"
- Track Description="01a1ring"
- AI Database File="GAMEDATA\LOCATIONS\_A1ring2001\01a1ring.AIW"
- [ DRIVER ]
- Profile Vehicle File="GAMEDATA\TEAMS\SPORT\VW GOLF VI R\CUP\10017_GOLF_6_R.CAR"
- Vehicle File="GAMEDATA\TEAMS\NGT\PEUGEOT 406 STW\ESSO PEUGEOT\98001_PEUGEOT_406.CAR"
- Reserved Vehicle File="GAMEDATA\TEAMS\SPORT\VW GOLF VI R\CUP\10017_GOLF_6_R.CAR"
- Driver Name="Markus Stockinger"
- Nationality=""
- Starting Driver="0" // 0 = driver #1, 1 = driver #2
- AI Controls Driver #2="0" // Whether AI takes control when switching to driver #2
- [ CHAT ]
- Quick Chat #1="Servus/ Hi"
- Quick Chat #2="Sorry"
- Quick Chat #3="Danke"
- Quick Chat #4="Nach rechts"
- Quick Chat #5="Danke"
- Quick Chat #6="Sorry"
- Quick Chat #7="Vorsicht an der ersten Kurve"
- Quick Chat #8="Gut gemacht"
- Quick Chat #9="Gutes Rennen"
- Quick Chat #10="Bin beschädigt und zu langsam"
- [ DRIVING AIDS ]
- Steering Help="0"
- Steering Help Functionality="2" // 0 = new help, 1 = new help + grip, 2 = original, 3 = original + grip
- Throttle Control="0"
- Brake Help="0"
- Antilock Brakes="0"
- Spin Recovery="0"
- Invulnerability="0"
- Autopit="1"
- Opposite Lock="0"
- Stability Control="0"
- No AI Control="0" // AI never has control over car (except autopit)
- Pitcrew Push="0" // When out of fuel in pitlane, allows pitcrew to push car (use throttle and gear selection to direct)
- Corner Markers="0" // Show corner marker icons to indicate corner severity and suggested gear
- Pit Direction Indicator="1" // Show arrow icon to indicate direction of pit exit
- Pit Spot Marker="1" // Show marker to indicate corner pit spot location
- Auto Clutch="1"
- Shift Mode="3"
- Manual Shift Override Time="0.60000" // How long after a manual shift until auto shifting resumes (if auto-shifting is enabled)
- Auto Shift Override Time="0.55000" // How long after an automatic shift before user is allowed to manually shift
- Auto Reverse="0"
- Steer Ratio Speed="25.00000" // Speed at which low speed steering lock override ends (for pit navigation, units are meters/sec, 0.0 to disable
- Speed Sensitive Steering="0.25000"
- Half Rate="0" // 0 = super-high physics rate, 1 = normal
- Tire Sampling="1" // 0 = normal, 1 = extra HAT samples (*slightly* more accurate over sharp curbs, otherwise a waste of CPU)
- Data Acquisition Version="0" // Version of vehicle data to write out
- Data Acquisition Rate="20" // rates 1, 2 ,5, *10*, 20, 50, 100
- Data Acquisition In Race="1"
- Data Acquisition EXE="C:\MoTeC\i2\1.0\MoTeC.exe"
- Data Acquisition File="userdata\vehicledata.spt"
- MoTeC LogFolder="C:\MoTec\Logged Data\Manuel"
- MoTeC Minimum Time="40" // minimum MoTeC recording time (sec)
- MoTeC Multiple Logs="1" // generate unique filename for each new log
- [ Mechanical Failures ]
- CURNT Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- PRACT Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- QUICK Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- FRACE Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- CHAMP Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- MULTI Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- RPLAY Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- TIMET Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- DSCHL Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- [ Race Conditions ]
- Run Practice1="1"
- Run Practice2="0"
- Run Qualify="1"
- Run Qualify2="0"
- Run Warmup="0"
- Race Timer="0" // Seconds between displaying time remaining in race (zero disables)
- Race Start Hour="16"
- Use System Time="0" // Session start time for none-Cup races uses machine time
- AI Follow Grid="1" // AI follows center of grid locations during recon/formation
- Recon Pit Open="300" // Time that pits remain open for recon laps (real-life is 900 seconds)
- Recon Pit Closed="150" // Time that pits are closed before formation lap (real-life is 900 seconds)
- Recon Timer="1" // Whether timer is displayed at top of screen
- Start Mode="0" // 0 = standing start, 1 = formation lap followed by rolling start
- CURNT Reconnaissance="0" // Reconnaissance laps
- PRACT Reconnaissance="0" // Reconnaissance laps
- QUICK Reconnaissance="0" // Reconnaissance laps
- FRACE Reconnaissance="0" // Reconnaissance laps
- CHAMP Reconnaissance="0" // Reconnaissance laps
- MULTI Reconnaissance="0" // Reconnaissance laps
- RPLAY Reconnaissance="0" // Reconnaissance laps
- TIMET Reconnaissance="0" // Reconnaissance laps
- DSCHL Reconnaissance="0" // Reconnaissance laps
- CURNT Grid Walkthrough="0"
- PRACT Grid Walkthrough="1"
- QUICK Grid Walkthrough="1"
- FRACE Grid Walkthrough="1"
- CHAMP Grid Walkthrough="1"
- MULTI Grid Walkthrough="0"
- RPLAY Grid Walkthrough="1"
- TIMET Grid Walkthrough="1"
- DSCHL Grid Walkthrough="1"
- CURNT Full Course Yellows="1" // Whether full course yellows can be called
- PRACT Full Course Yellows="0" // Whether full course yellows can be called
- QUICK Full Course Yellows="0" // Whether full course yellows can be called
- FRACE Full Course Yellows="0" // Whether full course yellows can be called
- CHAMP Full Course Yellows="0" // Whether full course yellows can be called
- MULTI Full Course Yellows="0" // Whether full course yellows can be called
- RPLAY Full Course Yellows="0" // Whether full course yellows can be called
- TIMET Full Course Yellows="0" // Whether full course yellows can be called
- DSCHL Full Course Yellows="0" // Whether full course yellows can be called
- CURNT Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
- PRACT Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
- QUICK Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
- FRACE Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
- CHAMP Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
- MULTI Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
- RPLAY Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
- TIMET Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
- DSCHL Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
- CURNT Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
- PRACT Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
- QUICK Flag Rules="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
- FRACE Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
- CHAMP Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
- MULTI Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
- RPLAY Flag Rules="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
- TIMET Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
- DSCHL Flag Rules="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
- CURNT Weather="1" // Random/season/sunny/etc.
- PRACT Weather="1" // Random/season/sunny/etc.
- QUICK Weather="1" // Random/season/sunny/etc.
- FRACE Weather="0" // Random/season/sunny/etc.
- CHAMP Weather="1" // Random/season/sunny/etc.
- MULTI Weather="1" // Random/season/sunny/etc.
- TIMET Weather="1" // Random/season/sunny/etc.
- DSCHL Weather="1" // Random/season/sunny/etc.
- Rain Amount="1.00000"
- RPLAY Weather="1" // Random/season/sunny/etc.
- CURNT TimeScaledWeather="1" // Whether weather time is scaled with session length
- PRACT TimeScaledWeather="1" // Whether weather time is scaled with session length
- QUICK TimeScaledWeather="1" // Whether weather time is scaled with session length
- FRACE TimeScaledWeather="1" // Whether weather time is scaled with session length
- CHAMP TimeScaledWeather="1" // Whether weather time is scaled with session length
- MULTI TimeScaledWeather="1" // Whether weather time is scaled with session length
- RPLAY TimeScaledWeather="1" // Whether weather time is scaled with session length
- TIMET TimeScaledWeather="1" // Whether weather time is scaled with session length
- DSCHL TimeScaledWeather="1" // Whether weather time is scaled with session length
- Time Scale Factor="1.00000" // 1.0 = real time (min: 1.0, max: 600.0)
- [ Sound Options ]
- Maximum Effects="16" // Maximum sound effects playing simultaneously
- Music="1" // Music Toggle
- Menu Mouse Sounds="0" // Whether or not to play mouse control sounds in menus
- Realtime In Monitor="0" // Whether to play realtime sounds in monitor
- Music On Track (Arcade)="1" // Whether to play music while driving in arcade mode
- Music On Track (Sim)="0" // Whether to play music while driving in sim mode
- Only External Engine Sounds="0" // Always use external engine sounds regardless of current view
- SoundFX Volume="0.80000" // 0.0-1.0
- Engine Volume="1.00000" // 0.0-1.0
- Radio Comms Volume="1.00000" // 0.0-1.0
- Other Volume Ratio="0.81000" // Additional volume multiplayer for other vehicles
- Traction Control="1.75000" // Volume multiplier
- Player Volume Ratio="0.25000" // Additional volume multiplayer for player's vehicle
- Music Volume="0.00000" // 0.0-1.0
- Pit Volume="0.50000" // 0.0-1.0, controls volume of pit sounds while you're at the monitor
- Sound Detail="2"
- Crowd Range="75.00000" // Volume range parameter
- Crowd Shape="0.75000" // Shape of volume attenuation
- Crowd Ambient="2.50000" // Ambient range where volume is maximum
- Airhorn Range="75.00000"
- Airhorn Shape="0.75000"
- Airhorn Ambient="2.50000"
- Public Address Range="50.00000"
- Public Address Shape="0.75000"
- Public Address Ambient="2.50000"
- Pithorn Range="30.00000"
- Pithorn Shape="0.45000"
- Pithorn Ambient="1.50000"
- Helicopter Range="75.00000"
- Helicopter Shape="0.70000"
- Helicopter Ambient="2.50000"
- Vehicle Scrubbing VolMult="0.0000670983"
- Vehicle Scrubbing FreqGrip="-0.25000"
- Vehicle Scrubbing FreqSpeed="0.00195"
- Vehicle Skidding VolMult="0.0001220703"
- Vehicle Skidding FreqGrip="-0.25000"
- Vehicle Skidding FreqSpeed="0.00195"
- Vehicle Roadnoise VolSpeed="32.00000"
- Vehicle Roadnoise VolMult="0.0000164901"
- Vehicle Roadnoise FreqMin="0.80000"
- Vehicle Roadnoise FreqMult="0.00391"
- [ Graphic Options ]
- Broadcast Overlay="1"
- Rearview="1"
- Rearview Width="70.00000"
- Rearview Height="15.00000"
- Seat Adjustment Aft="0.04000"
- Seat Adjustment Up="-0.02000"
- Allow Mouse Seat Adjustment="1" // Whether the mouse can be used to adjust cockpit seat position
- Moving Rearview="3" // Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both
- Rearview Front Clip="1.00000" // Front plane distance for mirror (0.0 = use default for scene)
- Rearview Back Clip="0.00000" // Back plane distance for mirror (0.0 = use default for scene)
- Rearview Particles="0"
- Self In TV Rearview="0" // 0=none, 1=rear wing & wheels, 2=body & susp, 3=1+2, 4=cockpit, 5=1+4, 6=2+4, 7=all
- Self In Cockpit Rearview="0" // 0=none, 1=rear wing & wheels, 2=body & susp, 3=1+2, 4=cockpit, 5=1+4, 6=2+4, 7=all
- Vehicle Sparks="1" // Whether sparks occur from vehicle-to-vehicle collisions
- Backfire Anim Speed="60.00000"
- Warning Light Anim Speed="9.00000" // Safety car light animation
- Moving Steering Wheel="1"
- HUD="1" // 0=none, 1=Full, 2=Minimal (when enabled)
- Minimal HUD="1" // Whether minimal HUD is included when cycling through HUDs
- Minimal HUD Position="2" // 0=left, 1=centre, 2=right
- Automap="1"
- Allow Mouse FOV Adjustment="1" // Whether the mouse+CTRL key+left button can be used to adjust FOV (left shift + left button resets FOV)
- FOV Multiplier="0.80000"
- Letterbox Mode="1"
- High Detail Wheels="1"
- Lens Flare in Cockpit View="1"
- Player Detail="1"
- Opponent Detail="1"
- Garage Detail="0.40000" // LOD multiplier when vehicle is in garage (0.0-1.0)
- Shadows="2"
- Headlight Effects="0"
- Pitcrew Detail="1"
- Special FX="2"
- Lightning Probability="0.25000" // Probability of seeing lightning (0.0-1.5)
- Thunder Probability="0.25000" // Probability of hearing thunder (0.0-1.5)
- Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010)
- Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies)
- Skybox Positioning="1.00000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it
- Reflection Effects="1"
- Vehicle Flow Radius="3.00000" // Vehicle sphere radius for smoke/flames/dust/spray
- Vehicle Flow Offset="2.50000" // Offset below vehicle where sphere center is located
- Spray Flow Offset="2.50000"
- Engine Emitter Flow="1" // Whether engine smoke/flames flow over emitting vehicle
- Tire Emitter Flow="1" // Whether tire smoke/dust flow over emitting vehicle
- Smoke Flow="1" // Whether all smoke/flames/dust flow over non-emitting vehicles
- Raindrop Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles
- Rainspray Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles
- Spark Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles
- Glance Rate="15.00000" // Rate to follow controller for glancing
- Look Up/Down Angle="0.75000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57)
- Leanahead Angle="0.00000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57)
- Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57)
- Glance Angle="1.80000" // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57)
- Lookahead Angle="0.05000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57)
- Head Physics="1.00000" // Fraction of head physics movement applied to cockpit view (position AND rotation)
- Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only
- World Movement="1.00000" // Fraction of world movement seen through driving views
- Overlay Height="0.04000" // Distance from geometry to help sort drawing skids and grooves
- DS Raceline Height="0.10000" // Distance from geometry to help sort DS raceline
- Smoke AI Threshold="5.00000" // Point at which smoke is generated for AI car wheels (0.0 - 1000.0, lower = more)
- Smoke Player Threshold FW="0.50000" // Point at which smoke is generated for player car front wheels (0.0 - 1.0, lower = more)
- Smoke Player Threshold RW="0.25000" // Point at which smoke is generated for player car rear wheels (0.0 - 1.0, lower = more)
- Shadow Map Size="1.00000"
- Shadow Ambient Scale="0.50000"
- Overlay Z Bias="1" // Draw-sorting bias for skids and grooves (0 = none)
- AI Disk Glow Multiplier="0.95000"
- Track Detail="1"
- Track Draw Distance="1" // 0 = near, 1 = normal, 2 = far, 3 = very far
- Reflect Alpha Scale="0.75000"
- Groove="1"
- Environment Map="0"
- MIP Mapping="1"
- Compressed Textures="1"
- Specular="1"
- Max Visible Vehicles="24"
- Shadows In TV Cockpit="0"
- Wheels Visible In Cockpit="1"
- Steering Wheel Visible In Cockpit="1"
- Arms Visible In Cockpit="1"
- Driver Animations="1"
- Track Animations="1"
- Disable All Character Anims="0"
- Windscreen dirt buildup="1"
- Swaying Trees="0"
- Show MoTeC in Cockpit="1"
- In Car Dash="1"
- Dust Detail="1"
- Smoke Detail="1"
- Skid Detail="1"
- Particle Detail="1"
- Starting View="1"
- Skybox Detail="2"
- Player Livery=""
- Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used
- Mipmap LOD Bias="0.00000"
- LOD Multiplier Multiplier="1.00166" // Multiplier applied to vehicle and track LODs (< 1.0 higher FPS)
- Allow HUD in cockpit="1"
- Allow Swingman in Pitlane="1"
- Display Icons="2" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all
- Night Lighting Level="0.45000" // 0.0 (night light level) to 1.0 (disabled): sunrise 4-6am, sunset 6-8pm
- Always Rebuild HAT="1" // Build HAT database everytime tracks are loaded (for development purposes)
- UI Background Animation="1"
- Track Fog="1" // Whether fog is present on sunny days
- Livery UltraRez="1"
- Cockpit UltraRez="1"
- Reduced Track Textures="0"
- Ghost min alpha distance="0.50000"
- Ghost max alpha distance="50.00000"
- Ghost min alpha value="0.00000"
- Ghost max alpha value="1.00000"
- [ Game Options ]
- Championship Basic Rules="0"
- Basic Rules="0"
- Basic Controls="0"
- Basic Display="2"
- Basic Audio="0"
- Times Comparison="2" // add the following: 1=show leader's split time, 2=show split to leader instead of self
- Damage Multiplier="100"
- Vertex Damage="1"
- Low Damage File="0" // Whether <file>_low.dmg is used instead of <file>.dmg
- Record Replays="1" // whether to record replays or not
- Record Hotlaps="1" // whether to record hotlaps or not (must have replay recording on)
- Instant Replay Length="180"
- Replay Fidelity="3"
- Super Player Replay="0" // record player at higher frequency
- Replays Dated="1" // Replays have date in filename
- Private Test Day="1"
- Race Session="3"
- Quick Race Starting Pos="0"
- Damage Dynamics="1"
- Difficulty="0"
- AI Driver Strength="100"
- AI Power Calibration="0" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
- AI Additional Fuel Mult="0.97000" // Additional fuel multiplier for AIs because of their driving style
- AI Brake Power Usage="0.98000" // Fraction of theoretical brake power that AI attempt to use
- AI Brake Grip Usage="0.97000" // Fraction of theoretical brake grip that AI attempt to use
- AI Corner Grip Usage="0.93000" // Fraction of theoretical cornering grip that AI attempt to use
- AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables
- AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables
- AI to AI Collision Rate="20" // Detection rate per second (1-40) for AI-to-AI collisions
- Player Car Equal="1"
- Message Center Detail="3"
- Commentary Detail="2"
- Play Movies="1"
- Locked Pit Cam="0"
- Pitlane Control System="0"
- Race Stint Offset="0" // Offset each scheduled pitstop in case you want to carry extra fuel
- Support="0"
- Autocalibrate AI Mode="0"
- Vehicle Specific AI Setups="1" // If 1, search specific vehicle directory for "<track>.<qual/race>.svm" or "<track>.svm" or "ai.svm" before falling back on game.gdb defaults
- Default Player Setup="1" // If 1, attempts to ensure player has default setup
- AI Realism="1.00000"
- Display Driver Stats="0"
- Display Track Stats="0"
- Display Pit Board="1"
- Arcade Mode="0"
- Endurance Event="0"
- Virtual Mirrors="1"
- Settings Type="5"
- Difficulty Type="2"
- GDB="SIM_Pilsbierbude_Klassen.gdb"
- ChampGDB="Championships\Custom\001_Pan Euro RS 2003 Rookie Cup.gdb"
- NonChampGDB="SIM_Pilsbierbude_Klassen.gdb"
- 24HGDB="24H_GTSEC2007_Monza.gdb"
- Class Filter Index="2"
- Non Champ Index="1"
- 24H Index="27"
- DrivingSchool Lesson="B1_Level 3.ds"
- Measurement Units="0" // Units for everything EXCEPT speed (0 = metric, 1 = english/imperial)
- Speed Units="1" // 0 = MPH, 1 = KPH
- Horizontal Tire Temps="1" // In garage options
- Damper Units="0" // Show damper settings as (0)clicks or (1)actual force units
- Preset Tyres="0"
- Race Distance in Laps="0"
- CURNT Qualify Laps="12"
- PRACT Qualify Laps="12"
- QUICK Qualify Laps="12"
- FRACE Qualify Laps="12"
- CHAMP Qualify Laps="12"
- MULTI Qualify Laps="12"
- RPLAY Qualify Laps="12"
- TIMET Qualify Laps="12"
- DSCHL Qualify Laps="12"
- CURNT Race Laps="11"
- PRACT Race Laps="255"
- QUICK Race Laps="255"
- FRACE Race Laps="255"
- CHAMP Race Laps="255"
- MULTI Race Laps="255"
- RPLAY Race Laps="255"
- TIMET Race Laps="255"
- DSCHL Race Laps="255"
- CURNT Race Time="18"
- PRACT Race Time="32767"
- QUICK Race Time="32767"
- FRACE Race Time="32767"
- CHAMP Race Time="32767"
- MULTI Race Time="32767"
- RPLAY Race Time="32767"
- TIMET Race Time="32767"
- DSCHL Race Time="32767"
- CURNT Race Length="0.10000"
- PRACT Race Length="0.15000"
- QUICK Race Length="0.10000"
- FRACE Race Length="0.15000"
- CHAMP Race Length="0.10000"
- MULTI Race Length="0.10000"
- RPLAY Race Length="0.10000"
- TIMET Race Length="0.10000"
- DSCHL Race Length="0.10000"
- ENDUR Race Length="1.00000"
- CURNT Speed Compensation="0"
- PRACT Speed Compensation="0"
- QUICK Speed Compensation="0"
- FRACE Speed Compensation="0"
- CHAMP Speed Compensation="0"
- MULTI Speed Compensation="0"
- RPLAY Speed Compensation="0"
- TIMET Speed Compensation="0"
- DSCHL Speed Compensation="0"
- CURNT Opponents="0"
- PRACT Opponents="0"
- QUICK Opponents="47"
- FRACE Opponents="79"
- CHAMP Opponents="22"
- MULTI Opponents="0"
- RPLAY Opponents="0"
- TIMET Opponents="0"
- DSCHL Opponents="0"
- Vehicle Removal="20.00000" // Seconds until stationary vehicle is removed from track (sug: 30)
- Debris Removal="15.00000" // Seconds until stationary debris is removed from track (sug: 30)
- Parts Duration="10.00000" // Seconds after parts break off before disappearing ... by default, happens before normal debris removal (sug: 10000)
- Posts Duration="5.00000" // Seconds after track posts break off before disappearing
- Crash Recovery="0" // Artificially keep cars on track or flip cars upright
- Fines="0" // Get fines instead of penalties
- Show Special Classes="0" // Whether special classes are shown as well as ALL/GT/NGT
- Show Single Make Classes="0" // Whether single make classes are shown as well as ALL/GT/NGT
- Extra Stats="1" // Saves separate verbose stats for any session (instead of simple stats for most recent race only)
- Write Shared Memory="1" // Write game data to shared memory area
- Vehicles Per Pit="3" // Default used for assigning garage & pit (range: 1-3), may be overridden with GDB entry on a per-pit basis
- High Process Priority="1" // Improves FPS on some systems, but may conflict with some background applications
- CURNT Fuel Consumption Multiplier="1"
- PRACT Fuel Consumption Multiplier="1"
- QUICK Fuel Consumption Multiplier="1"
- FRACE Fuel Consumption Multiplier="1"
- CHAMP Fuel Consumption Multiplier="1"
- MULTI Fuel Consumption Multiplier="1"
- RPLAY Fuel Consumption Multiplier="1"
- TIMET Fuel Consumption Multiplier="1"
- DSCHL Fuel Consumption Multiplier="1"
- CURNT Tire Wear Multiplier="1"
- PRACT Tire Wear Multiplier="1"
- QUICK Tire Wear Multiplier="1"
- FRACE Tire Wear Multiplier="1"
- CHAMP Tire Wear Multiplier="1"
- MULTI Tire Wear Multiplier="1"
- RPLAY Tire Wear Multiplier="1"
- TIMET Tire Wear Multiplier="1"
- DSCHL Tire Wear Multiplier="1"
- CURNT Allowed Vehicles=""
- PRACT Allowed Vehicles=""
- QUICK Allowed Vehicles=""
- FRACE Allowed Vehicles=""
- CHAMP Allowed Vehicles=""
- MULTI Allowed Vehicles=""
- RPLAY Allowed Vehicles=""
- TIMET Allowed Vehicles=""
- DSCHL Allowed Vehicles=""
- Inactive Sleep Time="25" // number of milliseconds to sleep each message loop if the game is not the active application (-1 to disable, 250 max). will give more CPU to other apps when minimized, etc.
- Simple Debris Collisions="1" // simplified collisions use less CPU but dont interact with walls
- TimeTrial Rolling Start="1"
- TimeTrial Visible Raceline="0"
- TimeTrial Persistent="0"
- [ Multiplayer Options ]
- Collisions Enabled="1" // collisions enabled in multi-player racing
- Net Connection Type="4" // 0 - 28K, 1 - 56k, 2 - ISDN, 3 - cable/dsl, 4 - LAN
- Show All Lobby Players="1" // shows all drivers present in the multi-player lobby
- Multiplayer Enum Type="0" // 0 = LAN, 1 = Internet
- Net Data Rate="32" // client setting
- Net Data Rate Max="32" // defined by the host of a particular session
- Net Flush Threshold="472" // threshold for auto-accumulation flush while building data chunks (default is standard MTU of 536, minus 64 bytes room for layer headers: 472)
- Net Lazy Flush="0" // an explicit flush will not be called after the server re-transmits incoming data, providing less bandwidth consumption by reducing header sizes, but will increase latency
- Net Join Timeout="150.00000" // How long to wait (without a response) before a game join will be considered a failure
- Multi Allowed Aids="-936"
- Force Physics="8" // add the following to enforce server settings: 1=auto-lift, 2=auto-blip, 4=half-rate, 8=collision thresh (for example, auto-lift + half-rate = 1 + 4 = 5)
- Announce Host="0" // whether servers will attempt to register with the matchmaking service
- Gamelist AutoRefresh (LAN)="1" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected
- Max MP Players="29"
- Lobby Login Timeout="20" // Time allowed (in seconds) before Login to the internet lobby will timeout
- Client Port Start="34297" // Start port at which client looks for host games, range is 1025 - 65535
- Delay Join Loading="1" // 0-always load. 1-load on return to Monitor 2-load when offroad or stopped
- Server Installed Cars Only="1" // Hosting only - Allow only server installed vehicles to join server
- Delay Join Speed Threshold="10.00000" // offroad speed threshold (ms) to override Delay Join Loading
- Host Port Start="34297" // Start port at which host games begin, range is 1025 - 65535
- Game List Sort Method="1" // 0=Sort by name, 1=Sort by ping, 2=Sort by circuit, 3=Sort by players
- Allow Chat In Car="1" // whether to allow incoming chats to appear while in car
- Closed MP Qualify Sessions="0" // if true, the session will be closed during qualify, so as to not disturb the participants
- Delay Skinning="1" // if true, delay material reloading when clients join in order to reduce the pause
- Throttling="1" // enable throttling code
- Force Cockpit View="0" // Force cockpit view in multiplayer
- Timescale Ded Sessions="1" // Dedicated server sessions get timescaled with race length
- Skip Formation Lap="1"
- Full Course Yellow="0" // Server enabled full course yellow flags
- Allow AI Control="0" // Allow AI control in multiplayer
- Collision Threshold="0.30000" // Maximum latency allowed (seconds) for a client before collisions are switched off locally
- Acceptable Latency="0.50000" // Maximum latency before we adjust clients to favor smoothness over accuracy (this will be forced to be more than or equal to collision threshold)
- Dedicated Target Rate="512" // Target rate for dedicated server
- Unique Vehicle Check="0" // server setting, will check client vehicles to deny duplicates of the same vehicle
- Throttle Upstream Override="-1" // kbits per second (i.e. a 256 kbps connection = 256. If set to a positive value, will override the default upstream data rate associated with the selected connection type
- Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion
- BoneSpring Threshold="0.10000" // If latency is below this threshold, the spring is disabled
- BoneSpring Min Constant="25.00000" // BoneSpring(TM) constant at collision threshold
- BoneSpring Max Constant="120.00000" // BoneSpring(TM) constant at spring enact latency (should be higher than constant min...)
- Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended
- Path Prediction="0.95000" // Influence of the AI path on remote vehicle prediction (0.0-1.0)
- Pitch + Roll Extrapolation="0.01000"
- Yaw + Rotate Extrapolation="2.00000"
- Class Filter Index="3"
- Car Filter Index="524287"
- GDB=""
- Vehicle File=""
- Concurrent Server Updates="20" // defaults to 10 which should be good for everyone, broadband users could up this to 20-30 for faster server lists if desired. Setting too high will cause incorrect pings to servers.
- Report Mismatches="1" // server to act on mismatches by: 0=No checking, 1=Warning messages, 2=Auto-Boot mismatches
- Host IP Address="192.168.178.43"
- Online Server="SIM_SERVER.txt"
- Online UserName="Speedeel"
- Online Password="17ma1975"
- [ Options ]
- Key Repeat Rate="1"
- [ Controls ]
- Keyboard Steering="0.20000"
- Keyboard Throttle="0.50000"
- Keyboard Brake="0.50000"
- Keyboard Clutch="0.50000"
- Force Feedback="0"
- Mouse Steering="0" // Use mouse left/right movement to steer
- Mouse Throttle="0" // Use left mouse button to control throttle
- Mouse Brakes="0" // Use right mouse button to control brakes
- Mouse Gears="0" // Use mouse wheel to control gears
- Mimic Steering="0" // Mimic AI or pitlane assistance with force feedback
- Gear Select Button Hold="1" // Enable this option if using a gear select device that holds down a joystick button while in a gear and releases all buttons in neutral (such as the Act-Labs USB Shifter)
- Alternate Rearlook Activation="1" // if left look and right look are both pressed, rearlook becomes activated
- HMD Pitch Exponent="1.00000" // Exponent to apply to pitch tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster.
- HMD Yaw Exponent="1.00000" // Exponent to apply to yaw tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster.
- HMD Roll Exponent="1.00000" // Exponent to apply to roll tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster.
- Options Num Controls="68" // Number of configurable controls displayed in options
- Freelook Mouse Pitch Speed="0.00100" // Freelook pitch speed when using mouse.
- Freelook Mouse Yaw Speed="0.00100" // Freelook yaw speed when using mouse.
- Freelook Keyboard Pitch Speed="1.50000" // Freelook pitch speed when using keyboard.
- Freelook Keyboard Pitch Accel="4.00000" // Freelook pitch acceleration when using keyboard.
- Freelook Keyboard Pitch Decel="4.00000" // Freelook pitch deceleration when using keyboard.
- Freelook Keyboard Yaw Speed="1.50000" // Freelook yaw speed when using keyboard.
- Freelook Keyboard Yaw Accel="4.00000" // Freelook Yaw acceleration when using keyboard.
- Freelook Keyboard Yaw Decel="4.00000" // Freelook Yaw deceleration when using keyboard.
- Freelook Up Limit="0.10000" // Freelook Up Limit, between 0 and 0.25.
- Freelook Down Limit="-0.15000" // Freelook Down Limit, between 0 and -0.25.
- TrackIR Pitch Down Limit="-0.15000" // Min: -1.00, Max: 0, Default: -0.15
- TrackIR Pitch Up Limit="0.05000" // Min: 0, Max: 1.00, Default: 0.05
- TrackIR Yaw Left Limit="-0.40000" // Min: -1.00, Max: 0, Default: -0.40
- TrackIR Yaw Right Limit="0.40000" // Min: 0.00, Max: 1.00, Default: 0.40
- TrackIR Roll Left Limit="-0.07500" // Min: -1.00, Max: 0.00, Default: -0.075
- TrackIR Roll Right Limit="0.07500" // Min: 0.00, Max: 1.00, Default: 0.075
- TrackIR Move Left Limit="-0.05000" // Min: -1.00, Max: 0.00, Default: -0.05
- TrackIR Move Right Limit="0.05000" // Min: 0.00, Max: 1.00, Default: 0.05
- TrackIR Move Down Limit="-0.05000" // Min: -1.00, Max: 0.00, Default: -0.05
- TrackIR Move Up Limit="0.03000" // Min: 0.00, Max: 1.00, Default: 0.03
- TrackIR Move Forward Limit="-0.25000" // Min: -1.00, Max: 0.00, Default: -0.25
- TrackIR Move Back Limit="0.25000" // Min: 0.00, Max: 1.00, Default: 0.25
- Axis [00, 00] Dead Zone="0.05000" // Controller 1 X
- Axis [00, 00] Sensitivity="0.19000"
- Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
- Axis [00, 01] Dead Zone="0.00000" // Controller 1 Y
- Axis [00, 01] Sensitivity="0.50000"
- Axis [00, 01] Center="0.50000"
- Axis [00, 02] Dead Zone="0.00000" // Controller 1 Z
- Axis [00, 02] Sensitivity="0.10000"
- Axis [00, 02] Center="0.50000"
- Axis [00, 03] Dead Zone="0.00000" // Controller 1 RX
- Axis [00, 03] Sensitivity="0.50000"
- Axis [00, 03] Center="1.00000"
- Axis [00, 04] Dead Zone="0.06000" // Controller 1 RY
- Axis [00, 04] Sensitivity="0.50000"
- Axis [00, 04] Center="0.50000"
- Axis [00, 05] Dead Zone="0.00000" // Controller 1 RZ
- Axis [00, 05] Sensitivity="0.50000"
- Axis [00, 05] Center="0.50000"
- Axis [00, 06] Dead Zone="0.00000" // Controller 1 S0
- Axis [00, 06] Sensitivity="0.50000"
- Axis [00, 06] Center="0.50000"
- Axis [00, 07] Dead Zone="0.00000" // Controller 1 S1
- Axis [00, 07] Sensitivity="0.50000"
- Axis [00, 07] Center="0.50000"
- Axis [01, 00] Dead Zone="0.00000" // Controller 2 X
- Axis [01, 00] Sensitivity="0.50000"
- Axis [01, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
- Axis [01, 01] Dead Zone="0.00000" // Controller 2 Y
- Axis [01, 01] Sensitivity="0.50000"
- Axis [01, 01] Center="0.50000"
- Axis [01, 02] Dead Zone="0.00000" // Controller 2 Z
- Axis [01, 02] Sensitivity="0.50000"
- Axis [01, 02] Center="0.50000"
- Axis [01, 03] Dead Zone="0.00000" // Controller 2 RX
- Axis [01, 03] Sensitivity="0.50000"
- Axis [01, 03] Center="0.50000"
- Axis [01, 04] Dead Zone="0.00000" // Controller 2 RY
- Axis [01, 04] Sensitivity="0.50000"
- Axis [01, 04] Center="0.50000"
- Axis [01, 05] Dead Zone="0.00000" // Controller 2 RZ
- Axis [01, 05] Sensitivity="0.50000"
- Axis [01, 05] Center="0.50000"
- Axis [01, 06] Dead Zone="0.00000" // Controller 2 S0
- Axis [01, 06] Sensitivity="0.50000"
- Axis [01, 06] Center="0.50000"
- Axis [01, 07] Dead Zone="0.00000" // Controller 2 S1
- Axis [01, 07] Sensitivity="0.50000"
- Axis [01, 07] Center="0.50000"
- Axis [02, 00] Dead Zone="0.00000" // Controller 2 X
- Axis [02, 00] Sensitivity="0.50000"
- Axis [02, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
- Axis [02, 01] Dead Zone="0.00000" // Controller 2 Y
- Axis [02, 01] Sensitivity="0.50000"
- Axis [02, 01] Center="0.50000"
- Axis [02, 02] Dead Zone="0.00000" // Controller 2 Z
- Axis [02, 02] Sensitivity="0.50000"
- Axis [02, 02] Center="0.50000"
- Axis [02, 03] Dead Zone="0.00000" // Controller 2 RX
- Axis [02, 03] Sensitivity="0.50000"
- Axis [02, 03] Center="0.50000"
- Axis [02, 04] Dead Zone="0.00000" // Controller 2 RY
- Axis [02, 04] Sensitivity="0.50000"
- Axis [02, 04] Center="0.50000"
- Axis [02, 05] Dead Zone="0.00000" // Controller 2 RZ
- Axis [02, 05] Sensitivity="0.50000"
- Axis [02, 05] Center="0.50000"
- Axis [02, 06] Dead Zone="0.00000" // Controller 2 S0
- Axis [02, 06] Sensitivity="0.50000"
- Axis [02, 06] Center="0.50000"
- Axis [02, 07] Dead Zone="0.00000" // Controller 2 S1
- Axis [02, 07] Sensitivity="0.50000"
- Axis [02, 07] Center="0.50000"
- Control - Accelerate="(1, 6)"
- Control - Brake="(1, 5)"
- Control - Steer Left="(1, 2)"
- Control - Steer Right="(1, 1)"
- Control - Shift Up="(1, 14)"
- Control - Shift Down="(1, 13)"
- Control - Neutral="(0, 89)"
- Control - Reverse Gear="(0, 89)"
- Control - First Gear="(0, 89)"
- Control - Second Gear="(0, 89)"
- Control - Third Gear="(0, 89)"
- Control - Fourth Gear="(0, 89)"
- Control - Fifth Gear="(0, 89)"
- Control - Sixth Gear="(0, 89)"
- Control - Seventh Gear="(0, 89)"
- Control - Clutch In="(1, 17)"
- Control - Toggle AI Control="(0, 23)"
- Control - Display Mode="(1, 20)"
- Control - Change View="(0, 42)"
- Control - Pit Request Position="(0, 8)"
- Control - Pit Request Status="(0, 9)"
- Control - Pit In Request="(0, 10)"
- Control - Menu Select="(0, 28)"
- Control - Menu Up="(0, 200)"
- Control - Menu Down="(0, 208)"
- Control - Menu Inc="(0, 205)"
- Control - Menu Dec="(0, 203)"
- Control - Speed Limiter="(1, 16)"
- Control - Bias Forward="(1, 19)"
- Control - Bias Rearward="(0, 89)"
- Control - Look Left="(0, 47)"
- Control - Look Right="(0, 49)"
- Control - Rear Look="(0, 48)"
- Control - Instant Replay="(0, 19)"
- Control - Pause="(0, 25)"
- Control - Toggle Free Look="(0, 89)"
- Control - Zero Free Look="(0, 89)"
- Control - Center TrackIR="(0, 89)"
- Control - Display Vehicle Labels="(0, 15)"
- Control - Reset Car="(0, 89)"
- Control - Ignition="(0, 21)"
- Control - Starter="(0, 22)"
- Control - Horn="(0, 89)"
- Control - Headlights="(1, 22)"
- Control - Handbrake="(1, 15)"
- Control - Look Up="(0, 89)"
- Control - Look Down="(0, 89)"
- Control - Look Roll Left="(0, 89)"
- Control - Look Roll Right="(0, 89)"
- Control - Adjust Seat Fore="(0, 17)"
- Control - Adjust Seat Aft="(0, 31)"
- Control - Adjust Seat Up="(0, 32)"
- Control - Adjust Seat Down="(0, 30)"
- Control - Time Acceleration="(0, 37)"
- Control - Toggle Mirror="(0, 57)"
- Control - Toggle HUD="(0, 89)"
- Control - Toggle MoTeC="(0, 89)"
- Control - Realtime Chat="(0, 46)"
- Control - Quick Chat #1="(0, 2)"
- Control - Quick Chat #2="(0, 3)"
- Control - Quick Chat #3="(0, 4)"
- Control - Quick Chat #4="(0, 89)"
- Control - Quick Chat #5="(0, 89)"
- Control - Quick Chat #6="(0, 89)"
- Control - Quick Chat #7="(0, 89)"
- Control - Quick Chat #8="(0, 89)"
- Control - Quick Chat #9="(0, 89)"
- Control - Quick Chat #10="(0, 89)"
- FFB Device Type="5" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
- FFB Effects Level="1" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
- FFB Gain="0.54000" // Strength of Force Feedback effects. Range 0.0 to 1.0.
- FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
- FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
- FFB steer vibe freq mult="0.50000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
- FFB steer vibe zero magnitude="0.04000" // Magnitude of steering vibration at 0mph (reference point).
- FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
- FFB steer vibe wave type="2" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
- FFB steer force average weight="1.00000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency.
- FFB steer force exponent="1.65232" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.
- FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
- FFB steer force output max="1.90000" // Maximum force output of steering force, recommendation 0.8 to 2.0
- FFB steer force grip weight="0.90000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force.
- FFB steer force grip factor="0.50000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6. How much of a factor the front wheel grip is on the steering weight.
- FFB steer update thresh="0.01500" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate.
- FFB steer friction coefficient="-0.50000" // Coefficient to use for steering friction. Range: -1.0 to 1.0
- FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0
- FFB steer damper coefficient="0.50000" // Coefficient to use for steering damper. Range: -1.0 to 1.0
- FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0
- FFB throttle vibe freq mult="0.25000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
- FFB throttle vibe zero magnitude="0.11000" // Magnitude of engine vibration at 0rpm (reference point).
- FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude).
- FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
- FFB throttle vibe update thresh="0.08000" // Amount of change required to update throttle vibe (0.0 - 1.0)
- FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency.
- FFB brake vibe zero magnitude="0.10000" // Magnitude of brake vibration at 0mph (reference point).
- FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude).
- FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
- FFB brake vibe update thresh="0.05000" // Amount of change required to update brake vibe (0.0 to 1.0)
- FFB rumble strip magnitude="0.29000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
- FFB rumble strip freq mult="1.00000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.
- FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
- FFB rumble strip pull factor="0.99000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
- FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0)
- FFB jolt magnitude="1.00000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
- FFB Joy[00] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[01] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[01] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[02] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[02] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[03] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[03] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[04] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[04] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[05] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[05] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[06] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[06] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[07] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[07] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[03] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[04] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[04] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[05] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[05] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[06] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[06] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[07] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[02] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[02] Axis[07] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
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