Advertisement
skandre7

PLR for multiplayer

Aug 13th, 2018
754
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 32.91 KB | None | 0 0
  1. //*****************************************************************
  2. //* *
  3. //* Player File (optimized by Constrictor Modding Team) *
  4. //* *
  5. //* Edit at your own risk! *
  6. //* *
  7. //* Copyright (c) 1999-2002 Image Space Incorporated *
  8. //* All rights reserved. *
  9. //* *
  10. //*****************************************************************
  11.  
  12. [ SCENE ]
  13.  
  14.  
  15. [ DRIVER ]
  16. Profile Vehicle File="SEASONDATA\VEHICLES\JAGUAR\2001_R2\2001_JAGUAR19.VEH"
  17. Vehicle File="SEASONDATA\VEHICLES\JAGUAR\2001_R2\2001_JAGUAR19.VEH"
  18. Driver Name="Pedro De La Rosa"
  19. Nationality="Albanian"
  20.  
  21. [ DRIVING AIDS ]
  22. Steering Help="1"
  23. Steering Help Functionality="0" // 0 = new help, 1 = new help + grip, 2 = original F1 2001, 3 = original + grip
  24. Throttle Control="2"
  25. Brake Help="0"
  26. Antilock Brakes="2"
  27. Spin Recovery="0"
  28. Invulnerability="1"
  29. Autopit="0"
  30. Opposite Lock="1"
  31. Stability Control="0"
  32. No AI Control="0" // AI never has control over car (except autopit)
  33. Pitcrew Push="1" // When out of fuel in pitlane, allows pitcrew to push car (use throttle and gear selection to direct)
  34. Auto Clutch="1"
  35. Auto Lift="0" // Whether to automatically lift with manual shifting but auto-clutch (non-semiautomatic trans only)
  36. Auto Blip="1" // Whether to automatically blip with manual shifting but auto-clutch (non-semiautomatic trans only)
  37. Shift Mode="3"
  38. Manual Shift Override Time="0.60000" // How long after a manual shift until auto shifting resumes (if auto-shifting is enabled)
  39. Auto Shift Override Time="0.55000" // How long after an automatic shift before user is allowed to manually shift
  40. Auto Reverse="1"
  41. Speed Sensitive Steering="0.60000"
  42. Half Rate="1" // 0 = super-high physics rate, 1 = normal
  43. Launch Control="1" // Whether old cars get launch control because we failed to document it properly
  44. Tire Sampling="0" // 0 = normal, 1 = extra HAT samples (*slightly* more accurate over sharp curbs, otherwise a waste of CPU)
  45. Telemetry Version="0" // Version of telemetry to write out
  46. Telemetry Rate="8"
  47. Telemetry In Race="1"
  48. Telemetry EXE="telemetry\f1_telemetry.exe"
  49. Telemetry File="telemetry\telemetry.spt"
  50.  
  51. [ Mechanical Failures ]
  52. CURNT Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  53. PRACT Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  54. QUICK Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  55. GPRIX Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  56. CHAMP Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  57. MULTI Failure Rate="0" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  58. RPLAY Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
  59.  
  60. [ Race Conditions ]
  61. Run Practice1="1"
  62. Run Practice2="1"
  63. Run Practice3="1"
  64. Run Practice4="1"
  65. Run Qualify="1"
  66. Run Warmup="1"
  67. Race Timer="0" // Seconds between displaying time remaining in race (zero disables)
  68. AI Follow Grid="1" // AI follows center of grid locations during recon/formation
  69. Recon Pit Open="300" // Time that pits remain open for recon laps (real-life is 900 seconds)
  70. Recon Pit Closed="150" // Time that pits are closed before formation lap (real-life is 900 seconds)
  71. Recon Timer="1" // Whether timer is displayed at top of screen
  72. CURNT Reconnaissance="0" // Reconnaissance laps
  73. PRACT Reconnaissance="0" // Reconnaissance laps
  74. QUICK Reconnaissance="0" // Reconnaissance laps
  75. GPRIX Reconnaissance="0" // Reconnaissance laps
  76. CHAMP Reconnaissance="0" // Reconnaissance laps
  77. MULTI Reconnaissance="0" // Reconnaissance laps
  78. RPLAY Reconnaissance="0" // Reconnaissance laps
  79. CURNT Grid Walkthrough="1"
  80. PRACT Grid Walkthrough="1"
  81. QUICK Grid Walkthrough="1"
  82. GPRIX Grid Walkthrough="1"
  83. CHAMP Grid Walkthrough="1"
  84. MULTI Grid Walkthrough="0"
  85. RPLAY Grid Walkthrough="1"
  86. CURNT Formation Lap="0"
  87. PRACT Formation Lap="0"
  88. QUICK Formation Lap="0"
  89. GPRIX Formation Lap="0"
  90. CHAMP Formation Lap="0"
  91. MULTI Formation Lap="0"
  92. RPLAY Formation Lap="0"
  93. CURNT Flag Rules="1" // Level of rule enforcement
  94. PRACT Flag Rules="1" // Level of rule enforcement
  95. QUICK Flag Rules="1" // Level of rule enforcement
  96. GPRIX Flag Rules="1" // Level of rule enforcement
  97. CHAMP Flag Rules="1" // Level of rule enforcement
  98. MULTI Flag Rules="1" // Level of rule enforcement
  99. RPLAY Flag Rules="1" // Level of rule enforcement
  100. CURNT Weather="0" // Random/season/sunny/etc.
  101. PRACT Weather="0" // Random/season/sunny/etc.
  102. QUICK Weather="0" // Random/season/sunny/etc.
  103. GPRIX Weather="0" // Random/season/sunny/etc.
  104. CHAMP Weather="0" // Random/season/sunny/etc.
  105. MULTI Weather="0" // Random/season/sunny/etc.
  106. RPLAY Weather="0" // Random/season/sunny/etc.
  107. CURNT TimeScaledWeather="1" // Whether weather time is scaled with session length
  108. PRACT TimeScaledWeather="1" // Whether weather time is scaled with session length
  109. QUICK TimeScaledWeather="1" // Whether weather time is scaled with session length
  110. GPRIX TimeScaledWeather="1" // Whether weather time is scaled with session length
  111. CHAMP TimeScaledWeather="1" // Whether weather time is scaled with session length
  112. MULTI TimeScaledWeather="1" // Whether weather time is scaled with session length
  113. RPLAY TimeScaledWeather="1" // Whether weather time is scaled with session length
  114.  
  115. [ Sound Options ]
  116. Maximum Effects="8" // Maximum sound effects playing simultaneously
  117. Music="1" // Music Toggle
  118. Min Announcer Pause="1" // in seconds
  119. Track Load Commentary="1" // Whether or not the commentator should talk during track loading
  120. Realtime In Monitor="1" // Whether to play realtime sounds in monitor
  121. SoundFX Volume="1.00000" // 0.0-1.0
  122. Engine Volume="1.00000" // 0.0-1.0
  123. Traction Control="1.75000" // Volume multiplier
  124. Player Volume Ratio="1.00000" // Additional volume multiplayer for player's vehicle
  125. Other Volume Ratio="0.50000" // Additional volume multiplayer for other vehicles
  126. Music Volume="0.29717" // 0.0-1.0
  127. Pit Volume="0.50000" // 0.0-1.0, controls volume of pit sounds while you're at the monitor
  128. Announcer Volume="0.50000" // 0.0-1.0
  129. Sound Detail="1"
  130. Crowd Range="75.00000" // Volume range parameter
  131. Crowd Shape="0.75000" // Shape of volume attenuation
  132. Crowd Ambient="2.50000" // Ambient range where volume is maximum
  133. Airhorn Range="75.00000"
  134. Airhorn Shape="0.75000"
  135. Airhorn Ambient="2.50000"
  136. Public Address Range="50.00000"
  137. Public Address Shape="0.75000"
  138. Public Address Ambient="2.50000"
  139. Pithorn Range="30.00000"
  140. Pithorn Shape="0.45000"
  141. Pithorn Ambient="1.50000"
  142. Helicopter Range="75.00000"
  143. Helicopter Shape="0.70000"
  144. Helicopter Ambient="2.50000"
  145.  
  146. [ Graphic Options ]
  147. Broadcast Overlay="1"
  148. Texture Detail="0"
  149. Rearview="1"
  150. Rearview Width="64.00000"
  151. Rearview Height="14.00000"
  152. Rearview Particles="0"
  153. Self In Rearview="0" // Show rear wing and rear wheels in rearview
  154. Vehicle Sparks="0" // Whether sparks occur from vehicle-to-vehicle collisions
  155. Backfire Anim Speed="30.00000"
  156. Moving Steering Wheel="1"
  157. HUD="1"
  158. LCD Display Modes="7" // Add the modes to allow them: 1=status 2=aids 4=engine/brake temps
  159. Automap="1"
  160. Player Detail="0"
  161. Opponent Detail="0"
  162. Garage Detail="0.30000" // LOD multiplier when vehicle is in garage (0.0-1.0)
  163. Shadows="0"
  164. Pitcrew Detail="0"
  165. Special FX="0"
  166. Lightning Probability="1.00000" // Probability of seeing lightning (0.0-1.5)
  167. Thunder Probability="1.50000" // Probability of hearing thunder (0.0-1.5)
  168. Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010)
  169. Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies)
  170. Skybox Positioning="0.96000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it
  171. Vehicle Flow Radius="4.00000" // Vehicle sphere radius for smoke/flames/dust/spray
  172. Vehicle Flow Offset="3.10000" // Offset below vehicle where sphere center is located
  173. Engine Emitter Flow="0" // Whether engine smoke/flames flow over emitting vehicle
  174. Tire Emitter Flow="0" // Whether tire smoke/dust flow over emitting vehicle
  175. Smoke Flow="0" // Whether all smoke/flames/dust flow over non-emitting vehicles
  176. Raindrop Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
  177. Rainspray Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
  178. Spark Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
  179. Glance Rate="7.00000" // Rate to follow controller for glancing
  180. Look Up/Down Angle="0.75000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57)
  181. Leanahead Angle="0.00000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57)
  182. Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57)
  183. Glance Angle="0.75000" // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57)
  184. Lookahead Angle="0.00000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57)
  185. Head Physics="0.75000" // Fraction of head physics movement applied to cockpit view (position AND rotation)
  186. Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only
  187. Track Detail="0"
  188. Groove="1"
  189. Environment Map="0"
  190. MIP Mapping="1"
  191. Compressed Textures="1"
  192. Specular="0"
  193. Dynamic Lighting="0"
  194. Max Visible Vehicles="6"
  195. Map OppDetail To Visible="1" // Map opponent detail level to max visible vehicles
  196. Shadows In TV Cockpit="1"
  197. Wheels Visible In Cockpit="1"
  198. In Car Dash="0"
  199. Dust Detail="0"
  200. Smoke Detail="0"
  201. Skid Detail="0"
  202. Particle Detail="0"
  203. Starting View="0"
  204. Skybox Detail="0"
  205. Player Livery=""
  206. Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used
  207. Mipmap LOD Bias="0.00000"
  208. Allow HUD in cockpit="1"
  209. Allow Swingman in Pitlane="1"
  210. Display Icons="1" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all
  211. Night Lighting="1.00000" // 0.0 (night light level) to 1.0 (disabled): sunrise 4-6am, sunset 6-8pm, all lights named "nightlightXXX" are toggled at 5:30am and 6:30pm
  212. Always Rebuild HAT="0" // Build HAT database everytime tracks are loaded (for development purposes)
  213.  
  214. [ Game Options ]
  215. Championship Basic Rules="1"
  216. Basic Rules="0"
  217. Basic Controls="1"
  218. Basic Display="0"
  219. Basic Audio="0"
  220. Times Comparison="1" // add the following: 1=show leader's split time, 2=show split to leader instead of self
  221. Damage Multiplier="100"
  222. Record Replays="0" // whether to record replays or not
  223. Record Hotlaps="0" // whether to record hotlaps or not (must have replay recording on)
  224. Instant Replay Length="10"
  225. Replay Fidelity="0"
  226. Private Test Day="1"
  227. Race Session="1"
  228. Quick Race Starting Pos="23"
  229. Damage Dynamics="1"
  230. Difficulty="1"
  231. AI Driver Strength="75"
  232. AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
  233. AI Additional Fuel Mult="0.95000" // Additional fuel multiplier for AIs because of their driving style
  234. AI Brake Power Usage="0.98000" // Fraction of theoretical brake power that AI attempt to use
  235. AI Brake Grip Usage="0.97000" // Fraction of theoretical brake grip that AI attempt to use
  236. AI Corner Grip Usage="0.93000" // Fraction of theoretical cornering grip that AI attempt to use
  237. AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables
  238. AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables
  239. Player Car Equal="1"
  240. Message Center Detail="0"
  241. Commentary Detail="0"
  242. Play Movies="0"
  243. Locked Pit Cam="1"
  244. Race Stint Offset="0" // Offset each scheduled pitstop in case you want to carry extra fuel
  245. Fidelity Unilateral Neutralizer="0"
  246. Autocalibrate AI Mode="0"
  247. Vehicle Specific AI Setups="0" // If 1, search specific vehicle directory for "<track>.<qual/race>.svm" or "<track>.svm" or "ai.svm" before falling back on game.gdb defaults
  248. Default Player Setup="1" // If 1, attempts to ensure player has default setup
  249. AI Realism="0.25000"
  250. Display Driver Stats="0"
  251. Display Track Stats="0"
  252. Settings Type="3"
  253. GDB="F1_2001.gdb"
  254. Measurement Units="0" // Units for everything EXCEPT speed (0 = metric, 1 = english/imperial)
  255. Speed Units="1" // 0 = MPH, 1 = KPH
  256. Horizontal Tire Temps="0" // In garage options
  257. CURNT Qualify Laps="12"
  258. PRACT Qualify Laps="12"
  259. QUICK Qualify Laps="12"
  260. GPRIX Qualify Laps="12"
  261. CHAMP Qualify Laps="12"
  262. MULTI Qualify Laps="12"
  263. RPLAY Qualify Laps="12"
  264. CURNT Race Laps="3"
  265. PRACT Race Laps="5"
  266. QUICK Race Laps="5"
  267. GPRIX Race Laps="5"
  268. CHAMP Race Laps="5"
  269. MULTI Race Laps="5"
  270. RPLAY Race Laps="5"
  271. CURNT Race Time="15"
  272. PRACT Race Time="32767"
  273. QUICK Race Time="32767"
  274. GPRIX Race Time="32767"
  275. CHAMP Race Time="32767"
  276. MULTI Race Time="32767"
  277. RPLAY Race Time="32767"
  278. CURNT Race Length="0.05000"
  279. PRACT Race Length="0.05000"
  280. QUICK Race Length="0.05000"
  281. GPRIX Race Length="0.05000"
  282. CHAMP Race Length="0.10000"
  283. MULTI Race Length="0.19829"
  284. RPLAY Race Length="0.10000"
  285. CURNT Speed Compensation="0"
  286. PRACT Speed Compensation="0"
  287. QUICK Speed Compensation="0"
  288. GPRIX Speed Compensation="0"
  289. CHAMP Speed Compensation="0"
  290. MULTI Speed Compensation="0"
  291. RPLAY Speed Compensation="0"
  292. CURNT Opponents="21"
  293. PRACT Opponents="21"
  294. QUICK Opponents="21"
  295. GPRIX Opponents="21"
  296. CHAMP Opponents="21"
  297. MULTI Opponents="0"
  298. RPLAY Opponents="0"
  299. Vehicle Removal="10.00000" // Seconds until stationary vehicle is removed from track (sug: 30)
  300. Debris Removal="10.00000" // Seconds until stationary debris is removed from track (sug: 30)
  301. Parts Duration="20.00000" // Seconds after parts break off before disappearing ... by default, happens before normal debris removal (sug: 10000)
  302. Crash Recovery="1" // Artificially keep cars on track or flip cars upright
  303. Fines="0" // Get fines instead of penalties
  304. Extra Stats="0" // Saves separate verbose stats for any session (instead of simple stats for most recent race only)
  305. Vehicles Per Team="2" // Used for assigning garage & pit (range: 1-3)
  306. CURNT Fuel Consumption Multiplier="1"
  307. PRACT Fuel Consumption Multiplier="1"
  308. QUICK Fuel Consumption Multiplier="1"
  309. GPRIX Fuel Consumption Multiplier="1"
  310. CHAMP Fuel Consumption Multiplier="1"
  311. MULTI Fuel Consumption Multiplier="0"
  312. RPLAY Fuel Consumption Multiplier="1"
  313. CURNT Tire Wear Multiplier="1"
  314. PRACT Tire Wear Multiplier="1"
  315. QUICK Tire Wear Multiplier="1"
  316. GPRIX Tire Wear Multiplier="1"
  317. CHAMP Tire Wear Multiplier="1"
  318. MULTI Tire Wear Multiplier="0"
  319. RPLAY Tire Wear Multiplier="1"
  320. CURNT Allowed Vehicles="AND: FormulaOne OpenWheel"
  321. PRACT Allowed Vehicles="AND: FormulaOne OpenWheel"
  322. QUICK Allowed Vehicles="AND: FormulaOne OpenWheel"
  323. GPRIX Allowed Vehicles="AND: FormulaOne OpenWheel"
  324. CHAMP Allowed Vehicles="AND: FormulaOne OpenWheel"
  325. MULTI Allowed Vehicles="AND: FormulaOne OpenWheel"
  326. RPLAY Allowed Vehicles="AND: FormulaOne OpenWheel"
  327. 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.
  328.  
  329. [ Multiplayer Options ]
  330. Net Connection Type="4" // 0 - 28K, 1 - 56k, 2 - ISDN, 3 - cable/dsl, 4 - LAN
  331. Multiplayer Enum Type="1" // 0 = LAN, 1 = Internet
  332. Net Data Rate="32" // client setting
  333. Net Data Rate Max="32" // defined by the host of a particular session
  334. 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)
  335. 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
  336. Net Join Timeout="150.00000" // How long to wait (without a response) before a game join will be considered a failure
  337. Multi Allowed Aids="-1"
  338. Force Physics="24" // add the following to enforce server settings: 1=auto-lift, 2=auto-blip, 4=half-rate, 8=launch control, 16=collision thresh (for example, auto-lift + half-rate = 1 + 4 = 5)
  339. Announce Host="1" // whether servers will attempt to register with the matchmaking service
  340. Gamelist AutoRefresh (LAN)="1" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected
  341. Max MP Players="16"
  342. Gamespy Query Port Start="34297" // range is 1025 - 65535
  343. Port Start="34397" // range is 1025 - 65535
  344. Game List Sort Method="1" // 0=Sort by name, 1=Sort by ping, 2=Sort by circuit, 3=Sort by players
  345. Allow Chat In Car="1" // whether to allow incoming chats to appear while in car
  346. Closed MP Qualify Sessions="0" // if true, the session will be closed during qualify, so as to not disturb the participants
  347. Throttling="1" // enable throttling code
  348. Collision Threshold="0.30000" // Maximum latency allowed (seconds) for a client before collisions are switched off locally
  349. Dedicated Target Rate="1024" // Target rate for dedicated server
  350. Unique Vehicle Check="0" // server setting, will check client vehicles to deny duplicates of the same vehicle
  351. 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
  352. Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion
  353. Spline Generate DT="0.10000" // how often (in seconds) the guiding splines are generated for remote controlled vehicles
  354. BoneSpring Threshold="0.10000" // If latency is below this threshold, the spring is disabled
  355. BoneSpring Min Constant="25.00000" // BoneSpring(TM) constant at collision threshold
  356. BoneSpring Max Constant="120.00000" // BoneSpring(TM) constant at spring enact latency (should be higher than constant min...)
  357. Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended
  358. Previous Game Database=""
  359. Previous Vehicle File=""
  360.  
  361. [ Options ]
  362. ToolTip Delay="1.05000"
  363. Page Transitions="0"
  364. Key Repeat Rate="1"
  365.  
  366. [ Controls ]
  367. Keyboard Steering="0.20189"
  368. Keyboard Throttle="0.49906"
  369. Keyboard Brake="0.99906"
  370. Keyboard Clutch="0.20189"
  371. Force Feedback="0"
  372. Mimic Steering="0" // Mimic AI or pitlane assistance with force feedback
  373. Gear Select Button Hold="0" // 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)
  374. Alternate Rearlook Activation="1" // if left look and right look are both pressed, rearlook becomes activated
  375. VFX-3D Head Tracking="0" // Enable this option if you have a VFX-3D HMD and you want to enable head tracking (VFX driver v. 2.6 must be installed)
  376. 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.
  377. 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.
  378. 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.
  379. Options Num Controls="26" // Number of configurable controls displayed in options
  380. Axis [00, 00] Dead Zone="0.05189" // Controller 1 X
  381. Axis [00, 00] Sensitivity="0.50000"
  382. Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
  383. Axis [00, 01] Dead Zone="0.05189" // Controller 1 Y
  384. Axis [00, 01] Sensitivity="0.50000"
  385. Axis [00, 01] Center="0.50000"
  386. Axis [00, 02] Dead Zone="0.05189" // Controller 1 Z
  387. Axis [00, 02] Sensitivity="0.50000"
  388. Axis [00, 02] Center="0.50000"
  389. Axis [00, 03] Dead Zone="0.05189" // Controller 1 RX
  390. Axis [00, 03] Sensitivity="0.50000"
  391. Axis [00, 03] Center="0.50000"
  392. Axis [00, 04] Dead Zone="0.05189" // Controller 1 RY
  393. Axis [00, 04] Sensitivity="0.50000"
  394. Axis [00, 04] Center="0.50000"
  395. Axis [00, 05] Dead Zone="0.05189" // Controller 1 RZ
  396. Axis [00, 05] Sensitivity="0.50000"
  397. Axis [00, 05] Center="0.50000"
  398. Axis [00, 06] Dead Zone="0.05189" // Controller 1 S0
  399. Axis [00, 06] Sensitivity="0.50000"
  400. Axis [00, 06] Center="0.50000"
  401. Axis [00, 07] Dead Zone="0.05189" // Controller 1 S1
  402. Axis [00, 07] Sensitivity="0.50000"
  403. Axis [00, 07] Center="0.50000"
  404. Axis [01, 00] Dead Zone="0.05189" // Controller 2 X
  405. Axis [01, 00] Sensitivity="0.50000"
  406. Axis [01, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
  407. Axis [01, 01] Dead Zone="0.05189" // Controller 2 Y
  408. Axis [01, 01] Sensitivity="0.50000"
  409. Axis [01, 01] Center="0.50000"
  410. Axis [01, 02] Dead Zone="0.05189" // Controller 2 Z
  411. Axis [01, 02] Sensitivity="0.50000"
  412. Axis [01, 02] Center="0.50000"
  413. Axis [01, 03] Dead Zone="0.05189" // Controller 2 RX
  414. Axis [01, 03] Sensitivity="0.50000"
  415. Axis [01, 03] Center="0.50000"
  416. Axis [01, 04] Dead Zone="0.05189" // Controller 2 RY
  417. Axis [01, 04] Sensitivity="0.50000"
  418. Axis [01, 04] Center="0.50000"
  419. Axis [01, 05] Dead Zone="0.05189" // Controller 2 RZ
  420. Axis [01, 05] Sensitivity="0.50000"
  421. Axis [01, 05] Center="0.50000"
  422. Axis [01, 06] Dead Zone="0.05189" // Controller 2 S0
  423. Axis [01, 06] Sensitivity="0.50000"
  424. Axis [01, 06] Center="0.50000"
  425. Axis [01, 07] Dead Zone="0.05189" // Controller 2 S1
  426. Axis [01, 07] Sensitivity="0.50000"
  427. Axis [01, 07] Center="0.50000"
  428. Control - Accelerate="(0, 30)"
  429. Control - Brake="(0, 44)"
  430. Control - Steer Left="(0, 51)"
  431. Control - Steer Right="(0, 52)"
  432. Control - Shift Up="(0, 56)"
  433. Control - Shift Down="(0, 184)"
  434. Control - Neutral="(0, 89)"
  435. Control - Reverse Gear="(0, 89)"
  436. Control - First Gear="(0, 89)"
  437. Control - Second Gear="(0, 89)"
  438. Control - Third Gear="(0, 89)"
  439. Control - Fourth Gear="(0, 89)"
  440. Control - Fifth Gear="(0, 89)"
  441. Control - Sixth Gear="(0, 89)"
  442. Control - Seventh Gear="(0, 89)"
  443. Control - Clutch In="(0, 16)"
  444. Control - Display Mode="(0, 28)"
  445. Control - Pit Request="(0, 31)"
  446. Control - Pit Menu Up="(0, 200)"
  447. Control - Pit Menu Down="(0, 208)"
  448. Control - Pit Menu Inc="(0, 205)"
  449. Control - Pit Menu Dec="(0, 203)"
  450. Control - TCOverride="(0, 24)"
  451. Control - Launch Control="(0, 53)"
  452. Control - Speed Limiter="(0, 38)"
  453. Control - Bias Forward="(0, 26)"
  454. Control - Bias Rearward="(0, 27)"
  455. Control - Look Left="(0, 47)"
  456. Control - Look Right="(0, 49)"
  457. Control - Rear Look="(0, 48)"
  458. Control - Instant Replay="(0, 19)"
  459. Control - Pause="(0, 25)"
  460. Control - Restart Race="(0, 21)"
  461. Control - Zero HMD="(0, 89)"
  462. Control - Display Vehicle Labels="(0, 15)"
  463. Control - Ignition="(0, 89)"
  464. Control - Starter="(0, 89)"
  465. Control - Horn="(0, 89)"
  466. Control - Headlights="(0, 89)"
  467. Control - Handbrake="(0, 89)"
  468. Control - Look Up="(0, 89)"
  469. Control - Look Down="(0, 89)"
  470. Control - Look Roll Left="(0, 89)"
  471. Control - Look Roll Right="(0, 89)"
  472. FFB Device Type="0" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
  473. FFB Effects Level="0" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
  474. FFB Gain="1.00000" // Strength of Force Feedback effects. Range 0.0 to 1.0.
  475. FFB Throttle FX on steer axis="0" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
  476. FFB Brake FX on steer axis="0" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
  477. FFB steer vibe freq mult="0.00000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
  478. FFB steer vibe zero magnitude="0.12000" // Magnitude of steering vibration at 0mph (reference point).
  479. FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
  480. FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
  481. 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.
  482. FFB steer force exponent="0.00000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.
  483. FFB steer force input max="11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
  484. FFB steer force output max="1.60000" // Maximum force output of steering force, recommendation 0.8 to 2.0
  485. FFB steer force grip weight="0.80000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force.
  486. 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.
  487. FFB steer friction coefficient="0.10000" // Coefficient to use for steering friction. Range: -1.0 to 1.0
  488. FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0
  489. FFB steer damper coefficient="0.10000" // Coefficient to use for steering damper. Range: -1.0 to 1.0
  490. FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0
  491. FFB throttle vibe freq mult="0.00000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
  492. FFB throttle vibe zero magnitude="0.17500" // Magnitude of engine vibration at 0rpm (reference point).
  493. FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude).
  494. 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.
  495. FFB throttle vibe update thresh="0.08000" // Amount of change required to update throttle vibe (0.0 - 1.0)
  496. FFB brake vibe freq mult="0.00000" // Scales actual brake rotational frequency to force feedback vibration frequency.
  497. FFB brake vibe zero magnitude="0.17500" // Magnitude of brake vibration at 0mph (reference point).
  498. FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude).
  499. 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.
  500. FFB brake vibe update thresh="0.05000" // Amount of change required to update brake vibe (0.0 to 1.0)
  501. FFB rumble strip magnitude="0.25000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
  502. FFB rumble strip freq mult="0.00000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.
  503. 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.
  504. FFB rumble strip pull factor="1.25000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
  505. FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0)
  506. FFB jolt magnitude="0.00000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
  507. FFB Joy[00] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  508. FFB Joy[00] Axis[00] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  509. FFB Joy[00] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  510. FFB Joy[00] Axis[00] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  511. FFB Joy[00] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  512. FFB Joy[00] Axis[01] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  513. FFB Joy[00] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  514. FFB Joy[00] Axis[01] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  515. FFB Joy[00] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  516. FFB Joy[00] Axis[02] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  517. FFB Joy[00] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  518. FFB Joy[00] Axis[02] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  519. FFB Joy[00] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  520. FFB Joy[00] Axis[03] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  521. FFB Joy[00] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  522. FFB Joy[00] Axis[03] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  523. FFB Joy[00] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  524. FFB Joy[00] Axis[04] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  525. FFB Joy[00] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  526. FFB Joy[00] Axis[04] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  527. FFB Joy[00] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  528. FFB Joy[00] Axis[05] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  529. FFB Joy[00] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  530. FFB Joy[00] Axis[05] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  531. FFB Joy[00] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  532. FFB Joy[00] Axis[06] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  533. FFB Joy[00] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  534. FFB Joy[00] Axis[06] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  535. FFB Joy[00] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  536. FFB Joy[00] Axis[07] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  537. FFB Joy[00] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  538. FFB Joy[00] Axis[07] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  539. FFB Joy[01] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  540. FFB Joy[01] Axis[00] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  541. FFB Joy[01] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  542. FFB Joy[01] Axis[00] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  543. FFB Joy[01] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  544. FFB Joy[01] Axis[01] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  545. FFB Joy[01] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  546. FFB Joy[01] Axis[01] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  547. FFB Joy[01] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  548. FFB Joy[01] Axis[02] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  549. FFB Joy[01] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  550. FFB Joy[01] Axis[02] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  551. FFB Joy[01] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  552. FFB Joy[01] Axis[03] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  553. FFB Joy[01] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  554. FFB Joy[01] Axis[03] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  555. FFB Joy[01] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  556. FFB Joy[01] Axis[04] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  557. FFB Joy[01] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  558. FFB Joy[01] Axis[04] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  559. FFB Joy[01] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  560. FFB Joy[01] Axis[05] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  561. FFB Joy[01] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  562. FFB Joy[01] Axis[05] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  563. FFB Joy[01] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  564. FFB Joy[01] Axis[06] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  565. FFB Joy[01] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  566. FFB Joy[01] Axis[06] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
  567. FFB Joy[01] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
  568. FFB Joy[01] Axis[07] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
  569. FFB Joy[01] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
  570. FFB Joy[01] Axis[07] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement