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- //*****************************************************************
- //* *
- //* Player File (optimized by Constrictor Modding Team) *
- //* *
- //* Edit at your own risk! *
- //* *
- //* Copyright (c) 1999-2002 Image Space Incorporated *
- //* All rights reserved. *
- //* *
- //*****************************************************************
- [ SCENE ]
- [ DRIVER ]
- Profile Vehicle File="SEASONDATA\VEHICLES\JAGUAR\2001_R2\2001_JAGUAR19.VEH"
- Vehicle File="SEASONDATA\VEHICLES\JAGUAR\2001_R2\2001_JAGUAR19.VEH"
- Driver Name="Pedro De La Rosa"
- Nationality="Albanian"
- [ DRIVING AIDS ]
- Steering Help="1"
- Steering Help Functionality="0" // 0 = new help, 1 = new help + grip, 2 = original F1 2001, 3 = original + grip
- Throttle Control="2"
- Brake Help="0"
- Antilock Brakes="2"
- Spin Recovery="0"
- Invulnerability="1"
- Autopit="0"
- Opposite Lock="1"
- Stability Control="0"
- No AI Control="0" // AI never has control over car (except autopit)
- Pitcrew Push="1" // When out of fuel in pitlane, allows pitcrew to push car (use throttle and gear selection to direct)
- Auto Clutch="1"
- Auto Lift="0" // Whether to automatically lift with manual shifting but auto-clutch (non-semiautomatic trans only)
- Auto Blip="1" // Whether to automatically blip with manual shifting but auto-clutch (non-semiautomatic trans only)
- Shift Mode="3"
- Manual Shift Override Time="0.60000" // How long after a manual shift until auto shifting resumes (if auto-shifting is enabled)
- Auto Shift Override Time="0.55000" // How long after an automatic shift before user is allowed to manually shift
- Auto Reverse="1"
- Speed Sensitive Steering="0.60000"
- Half Rate="1" // 0 = super-high physics rate, 1 = normal
- Launch Control="1" // Whether old cars get launch control because we failed to document it properly
- Tire Sampling="0" // 0 = normal, 1 = extra HAT samples (*slightly* more accurate over sharp curbs, otherwise a waste of CPU)
- Telemetry Version="0" // Version of telemetry to write out
- Telemetry Rate="8"
- Telemetry In Race="1"
- Telemetry EXE="telemetry\f1_telemetry.exe"
- Telemetry File="telemetry\telemetry.spt"
- [ Mechanical Failures ]
- CURNT Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- PRACT Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- QUICK Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- GPRIX Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- CHAMP Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- MULTI Failure Rate="0" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- RPLAY Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
- [ Race Conditions ]
- Run Practice1="1"
- Run Practice2="1"
- Run Practice3="1"
- Run Practice4="1"
- Run Qualify="1"
- Run Warmup="1"
- Race Timer="0" // Seconds between displaying time remaining in race (zero disables)
- AI Follow Grid="1" // AI follows center of grid locations during recon/formation
- Recon Pit Open="300" // Time that pits remain open for recon laps (real-life is 900 seconds)
- Recon Pit Closed="150" // Time that pits are closed before formation lap (real-life is 900 seconds)
- Recon Timer="1" // Whether timer is displayed at top of screen
- CURNT Reconnaissance="0" // Reconnaissance laps
- PRACT Reconnaissance="0" // Reconnaissance laps
- QUICK Reconnaissance="0" // Reconnaissance laps
- GPRIX Reconnaissance="0" // Reconnaissance laps
- CHAMP Reconnaissance="0" // Reconnaissance laps
- MULTI Reconnaissance="0" // Reconnaissance laps
- RPLAY Reconnaissance="0" // Reconnaissance laps
- CURNT Grid Walkthrough="1"
- PRACT Grid Walkthrough="1"
- QUICK Grid Walkthrough="1"
- GPRIX Grid Walkthrough="1"
- CHAMP Grid Walkthrough="1"
- MULTI Grid Walkthrough="0"
- RPLAY Grid Walkthrough="1"
- CURNT Formation Lap="0"
- PRACT Formation Lap="0"
- QUICK Formation Lap="0"
- GPRIX Formation Lap="0"
- CHAMP Formation Lap="0"
- MULTI Formation Lap="0"
- RPLAY Formation Lap="0"
- CURNT Flag Rules="1" // Level of rule enforcement
- PRACT Flag Rules="1" // Level of rule enforcement
- QUICK Flag Rules="1" // Level of rule enforcement
- GPRIX Flag Rules="1" // Level of rule enforcement
- CHAMP Flag Rules="1" // Level of rule enforcement
- MULTI Flag Rules="1" // Level of rule enforcement
- RPLAY Flag Rules="1" // Level of rule enforcement
- CURNT Weather="0" // Random/season/sunny/etc.
- PRACT Weather="0" // Random/season/sunny/etc.
- QUICK Weather="0" // Random/season/sunny/etc.
- GPRIX Weather="0" // Random/season/sunny/etc.
- CHAMP Weather="0" // Random/season/sunny/etc.
- MULTI Weather="0" // Random/season/sunny/etc.
- RPLAY Weather="0" // Random/season/sunny/etc.
- CURNT TimeScaledWeather="1" // Whether weather time is scaled with session length
- PRACT TimeScaledWeather="1" // Whether weather time is scaled with session length
- QUICK TimeScaledWeather="1" // Whether weather time is scaled with session length
- GPRIX TimeScaledWeather="1" // Whether weather time is scaled with session length
- CHAMP TimeScaledWeather="1" // Whether weather time is scaled with session length
- MULTI TimeScaledWeather="1" // Whether weather time is scaled with session length
- RPLAY TimeScaledWeather="1" // Whether weather time is scaled with session length
- [ Sound Options ]
- Maximum Effects="8" // Maximum sound effects playing simultaneously
- Music="1" // Music Toggle
- Min Announcer Pause="1" // in seconds
- Track Load Commentary="1" // Whether or not the commentator should talk during track loading
- Realtime In Monitor="1" // Whether to play realtime sounds in monitor
- SoundFX Volume="1.00000" // 0.0-1.0
- Engine Volume="1.00000" // 0.0-1.0
- Traction Control="1.75000" // Volume multiplier
- Player Volume Ratio="1.00000" // Additional volume multiplayer for player's vehicle
- Other Volume Ratio="0.50000" // Additional volume multiplayer for other vehicles
- Music Volume="0.29717" // 0.0-1.0
- Pit Volume="0.50000" // 0.0-1.0, controls volume of pit sounds while you're at the monitor
- Announcer Volume="0.50000" // 0.0-1.0
- Sound Detail="1"
- Crowd Range="75.00000" // Volume range parameter
- Crowd Shape="0.75000" // Shape of volume attenuation
- Crowd Ambient="2.50000" // Ambient range where volume is maximum
- Airhorn Range="75.00000"
- Airhorn Shape="0.75000"
- Airhorn Ambient="2.50000"
- Public Address Range="50.00000"
- Public Address Shape="0.75000"
- Public Address Ambient="2.50000"
- Pithorn Range="30.00000"
- Pithorn Shape="0.45000"
- Pithorn Ambient="1.50000"
- Helicopter Range="75.00000"
- Helicopter Shape="0.70000"
- Helicopter Ambient="2.50000"
- [ Graphic Options ]
- Broadcast Overlay="1"
- Texture Detail="0"
- Rearview="1"
- Rearview Width="64.00000"
- Rearview Height="14.00000"
- Rearview Particles="0"
- Self In Rearview="0" // Show rear wing and rear wheels in rearview
- Vehicle Sparks="0" // Whether sparks occur from vehicle-to-vehicle collisions
- Backfire Anim Speed="30.00000"
- Moving Steering Wheel="1"
- HUD="1"
- LCD Display Modes="7" // Add the modes to allow them: 1=status 2=aids 4=engine/brake temps
- Automap="1"
- Player Detail="0"
- Opponent Detail="0"
- Garage Detail="0.30000" // LOD multiplier when vehicle is in garage (0.0-1.0)
- Shadows="0"
- Pitcrew Detail="0"
- Special FX="0"
- Lightning Probability="1.00000" // Probability of seeing lightning (0.0-1.5)
- Thunder Probability="1.50000" // Probability of hearing thunder (0.0-1.5)
- Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010)
- Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies)
- Skybox Positioning="0.96000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it
- Vehicle Flow Radius="4.00000" // Vehicle sphere radius for smoke/flames/dust/spray
- Vehicle Flow Offset="3.10000" // Offset below vehicle where sphere center is located
- Engine Emitter Flow="0" // Whether engine smoke/flames flow over emitting vehicle
- Tire Emitter Flow="0" // Whether tire smoke/dust flow over emitting vehicle
- Smoke Flow="0" // Whether all smoke/flames/dust flow over non-emitting vehicles
- Raindrop Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
- Rainspray Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
- Spark Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
- Glance Rate="7.00000" // Rate to follow controller for glancing
- Look Up/Down Angle="0.75000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57)
- Leanahead Angle="0.00000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57)
- Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57)
- Glance Angle="0.75000" // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57)
- Lookahead Angle="0.00000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57)
- Head Physics="0.75000" // Fraction of head physics movement applied to cockpit view (position AND rotation)
- Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only
- Track Detail="0"
- Groove="1"
- Environment Map="0"
- MIP Mapping="1"
- Compressed Textures="1"
- Specular="0"
- Dynamic Lighting="0"
- Max Visible Vehicles="6"
- Map OppDetail To Visible="1" // Map opponent detail level to max visible vehicles
- Shadows In TV Cockpit="1"
- Wheels Visible In Cockpit="1"
- In Car Dash="0"
- Dust Detail="0"
- Smoke Detail="0"
- Skid Detail="0"
- Particle Detail="0"
- Starting View="0"
- Skybox Detail="0"
- Player Livery=""
- Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used
- Mipmap LOD Bias="0.00000"
- Allow HUD in cockpit="1"
- Allow Swingman in Pitlane="1"
- Display Icons="1" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all
- 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
- Always Rebuild HAT="0" // Build HAT database everytime tracks are loaded (for development purposes)
- [ Game Options ]
- Championship Basic Rules="1"
- Basic Rules="0"
- Basic Controls="1"
- Basic Display="0"
- Basic Audio="0"
- Times Comparison="1" // add the following: 1=show leader's split time, 2=show split to leader instead of self
- Damage Multiplier="100"
- Record Replays="0" // whether to record replays or not
- Record Hotlaps="0" // whether to record hotlaps or not (must have replay recording on)
- Instant Replay Length="10"
- Replay Fidelity="0"
- Private Test Day="1"
- Race Session="1"
- Quick Race Starting Pos="23"
- Damage Dynamics="1"
- Difficulty="1"
- AI Driver Strength="75"
- AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
- AI Additional Fuel Mult="0.95000" // Additional fuel multiplier for AIs because of their driving style
- AI Brake Power Usage="0.98000" // Fraction of theoretical brake power that AI attempt to use
- AI Brake Grip Usage="0.97000" // Fraction of theoretical brake grip that AI attempt to use
- AI Corner Grip Usage="0.93000" // Fraction of theoretical cornering grip that AI attempt to use
- AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables
- AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables
- Player Car Equal="1"
- Message Center Detail="0"
- Commentary Detail="0"
- Play Movies="0"
- Locked Pit Cam="1"
- Race Stint Offset="0" // Offset each scheduled pitstop in case you want to carry extra fuel
- Fidelity Unilateral Neutralizer="0"
- Autocalibrate AI Mode="0"
- 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
- Default Player Setup="1" // If 1, attempts to ensure player has default setup
- AI Realism="0.25000"
- Display Driver Stats="0"
- Display Track Stats="0"
- Settings Type="3"
- GDB="F1_2001.gdb"
- Measurement Units="0" // Units for everything EXCEPT speed (0 = metric, 1 = english/imperial)
- Speed Units="1" // 0 = MPH, 1 = KPH
- Horizontal Tire Temps="0" // In garage options
- CURNT Qualify Laps="12"
- PRACT Qualify Laps="12"
- QUICK Qualify Laps="12"
- GPRIX Qualify Laps="12"
- CHAMP Qualify Laps="12"
- MULTI Qualify Laps="12"
- RPLAY Qualify Laps="12"
- CURNT Race Laps="3"
- PRACT Race Laps="5"
- QUICK Race Laps="5"
- GPRIX Race Laps="5"
- CHAMP Race Laps="5"
- MULTI Race Laps="5"
- RPLAY Race Laps="5"
- CURNT Race Time="15"
- PRACT Race Time="32767"
- QUICK Race Time="32767"
- GPRIX Race Time="32767"
- CHAMP Race Time="32767"
- MULTI Race Time="32767"
- RPLAY Race Time="32767"
- CURNT Race Length="0.05000"
- PRACT Race Length="0.05000"
- QUICK Race Length="0.05000"
- GPRIX Race Length="0.05000"
- CHAMP Race Length="0.10000"
- MULTI Race Length="0.19829"
- RPLAY Race Length="0.10000"
- CURNT Speed Compensation="0"
- PRACT Speed Compensation="0"
- QUICK Speed Compensation="0"
- GPRIX Speed Compensation="0"
- CHAMP Speed Compensation="0"
- MULTI Speed Compensation="0"
- RPLAY Speed Compensation="0"
- CURNT Opponents="21"
- PRACT Opponents="21"
- QUICK Opponents="21"
- GPRIX Opponents="21"
- CHAMP Opponents="21"
- MULTI Opponents="0"
- RPLAY Opponents="0"
- Vehicle Removal="10.00000" // Seconds until stationary vehicle is removed from track (sug: 30)
- Debris Removal="10.00000" // Seconds until stationary debris is removed from track (sug: 30)
- Parts Duration="20.00000" // Seconds after parts break off before disappearing ... by default, happens before normal debris removal (sug: 10000)
- Crash Recovery="1" // Artificially keep cars on track or flip cars upright
- Fines="0" // Get fines instead of penalties
- Extra Stats="0" // Saves separate verbose stats for any session (instead of simple stats for most recent race only)
- Vehicles Per Team="2" // Used for assigning garage & pit (range: 1-3)
- CURNT Fuel Consumption Multiplier="1"
- PRACT Fuel Consumption Multiplier="1"
- QUICK Fuel Consumption Multiplier="1"
- GPRIX Fuel Consumption Multiplier="1"
- CHAMP Fuel Consumption Multiplier="1"
- MULTI Fuel Consumption Multiplier="0"
- RPLAY Fuel Consumption Multiplier="1"
- CURNT Tire Wear Multiplier="1"
- PRACT Tire Wear Multiplier="1"
- QUICK Tire Wear Multiplier="1"
- GPRIX Tire Wear Multiplier="1"
- CHAMP Tire Wear Multiplier="1"
- MULTI Tire Wear Multiplier="0"
- RPLAY Tire Wear Multiplier="1"
- CURNT Allowed Vehicles="AND: FormulaOne OpenWheel"
- PRACT Allowed Vehicles="AND: FormulaOne OpenWheel"
- QUICK Allowed Vehicles="AND: FormulaOne OpenWheel"
- GPRIX Allowed Vehicles="AND: FormulaOne OpenWheel"
- CHAMP Allowed Vehicles="AND: FormulaOne OpenWheel"
- MULTI Allowed Vehicles="AND: FormulaOne OpenWheel"
- RPLAY Allowed Vehicles="AND: FormulaOne OpenWheel"
- 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.
- [ Multiplayer Options ]
- Net Connection Type="4" // 0 - 28K, 1 - 56k, 2 - ISDN, 3 - cable/dsl, 4 - LAN
- Multiplayer Enum Type="1" // 0 = LAN, 1 = Internet
- Net Data Rate="32" // client setting
- Net Data Rate Max="32" // defined by the host of a particular session
- Net Flush Threshold="472" // threshold for auto-accumulation flush while building data chunks (default is standard MTU of 536, minus 64 bytes room for layer headers: 472)
- Net Lazy Flush="0" // an explicit flush will not be called after the server re-transmits incoming data, providing less bandwidth consumption by reducing header sizes, but will increase latency
- Net Join Timeout="150.00000" // How long to wait (without a response) before a game join will be considered a failure
- Multi Allowed Aids="-1"
- 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)
- Announce Host="1" // whether servers will attempt to register with the matchmaking service
- Gamelist AutoRefresh (LAN)="1" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected
- Max MP Players="16"
- Gamespy Query Port Start="34297" // range is 1025 - 65535
- Port Start="34397" // range is 1025 - 65535
- Game List Sort Method="1" // 0=Sort by name, 1=Sort by ping, 2=Sort by circuit, 3=Sort by players
- Allow Chat In Car="1" // whether to allow incoming chats to appear while in car
- Closed MP Qualify Sessions="0" // if true, the session will be closed during qualify, so as to not disturb the participants
- Throttling="1" // enable throttling code
- Collision Threshold="0.30000" // Maximum latency allowed (seconds) for a client before collisions are switched off locally
- Dedicated Target Rate="1024" // Target rate for dedicated server
- Unique Vehicle Check="0" // server setting, will check client vehicles to deny duplicates of the same vehicle
- Throttle Upstream Override="-1" // kbits per second (i.e. a 256 kbps connection = 256. If set to a positive value, will override the default upstream data rate associated with the selected connection type
- Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion
- Spline Generate DT="0.10000" // how often (in seconds) the guiding splines are generated for remote controlled vehicles
- BoneSpring Threshold="0.10000" // If latency is below this threshold, the spring is disabled
- BoneSpring Min Constant="25.00000" // BoneSpring(TM) constant at collision threshold
- BoneSpring Max Constant="120.00000" // BoneSpring(TM) constant at spring enact latency (should be higher than constant min...)
- Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended
- Previous Game Database=""
- Previous Vehicle File=""
- [ Options ]
- ToolTip Delay="1.05000"
- Page Transitions="0"
- Key Repeat Rate="1"
- [ Controls ]
- Keyboard Steering="0.20189"
- Keyboard Throttle="0.49906"
- Keyboard Brake="0.99906"
- Keyboard Clutch="0.20189"
- Force Feedback="0"
- Mimic Steering="0" // Mimic AI or pitlane assistance with force feedback
- 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)
- Alternate Rearlook Activation="1" // if left look and right look are both pressed, rearlook becomes activated
- 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)
- HMD Pitch Exponent="1.00000" // Exponent to apply to pitch tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster.
- HMD Yaw Exponent="1.00000" // Exponent to apply to yaw tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster.
- HMD Roll Exponent="1.00000" // Exponent to apply to roll tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster.
- Options Num Controls="26" // Number of configurable controls displayed in options
- Axis [00, 00] Dead Zone="0.05189" // Controller 1 X
- Axis [00, 00] Sensitivity="0.50000"
- Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
- Axis [00, 01] Dead Zone="0.05189" // Controller 1 Y
- Axis [00, 01] Sensitivity="0.50000"
- Axis [00, 01] Center="0.50000"
- Axis [00, 02] Dead Zone="0.05189" // Controller 1 Z
- Axis [00, 02] Sensitivity="0.50000"
- Axis [00, 02] Center="0.50000"
- Axis [00, 03] Dead Zone="0.05189" // Controller 1 RX
- Axis [00, 03] Sensitivity="0.50000"
- Axis [00, 03] Center="0.50000"
- Axis [00, 04] Dead Zone="0.05189" // Controller 1 RY
- Axis [00, 04] Sensitivity="0.50000"
- Axis [00, 04] Center="0.50000"
- Axis [00, 05] Dead Zone="0.05189" // Controller 1 RZ
- Axis [00, 05] Sensitivity="0.50000"
- Axis [00, 05] Center="0.50000"
- Axis [00, 06] Dead Zone="0.05189" // Controller 1 S0
- Axis [00, 06] Sensitivity="0.50000"
- Axis [00, 06] Center="0.50000"
- Axis [00, 07] Dead Zone="0.05189" // Controller 1 S1
- Axis [00, 07] Sensitivity="0.50000"
- Axis [00, 07] Center="0.50000"
- Axis [01, 00] Dead Zone="0.05189" // Controller 2 X
- Axis [01, 00] Sensitivity="0.50000"
- Axis [01, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
- Axis [01, 01] Dead Zone="0.05189" // Controller 2 Y
- Axis [01, 01] Sensitivity="0.50000"
- Axis [01, 01] Center="0.50000"
- Axis [01, 02] Dead Zone="0.05189" // Controller 2 Z
- Axis [01, 02] Sensitivity="0.50000"
- Axis [01, 02] Center="0.50000"
- Axis [01, 03] Dead Zone="0.05189" // Controller 2 RX
- Axis [01, 03] Sensitivity="0.50000"
- Axis [01, 03] Center="0.50000"
- Axis [01, 04] Dead Zone="0.05189" // Controller 2 RY
- Axis [01, 04] Sensitivity="0.50000"
- Axis [01, 04] Center="0.50000"
- Axis [01, 05] Dead Zone="0.05189" // Controller 2 RZ
- Axis [01, 05] Sensitivity="0.50000"
- Axis [01, 05] Center="0.50000"
- Axis [01, 06] Dead Zone="0.05189" // Controller 2 S0
- Axis [01, 06] Sensitivity="0.50000"
- Axis [01, 06] Center="0.50000"
- Axis [01, 07] Dead Zone="0.05189" // Controller 2 S1
- Axis [01, 07] Sensitivity="0.50000"
- Axis [01, 07] Center="0.50000"
- Control - Accelerate="(0, 30)"
- Control - Brake="(0, 44)"
- Control - Steer Left="(0, 51)"
- Control - Steer Right="(0, 52)"
- Control - Shift Up="(0, 56)"
- Control - Shift Down="(0, 184)"
- Control - Neutral="(0, 89)"
- Control - Reverse Gear="(0, 89)"
- Control - First Gear="(0, 89)"
- Control - Second Gear="(0, 89)"
- Control - Third Gear="(0, 89)"
- Control - Fourth Gear="(0, 89)"
- Control - Fifth Gear="(0, 89)"
- Control - Sixth Gear="(0, 89)"
- Control - Seventh Gear="(0, 89)"
- Control - Clutch In="(0, 16)"
- Control - Display Mode="(0, 28)"
- Control - Pit Request="(0, 31)"
- Control - Pit Menu Up="(0, 200)"
- Control - Pit Menu Down="(0, 208)"
- Control - Pit Menu Inc="(0, 205)"
- Control - Pit Menu Dec="(0, 203)"
- Control - TCOverride="(0, 24)"
- Control - Launch Control="(0, 53)"
- Control - Speed Limiter="(0, 38)"
- Control - Bias Forward="(0, 26)"
- Control - Bias Rearward="(0, 27)"
- Control - Look Left="(0, 47)"
- Control - Look Right="(0, 49)"
- Control - Rear Look="(0, 48)"
- Control - Instant Replay="(0, 19)"
- Control - Pause="(0, 25)"
- Control - Restart Race="(0, 21)"
- Control - Zero HMD="(0, 89)"
- Control - Display Vehicle Labels="(0, 15)"
- Control - Ignition="(0, 89)"
- Control - Starter="(0, 89)"
- Control - Horn="(0, 89)"
- Control - Headlights="(0, 89)"
- Control - Handbrake="(0, 89)"
- Control - Look Up="(0, 89)"
- Control - Look Down="(0, 89)"
- Control - Look Roll Left="(0, 89)"
- Control - Look Roll Right="(0, 89)"
- FFB Device Type="0" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
- FFB Effects Level="0" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
- FFB Gain="1.00000" // Strength of Force Feedback effects. Range 0.0 to 1.0.
- FFB Throttle FX on steer axis="0" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
- FFB Brake FX on steer axis="0" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
- FFB steer vibe freq mult="0.00000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
- FFB steer vibe zero magnitude="0.12000" // Magnitude of steering vibration at 0mph (reference point).
- FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
- FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
- FFB steer force average weight="1.00000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency.
- FFB steer force exponent="0.00000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.
- FFB steer force input max="11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
- FFB steer force output max="1.60000" // Maximum force output of steering force, recommendation 0.8 to 2.0
- 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.
- FFB steer update thresh="0.01500" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate.
- FFB steer friction coefficient="0.10000" // Coefficient to use for steering friction. Range: -1.0 to 1.0
- FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0
- FFB steer damper coefficient="0.10000" // Coefficient to use for steering damper. Range: -1.0 to 1.0
- FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0
- FFB throttle vibe freq mult="0.00000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
- FFB throttle vibe zero magnitude="0.17500" // Magnitude of engine vibration at 0rpm (reference point).
- FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude).
- FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
- FFB throttle vibe update thresh="0.08000" // Amount of change required to update throttle vibe (0.0 - 1.0)
- FFB brake vibe freq mult="0.00000" // Scales actual brake rotational frequency to force feedback vibration frequency.
- FFB brake vibe zero magnitude="0.17500" // Magnitude of brake vibration at 0mph (reference point).
- FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude).
- FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
- FFB brake vibe update thresh="0.05000" // Amount of change required to update brake vibe (0.0 to 1.0)
- FFB rumble strip magnitude="0.25000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
- FFB rumble strip freq mult="0.00000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.
- FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
- FFB rumble strip pull factor="1.25000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
- FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0)
- FFB jolt magnitude="0.00000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
- FFB Joy[00] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[00] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[00] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[01] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[01] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[02] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[02] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[03] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[03] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[04] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[04] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[05] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[05] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[06] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[06] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[07] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[00] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[00] Axis[07] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[00] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[00] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[01] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[01] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[02] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[02] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[03] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[03] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[04] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[04] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[05] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[05] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[06] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[06] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[07] Spring Coefficient Pos="0.50000" // DirectInput Coefficient to use for spring
- FFB Joy[01] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
- FFB Joy[01] Axis[07] Spring Coefficient Neg="0.50000" // DirectInput Coefficient to use for spring
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