Post by 2slow4uNo, smanazzare sul PLR non e' propriamente la mia vocazione quindi...mi
tengo le vibrazioni tarocche...
alla fine di questo post ti metto il mio plr, ovviamente salva prima
il tuo.
ovviamente tutto non si puo togliere, quello che e' proprio dell
engine e che ritrovi ad esempio in rfactor, non si puo togliere, tipo
gli sballonzolamenti in curva, in gtl simili per tutte le auto, sia
stradali che piantate in terra, nella realta', come un detomaso, e i
saltelli in frenata, tipici anche di rfactor e di tutti i suoi mod,
con la gomme che saltellano prendendo e perdendo grip, peccato sia
tutto farlocco:-)
Post by 2slow4uFasullita' per fasullita', preferisco le vibrazioni di GTL/GTR al nulla
assoluto di LFS! ;-)
lfs cerca invece, come iracing e netkar, di superare il farloccume,
peccato pero' che il suo FF sia chiaramente inferiore a iracing
Post by 2slow4uCirca il bloccaggio farlocco, ti confermo che funziona esattamente come
descrivi.
Ormai sono rassegnato, dopo averli provati quasi tutti sono ormai convinto
che oggigiorno, di simulatori "accurati" non ce n'e' neanche l'ombra, il
farlocco impazza.
L'unica eccezione e' iracing, qualche spanna sopra tutto il resto.
anche netkar non e' male seppur inferiore ad iracing
Post by 2slow4uPeccato che di iracing, l'unica cosa che apprezzo realmente e' proprio la
fisica, il suo "format" non riesco proprio a digerirlo...:-/
io ho pagato soprattutto per la fisica, se non sosteniamo noi certi
capolavori...il format...bah, provalo 1 mese...o 3:-)
qui il mio plr di gtl
//[[gMa1.000f (c)2004 ]] [[ ]]
//*****************************************************************
//* *
//* GTL Player File *
//* *
//* Edit at your own risk! *
//* *
//*****************************************************************
[ TRACK ]
Track File="GAMEDATA\LOCATIONS\Zolder\Zolder.TRK"
Track Description="Zolder"
AI Database File="GAMEDATA\LOCATIONS\Zolder\Zolder.AIW"
[ DRIVER ]
Profile Vehicle File="GAMEDATA\TEAMS\GTC-TC-76\FORD
CAPRI\872\872_SIM_GTC_CAPRI.CAR"
Vehicle File="GAMEDATA\TEAMS\GTC-TC-76\FORD
CAPRI\872\872_SIM_GTC_CAPRI.CAR"
Sim Vehicle File="GAMEDATA\TEAMS\GTC-TC-76\FORD
CAPRI\872\872_SIM_GTC_CAPRI.CAR"
Pro Vehicle File="GAMEDATA\TEAMS\TC-65\MINI COOPER
S\593-594\593_SIM_GTC_MINI.CAR"
Driver Name="Douglas Titford"
Nationality=""
Starting Driver="0" // Not used
AI Controls Driver #2="0" // Not used
[ CHAT ]
Quick Chat #1="Slowing to pit"
Quick Chat #2="Leaving pits"
Quick Chat #3="Go Left"
Quick Chat #4="Go Right"
Quick Chat #5="Thank you"
Quick Chat #6="Sorry"
Quick Chat #7="Be careful at the first corner"
Quick Chat #8="Good job"
Quick Chat #9="Good race"
Quick Chat #10="Damaged and off pace"
[ DRIVING AIDS ]
Steering Help="0"
Steering Help Functionality="0" // 0 = new help, 1 = new help + grip,
2 = original, 3 = original + grip
Throttle Control="0"
Brake Help="0"
Antilock Brakes="0"
Spin Recovery="0"
Invulnerability="0"
Autopit="1"
Force Autopit Off="0" // Forces autopit always off (unsupported, use
at your own risk)
Opposite Lock="0"
Stability Control="0"
No AI Control="1" // AI never has control over car (except autopit)
Pitcrew Push="0" // When out of fuel in pitlane, allows pitcrew to
push car (use throttle and gear selection to direct)
Corner Markers="0" // Show corner marker icons to indicate corner
severity and suggested gear
Pit Direction Indicator="0" // Show arrow icon to indicate direction
of pit exit
Pit Spot Marker="0" // Show marker to indicate corner pit spot
location
Auto Clutch="0"
Auto Lift="0" // Whether to automatically lift with manual shifting
but auto-clutch (non-semiautomatic trans only)
Auto Blip="0" // Whether to automatically blip with manual shifting
but auto-clutch (non-semiautomatic trans only)
Shift Mode="0"
Arcade Steering Help="0"
Arcade Throttle Control="0"
Arcade Brake Help="0"
Arcade Antilock Brakes="0"
Arcade Spin Recovery="0"
Arcade Invulnerability="0"
Arcade Stability Control="0"
Arcade Shift Mode="3"
Manual Shift Override Time="0.60000" // How long after a manual shift
until auto shifting resumes (if auto-shifting is enabled)
Auto Shift Override Time="0.55000" // How long after an automatic
shift before user is allowed to manually shift
Auto Reverse="0"
Steer Ratio Speed="0.00000" // Speed at which low speed steering lock
override ends (for pit navigation, units are meters/sec, 0.0 to
disable
Speed Sensitive Steering="0.00000"
Half Rate="0" // 0 = super-high physics rate, 1 = normal
Tire Sampling="1" // 0 = normal, 1 = extra HAT samples (*slightly*
more accurate over sharp curbs, otherwise a waste of CPU)
Data Acquisition Version="0" // Version of vehicle data to write out
Data Acquisition Rate="10" // rates 1, 2 ,5, *10*, 20, 50, 100
Data Acquisition In Race="1"
Data Acquisition
EXE="C:\Programmi\giochi\GTL\MoTeC\Interpreter\MINTWIN.EXE"
Data Acquisition File="userdata\vehicledata.spt"
MoTeC LogFolder="MoTeC\Logged Data"
MoTeC Minimum Time="20" // minimum MoTeC recording time (sec)
MoTeC Multiple Logs="1" // generate unique filename for each new log
[ Mechanical Failures ]
CURNT Failure Rate="1" // Mechanical failure rate (0-none, 1-normal,
2-timescaled, 3-season)
PRACT Failure Rate="1" // Mechanical failure rate (0-none, 1-normal,
2-timescaled, 3-season)
QUICK Failure Rate="0" // Mechanical failure rate (0-none, 1-normal,
2-timescaled, 3-season)
FRACE Failure Rate="1" // Mechanical failure rate (0-none, 1-normal,
2-timescaled, 3-season)
CHAMP Failure Rate="1" // Mechanical failure rate (0-none, 1-normal,
2-timescaled, 3-season)
MULTI Failure Rate="1" // Mechanical failure rate (0-none, 1-normal,
2-timescaled, 3-season)
RPLAY Failure Rate="1" // Mechanical failure rate (0-none, 1-normal,
2-timescaled, 3-season)
[ Race Conditions ]
Run Practice1="1"
Run Practice2="0"
Run Qualify="0"
Run Qualify2="0"
Run Warmup="0"
Race Timer="0" // Seconds between displaying time remaining in race
(zero disables)
Race Start Hour="13"
Use System Time="0" // Session start time for none-Cup races uses
machine time
AI Follow Grid="1" // AI follows center of grid locations during
recon/formation
Recon Pit Open="900" // Time that pits remain open for recon laps
(real-life is 900 seconds)
Recon Pit Closed="900" // 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
FRACE 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="0"
FRACE 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="1"
FRACE Formation Lap="0"
CHAMP Formation Lap="0"
MULTI Formation Lap="0"
RPLAY Formation Lap="0"
CURNT Full Course Yellows="1" // Whether full course yellows can be
called
PRACT Full Course Yellows="1" // Whether full course yellows can be
called
QUICK Full Course Yellows="1" // Whether full course yellows can be
called
FRACE Full Course Yellows="1" // Whether full course yellows can be
called
CHAMP Full Course Yellows="1" // Whether full course yellows can be
called
MULTI Full Course Yellows="1" // Whether full course yellows can be
called
RPLAY Full Course Yellows="1" // Whether full course yellows can be
called
CURNT Safety Car Threshold="2.00000" // Threshold for bringing out
safety car (lower numbers -> more full-course yellows)
PRACT Safety Car Threshold="2.00000" // Threshold for bringing out
safety car (lower numbers -> more full-course yellows)
QUICK Safety Car Threshold="1.00000" // Threshold for bringing out
safety car (lower numbers -> more full-course yellows)
FRACE Safety Car Threshold="2.00000" // Threshold for bringing out
safety car (lower numbers -> more full-course yellows)
CHAMP Safety Car Threshold="2.00000" // Threshold for bringing out
safety car (lower numbers -> more full-course yellows)
MULTI Safety Car Threshold="2.00000" // Threshold for bringing out
safety car (lower numbers -> more full-course yellows)
RPLAY Safety Car Threshold="2.00000" // Threshold for bringing out
safety car (lower numbers -> more full-course yellows)
CURNT Flag Rules="2" // Level of rule enforcement, 0=none, 1=black
flags only, 2=all
PRACT Flag Rules="2" // Level of rule enforcement, 0=none, 1=black
flags only, 2=all
QUICK Flag Rules="2" // Level of rule enforcement, 0=none, 1=black
flags only, 2=all
FRACE Flag Rules="2" // Level of rule enforcement, 0=none, 1=black
flags only, 2=all
CHAMP Flag Rules="2" // Level of rule enforcement, 0=none, 1=black
flags only, 2=all
MULTI Flag Rules="2" // Level of rule enforcement, 0=none, 1=black
flags only, 2=all
RPLAY Flag Rules="2" // Level of rule enforcement, 0=none, 1=black
flags only, 2=all
CURNT Weather="2"
PRACT Weather="2"
QUICK Weather="2"
FRACE Weather="2"
CHAMP Weather="2"
MULTI Weather="2"
RPLAY Weather="2" // 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="0" // Whether weather time is scaled with
session length
FRACE TimeScaledWeather="1" // Whether weather time is scaled with
session length
CHAMP TimeScaledWeather="1" // Whether weather time is scaled with
session length
MULTI TimeScaledWeather="1" // Whether weather time is scaled with
session length
RPLAY TimeScaledWeather="1" // Whether weather time is scaled with
session length
Time Scale Factor="1.00000" // 1.0 = real time (min: 1.0, max: 600.0)
[ Sound Options ]
Maximum Effects="16" // Maximum sound effects playing simultaneously
Music="0" // Music Toggle
Menu Mouse Sounds="0" // Whether or not to play mouse control sounds
in menus
Realtime In Monitor="0" // Whether to play realtime sounds in monitor
Music On Track (Arcade)="1" // Whether to play music while driving in
arcade mode
Music On Track (Sim)="0" // Whether to play music while driving in sim
mode
SoundFX Volume="0.65000" // 0.0-1.0
Engine Volume="0.85000" // 0.0-1.0
Radio Comms Volume="0.25000" // 0.0-1.0
Other Volume Ratio="0.66000" // Additional volume multiplayer for
other vehicles
Traction Control="1.75000" // Volume multiplier
Player Volume Ratio="1.01099" // Additional volume multiplayer for
player's vehicle
Music Volume="0.00000" // 0.0-1.0
Pit Volume="0.50000" // 0.0-1.0, controls volume of pit sounds while
you're at the monitor
Sound Detail="2"
Crowd Range="75.00000" // Volume range parameter
Crowd Shape="0.75000" // Shape of volume attenuation
Crowd Ambient="2.50000" // Ambient range where volume is maximum
Airhorn Range="75.00000"
Airhorn Shape="0.75000"
Airhorn Ambient="2.50000"
Public Address Range="50.00000"
Public Address Shape="0.75000"
Public Address Ambient="2.50000"
Pithorn Range="30.00000"
Pithorn Shape="0.45000"
Pithorn Ambient="1.50000"
Helicopter Range="75.00000"
Helicopter Shape="0.70000"
Helicopter Ambient="2.50000"
Vehicle Scrubbing VolMult="0.0001220704"
Vehicle Scrubbing FreqGrip="-0.25000"
Vehicle Scrubbing FreqSpeed="0.00195"
Vehicle Skidding VolMult="0.0003662109"
Vehicle Skidding FreqGrip="-0.25000"
Vehicle Skidding FreqSpeed="0.00195"
Vehicle Roadnoise VolSpeed="32.00000"
Vehicle Roadnoise VolMult="0.0000201099"
Vehicle Roadnoise FreqMin="0.80000"
Vehicle Roadnoise FreqMult="0.00391"
[ Graphic Options ]
Broadcast Overlay="1"
Rearview="1"
Rearview Width="70.00000"
Rearview Height="15.00000"
Seat Adjustment Aft="0.05000"
Seat Adjustment Up="0.00000"
Allow Mouse Seat Adjustment="1" // Whether the mouse can be used to
adjust cockpit seat position
Moving Rearview="3" // Whether mirrors respond to head movement in
cockpit (0=none, 1=position-only, 2=FOV-only, 3=both
Rearview Front Clip="1.00000" // Front plane distance for mirror (0.0
= use default for scene)
Rearview Back Clip="0.00000" // Back plane distance for mirror (0.0 =
use default for scene)
Rearview Particles="1"
Self In TV Rearview="0" // 0=none, 1=rear wing & wheels, 2=body &
susp, 3=1+2, 4=cockpit, 5=1+4, 6=2+4, 7=all
Self In Cockpit Rearview="0" // 0=none, 1=rear wing & wheels, 2=body &
susp, 3=1+2, 4=cockpit, 5=1+4, 6=2+4, 7=all
Vehicle Sparks="1" // Whether sparks occur from vehicle-to-vehicle
collisions
Backfire Anim Speed="45.00000"
Warning Light Anim Speed="9.00000" // Safety car light animation
Moving Steering Wheel="1"
HUD="0" // 0=none, 1=Full, 2=Minimal (when enabled)
Minimal HUD="1" // Whether minimal HUD is included when cycling
through HUDs
Minimal HUD Pos="2" // 0=left, 1=centre, 2=right
Automap="1"
Allow Mouse FOV Adjustment="1" // Whether the mouse+CTRL key+left
button can be used to adjust FOV (left shift + left button resets FOV)
FOV Multiplier="1.00000"
Letterbox Mode="0"
High Detail Wheels="1"
Lens Flare in Cockpit View="0"
Player Detail="3"
Opponent Detail="3"
Garage Detail="0.60000" // LOD multiplier when vehicle is in garage
(0.0-1.0)
Shadows="4"
Headlight Effects="2"
Pitcrew Detail="2"
Special FX="4"
Lightning Probability="1.00000" // Probability of seeing lightning
(0.0-1.5)
Thunder Probability="1.00000" // Probability of hearing thunder
(0.0-1.5)
Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010)
Cloud Blend="0" // Whether to roll the rainy cloud map in across sky
(only works with overhead not cylinder skies)
Skybox Positioning="1.00000" // Numbers less than 1.0 cause the skybox
to get closer as you drive towards it
Vehicle Flow Radius="3.00000" // Vehicle sphere radius for
smoke/flames/dust/spray
Vehicle Flow Offset="2.50000" // Offset below vehicle where sphere
center is located
Engine Emitter Flow="1" // Whether engine smoke/flames flow over
emitting vehicle
Tire Emitter Flow="1" // Whether tire smoke/dust flow over emitting
vehicle
Smoke Flow="1" // Whether all smoke/flames/dust flow over non-emitting
vehicles
Raindrop Flow="1" // Add to enable: 1=flow over current 2=flow over
other vehicles
Rainspray Flow="1" // Add to enable: 1=flow over current 2=flow over
other vehicles
Spark Flow="1" // Add to enable: 1=flow over current 2=flow over other
vehicles
Glance Rate="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="0.40000" // 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
World Movement="0.51000" // Fraction of world movement seen through
driving views
Overlay Height="0.04000" // Distance from geometry to help sort
drawing skids and grooves
Smoke AI Threshold="5.00000" // Point at which smoke is generated for
AI car wheels (0.0 - 1000.0, lower = more)
Smoke Player Threshold FW="0.50000" // Point at which smoke is
generated for player car front wheels (0.0 - 1.0, lower = more)
Smoke Player Threshold RW="0.25000" // Point at which smoke is
generated for player car rear wheels (0.0 - 1.0, lower = more)
Shadow Map Size="2.00000"
Overlay Z Bias="1" // Draw-sorting bias for skids and grooves (0 =
none)
Track Detail="3"
Track Draw Distance="3" // 0 = near, 1 = normal, 2 = far, 3 = very far
Groove="1"
Environment Map="1"
MIP Mapping="1"
Compressed Textures="1"
Specular="1"
Shadows In TV Cockpit="0"
Wheels Visible In Cockpit="0"
Steering Wheel Visible In Cockpit="1"
Arms Visible In Cockpit="0"
Driver Animations="1"
Trackside Characters="0"
Disable All Character Anims="1"
Windscreen dirt buildup="1"
Swaying Trees="1"
Show MoTeC in Cockpit="1"
Show Dials in Cockpit="1"
In Car Dash="1"
Dust Detail="1"
Smoke Detail="1"
Skid Detail="1"
Particle Detail="1"
Starting View="1"
Skybox Detail="2"
Player Livery=""
Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap
bias is used
Mipmap LOD Bias="0.00000"
LOD Multiplier Multiplier="1.00275" // Multiplier applied to vehicle
and track LODs (< 1.0 higher FPS)
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 Level="0.45000" // 0.0 (night light level) to 1.0
(disabled): sunrise 4-6am, sunset 6-8pm
Always Rebuild HAT="0" // Build HAT database everytime tracks are
loaded (for development purposes)
UI Background Animation="1"
Track Fog="1" // Whether fog is present on sunny days
Livery UltraRez="1"
Cockpit UltraRez="1"
Reduced Track Textures="0"
[ Game Options ]
Championship Basic Rules="1"
Basic Rules="0"
Basic Controls="0"
Basic Display="0"
Basic Audio="0"
Times Comparison="2" // add the following: 1=show leader's split time,
2=show split to leader instead of self
Damage Multiplier="100"
Vertex Damage="1"
Low Damage File="0" // Whether <file>_low.dmg is used instead of
<file>.dmg
Record Replays="1" // whether to record replays or not
Record Hotlaps="1" // whether to record hotlaps or not (must have
replay recording on)
Instant Replay Length="31"
Replay Fidelity="4"
Super Player Replay="1" // record player at higher frequency
Replays Dated="0" // Replays have date in filename
Private Test Day="1"
Race Session="0"
Quick Race Starting Pos="6"
Damage Dynamics="1"
Difficulty="0"
AI Driver Strength="100"
AI Driver Strength Boost="0" // For the hardcore only - strength value
added to in-game difficulty levels to make AI faster
AI Power Calibration="0" // Adjustments with AI strength (0=none, or
add the following: 1=power, 2=gearing, 4=fuel)
AI Additional Fuel Mult="0.95000" // 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
AI to AI Collision Rate="20" // Detection rate per second (1-40) for
AI-to-AI collisions
Player Car Equal="1"
Message Center Detail="3"
Commentary Detail="2"
Play Movies="1"
Race Start Countdown="0"
Locked Pit Cam="0"
Race Stint Offset="0" // Offset each scheduled pitstop in case you
want to carry extra fuel
Support="0"
Autocalibrate AI Mode="0"
Vehicle Specific AI Setups="1" // If 1, search specific vehicle
directory for "<track>.<qual/race>.svm" or "<track>.svm" or "ai.svm"
before falling back on game.gdb defaults
Default Player Setup="1" // If 1, attempts to ensure player has
default setup
AI Realism="1.10000"
Arcade AI Realism="0.70000"
Arcade AI Driver Strength="85"
Arcade Damage Multiplier="33"
Display Driver Stats="0"
Display Track Stats="0"
Display Pit Board="1"
Display Cockpit Gear Indicator="0" // 0 = off, 1=left, 2=centre,
3=right
Arcade Mode="0"
Pro Mode="0"
Virtual Mirrors="0"
Settings Type="3"
GDB="SIM_GTC.gdb"
Class Filter Index="7"
GDB SIM="SIM_GTC.gdb"
GDB PRO="PRO_2003.gdb"
Measurement Units="0" // Units for everything EXCEPT speed (0 =
metric, 1 = english/imperial)
Speed Units="1" // 0 = MPH, 1 = KPH
Horizontal Tire Temps="1" // In garage options
Damper Units="0" // Show damper settings as (0)clicks or (1)actual
force units
CURNT Qualify Laps="12"
PRACT Qualify Laps="12"
QUICK Qualify Laps="12"
FRACE Qualify Laps="12"
CHAMP Qualify Laps="12"
MULTI Qualify Laps="12"
RPLAY Qualify Laps="12"
CURNT Race Laps="6"
PRACT Race Laps="10"
QUICK Race Laps="3"
FRACE Race Laps="19"
CHAMP Race Laps="10"
MULTI Race Laps="20"
RPLAY Race Laps="10"
CURNT Race Time="30"
PRACT Race Time="32767"
QUICK Race Time="32767"
FRACE Race Time="32767"
CHAMP Race Time="32767"
MULTI Race Time="32767"
RPLAY Race Time="32767"
CURNT Race Length="0.10000"
PRACT Race Length="0.10000"
QUICK Race Length="0.10000"
FRACE Race Length="0.31767"
CHAMP Race Length="0.10000"
MULTI Race Length="1.00000"
RPLAY Race Length="0.10000"
CURNT Speed Compensation="0"
PRACT Speed Compensation="0"
QUICK Speed Compensation="1"
FRACE Speed Compensation="0"
CHAMP Speed Compensation="0"
MULTI Speed Compensation="0"
RPLAY Speed Compensation="0"
CURNT Opponents="0"
PRACT Opponents="0"
QUICK Opponents="21"
FRACE Opponents="21"
CHAMP Opponents="7"
MULTI Opponents="0"
RPLAY Opponents="0"
Vehicle Removal="30.00000" // Seconds until stationary vehicle is
removed from track (sug: 30)
Debris Removal="30.00000" // Seconds until stationary debris is
removed from track (sug: 30)
Parts Duration="30.00000" // Seconds after parts break off before
disappearing ... by default, happens before normal debris removal
(sug: 10000)
Posts Duration="5.00000" // Seconds after track posts break off before
disappearing
Crash Recovery="1" // Artificially keep cars on track or flip cars
upright
Fines="0" // Get fines instead of penalties
Show Special Classes="0" // Whether special classes are shown as well
as ALL/GT/NGT
Show Single Make Classes="0" // Whether single make classes are shown
as well as ALL/GT/NGT
Extra Stats="0" // Saves separate verbose stats for any session
(instead of simple stats for most recent race only)
Vehicles Per Pit="2" // Default used for assigning garage & pit
(range: 1-3), may be overridden with GDB entry on a per-pit basis
High Process Priority="0" // Improves FPS on some systems, but may
conflict with some background applications
CURNT Fuel Consumption Multiplier="1"
PRACT Fuel Consumption Multiplier="1"
QUICK Fuel Consumption Multiplier="0"
FRACE Fuel Consumption Multiplier="1"
CHAMP Fuel Consumption Multiplier="1"
MULTI Fuel Consumption Multiplier="1"
RPLAY Fuel Consumption Multiplier="1"
CURNT Tire Wear Multiplier="1"
PRACT Tire Wear Multiplier="1"
QUICK Tire Wear Multiplier="0"
FRACE Tire Wear Multiplier="1"
CHAMP Tire Wear Multiplier="1"
MULTI Tire Wear Multiplier="1"
RPLAY Tire Wear Multiplier="1"
CURNT Allowed Vehicles=""
PRACT Allowed Vehicles=""
QUICK Allowed Vehicles=""
FRACE Allowed Vehicles=""
CHAMP Allowed Vehicles=""
MULTI Allowed Vehicles=""
RPLAY Allowed Vehicles=""
Inactive Sleep Time="25" // number of milliseconds to sleep each
message loop if the game is not the active application (-1 to disable,
250 max). will give more CPU to other apps when minimized, etc.
Simple Debris Collisions="1" // simplified collisions use less CPU but
dont interact with walls
[ Multiplayer Options ]
Net Connection Type="3" // 0 - 28K, 1 - 56k, 2 - ISDN, 3 - cable/dsl,
4 - LAN
Show All Lobby Players="0" // shows all drivers present in the
multi-player lobby
Multiplayer Enum Type="0" // 0 = LAN, 1 = Internet
Net Data Rate="14" // 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="8" // add the following to enforce server settings:
1=auto-lift, 2=auto-blip, 4=half-rate, 8=collision thresh (for
example, auto-lift + half-rate = 1 + 4 = 5)
Announce Host="0" // whether servers will attempt to register with the
matchmaking service
Gamelist AutoRefresh (LAN)="1" // if true, the gamelist will auto
refresh on page activation if LAN refresh type is selected
Max MP Players="29"
Lobby Login Timeout="20" // Time allowed (in seconds) before Login to
the internet lobby will timeout
Client Port Start="34297" // Start port at which client looks for host
games, range is 1025 - 65535
Delay Join Loading="1" // 0-always load. 1-load on return to Monitor
2-load when offroad or stopped
Server Installed Cars Only="1" // Hosting only - Allow only server
installed vehicles to join server
Delay Join Speed Threshold="10.00000" // offroad speed threshold (ms)
to override Delay Join Loading
Host Port Start="34297" // Start port at which host games begin, range
is 1025 - 65535
Game List Sort Method="1" // 0=Sort by name, 1=Sort by ping, 2=Sort by
circuit, 3=Sort by players
Allow Chat In Car="1" // whether to allow incoming chats to appear
while in car
Closed MP Qualify Sessions="0" // if true, the session will be closed
during qualify, so as to not disturb the participants
Delay Skinning="1" // if true, delay material reloading when clients
join in order to reduce the pause
Throttling="1" // enable throttling code
Force Cockpit View="0" // Force cockpit view in multiplayer
Timescale Ded Sessions="1" // Dedicated server sessions get timescaled
with race length
Skip Formation Lap="1"
Allow AI Control="1" // Allow AI control in multiplayer
Collision Threshold="0.30000" // Maximum latency allowed (seconds) for
a client before collisions are switched off locally
Acceptable Latency="0.50000" // Maximum latency before we adjust
clients to favor smoothness over accuracy (this will be forced to be
more than or equal to collision threshold)
Dedicated Target Rate="512" // Target rate for dedicated server
Unique Vehicle Check="0" // server setting, will check client vehicles
to deny duplicates of the same vehicle
Throttle Upstream Override="205" // kbits per second (i.e. a 256 kbps
connection = 256. If set to a positive value, will override the
default upstream data rate associated with the selected connection
type
Server Session End Timeout="300" // Session is advanced automatically
after N seconds after completion
BoneSpring Threshold="0.10000" // If latency is below this threshold,
the spring is disabled
BoneSpring Min Constant="25.00000" // BoneSpring(TM) constant at
collision threshold
BoneSpring Max Constant="120.00000" // BoneSpring(TM) constant at
spring enact latency (should be higher than constant min...)
Damping Multiplier="1.00000" // 1.0 = critical damping, higher values
are overdamped, lower values are underdamped and not recommended
Path Prediction="0.95000" // Influence of the AI path on remote
vehicle prediction (0.0-1.0)
Pitch + Roll Extrapolation="0.01000"
Yaw + Rotate Extrapolation="2.00000"
Class Filter Index="3"
Car Filter Index="4223"
Previous Game Database=""
Previous Vehicle File=""
Concurrent Server Updates="10" // defaults to 10 which should be good
for everyone, broadband users could up this to 20-30 for faster server
lists if desired. Setting too high will cause incorrect pings to
servers.
Report Mismatches="3" // server should report mismatches for:
0=physics/GDB only, 1=physics/GDB/EXE, 2=physics/GDB/track geometry,
3=everything
Host IP Address=""
Online Server="GTL_SERVER.txt"
Online UserName="oppolo"
Online Password="loppo"
[ Options ]
Key Repeat Rate="1"
[ Controls ]
Keyboard Steering="0.20000"
Keyboard Throttle="0.50000"
Keyboard Brake="0.50000"
Keyboard Clutch="0.20000"
Force Feedback="0"
Mimic Steering="0" // Mimic AI or pitlane assistance with force
feedback
Gear Select Button Hold="1" // Enable this option if using a gear
select device that holds down a joystick button while in a gear and
releases all buttons in neutral (such as the Act-Labs USB Shifter)
Alternate Rearlook Activation="1" // if left look and right look are
both pressed, rearlook becomes activated
HMD Pitch Exponent="1.00000" // Exponent to apply to pitch tracking.
Post by 2slow4u1.0 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="65" // Number of configurable controls displayed
in options
Freelook Mouse Pitch Speed="0.00100" // Freelook pitch speed when
using mouse.
Freelook Mouse Yaw Speed="0.00100" // Freelook yaw speed when using
mouse.
Freelook Keyboard Pitch Speed="1.50000" // Freelook pitch speed when
using keyboard.
Freelook Keyboard Pitch Accel="4.00000" // Freelook pitch acceleration
when using keyboard.
Freelook Keyboard Pitch Decel="4.00000" // Freelook pitch deceleration
when using keyboard.
Freelook Keyboard Yaw Speed="1.50000" // Freelook yaw speed when using
keyboard.
Freelook Keyboard Yaw Accel="4.00000" // Freelook Yaw acceleration
when using keyboard.
Freelook Keyboard Yaw Decel="4.00000" // Freelook Yaw deceleration
when using keyboard.
Freelook Up Limit="0.10000" // Freelook Up Limit, between 0 and 0.25.
Freelook Down Limit="-0.15000" // Freelook Down Limit, between 0 and
-0.25.
TrackIR Pitch Down Limit="-0.15000" // Min: -1.00, Max: 0, Default:
-0.15
TrackIR Pitch Up Limit="0.05000" // Min: 0, Max: 1.00, Default: 0.05
TrackIR Yaw Left Limit="-0.40000" // Min: -1.00, Max: 0, Default:
-0.40
TrackIR Yaw Right Limit="0.40000" // Min: 0.00, Max: 1.00, Default:
0.40
TrackIR Roll Left Limit="-0.07500" // Min: -1.00, Max: 0.00, Default:
-0.075
TrackIR Roll Right Limit="0.07500" // Min: 0.00, Max: 1.00, Default:
0.075
TrackIR Move Left Limit="-0.05000" // Min: -1.00, Max: 0.00, Default:
-0.05
TrackIR Move Right Limit="0.05000" // Min: 0.00, Max: 1.00, Default:
0.05
TrackIR Move Down Limit="-0.05000" // Min: -1.00, Max: 0.00, Default:
-0.05
TrackIR Move Up Limit="0.03000" // Min: 0.00, Max: 1.00, Default: 0.03
TrackIR Move Forward Limit="-0.25000" // Min: -1.00, Max: 0.00,
Default: -0.25
TrackIR Move Back Limit="0.25000" // Min: 0.00, Max: 1.00, Default:
0.25
Axis [00, 00] Dead Zone="0.00000" // Controller 1 X
Axis [00, 00] Sensitivity="0.49000"
Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to
correct centering or split-axis issues)
Axis [00, 01] Dead Zone="0.00000" // Controller 1 Y
Axis [00, 01] Sensitivity="0.49000"
Axis [00, 01] Center="0.50000"
Axis [00, 02] Dead Zone="0.00000" // Controller 1 Z
Axis [00, 02] Sensitivity="0.50000"
Axis [00, 02] Center="0.50000"
Axis [00, 03] Dead Zone="0.00000" // Controller 1 RX
Axis [00, 03] Sensitivity="0.50000"
Axis [00, 03] Center="0.50000"
Axis [00, 04] Dead Zone="0.00000" // Controller 1 RY
Axis [00, 04] Sensitivity="0.50000"
Axis [00, 04] Center="0.50000"
Axis [00, 05] Dead Zone="0.00000" // Controller 1 RZ
Axis [00, 05] Sensitivity="0.49000"
Axis [00, 05] Center="0.50000"
Axis [00, 06] Dead Zone="0.00000" // Controller 1 S0
Axis [00, 06] Sensitivity="0.50000"
Axis [00, 06] Center="0.50000"
Axis [00, 07] Dead Zone="0.00000" // Controller 1 S1
Axis [00, 07] Sensitivity="0.49000"
Axis [00, 07] Center="0.50000"
Axis [01, 00] Dead Zone="0.00000" // Controller 2 X
Axis [01, 00] Sensitivity="0.50000"
Axis [01, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to
correct centering or split-axis issues)
Axis [01, 01] Dead Zone="0.00000" // Controller 2 Y
Axis [01, 01] Sensitivity="0.50000"
Axis [01, 01] Center="0.50000"
Axis [01, 02] Dead Zone="0.00000" // Controller 2 Z
Axis [01, 02] Sensitivity="0.50000"
Axis [01, 02] Center="0.50000"
Axis [01, 03] Dead Zone="0.00000" // Controller 2 RX
Axis [01, 03] Sensitivity="0.50000"
Axis [01, 03] Center="0.50000"
Axis [01, 04] Dead Zone="0.00000" // Controller 2 RY
Axis [01, 04] Sensitivity="0.50000"
Axis [01, 04] Center="0.50000"
Axis [01, 05] Dead Zone="0.00000" // Controller 2 RZ
Axis [01, 05] Sensitivity="0.50000"
Axis [01, 05] Center="0.50000"
Axis [01, 06] Dead Zone="0.00000" // Controller 2 S0
Axis [01, 06] Sensitivity="0.50000"
Axis [01, 06] Center="0.50000"
Axis [01, 07] Dead Zone="0.00000" // Controller 2 S1
Axis [01, 07] Sensitivity="0.50000"
Axis [01, 07] Center="0.50000"
Axis [02, 00] Dead Zone="0.00000" // Controller 2 X
Axis [02, 00] Sensitivity="0.50000"
Axis [02, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to
correct centering or split-axis issues)
Axis [02, 01] Dead Zone="0.00000" // Controller 2 Y
Axis [02, 01] Sensitivity="0.50000"
Axis [02, 01] Center="0.50000"
Axis [02, 02] Dead Zone="0.00000" // Controller 2 Z
Axis [02, 02] Sensitivity="0.50000"
Axis [02, 02] Center="0.50000"
Axis [02, 03] Dead Zone="0.00000" // Controller 2 RX
Axis [02, 03] Sensitivity="0.50000"
Axis [02, 03] Center="0.50000"
Axis [02, 04] Dead Zone="0.00000" // Controller 2 RY
Axis [02, 04] Sensitivity="0.50000"
Axis [02, 04] Center="0.50000"
Axis [02, 05] Dead Zone="0.00000" // Controller 2 RZ
Axis [02, 05] Sensitivity="0.50000"
Axis [02, 05] Center="0.50000"
Axis [02, 06] Dead Zone="0.00000" // Controller 2 S0
Axis [02, 06] Sensitivity="0.50000"
Axis [02, 06] Center="0.50000"
Axis [02, 07] Dead Zone="0.00000" // Controller 2 S1
Axis [02, 07] Sensitivity="0.50000"
Axis [02, 07] Center="0.50000"
Control - Accelerate="(1, 4)"
Control - Brake="(1, 12)"
Control - Steer Left="(1, 2)"
Control - Steer Right="(1, 1)"
Control - Shift Up="(0, 89)"
Control - Shift Down="(0, 89)"
Control - Neutral="(0, 89)"
Control - Reverse Gear="(1, 27)"
Control - First Gear="(1, 21)"
Control - Second Gear="(1, 22)"
Control - Third Gear="(1, 23)"
Control - Fourth Gear="(1, 24)"
Control - Fifth Gear="(1, 25)"
Control - Sixth Gear="(1, 26)"
Control - Seventh Gear="(0, 89)"
Control - Clutch In="(1, 105)"
Control - Toggle AI Control="(0, 23)"
Control - Display Mode="(1, 17)"
Control - Change View="(0, 42)"
Control - Pit In Request="(1, 14)"
Control - Menu Select="(0, 28)"
Control - Menu Up="(0, 200)"
Control - Menu Down="(0, 208)"
Control - Menu Inc="(0, 205)"
Control - Menu Dec="(0, 203)"
Control - Speed Limiter="(1, 13)"
Control - Bias Forward="(1, 70)"
Control - Bias Rearward="(1, 72)"
Control - Look Left="(1, 20)"
Control - Look Right="(1, 19)"
Control - Rear Look="(0, 48)"
Control - Instant Replay="(0, 19)"
Control - Pause="(0, 25)"
Control - Toggle Free Look="(0, 89)"
Control - Zero Free Look="(0, 89)"
Control - Center TrackIR="(0, 89)"
Control - Display Vehicle Labels="(0, 15)"
Control - Reset Car="(0, 89)"
Control - Ignition="(1, 15)"
Control - Starter="(1, 16)"
Control - Headlights="(0, 89)"
Control - Handbrake="(0, 89)"
Control - Look Roll Left="(0, 89)"
Control - Look Roll Right="(0, 89)"
Control - Adjust Seat Fore="(0, 18)"
Control - Adjust Seat Aft="(0, 32)"
Control - Adjust Seat Up="(0, 33)"
Control - Adjust Seat Down="(0, 31)"
Control - Time Acceleration="(0, 89)"
Control - Toggle Mirror="(0, 2)"
Control - Toggle HUD="(0, 3)"
Control - Toggle LCD Display="(0, 4)"
Control - Toggle Dials="(0, 5)"
Control - Toggle Cockpit Gear Display="(0, 6)"
Control - Realtime Chat="(0, 46)"
Control - Quick Chat #1="(0, 89)"
Control - Quick Chat #2="(0, 89)"
Control - Quick Chat #3="(0, 89)"
Control - Quick Chat #4="(0, 89)"
Control - Quick Chat #5="(0, 89)"
Control - Quick Chat #6="(0, 89)"
Control - Quick Chat #7="(0, 89)"
Control - Quick Chat #8="(0, 89)"
Control - Quick Chat #9="(0, 89)"
Control - Quick Chat #10="(0, 89)"
FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel,
2=stick/custom, 3=rumble pad.
FFB Effects Level="3" // 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="1" // 0 = Throttle effects on throttle
axis, 1 = throttle effects on steering axis.
FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 =
brake effects on steering axis.
FFB steer vibe freq mult="0.00000" // Controls frequency of steering
vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.00000" // 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="0.60000" // 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="0.80000" // 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="1.80000" // Maximum force output of
steering force, recommendation 0.8 to 2.0
FFB steer force grip weight="0.90000" // Range 0.0 to 1.0,
recommended: 0.4 to 0.9. How much weight is given to tire grip when
calculating steering force.
FFB steer force grip factor="0.50000" // Range 0.0 to 1.0,
recommended: 0.2 to 0.6. How much of a factor the front wheel grip is
on the steering weight.
FFB steer update thresh="0.01500" // Amount of change required to
update steer force/vibe (0.0 - 1.0). Lower values = steering force
updated more frequently = lower frame rate.
FFB steer friction coefficient="0.17500" // 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="0.17500" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.35000" // How strong the rumble strip
rumble is. Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="0.60000" // 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="-1.50000" // How strongly wheel pulls
right/left when running over a rumble strip. Suggested range: -1.5 to
1.5.
FFB rumble strip update thresh="0.07500" // Amount of change required
to update rumble strip effect (0.0 - 1.0)
FFB jolt magnitude="1.00000" // How strong jolts from other cars (or
walls) are. Suggested Range: -2.0 to 2.0.
FFB Joy[00] Axis[00] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[00] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[01] Spring Saturation Pos="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[01] Spring Saturation Neg="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[02] Spring Saturation Pos="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[02] Spring Saturation Neg="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[03] Spring Saturation Pos="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[03] Spring Saturation Neg="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[04] Spring Saturation Pos="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[04] Spring Saturation Neg="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[05] Spring Saturation Pos="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[05] Spring Saturation Neg="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[06] Spring Saturation Pos="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[06] Spring Saturation Neg="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[07] Spring Saturation Pos="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[00] Axis[07] Spring Saturation Neg="0.00000" // DirectInput
Saturation to use for spring
FFB Joy[00] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[00] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[00] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[01] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[01] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[02] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[02] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[03] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[03] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[04] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[04] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[05] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[05] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[06] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[06] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[07] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[01] Axis[07] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[01] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[00] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[00] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[01] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[01] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[02] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[02] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[03] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[03] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[04] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[04] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[05] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[05] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[06] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[06] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[07] Spring Saturation Pos="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput
Coefficient to use for spring
FFB Joy[02] Axis[07] Spring Saturation Neg="1.00000" // DirectInput
Saturation to use for spring
FFB Joy[02] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput
Coefficient to use for spring