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  1. //[[gMa1.000f (c)2004 ]] [[ ]]
  2. //*****************************************************************
  3. //* *
  4. //* GTR2 Player File *
  5. //* *
  6. //* Edit at your own risk! *
  7. //* *
  8. //*****************************************************************
  9.  
  10. [ TRACK ]
  11. Track File="GAMEDATA\LOCATIONS\_A1ring2001\01a1ring.TRK"
  12. Track Description="01a1ring"
  13. AI Database File="GAMEDATA\LOCATIONS\_A1ring2001\01a1ring.AIW"
  14.  
  15. [ DRIVER ]
  16. Profile Vehicle File="GAMEDATA\TEAMS\SPORT\VW GOLF VI R\CUP\10017_GOLF_6_R.CAR"
  17. Vehicle File="GAMEDATA\TEAMS\NGT\PEUGEOT 406 STW\ESSO PEUGEOT\98001_PEUGEOT_406.CAR"
  18. Reserved Vehicle File="GAMEDATA\TEAMS\SPORT\VW GOLF VI R\CUP\10017_GOLF_6_R.CAR"
  19. Driver Name="Markus Stockinger"
  20. Nationality=""
  21. Starting Driver="0" // 0 = driver #1, 1 = driver #2
  22. AI Controls Driver #2="0" // Whether AI takes control when switching to driver #2
  23.  
  24. [ CHAT ]
  25. Quick Chat #1="Servus/ Hi"
  26. Quick Chat #2="Sorry"
  27. Quick Chat #3="Danke"
  28. Quick Chat #4="Nach rechts"
  29. Quick Chat #5="Danke"
  30. Quick Chat #6="Sorry"
  31. Quick Chat #7="Vorsicht an der ersten Kurve"
  32. Quick Chat #8="Gut gemacht"
  33. Quick Chat #9="Gutes Rennen"
  34. Quick Chat #10="Bin beschädigt und zu langsam"
  35.  
  36. [ DRIVING AIDS ]
  37. Steering Help="0"
  38. Steering Help Functionality="2" // 0 = new help, 1 = new help + grip, 2 = original, 3 = original + grip
  39. Throttle Control="0"
  40. Brake Help="0"
  41. Antilock Brakes="0"
  42. Spin Recovery="0"
  43. Invulnerability="0"
  44. Autopit="1"
  45. Opposite Lock="0"
  46. Stability Control="0"
  47. No AI Control="0" // AI never has control over car (except autopit)
  48. Pitcrew Push="0" // When out of fuel in pitlane, allows pitcrew to push car (use throttle and gear selection to direct)
  49. Corner Markers="0" // Show corner marker icons to indicate corner severity and suggested gear
  50. Pit Direction Indicator="1" // Show arrow icon to indicate direction of pit exit
  51. Pit Spot Marker="1" // Show marker to indicate corner pit spot location
  52. Auto Clutch="1"
  53. Shift Mode="3"
  54. Manual Shift Override Time="0.60000" // How long after a manual shift until auto shifting resumes (if auto-shifting is enabled)
  55. Auto Shift Override Time="0.55000" // How long after an automatic shift before user is allowed to manually shift
  56. Auto Reverse="0"
  57. 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
  58. Speed Sensitive Steering="0.25000"
  59. Half Rate="0" // 0 = super-high physics rate, 1 = normal
  60. Tire Sampling="1" // 0 = normal, 1 = extra HAT samples (*slightly* more accurate over sharp curbs, otherwise a waste of CPU)
  61. Data Acquisition Version="0" // Version of vehicle data to write out
  62. Data Acquisition Rate="20" // rates 1, 2 ,5, *10*, 20, 50, 100
  63. Data Acquisition In Race="1"
  64. Data Acquisition EXE="C:\MoTeC\i2\1.0\MoTeC.exe"
  65. Data Acquisition File="userdata\vehicledata.spt"
  66. MoTeC LogFolder="C:\MoTec\Logged Data\Manuel"
  67. MoTeC Minimum Time="40" // minimum MoTeC recording time (sec)
  68. MoTeC Multiple Logs="1" // generate unique filename for each new log
  69.  
  70. [ Mechanical Failures ]
  71. CURNT Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  72. PRACT Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  73. QUICK Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  74. FRACE Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  75. CHAMP Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  76. MULTI Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  77. RPLAY Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  78. TIMET Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  79. DSCHL Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  80.  
  81. [ Race Conditions ]
  82. Run Practice1="1"
  83. Run Practice2="0"
  84. Run Qualify="1"
  85. Run Qualify2="0"
  86. Run Warmup="0"
  87. Race Timer="0" // Seconds between displaying time remaining in race (zero disables)
  88. Race Start Hour="16"
  89. Use System Time="0" // Session start time for none-Cup races uses machine time
  90. AI Follow Grid="1" // AI follows center of grid locations during recon/formation
  91. Recon Pit Open="300" // Time that pits remain open for recon laps (real-life is 900 seconds)
  92. Recon Pit Closed="150" // Time that pits are closed before formation lap (real-life is 900 seconds)
  93. Recon Timer="1" // Whether timer is displayed at top of screen
  94. Start Mode="0" // 0 = standing start, 1 = formation lap followed by rolling start
  95. CURNT Reconnaissance="0" // Reconnaissance laps
  96. PRACT Reconnaissance="0" // Reconnaissance laps
  97. QUICK Reconnaissance="0" // Reconnaissance laps
  98. FRACE Reconnaissance="0" // Reconnaissance laps
  99. CHAMP Reconnaissance="0" // Reconnaissance laps
  100. MULTI Reconnaissance="0" // Reconnaissance laps
  101. RPLAY Reconnaissance="0" // Reconnaissance laps
  102. TIMET Reconnaissance="0" // Reconnaissance laps
  103. DSCHL Reconnaissance="0" // Reconnaissance laps
  104. CURNT Grid Walkthrough="0"
  105. PRACT Grid Walkthrough="1"
  106. QUICK Grid Walkthrough="1"
  107. FRACE Grid Walkthrough="1"
  108. CHAMP Grid Walkthrough="1"
  109. MULTI Grid Walkthrough="0"
  110. RPLAY Grid Walkthrough="1"
  111. TIMET Grid Walkthrough="1"
  112. DSCHL Grid Walkthrough="1"
  113. CURNT Full Course Yellows="1" // Whether full course yellows can be called
  114. PRACT Full Course Yellows="0" // Whether full course yellows can be called
  115. QUICK Full Course Yellows="0" // Whether full course yellows can be called
  116. FRACE Full Course Yellows="0" // Whether full course yellows can be called
  117. CHAMP Full Course Yellows="0" // Whether full course yellows can be called
  118. MULTI Full Course Yellows="0" // Whether full course yellows can be called
  119. RPLAY Full Course Yellows="0" // Whether full course yellows can be called
  120. TIMET Full Course Yellows="0" // Whether full course yellows can be called
  121. DSCHL Full Course Yellows="0" // Whether full course yellows can be called
  122. CURNT Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
  123. PRACT Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
  124. QUICK Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
  125. FRACE Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
  126. CHAMP Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
  127. MULTI Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
  128. RPLAY Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
  129. TIMET Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
  130. DSCHL Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)
  131. CURNT Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
  132. PRACT Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
  133. QUICK Flag Rules="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
  134. FRACE Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
  135. CHAMP Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
  136. MULTI Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
  137. RPLAY Flag Rules="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
  138. TIMET Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
  139. DSCHL Flag Rules="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all
  140. CURNT Weather="1" // Random/season/sunny/etc.
  141. PRACT Weather="1" // Random/season/sunny/etc.
  142. QUICK Weather="1" // Random/season/sunny/etc.
  143. FRACE Weather="0" // Random/season/sunny/etc.
  144. CHAMP Weather="1" // Random/season/sunny/etc.
  145. MULTI Weather="1" // Random/season/sunny/etc.
  146. TIMET Weather="1" // Random/season/sunny/etc.
  147. DSCHL Weather="1" // Random/season/sunny/etc.
  148. Rain Amount="1.00000"
  149. RPLAY Weather="1" // Random/season/sunny/etc.
  150. CURNT TimeScaledWeather="1" // Whether weather time is scaled with session length
  151. PRACT TimeScaledWeather="1" // Whether weather time is scaled with session length
  152. QUICK TimeScaledWeather="1" // Whether weather time is scaled with session length
  153. FRACE TimeScaledWeather="1" // Whether weather time is scaled with session length
  154. CHAMP TimeScaledWeather="1" // Whether weather time is scaled with session length
  155. MULTI TimeScaledWeather="1" // Whether weather time is scaled with session length
  156. RPLAY TimeScaledWeather="1" // Whether weather time is scaled with session length
  157. TIMET TimeScaledWeather="1" // Whether weather time is scaled with session length
  158. DSCHL TimeScaledWeather="1" // Whether weather time is scaled with session length
  159. Time Scale Factor="1.00000" // 1.0 = real time (min: 1.0, max: 600.0)
  160.  
  161. [ Sound Options ]
  162. Maximum Effects="16" // Maximum sound effects playing simultaneously
  163. Music="1" // Music Toggle
  164. Menu Mouse Sounds="0" // Whether or not to play mouse control sounds in menus
  165. Realtime In Monitor="0" // Whether to play realtime sounds in monitor
  166. Music On Track (Arcade)="1" // Whether to play music while driving in arcade mode
  167. Music On Track (Sim)="0" // Whether to play music while driving in sim mode
  168. Only External Engine Sounds="0" // Always use external engine sounds regardless of current view
  169. SoundFX Volume="0.80000" // 0.0-1.0
  170. Engine Volume="1.00000" // 0.0-1.0
  171. Radio Comms Volume="1.00000" // 0.0-1.0
  172. Other Volume Ratio="0.81000" // Additional volume multiplayer for other vehicles
  173. Traction Control="1.75000" // Volume multiplier
  174. Player Volume Ratio="0.25000" // Additional volume multiplayer for player's vehicle
  175. Music Volume="0.00000" // 0.0-1.0
  176. Pit Volume="0.50000" // 0.0-1.0, controls volume of pit sounds while you're at the monitor
  177. Sound Detail="2"
  178. Crowd Range="75.00000" // Volume range parameter
  179. Crowd Shape="0.75000" // Shape of volume attenuation
  180. Crowd Ambient="2.50000" // Ambient range where volume is maximum
  181. Airhorn Range="75.00000"
  182. Airhorn Shape="0.75000"
  183. Airhorn Ambient="2.50000"
  184. Public Address Range="50.00000"
  185. Public Address Shape="0.75000"
  186. Public Address Ambient="2.50000"
  187. Pithorn Range="30.00000"
  188. Pithorn Shape="0.45000"
  189. Pithorn Ambient="1.50000"
  190. Helicopter Range="75.00000"
  191. Helicopter Shape="0.70000"
  192. Helicopter Ambient="2.50000"
  193. Vehicle Scrubbing VolMult="0.0000670983"
  194. Vehicle Scrubbing FreqGrip="-0.25000"
  195. Vehicle Scrubbing FreqSpeed="0.00195"
  196. Vehicle Skidding VolMult="0.0001220703"
  197. Vehicle Skidding FreqGrip="-0.25000"
  198. Vehicle Skidding FreqSpeed="0.00195"
  199. Vehicle Roadnoise VolSpeed="32.00000"
  200. Vehicle Roadnoise VolMult="0.0000164901"
  201. Vehicle Roadnoise FreqMin="0.80000"
  202. Vehicle Roadnoise FreqMult="0.00391"
  203.  
  204. [ Graphic Options ]
  205. Broadcast Overlay="1"
  206. Rearview="1"
  207. Rearview Width="70.00000"
  208. Rearview Height="15.00000"
  209. Seat Adjustment Aft="0.04000"
  210. Seat Adjustment Up="-0.02000"
  211. Allow Mouse Seat Adjustment="1" // Whether the mouse can be used to adjust cockpit seat position
  212. Moving Rearview="3" // Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both
  213. Rearview Front Clip="1.00000" // Front plane distance for mirror (0.0 = use default for scene)
  214. Rearview Back Clip="0.00000" // Back plane distance for mirror (0.0 = use default for scene)
  215. Rearview Particles="0"
  216. 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
  217. 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
  218. Vehicle Sparks="1" // Whether sparks occur from vehicle-to-vehicle collisions
  219. Backfire Anim Speed="60.00000"
  220. Warning Light Anim Speed="9.00000" // Safety car light animation
  221. Moving Steering Wheel="1"
  222. HUD="1" // 0=none, 1=Full, 2=Minimal (when enabled)
  223. Minimal HUD="1" // Whether minimal HUD is included when cycling through HUDs
  224. Minimal HUD Position="2" // 0=left, 1=centre, 2=right
  225. Automap="1"
  226. Allow Mouse FOV Adjustment="1" // Whether the mouse+CTRL key+left button can be used to adjust FOV (left shift + left button resets FOV)
  227. FOV Multiplier="0.80000"
  228. Letterbox Mode="1"
  229. High Detail Wheels="1"
  230. Lens Flare in Cockpit View="1"
  231. Player Detail="1"
  232. Opponent Detail="1"
  233. Garage Detail="0.40000" // LOD multiplier when vehicle is in garage (0.0-1.0)
  234. Shadows="2"
  235. Headlight Effects="0"
  236. Pitcrew Detail="1"
  237. Special FX="2"
  238. Lightning Probability="0.25000" // Probability of seeing lightning (0.0-1.5)
  239. Thunder Probability="0.25000" // Probability of hearing thunder (0.0-1.5)
  240. Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010)
  241. Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies)
  242. Skybox Positioning="1.00000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it
  243. Reflection Effects="1"
  244. Vehicle Flow Radius="3.00000" // Vehicle sphere radius for smoke/flames/dust/spray
  245. Vehicle Flow Offset="2.50000" // Offset below vehicle where sphere center is located
  246. Spray Flow Offset="2.50000"
  247. Engine Emitter Flow="1" // Whether engine smoke/flames flow over emitting vehicle
  248. Tire Emitter Flow="1" // Whether tire smoke/dust flow over emitting vehicle
  249. Smoke Flow="1" // Whether all smoke/flames/dust flow over non-emitting vehicles
  250. Raindrop Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles
  251. Rainspray Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles
  252. Spark Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles
  253. Glance Rate="15.00000" // Rate to follow controller for glancing
  254. Look Up/Down Angle="0.75000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57)
  255. Leanahead Angle="0.00000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57)
  256. Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57)
  257. Glance Angle="1.80000" // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57)
  258. Lookahead Angle="0.05000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57)
  259. Head Physics="1.00000" // Fraction of head physics movement applied to cockpit view (position AND rotation)
  260. Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only
  261. World Movement="1.00000" // Fraction of world movement seen through driving views
  262. Overlay Height="0.04000" // Distance from geometry to help sort drawing skids and grooves
  263. DS Raceline Height="0.10000" // Distance from geometry to help sort DS raceline
  264. Smoke AI Threshold="5.00000" // Point at which smoke is generated for AI car wheels (0.0 - 1000.0, lower = more)
  265. Smoke Player Threshold FW="0.50000" // Point at which smoke is generated for player car front wheels (0.0 - 1.0, lower = more)
  266. Smoke Player Threshold RW="0.25000" // Point at which smoke is generated for player car rear wheels (0.0 - 1.0, lower = more)
  267. Shadow Map Size="1.00000"
  268. Shadow Ambient Scale="0.50000"
  269. Overlay Z Bias="1" // Draw-sorting bias for skids and grooves (0 = none)
  270. AI Disk Glow Multiplier="0.95000"
  271. Track Detail="1"
  272. Track Draw Distance="1" // 0 = near, 1 = normal, 2 = far, 3 = very far
  273. Reflect Alpha Scale="0.75000"
  274. Groove="1"
  275. Environment Map="0"
  276. MIP Mapping="1"
  277. Compressed Textures="1"
  278. Specular="1"
  279. Max Visible Vehicles="24"
  280. Shadows In TV Cockpit="0"
  281. Wheels Visible In Cockpit="1"
  282. Steering Wheel Visible In Cockpit="1"
  283. Arms Visible In Cockpit="1"
  284. Driver Animations="1"
  285. Track Animations="1"
  286. Disable All Character Anims="0"
  287. Windscreen dirt buildup="1"
  288. Swaying Trees="0"
  289. Show MoTeC in Cockpit="1"
  290. In Car Dash="1"
  291. Dust Detail="1"
  292. Smoke Detail="1"
  293. Skid Detail="1"
  294. Particle Detail="1"
  295. Starting View="1"
  296. Skybox Detail="2"
  297. Player Livery=""
  298. Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used
  299. Mipmap LOD Bias="0.00000"
  300. LOD Multiplier Multiplier="1.00166" // Multiplier applied to vehicle and track LODs (< 1.0 higher FPS)
  301. Allow HUD in cockpit="1"
  302. Allow Swingman in Pitlane="1"
  303. Display Icons="2" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all
  304. Night Lighting Level="0.45000" // 0.0 (night light level) to 1.0 (disabled): sunrise 4-6am, sunset 6-8pm
  305. Always Rebuild HAT="1" // Build HAT database everytime tracks are loaded (for development purposes)
  306. UI Background Animation="1"
  307. Track Fog="1" // Whether fog is present on sunny days
  308. Livery UltraRez="1"
  309. Cockpit UltraRez="1"
  310. Reduced Track Textures="0"
  311. Ghost min alpha distance="0.50000"
  312. Ghost max alpha distance="50.00000"
  313. Ghost min alpha value="0.00000"
  314. Ghost max alpha value="1.00000"
  315.  
  316. [ Game Options ]
  317. Championship Basic Rules="0"
  318. Basic Rules="0"
  319. Basic Controls="0"
  320. Basic Display="2"
  321. Basic Audio="0"
  322. Times Comparison="2" // add the following: 1=show leader's split time, 2=show split to leader instead of self
  323. Damage Multiplier="100"
  324. Vertex Damage="1"
  325. Low Damage File="0" // Whether <file>_low.dmg is used instead of <file>.dmg
  326. Record Replays="1" // whether to record replays or not
  327. Record Hotlaps="1" // whether to record hotlaps or not (must have replay recording on)
  328. Instant Replay Length="180"
  329. Replay Fidelity="3"
  330. Super Player Replay="0" // record player at higher frequency
  331. Replays Dated="1" // Replays have date in filename
  332. Private Test Day="1"
  333. Race Session="3"
  334. Quick Race Starting Pos="0"
  335. Damage Dynamics="1"
  336. Difficulty="0"
  337. AI Driver Strength="100"
  338. AI Power Calibration="0" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
  339. AI Additional Fuel Mult="0.97000" // Additional fuel multiplier for AIs because of their driving style
  340. AI Brake Power Usage="0.98000" // Fraction of theoretical brake power that AI attempt to use
  341. AI Brake Grip Usage="0.97000" // Fraction of theoretical brake grip that AI attempt to use
  342. AI Corner Grip Usage="0.93000" // Fraction of theoretical cornering grip that AI attempt to use
  343. AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables
  344. AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables
  345. AI to AI Collision Rate="20" // Detection rate per second (1-40) for AI-to-AI collisions
  346. Player Car Equal="1"
  347. Message Center Detail="3"
  348. Commentary Detail="2"
  349. Play Movies="1"
  350. Locked Pit Cam="0"
  351. Pitlane Control System="0"
  352. Race Stint Offset="0" // Offset each scheduled pitstop in case you want to carry extra fuel
  353. Support="0"
  354. Autocalibrate AI Mode="0"
  355. 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
  356. Default Player Setup="1" // If 1, attempts to ensure player has default setup
  357. AI Realism="1.00000"
  358. Display Driver Stats="0"
  359. Display Track Stats="0"
  360. Display Pit Board="1"
  361. Arcade Mode="0"
  362. Endurance Event="0"
  363. Virtual Mirrors="1"
  364. Settings Type="5"
  365. Difficulty Type="2"
  366. GDB="SIM_Pilsbierbude_Klassen.gdb"
  367. ChampGDB="Championships\Custom\001_Pan Euro RS 2003 Rookie Cup.gdb"
  368. NonChampGDB="SIM_Pilsbierbude_Klassen.gdb"
  369. 24HGDB="24H_GTSEC2007_Monza.gdb"
  370. Class Filter Index="2"
  371. Non Champ Index="1"
  372. 24H Index="27"
  373. DrivingSchool Lesson="B1_Level 3.ds"
  374. Measurement Units="0" // Units for everything EXCEPT speed (0 = metric, 1 = english/imperial)
  375. Speed Units="1" // 0 = MPH, 1 = KPH
  376. Horizontal Tire Temps="1" // In garage options
  377. Damper Units="0" // Show damper settings as (0)clicks or (1)actual force units
  378. Preset Tyres="0"
  379. Race Distance in Laps="0"
  380. CURNT Qualify Laps="12"
  381. PRACT Qualify Laps="12"
  382. QUICK Qualify Laps="12"
  383. FRACE Qualify Laps="12"
  384. CHAMP Qualify Laps="12"
  385. MULTI Qualify Laps="12"
  386. RPLAY Qualify Laps="12"
  387. TIMET Qualify Laps="12"
  388. DSCHL Qualify Laps="12"
  389. CURNT Race Laps="11"
  390. PRACT Race Laps="255"
  391. QUICK Race Laps="255"
  392. FRACE Race Laps="255"
  393. CHAMP Race Laps="255"
  394. MULTI Race Laps="255"
  395. RPLAY Race Laps="255"
  396. TIMET Race Laps="255"
  397. DSCHL Race Laps="255"
  398. CURNT Race Time="18"
  399. PRACT Race Time="32767"
  400. QUICK Race Time="32767"
  401. FRACE Race Time="32767"
  402. CHAMP Race Time="32767"
  403. MULTI Race Time="32767"
  404. RPLAY Race Time="32767"
  405. TIMET Race Time="32767"
  406. DSCHL Race Time="32767"
  407. CURNT Race Length="0.10000"
  408. PRACT Race Length="0.15000"
  409. QUICK Race Length="0.10000"
  410. FRACE Race Length="0.15000"
  411. CHAMP Race Length="0.10000"
  412. MULTI Race Length="0.10000"
  413. RPLAY Race Length="0.10000"
  414. TIMET Race Length="0.10000"
  415. DSCHL Race Length="0.10000"
  416. ENDUR Race Length="1.00000"
  417. CURNT Speed Compensation="0"
  418. PRACT Speed Compensation="0"
  419. QUICK Speed Compensation="0"
  420. FRACE Speed Compensation="0"
  421. CHAMP Speed Compensation="0"
  422. MULTI Speed Compensation="0"
  423. RPLAY Speed Compensation="0"
  424. TIMET Speed Compensation="0"
  425. DSCHL Speed Compensation="0"
  426. CURNT Opponents="0"
  427. PRACT Opponents="0"
  428. QUICK Opponents="47"
  429. FRACE Opponents="79"
  430. CHAMP Opponents="22"
  431. MULTI Opponents="0"
  432. RPLAY Opponents="0"
  433. TIMET Opponents="0"
  434. DSCHL Opponents="0"
  435. Vehicle Removal="20.00000" // Seconds until stationary vehicle is removed from track (sug: 30)
  436. Debris Removal="15.00000" // Seconds until stationary debris is removed from track (sug: 30)
  437. Parts Duration="10.00000" // Seconds after parts break off before disappearing ... by default, happens before normal debris removal (sug: 10000)
  438. Posts Duration="5.00000" // Seconds after track posts break off before disappearing
  439. Crash Recovery="0" // Artificially keep cars on track or flip cars upright
  440. Fines="0" // Get fines instead of penalties
  441. Show Special Classes="0" // Whether special classes are shown as well as ALL/GT/NGT
  442. Show Single Make Classes="0" // Whether single make classes are shown as well as ALL/GT/NGT
  443. Extra Stats="1" // Saves separate verbose stats for any session (instead of simple stats for most recent race only)
  444. Write Shared Memory="1" // Write game data to shared memory area
  445. Vehicles Per Pit="3" // Default used for assigning garage & pit (range: 1-3), may be overridden with GDB entry on a per-pit basis
  446. High Process Priority="1" // Improves FPS on some systems, but may conflict with some background applications
  447. CURNT Fuel Consumption Multiplier="1"
  448. PRACT Fuel Consumption Multiplier="1"
  449. QUICK Fuel Consumption Multiplier="1"
  450. FRACE Fuel Consumption Multiplier="1"
  451. CHAMP Fuel Consumption Multiplier="1"
  452. MULTI Fuel Consumption Multiplier="1"
  453. RPLAY Fuel Consumption Multiplier="1"
  454. TIMET Fuel Consumption Multiplier="1"
  455. DSCHL Fuel Consumption Multiplier="1"
  456. CURNT Tire Wear Multiplier="1"
  457. PRACT Tire Wear Multiplier="1"
  458. QUICK Tire Wear Multiplier="1"
  459. FRACE Tire Wear Multiplier="1"
  460. CHAMP Tire Wear Multiplier="1"
  461. MULTI Tire Wear Multiplier="1"
  462. RPLAY Tire Wear Multiplier="1"
  463. TIMET Tire Wear Multiplier="1"
  464. DSCHL Tire Wear Multiplier="1"
  465. CURNT Allowed Vehicles=""
  466. PRACT Allowed Vehicles=""
  467. QUICK Allowed Vehicles=""
  468. FRACE Allowed Vehicles=""
  469. CHAMP Allowed Vehicles=""
  470. MULTI Allowed Vehicles=""
  471. RPLAY Allowed Vehicles=""
  472. TIMET Allowed Vehicles=""
  473. DSCHL Allowed Vehicles=""
  474. 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.
  475. Simple Debris Collisions="1" // simplified collisions use less CPU but dont interact with walls
  476. TimeTrial Rolling Start="1"
  477. TimeTrial Visible Raceline="0"
  478. TimeTrial Persistent="0"
  479.  
  480. [ Multiplayer Options ]
  481. Collisions Enabled="1" // collisions enabled in multi-player racing
  482. Net Connection Type="4" // 0 - 28K, 1 - 56k, 2 - ISDN, 3 - cable/dsl, 4 - LAN
  483. Show All Lobby Players="1" // shows all drivers present in the multi-player lobby
  484. Multiplayer Enum Type="0" // 0 = LAN, 1 = Internet
  485. Net Data Rate="32" // client setting
  486. Net Data Rate Max="32" // defined by the host of a particular session
  487. 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)
  488. 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
  489. Net Join Timeout="150.00000" // How long to wait (without a response) before a game join will be considered a failure
  490. Multi Allowed Aids="-936"
  491. 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)
  492. Announce Host="0" // whether servers will attempt to register with the matchmaking service
  493. Gamelist AutoRefresh (LAN)="1" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected
  494. Max MP Players="29"
  495. Lobby Login Timeout="20" // Time allowed (in seconds) before Login to the internet lobby will timeout
  496. Client Port Start="34297" // Start port at which client looks for host games, range is 1025 - 65535
  497. Delay Join Loading="1" // 0-always load. 1-load on return to Monitor 2-load when offroad or stopped
  498. Server Installed Cars Only="1" // Hosting only - Allow only server installed vehicles to join server
  499. Delay Join Speed Threshold="10.00000" // offroad speed threshold (ms) to override Delay Join Loading
  500. Host Port Start="34297" // Start port at which host games begin, range is 1025 - 65535
  501. Game List Sort Method="1" // 0=Sort by name, 1=Sort by ping, 2=Sort by circuit, 3=Sort by players
  502. Allow Chat In Car="1" // whether to allow incoming chats to appear while in car
  503. Closed MP Qualify Sessions="0" // if true, the session will be closed during qualify, so as to not disturb the participants
  504. Delay Skinning="1" // if true, delay material reloading when clients join in order to reduce the pause
  505. Throttling="1" // enable throttling code
  506. Force Cockpit View="0" // Force cockpit view in multiplayer
  507. Timescale Ded Sessions="1" // Dedicated server sessions get timescaled with race length
  508. Skip Formation Lap="1"
  509. Full Course Yellow="0" // Server enabled full course yellow flags
  510. Allow AI Control="0" // Allow AI control in multiplayer
  511. Collision Threshold="0.30000" // Maximum latency allowed (seconds) for a client before collisions are switched off locally
  512. 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)
  513. Dedicated Target Rate="512" // Target rate for dedicated server
  514. Unique Vehicle Check="0" // server setting, will check client vehicles to deny duplicates of the same vehicle
  515. 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
  516. Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion
  517. BoneSpring Threshold="0.10000" // If latency is below this threshold, the spring is disabled
  518. BoneSpring Min Constant="25.00000" // BoneSpring(TM) constant at collision threshold
  519. BoneSpring Max Constant="120.00000" // BoneSpring(TM) constant at spring enact latency (should be higher than constant min...)
  520. Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended
  521. Path Prediction="0.95000" // Influence of the AI path on remote vehicle prediction (0.0-1.0)
  522. Pitch + Roll Extrapolation="0.01000"
  523. Yaw + Rotate Extrapolation="2.00000"
  524. Class Filter Index="3"
  525. Car Filter Index="524287"
  526. GDB=""
  527. Vehicle File=""
  528. 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.
  529. Report Mismatches="1" // server to act on mismatches by: 0=No checking, 1=Warning messages, 2=Auto-Boot mismatches
  530. Host IP Address="192.168.178.43"
  531. Online Server="SIM_SERVER.txt"
  532. Online UserName="Speedeel"
  533. Online Password="17ma1975"
  534.  
  535. [ Options ]
  536. Key Repeat Rate="1"
  537.  
  538. [ Controls ]
  539. Keyboard Steering="0.20000"
  540. Keyboard Throttle="0.50000"
  541. Keyboard Brake="0.50000"
  542. Keyboard Clutch="0.50000"
  543. Force Feedback="0"
  544. Mouse Steering="0" // Use mouse left/right movement to steer
  545. Mouse Throttle="0" // Use left mouse button to control throttle
  546. Mouse Brakes="0" // Use right mouse button to control brakes
  547. Mouse Gears="0" // Use mouse wheel to control gears
  548. Mimic Steering="0" // Mimic AI or pitlane assistance with force feedback
  549. 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)
  550. Alternate Rearlook Activation="1" // if left look and right look are both pressed, rearlook becomes activated
  551. 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.
  552. 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.
  553. 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.
  554. Options Num Controls="68" // Number of configurable controls displayed in options
  555. Freelook Mouse Pitch Speed="0.00100" // Freelook pitch speed when using mouse.
  556. Freelook Mouse Yaw Speed="0.00100" // Freelook yaw speed when using mouse.
  557. Freelook Keyboard Pitch Speed="1.50000" // Freelook pitch speed when using keyboard.
  558. Freelook Keyboard Pitch Accel="4.00000" // Freelook pitch acceleration when using keyboard.
  559. Freelook Keyboard Pitch Decel="4.00000" // Freelook pitch deceleration when using keyboard.
  560. Freelook Keyboard Yaw Speed="1.50000" // Freelook yaw speed when using keyboard.
  561. Freelook Keyboard Yaw Accel="4.00000" // Freelook Yaw acceleration when using keyboard.
  562. Freelook Keyboard Yaw Decel="4.00000" // Freelook Yaw deceleration when using keyboard.
  563. Freelook Up Limit="0.10000" // Freelook Up Limit, between 0 and 0.25.
  564. Freelook Down Limit="-0.15000" // Freelook Down Limit, between 0 and -0.25.
  565. TrackIR Pitch Down Limit="-0.15000" // Min: -1.00, Max: 0, Default: -0.15
  566. TrackIR Pitch Up Limit="0.05000" // Min: 0, Max: 1.00, Default: 0.05
  567. TrackIR Yaw Left Limit="-0.40000" // Min: -1.00, Max: 0, Default: -0.40
  568. TrackIR Yaw Right Limit="0.40000" // Min: 0.00, Max: 1.00, Default: 0.40
  569. TrackIR Roll Left Limit="-0.07500" // Min: -1.00, Max: 0.00, Default: -0.075
  570. TrackIR Roll Right Limit="0.07500" // Min: 0.00, Max: 1.00, Default: 0.075
  571. TrackIR Move Left Limit="-0.05000" // Min: -1.00, Max: 0.00, Default: -0.05
  572. TrackIR Move Right Limit="0.05000" // Min: 0.00, Max: 1.00, Default: 0.05
  573. TrackIR Move Down Limit="-0.05000" // Min: -1.00, Max: 0.00, Default: -0.05
  574. TrackIR Move Up Limit="0.03000" // Min: 0.00, Max: 1.00, Default: 0.03
  575. TrackIR Move Forward Limit="-0.25000" // Min: -1.00, Max: 0.00, Default: -0.25
  576. TrackIR Move Back Limit="0.25000" // Min: 0.00, Max: 1.00, Default: 0.25
  577. Axis [00, 00] Dead Zone="0.05000" // Controller 1 X
  578. Axis [00, 00] Sensitivity="0.19000"
  579. Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
  580. Axis [00, 01] Dead Zone="0.00000" // Controller 1 Y
  581. Axis [00, 01] Sensitivity="0.50000"
  582. Axis [00, 01] Center="0.50000"
  583. Axis [00, 02] Dead Zone="0.00000" // Controller 1 Z
  584. Axis [00, 02] Sensitivity="0.10000"
  585. Axis [00, 02] Center="0.50000"
  586. Axis [00, 03] Dead Zone="0.00000" // Controller 1 RX
  587. Axis [00, 03] Sensitivity="0.50000"
  588. Axis [00, 03] Center="1.00000"
  589. Axis [00, 04] Dead Zone="0.06000" // Controller 1 RY
  590. Axis [00, 04] Sensitivity="0.50000"
  591. Axis [00, 04] Center="0.50000"
  592. Axis [00, 05] Dead Zone="0.00000" // Controller 1 RZ
  593. Axis [00, 05] Sensitivity="0.50000"
  594. Axis [00, 05] Center="0.50000"
  595. Axis [00, 06] Dead Zone="0.00000" // Controller 1 S0
  596. Axis [00, 06] Sensitivity="0.50000"
  597. Axis [00, 06] Center="0.50000"
  598. Axis [00, 07] Dead Zone="0.00000" // Controller 1 S1
  599. Axis [00, 07] Sensitivity="0.50000"
  600. Axis [00, 07] Center="0.50000"
  601. Axis [01, 00] Dead Zone="0.00000" // Controller 2 X
  602. Axis [01, 00] Sensitivity="0.50000"
  603. Axis [01, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
  604. Axis [01, 01] Dead Zone="0.00000" // Controller 2 Y
  605. Axis [01, 01] Sensitivity="0.50000"
  606. Axis [01, 01] Center="0.50000"
  607. Axis [01, 02] Dead Zone="0.00000" // Controller 2 Z
  608. Axis [01, 02] Sensitivity="0.50000"
  609. Axis [01, 02] Center="0.50000"
  610. Axis [01, 03] Dead Zone="0.00000" // Controller 2 RX
  611. Axis [01, 03] Sensitivity="0.50000"
  612. Axis [01, 03] Center="0.50000"
  613. Axis [01, 04] Dead Zone="0.00000" // Controller 2 RY
  614. Axis [01, 04] Sensitivity="0.50000"
  615. Axis [01, 04] Center="0.50000"
  616. Axis [01, 05] Dead Zone="0.00000" // Controller 2 RZ
  617. Axis [01, 05] Sensitivity="0.50000"
  618. Axis [01, 05] Center="0.50000"
  619. Axis [01, 06] Dead Zone="0.00000" // Controller 2 S0
  620. Axis [01, 06] Sensitivity="0.50000"
  621. Axis [01, 06] Center="0.50000"
  622. Axis [01, 07] Dead Zone="0.00000" // Controller 2 S1
  623. Axis [01, 07] Sensitivity="0.50000"
  624. Axis [01, 07] Center="0.50000"
  625. Axis [02, 00] Dead Zone="0.00000" // Controller 2 X
  626. Axis [02, 00] Sensitivity="0.50000"
  627. Axis [02, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
  628. Axis [02, 01] Dead Zone="0.00000" // Controller 2 Y
  629. Axis [02, 01] Sensitivity="0.50000"
  630. Axis [02, 01] Center="0.50000"
  631. Axis [02, 02] Dead Zone="0.00000" // Controller 2 Z
  632. Axis [02, 02] Sensitivity="0.50000"
  633. Axis [02, 02] Center="0.50000"
  634. Axis [02, 03] Dead Zone="0.00000" // Controller 2 RX
  635. Axis [02, 03] Sensitivity="0.50000"
  636. Axis [02, 03] Center="0.50000"
  637. Axis [02, 04] Dead Zone="0.00000" // Controller 2 RY
  638. Axis [02, 04] Sensitivity="0.50000"
  639. Axis [02, 04] Center="0.50000"
  640. Axis [02, 05] Dead Zone="0.00000" // Controller 2 RZ
  641. Axis [02, 05] Sensitivity="0.50000"
  642. Axis [02, 05] Center="0.50000"
  643. Axis [02, 06] Dead Zone="0.00000" // Controller 2 S0
  644. Axis [02, 06] Sensitivity="0.50000"
  645. Axis [02, 06] Center="0.50000"
  646. Axis [02, 07] Dead Zone="0.00000" // Controller 2 S1
  647. Axis [02, 07] Sensitivity="0.50000"
  648. Axis [02, 07] Center="0.50000"
  649. Control - Accelerate="(1, 6)"
  650. Control - Brake="(1, 5)"
  651. Control - Steer Left="(1, 2)"
  652. Control - Steer Right="(1, 1)"
  653. Control - Shift Up="(1, 14)"
  654. Control - Shift Down="(1, 13)"
  655. Control - Neutral="(0, 89)"
  656. Control - Reverse Gear="(0, 89)"
  657. Control - First Gear="(0, 89)"
  658. Control - Second Gear="(0, 89)"
  659. Control - Third Gear="(0, 89)"
  660. Control - Fourth Gear="(0, 89)"
  661. Control - Fifth Gear="(0, 89)"
  662. Control - Sixth Gear="(0, 89)"
  663. Control - Seventh Gear="(0, 89)"
  664. Control - Clutch In="(1, 17)"
  665. Control - Toggle AI Control="(0, 23)"
  666. Control - Display Mode="(1, 20)"
  667. Control - Change View="(0, 42)"
  668. Control - Pit Request Position="(0, 8)"
  669. Control - Pit Request Status="(0, 9)"
  670. Control - Pit In Request="(0, 10)"
  671. Control - Menu Select="(0, 28)"
  672. Control - Menu Up="(0, 200)"
  673. Control - Menu Down="(0, 208)"
  674. Control - Menu Inc="(0, 205)"
  675. Control - Menu Dec="(0, 203)"
  676. Control - Speed Limiter="(1, 16)"
  677. Control - Bias Forward="(1, 19)"
  678. Control - Bias Rearward="(0, 89)"
  679. Control - Look Left="(0, 47)"
  680. Control - Look Right="(0, 49)"
  681. Control - Rear Look="(0, 48)"
  682. Control - Instant Replay="(0, 19)"
  683. Control - Pause="(0, 25)"
  684. Control - Toggle Free Look="(0, 89)"
  685. Control - Zero Free Look="(0, 89)"
  686. Control - Center TrackIR="(0, 89)"
  687. Control - Display Vehicle Labels="(0, 15)"
  688. Control - Reset Car="(0, 89)"
  689. Control - Ignition="(0, 21)"
  690. Control - Starter="(0, 22)"
  691. Control - Horn="(0, 89)"
  692. Control - Headlights="(1, 22)"
  693. Control - Handbrake="(1, 15)"
  694. Control - Look Up="(0, 89)"
  695. Control - Look Down="(0, 89)"
  696. Control - Look Roll Left="(0, 89)"
  697. Control - Look Roll Right="(0, 89)"
  698. Control - Adjust Seat Fore="(0, 17)"
  699. Control - Adjust Seat Aft="(0, 31)"
  700. Control - Adjust Seat Up="(0, 32)"
  701. Control - Adjust Seat Down="(0, 30)"
  702. Control - Time Acceleration="(0, 37)"
  703. Control - Toggle Mirror="(0, 57)"
  704. Control - Toggle HUD="(0, 89)"
  705. Control - Toggle MoTeC="(0, 89)"
  706. Control - Realtime Chat="(0, 46)"
  707. Control - Quick Chat #1="(0, 2)"
  708. Control - Quick Chat #2="(0, 3)"
  709. Control - Quick Chat #3="(0, 4)"
  710. Control - Quick Chat #4="(0, 89)"
  711. Control - Quick Chat #5="(0, 89)"
  712. Control - Quick Chat #6="(0, 89)"
  713. Control - Quick Chat #7="(0, 89)"
  714. Control - Quick Chat #8="(0, 89)"
  715. Control - Quick Chat #9="(0, 89)"
  716. Control - Quick Chat #10="(0, 89)"
  717. FFB Device Type="5" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
  718. FFB Effects Level="1" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
  719. FFB Gain="0.54000" // Strength of Force Feedback effects. Range 0.0 to 1.0.
  720. FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
  721. FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
  722. FFB steer vibe freq mult="0.50000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
  723. FFB steer vibe zero magnitude="0.04000" // Magnitude of steering vibration at 0mph (reference point).
  724. FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
  725. 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.
  726. 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.
  727. 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.
  728. FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
  729. FFB steer force output max="1.90000" // Maximum force output of steering force, recommendation 0.8 to 2.0
  730. 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.
  731. 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.
  732. 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.
  733. FFB steer friction coefficient="-0.50000" // Coefficient to use for steering friction. Range: -1.0 to 1.0
  734. FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0
  735. FFB steer damper coefficient="0.50000" // Coefficient to use for steering damper. Range: -1.0 to 1.0
  736. FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0
  737. FFB throttle vibe freq mult="0.25000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
  738. FFB throttle vibe zero magnitude="0.11000" // Magnitude of engine vibration at 0rpm (reference point).
  739. FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude).
  740. 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.
  741. FFB throttle vibe update thresh="0.08000" // Amount of change required to update throttle vibe (0.0 - 1.0)
  742. FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency.
  743. FFB brake vibe zero magnitude="0.10000" // Magnitude of brake vibration at 0mph (reference point).
  744. FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude).
  745. 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.
  746. FFB brake vibe update thresh="0.05000" // Amount of change required to update brake vibe (0.0 to 1.0)
  747. FFB rumble strip magnitude="0.29000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
  748. FFB rumble strip freq mult="1.00000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.
  749. 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.
  750. 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.
  751. FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0)
  752. FFB jolt magnitude="1.00000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
  753. FFB Joy[00] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  754. FFB Joy[00] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  755. FFB Joy[00] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  756. FFB Joy[00] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  757. FFB Joy[00] Axis[01] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
  758. FFB Joy[00] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  759. FFB Joy[00] Axis[01] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
  760. FFB Joy[00] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  761. FFB Joy[00] Axis[02] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
  762. FFB Joy[00] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  763. FFB Joy[00] Axis[02] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
  764. FFB Joy[00] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  765. FFB Joy[00] Axis[03] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
  766. FFB Joy[00] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  767. FFB Joy[00] Axis[03] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
  768. FFB Joy[00] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  769. FFB Joy[00] Axis[04] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
  770. FFB Joy[00] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  771. FFB Joy[00] Axis[04] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
  772. FFB Joy[00] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  773. FFB Joy[00] Axis[05] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
  774. FFB Joy[00] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  775. FFB Joy[00] Axis[05] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
  776. FFB Joy[00] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  777. FFB Joy[00] Axis[06] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
  778. FFB Joy[00] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  779. FFB Joy[00] Axis[06] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
  780. FFB Joy[00] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  781. FFB Joy[00] Axis[07] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
  782. FFB Joy[00] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  783. FFB Joy[00] Axis[07] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
  784. FFB Joy[00] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  785. FFB Joy[01] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  786. FFB Joy[01] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  787. FFB Joy[01] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  788. FFB Joy[01] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  789. FFB Joy[01] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  790. FFB Joy[01] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  791. FFB Joy[01] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  792. FFB Joy[01] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  793. FFB Joy[01] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  794. FFB Joy[01] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  795. FFB Joy[01] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  796. FFB Joy[01] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  797. FFB Joy[01] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  798. FFB Joy[01] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  799. FFB Joy[01] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  800. FFB Joy[01] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  801. FFB Joy[01] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  802. FFB Joy[01] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  803. FFB Joy[01] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  804. FFB Joy[01] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  805. FFB Joy[01] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  806. FFB Joy[01] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  807. FFB Joy[01] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  808. FFB Joy[01] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  809. FFB Joy[01] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  810. FFB Joy[01] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  811. FFB Joy[01] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  812. FFB Joy[01] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  813. FFB Joy[01] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  814. FFB Joy[01] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  815. FFB Joy[01] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  816. FFB Joy[01] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  817. FFB Joy[02] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  818. FFB Joy[02] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  819. FFB Joy[02] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  820. FFB Joy[02] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  821. FFB Joy[02] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  822. FFB Joy[02] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  823. FFB Joy[02] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  824. FFB Joy[02] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  825. FFB Joy[02] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  826. FFB Joy[02] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  827. FFB Joy[02] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  828. FFB Joy[02] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
  829. FFB Joy[02] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  830. FFB Joy[02] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
  831. FFB Joy[02] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  832. FFB Joy[02] Axis[03] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  833. FFB Joy[02] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  834. FFB Joy[02] Axis[04] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  835. FFB Joy[02] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  836. FFB Joy[02] Axis[04] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  837. FFB Joy[02] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  838. FFB Joy[02] Axis[05] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  839. FFB Joy[02] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  840. FFB Joy[02] Axis[05] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  841. FFB Joy[02] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  842. FFB Joy[02] Axis[06] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  843. FFB Joy[02] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  844. FFB Joy[02] Axis[06] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  845. FFB Joy[02] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  846. FFB Joy[02] Axis[07] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  847. FFB Joy[02] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  848. FFB Joy[02] Axis[07] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
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