GTR2... installazione in corso... - Page 13 - GTR3 - GTR2 - GTR by SimBin - DrivingItalia.NET simulatori di guida Jump to content

GTR2... installazione in corso...


Recommended Posts

Guest radiohead
Posted

Edit: mi ero dimenticato il discorso prestazioni: con 47 vetture sulla pista, devo dire che il gioco inizia a farsi tosto da gestire, ma con il mio PC (A64 3500+, 1 Gb DDR 400, 6600 GT) sono sempre rimasto sui 30-40 fps. Con la pioggia credo non riuscirei a girare, ma far

Posted

Domani sera ho mandato moglie e figlio fuori di casa x starmene tutto solo con lei. :brum:

:asd: cosa non si fa x la propria passione!!! :up:

Guest Mike Racer
Posted

piuttosto,ripongo la domanda,visto che nell'altra discussione nessuno mi ha risposto: dove sta il PLR?

C:\GTR2\UserData\nome pilota

apri il file con notepad... o simile

Mike ... ARRIVOOOOOOO :ave:

Ti aspettoooooooooooo :up:

Posted

Ragassi,

a proposito di file PLR in GTR2, voi come lo avete modificato?

Disabilitato speed sensitive steering, trackside animated characters e poi?

Ah, qualcuno di voi ha gia' provato a modificare le stringhe riguardandi il FF nel file PLR?

Se si, qualche anima pia potrebbe postare il suo FF modificato per il DFP? Grassie :)

Guest Mike Racer
Posted

Ragassi,

a proposito di file PLR in GTR2, voi come lo avete modificato?

Disabilitato speed sensitive steering, trackside animated characters e poi?

Ah, qualcuno di voi ha gia' provato a modificare le stringhe riguardandi il FF nel file PLR?

Se si, qualche anima pia potrebbe postare il suo FF modificato per il DFP? Grassie :)

Ecco...

[ DRIVING AIDS ]

Steering Help="0"

Steering Help Functionality="1" // 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="0"

Opposite Lock="0"

Stability Control="0"

No AI Control="1" // 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)

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="1" // Show marker to indicate corner pit spot location

Auto Clutch="1"

Shift Mode="0"

Manual Shift Override Time="0.60000" // How long after a manual shift until auto shifting resumes (if auto-shifting is enabled)

Auto Shift Override Time="0.55000" // How long after an automatic shift before user is allowed to manually shift

Auto Reverse="0"

Steer Ratio Speed="25.00000" // Speed at which low speed steering lock override ends (for pit navigation, units are meters/sec, 0.0 to disable

Speed Sensitive Steering="0.00000"

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="0"

Data Acquisition EXE=""

Data Acquisition File="userdata\vehicledata.spt"

MoTeC LogFolder="C:\GTR2\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="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)

FRACE Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)

CHAMP Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)

MULTI Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)

RPLAY Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)

TIMET Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)

DSCHL Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)

[ Race Conditions ]

Run Practice1="1"

Run Practice2="0"

Run Qualify="0"

Run Qualify2="1"

Run Warmup="1"

Race Timer="0" // Seconds between displaying time remaining in race (zero disables)

Race Start Hour="12"

Use System Time="0" // Session start time for none-Cup races uses machine time

AI Follow Grid="1" // AI follows center of grid locations during recon/formation

Recon Pit Open="300" // Time that pits remain open for recon laps (real-life is 900 seconds)

Recon Pit Closed="150" // Time that pits are closed before formation lap (real-life is 900 seconds)

Recon Timer="1" // Whether timer is displayed at top of screen

Start Mode="0" // 0 = standing start, 1 = formation lap followed by rolling start

CURNT Reconnaissance="0" // Reconnaissance laps

PRACT Reconnaissance="0" // Reconnaissance laps

QUICK Reconnaissance="0" // Reconnaissance laps

FRACE Reconnaissance="0" // Reconnaissance laps

CHAMP Reconnaissance="0" // Reconnaissance laps

MULTI Reconnaissance="0" // Reconnaissance laps

RPLAY Reconnaissance="0" // Reconnaissance laps

TIMET Reconnaissance="0" // Reconnaissance laps

DSCHL Reconnaissance="0" // Reconnaissance laps

CURNT Grid Walkthrough="0"

PRACT Grid Walkthrough="1"

QUICK Grid Walkthrough="1"

FRACE Grid Walkthrough="1"

CHAMP Grid Walkthrough="1"

MULTI Grid Walkthrough="0"

RPLAY Grid Walkthrough="1"

TIMET Grid Walkthrough="1"

DSCHL Grid Walkthrough="1"

CURNT Full Course Yellows="1" // Whether full course yellows can be called

PRACT Full Course Yellows="0" // Whether full course yellows can be called

QUICK Full Course Yellows="0" // Whether full course yellows can be called

FRACE Full Course Yellows="0" // Whether full course yellows can be called

CHAMP Full Course Yellows="0" // Whether full course yellows can be called

MULTI Full Course Yellows="0" // Whether full course yellows can be called

RPLAY Full Course Yellows="0" // Whether full course yellows can be called

TIMET Full Course Yellows="0" // Whether full course yellows can be called

DSCHL Full Course Yellows="0" // Whether full course yellows can be called

CURNT Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)

PRACT Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)

QUICK Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)

FRACE Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)

CHAMP Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)

MULTI Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)

RPLAY Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)

TIMET Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)

DSCHL Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows)

CURNT Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all

PRACT Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all

QUICK Flag Rules="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all

FRACE Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all

CHAMP Flag Rules="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all

MULTI Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all

RPLAY Flag Rules="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all

TIMET Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all

DSCHL Flag Rules="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all

CURNT Weather="0" // Random/season/sunny/etc.

PRACT Weather="1" // Random/season/sunny/etc.

QUICK Weather="1" // Random/season/sunny/etc.

FRACE Weather="1" // Random/season/sunny/etc.

CHAMP Weather="1" // Random/season/sunny/etc.

MULTI Weather="0" // Random/season/sunny/etc.

TIMET Weather="1" // Random/season/sunny/etc.

DSCHL Weather="1" // Random/season/sunny/etc.

Rain Amount="0.00000"

RPLAY Weather="1" // Random/season/sunny/etc.

CURNT TimeScaledWeather="1" // Whether weather time is scaled with session length

PRACT TimeScaledWeather="1" // Whether weather time is scaled with session length

QUICK TimeScaledWeather="1" // Whether weather time is scaled with session length

FRACE TimeScaledWeather="1" // Whether weather time is scaled with session length

CHAMP TimeScaledWeather="1" // Whether weather time is scaled with session length

MULTI TimeScaledWeather="1" // Whether weather time is scaled with session length

RPLAY TimeScaledWeather="1" // Whether weather time is scaled with session length

TIMET TimeScaledWeather="1" // Whether weather time is scaled with session length

DSCHL TimeScaledWeather="1" // Whether weather time is scaled with session length

Time Scale Factor="10.00000" // 1.0 = real time (min: 1.0, max: 600.0)

[ Sound Options ]

Maximum Effects="16" // Maximum sound effects playing simultaneously

Music="1" // Music Toggle

Menu Mouse Sounds="1" // Whether or not to play mouse control sounds in menus

Realtime In Monitor="0" // Whether to play realtime sounds in monitor

Music On Track (Arcade)="1" // Whether to play music while driving in arcade mode

Music On Track (Sim)="0" // Whether to play music while driving in sim mode

Only External Engine Sounds="0" // Always use external engine sounds regardless of current view

SoundFX Volume="0.95000" // 0.0-1.0

Engine Volume="0.96000" // 0.0-1.0

Radio Comms Volume="0.91000" // 0.0-1.0

Other Volume Ratio="1.25828" // Additional volume multiplayer for other vehicles

Traction Control="1.75000" // Volume multiplier

Player Volume Ratio="1.48344" // Additional volume multiplayer for player's vehicle

Music Volume="0.52000" // 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="1.50000"

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="0.0000937759"

Vehicle Scrubbing FreqGrip="-0.25000"

Vehicle Scrubbing FreqSpeed="0.00195"

Vehicle Skidding VolMult="0.0001495563"

Vehicle Skidding FreqGrip="-0.25000"

Vehicle Skidding FreqSpeed="0.00195"

Vehicle Roadnoise VolSpeed="32.00000"

Vehicle Roadnoise VolMult="0.0000253311"

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="-0.0002325581"

Seat Adjustment Up="-0.00600"

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="0" // Whether sparks occur from vehicle-to-vehicle collisions

Backfire Anim Speed="60.00000"

Warning Light Anim Speed="9.00000" // Safety car light animation

Moving Steering Wheel="1"

HUD="1" // 0=none, 1=Full, 2=Minimal (when enabled)

Minimal HUD="1" // Whether minimal HUD is included when cycling through HUDs

Minimal HUD Position="2" // 0=left, 1=centre, 2=right

Automap="1"

Allow Mouse FOV Adjustment="1" // Whether the mouse+CTRL key+left button can be used to adjust FOV (left shift + left button resets FOV)

FOV Multiplier="0.90000"

Letterbox Mode="0"

High Detail Wheels="0"

Lens Flare in Cockpit View="1"

Player Detail="3"

Opponent Detail="2"

Garage Detail="0.60000" // LOD multiplier when vehicle is in garage (0.0-1.0)

Shadows="3"

Headlight Effects="2"

Pitcrew Detail="1"

Special FX="4"

Lightning Probability="0.25000" // Probability of seeing lightning (0.0-1.5)

Thunder Probability="0.25000" // Probability of hearing thunder (0.0-1.5)

Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010)

Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies)

Skybox Positioning="1.00000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it

Reflection Effects="2"

Vehicle Flow Radius="3.00000" // Vehicle sphere radius for smoke/flames/dust/spray

Vehicle Flow Offset="2.50000" // Offset below vehicle where sphere center is located

Spray Flow Offset="2.50000"

Engine Emitter Flow="1" // Whether engine smoke/flames flow over emitting vehicle

Tire Emitter Flow="1" // Whether tire smoke/dust flow over emitting vehicle

Smoke Flow="1" // Whether all smoke/flames/dust flow over non-emitting vehicles

Raindrop Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles

Rainspray Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles

Spark Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles

Glance Rate="7.00000" // Rate to follow controller for glancing

Look Up/Down Angle="0.95000" // 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="0.95000" // 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="1.00000" // Fraction of head physics movement applied to cockpit view (position AND rotation)

Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only

World Movement="0.16000" // Fraction of world movement seen through driving views

Overlay Height="0.04000" // Distance from geometry to help sort drawing skids and grooves

DS Raceline Height="0.10000" // Distance from geometry to help sort DS raceline

Smoke AI Threshold="5.00000" // Point at which smoke is generated for AI car wheels (0.0 - 1000.0, lower = more)

Smoke Player Threshold FW="0.50000" // Point at which smoke is generated for player car front wheels (0.0 - 1.0, lower = more)

Smoke Player Threshold RW="0.25000" // Point at which smoke is generated for player car rear wheels (0.0 - 1.0, lower = more)

Shadow Map Size="2.00000"

Shadow Ambient Scale="0.50000"

Overlay Z Bias="1" // Draw-sorting bias for skids and grooves (0 = none)

AI Disk Glow Multiplier="0.95000"

Track Detail="3"

Track Draw Distance="1" // 0 = near, 1 = normal, 2 = far, 3 = very far

Reflect Alpha Scale="0.75000"

Groove="1"

Environment Map="1"

MIP Mapping="1"

Compressed Textures="1"

Specular="1"

Max Visible Vehicles="36"

Shadows In TV Cockpit="0"

Wheels Visible In Cockpit="0"

Steering Wheel Visible In Cockpit="1"

Arms Visible In Cockpit="1"

Driver Animations="0"

Track Animations="0"

Disable All Character Anims="1"

Windscreen dirt buildup="0"

Swaying Trees="0"

Show MoTeC in Cockpit="1"

In Car Dash="1"

Dust Detail="1"

Smoke Detail="1"

Skid Detail="1"

Particle Detail="1"

Starting View="1"

Skybox Detail="2"

Player Livery=""

Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used

Mipmap LOD Bias="0.00000"

LOD Multiplier Multiplier="1.25000" // Multiplier applied to vehicle and track LODs (< 1.0 higher FPS)

Allow HUD in cockpit="1"

Allow Swingman in Pitlane="1"

Display Icons="2" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all

Night Lighting Level="0.15000" // 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="0"

Cockpit UltraRez="0"

Reduced Track Textures="0"

Ghost min alpha distance="0.50000"

Ghost max alpha distance="50.00000"

Ghost min alpha value="0.00000"

Ghost max alpha value="1.00000"

[ Game Options ]

Championship Basic Rules="0"

Basic Rules="0"

Basic Controls="0"

Basic Display="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="30"

Replay Fidelity="4"

Super Player Replay="0" // record player at higher frequency

Replays Dated="1" // Replays have date in filename

Private Test Day="0"

Race Session="1"

Quick Race Starting Pos="6"

Damage Dynamics="1"

Difficulty="0"

AI Driver Strength="100"

AI Power Calibration="0" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)

AI Additional Fuel Mult="0.97000" // Additional fuel multiplier for AIs because of their driving style

AI Brake Power Usage="0.98000" // Fraction of theoretical brake power that AI attempt to use

AI Brake Grip Usage="0.97000" // Fraction of theoretical brake grip that AI attempt to use

AI Corner Grip Usage="0.93000" // Fraction of theoretical cornering grip that AI attempt to use

AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables

AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables

AI to AI Collision Rate="20" // Detection rate per second (1-40) for AI-to-AI collisions

Player Car Equal="1"

Message Center Detail="3"

Commentary Detail="2"

Play Movies="1"

Locked Pit Cam="1"

Pitlane Control System="0"

Race Stint Offset="1" // Offset each scheduled pitstop in case you want to carry extra fuel

Support="0"

Autocalibrate AI Mode="0"

Vehicle Specific AI Setups="1" // If 1, search specific vehicle directory for "<track>.<qual/race>.svm" or "<track>.svm" or "ai.svm" before falling back on game.gdb defaults

Default Player Setup="1" // If 1, attempts to ensure player has default setup

AI Realism="1.00000"

Display Driver Stats="0"

Display Track Stats="1"

Display Pit Board="1"

Arcade Mode="0"

Endurance Event="1"

Virtual Mirrors="0"

Settings Type="5"

Difficulty Type="2"

GDB="24H_Spa2004.gdb"

ChampGDB="Championships\Custom\001_Pan Euro RS 2003 Rookie Cup.gdb"

NonChampGDB="24H_Imola.gdb"

24HGDB="24H_Spa2004.gdb"

Class Filter Index="1"

Non Champ Index="3"

24H Index="31"

DrivingSchool Lesson="Tc2Lap Challenge, Level 2.ds"

Measurement Units="0" // Units for everything EXCEPT speed (0 = metric, 1 = english/imperial)

Speed Units="1" // 0 = MPH, 1 = KPH

Horizontal Tire Temps="1" // In garage options

Damper Units="0" // Show damper settings as (0)clicks or (1)actual force units

Preset Tyres="0"

Race Distance in Laps="0"

CURNT Qualify Laps="12"

PRACT Qualify Laps="12"

QUICK Qualify Laps="12"

FRACE Qualify Laps="12"

CHAMP Qualify Laps="12"

MULTI Qualify Laps="12"

RPLAY Qualify Laps="12"

TIMET Qualify Laps="12"

DSCHL Qualify Laps="12"

CURNT Race Laps="32767"

PRACT Race Laps="255"

QUICK Race Laps="255"

FRACE Race Laps="255"

CHAMP Race Laps="255"

MULTI Race Laps="255"

RPLAY Race Laps="255"

TIMET Race Laps="255"

DSCHL Race Laps="255"

CURNT Race Time="43"

PRACT Race Time="32767"

QUICK Race Time="32767"

FRACE Race Time="32767"

CHAMP Race Time="32767"

MULTI Race Time="32767"

RPLAY Race Time="32767"

TIMET Race Time="32767"

DSCHL Race Time="32767"

CURNT Race Length="0.10000"

PRACT Race Length="0.09000"

QUICK Race Length="0.05000"

FRACE Race Length="0.09000"

CHAMP Race Length="0.10000"

MULTI Race Length="0.10000"

RPLAY Race Length="0.05000"

TIMET Race Length="0.05000"

DSCHL Race Length="0.05000"

ENDUR Race Length="0.01667"

CURNT Speed Compensation="0"

PRACT Speed Compensation="0"

QUICK Speed Compensation="0"

FRACE Speed Compensation="0"

CHAMP Speed Compensation="0"

MULTI Speed Compensation="0"

RPLAY Speed Compensation="0"

TIMET Speed Compensation="0"

DSCHL Speed Compensation="0"

CURNT Opponents="0"

PRACT Opponents="0"

QUICK Opponents="35"

FRACE Opponents="35"

CHAMP Opponents="15"

MULTI Opponents="0"

RPLAY Opponents="0"

TIMET Opponents="0"

DSCHL Opponents="0"

Vehicle Removal="20.00000" // Seconds until stationary vehicle is removed from track (sug: 30)

Debris Removal="15.00000" // Seconds until stationary debris is removed from track (sug: 30)

Parts Duration="10.00000" // Seconds after parts break off before disappearing ... by default, happens before normal debris removal (sug: 10000)

Posts Duration="5.00000" // Seconds after track posts break off before disappearing

Crash Recovery="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)

Write Shared Memory="0" // Write game data to shared memory area

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="1"

FRACE Fuel Consumption Multiplier="1"

CHAMP Fuel Consumption Multiplier="1"

MULTI Fuel Consumption Multiplier="1"

RPLAY Fuel Consumption Multiplier="1"

TIMET Fuel Consumption Multiplier="1"

DSCHL Fuel Consumption Multiplier="1"

CURNT Tire Wear Multiplier="1"

PRACT Tire Wear Multiplier="1"

QUICK Tire Wear Multiplier="1"

FRACE Tire Wear Multiplier="1"

CHAMP Tire Wear Multiplier="1"

MULTI Tire Wear Multiplier="1"

RPLAY Tire Wear Multiplier="1"

TIMET Tire Wear Multiplier="1"

DSCHL Tire Wear Multiplier="1"

CURNT Allowed Vehicles=""

PRACT Allowed Vehicles=""

QUICK Allowed Vehicles=""

FRACE Allowed Vehicles=""

CHAMP Allowed Vehicles=""

MULTI Allowed Vehicles=""

RPLAY Allowed Vehicles=""

TIMET Allowed Vehicles=""

DSCHL Allowed Vehicles=""

Inactive Sleep Time="25" // number of milliseconds to sleep each message loop if the game is not the active application (-1 to disable, 250 max). will give more CPU to other apps when minimized, etc.

Simple Debris Collisions="0" // simplified collisions use less CPU but dont interact with walls

TimeTrial Rolling Start="1"

TimeTrial Visible Raceline="1"

TimeTrial Persistent="1"

Arms Visible In Cockpit="1" se metti 0 togli le braccie , ma rimane il volante.

Locked Pit Cam="1" se metto 0 vedrai il pit dall' esterno della macchina (default 0)

Ecc. ecc... :up:

Posted

[ DRIVING AIDS ]

Steering Help="0"

Steering Help Functionality="1" // 0 = new help, 1 = new help + grip, 2 = original, 3 = original + grip

Io ho una domanda su questo valore: solitamente non lo modifico, visto che l'ho sempre considerato uno di quei valori che settano i programmatori per far andare il gioco come vogliono loro (a livello di sensazioni provate da chi guida).

E' invece solo un altro aiuto?

Posted

[ DRIVING AIDS ]

Steering Help="0"

Steering Help Functionality="1" // 0 = new help, 1 = new help + grip, 2 = original, 3 = original + grip

Io ho una domanda su questo valore: solitamente non lo modifico, visto che l'ho sempre considerato uno di quei valori che settano i programmatori per far andare il gioco come vogliono loro (a livello di sensazioni provate da chi guida).

E' invece solo un altro aiuto?

Grazie per il reply, ora lo confronto col mio. :)

@Uff: se ho capito bene, la stringa "steering help functionality" non dovrebbe essere usata se si imposta "steering help" a zero, o sto dicendo una cavolata? Anche a me non e' chiarissimo il significato di "new help", "new help+grip" ecc ecc, ma tanto se si gira senza quell'aiuto non dovrebbe interessarci (correggetemi se sbaglio).

Guest Mike Racer
Posted

[ DRIVING AIDS ]

Steering Help="0"

Steering Help Functionality="1" // 0 = new help, 1 = new help + grip, 2 = original, 3 = original + grip

Io ho una domanda su questo valore: solitamente non lo modifico, visto che l'ho sempre considerato uno di quei valori che settano i programmatori per far andare il gioco come vogliono loro (a livello di sensazioni provate da chi guida).

E' invece solo un altro aiuto?

Grazie per il reply, ora lo confronto col mio. :)

@Uff: se ho capito bene, la stringa "steering help functionality" non dovrebbe essere usata se si imposta "steering help" a zero, o sto dicendo una cavolata? Anche a me non e' chiarissimo il significato di "new help", "new help+grip" ecc ecc, ma tanto se si gira senza quell'aiuto non dovrebbe interessarci (correggetemi se sbaglio).

Anche secondo me drovrebbe essere una cosa del genere: il grado di aiuto, che si abilita con F1

per intenderci, allo sterzo... infatti sono sotto forma di numeri che vengono sommati e la somma viene abilitata alla lettura da parte del gioco...

Non so se mi sono capito... :up:

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.