Guest radiohead Posted September 15, 2006 Posted September 15, 2006 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
Cigno Posted September 15, 2006 Posted September 15, 2006 Domani sera ho mandato moglie e figlio fuori di casa x starmene tutto solo con lei. cosa non si fa x la propria passione!!!
Guest Mike Racer Posted September 16, 2006 Posted September 16, 2006 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 Ti aspettoooooooooooo
Diablo Posted September 16, 2006 Posted September 16, 2006 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 September 16, 2006 Posted September 16, 2006 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...
Guest Uff Posted September 16, 2006 Posted September 16, 2006 [ 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?
Diablo Posted September 16, 2006 Posted September 16, 2006 [ 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 September 16, 2006 Posted September 16, 2006 [ 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...
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