//[[gMa1.000f (c)2004 ]] [[]] //***************************************************************** //* * //* GTR2 Player File * //* * //* Edit at your own risk! * //* * //***************************************************************** [ TRACK ] Track File="GAMEDATA\LOCATIONS\Brno - Original with HQ\HQ4Brno.TRK" Track Description="HQ4Brno" AI Database File="GAMEDATA\LOCATIONS\Brno - Original with HQ\HQ4Brno.AIW" [ DRIVER ] Profile Vehicle File="GAMEDATA\TEAMS\GT\FERRARI 575 TEAMS\GPC\04011HQ_GT_F575.CAR" Vehicle File="GAMEDATA\TEAMS\GT\FERRARI 575 TEAMS\GPC\04011HQ_GT_F575.CAR" Reserved Vehicle File="GAMEDATA\TEAMS\GT\FERRARI 575 TEAMS\GPC\04011HQ_GT_F575.CAR" Driver Name="Fabio Babini" Nationality="" Starting Driver="0" // 0 = driver #1, 1 = driver #2 AI Controls Driver #2="1" // Whether AI takes control when switching to driver #2 [ 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="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="1" Autopit="0" Opposite Lock="1" 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="1" // 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="0.10000" 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="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="1" Run Qualify2="0" Run Warmup="1" Race Timer="0" // Seconds between displaying time remaining in race (zero disables) Race Start Hour="4" 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="1" // 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="1" 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="0" // 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="0" // Level of rule enforcement, 0=none, 1=black flags only, 2=all PRACT Flag Rules="0" // 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="0" // 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="0" // 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="0" // 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="0" // 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="1" // Random/season/sunny/etc. TIMET Weather="1" // Random/season/sunny/etc. DSCHL Weather="1" // Random/season/sunny/etc. Rain Amount="0.10000" 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="32" // 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="0.87000" // 0.0-1.0 Engine Volume="0.90000" // 0.0-1.0 Radio Comms Volume="1.00000" // 0.0-1.0 Other Volume Ratio="0.79000" // Additional volume multiplayer for other vehicles Traction Control="1.75000" // Volume multiplier Player Volume Ratio="1.00662" // Additional volume multiplayer for player's vehicle Music Volume="0.90000" // 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="0.0001034769" Vehicle Scrubbing FreqGrip="-0.25000" Vehicle Scrubbing FreqSpeed="0.00195" Vehicle Skidding VolMult="0.0002077620" Vehicle Skidding FreqGrip="-0.25000" Vehicle Skidding FreqSpeed="0.00195" Vehicle Roadnoise VolSpeed="32.00000" Vehicle Roadnoise VolMult="0.0000150000" 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="0.00000" Seat Adjustment Up="-0.01000" 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="1.00000" Letterbox Mode="0" High Detail Wheels="1" Lens Flare in Cockpit View="1" 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="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="3" 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="0.75000" // 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="0.20000" // 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="0.06000" // 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="3" // 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="0" Arms Visible In Cockpit="1" Driver Animations="1" Track Animations="1" Disable All Character Anims="0" Windscreen dirt buildup="1" Swaying Trees="0" Show MoTeC in Cockpit="1" In Car Dash="1" Dust Detail="3" Smoke Detail="3" Skid Detail="3" Particle Detail="3" 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="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" 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 _low.dmg is used instead of .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="1" // record player at higher frequency Replays Dated="1" // Replays have date in filename Private Test Day="0" Race Session="1" Quick Race Starting Pos="0" Damage Dynamics="1" Difficulty="0" AI Driver Strength="89" AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel) AI Additional Fuel Mult="0.98000" // 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="0.96000" // 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="8.00000" // Minimum radius turn to set up theoretical performance tables AI to AI Collision Rate="40" // 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="0" Pitlane Control System="1" 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 "..svm" or ".svm" or "ai.svm" before falling back on game.gdb defaults Default Player Setup="1" // If 1, attempts to ensure player has default setup AI Realism="0.70000" Display Driver Stats="0" Display Track Stats="0" Display Pit Board="1" Arcade Mode="0" Endurance Event="0" Virtual Mirrors="0" Settings Type="1" Difficulty Type="0" GDB="SIM_HQ.gdb" ChampGDB="Championships\Official\DTM90.gdb" NonChampGDB="SIM_HQ.gdb" 24HGDB="24H_HQ3Spa.gdb" Class Filter Index="64" Non Champ Index="64" 24H Index="15" DrivingSchool Lesson="Default.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="1" 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="10" 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="18" 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="0.10000" QUICK Race Length="0.10000" FRACE Race Length="0.10000" CHAMP Race Length="0.10000" MULTI Race Length="0.10000" RPLAY Race Length="0.10000" TIMET Race Length="0.10000" DSCHL Race Length="0.10000" ENDUR Race Length="1.00000" 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="24" 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="0" // 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="1" // simplified collisions use less CPU but dont interact with walls TimeTrial Rolling Start="1" TimeTrial Visible Raceline="0" TimeTrial Persistent="0" [ Multiplayer Options ] Collisions Enabled="1" // collisions enabled in multi-player racing Net Connection Type="2" // 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="12" // client setting Net Data Rate Max="12" // 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="16" 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" Full Course Yellow="0" // Server enabled full course yellow flags 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="-1" // kbits per second (i.e. a 256 kbps connection = 256. If set to a positive value, will override the default upstream data rate associated with the selected connection type Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion 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="-1" 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="2" // server to act on mismatches by: 0=No checking, 1=Warning messages, 2=Auto-Boot mismatches Host IP Address="" Online Server="ARCADE_SERVER.txt" Online UserName="" Online Password="" [ 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" Mouse Steering="0" // Use mouse left/right movement to steer Mouse Throttle="0" // Use left mouse button to control throttle Mouse Brakes="0" // Use right mouse button to control brakes Mouse Gears="0" // Use mouse wheel to control gears Mimic Steering="0" // Mimic AI or pitlane assistance with force feedback Gear Select Button Hold="0" // Enable this option if using a gear select device that holds down a joystick button while in a gear and releases all buttons in neutral (such as the Act-Labs USB Shifter) Alternate Rearlook Activation="1" // if left look and right look are both pressed, rearlook becomes activated HMD Pitch Exponent="1.00000" // Exponent to apply to pitch tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster. HMD Yaw Exponent="1.00000" // Exponent to apply to yaw tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster. HMD Roll Exponent="1.00000" // Exponent to apply to roll tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster. Options Num Controls="68" // 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="0.50000" Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues) Axis [00, 01] Dead Zone="0.00000" // Controller 1 Y Axis [00, 01] Sensitivity="0.50000" 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="0.00000" Axis [00, 04] Dead Zone="0.00000" // Controller 1 RY Axis [00, 04] Sensitivity="0.50000" Axis [00, 04] Center="0.00000" Axis [00, 05] Dead Zone="0.00000" // Controller 1 RZ Axis [00, 05] Sensitivity="0.50000" Axis [00, 05] Center="0.00000" 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="0.50000" 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, 7)" Control - Brake="(1, 9)" Control - Steer Left="(1, 141)" Control - Steer Right="(1, 140)" Control - Shift Up="(1, 162)" Control - Shift Down="(1, 157)" Control - Neutral="(0, 89)" Control - Reverse Gear="(1, 58)" Control - First Gear="(1, 52)" Control - Second Gear="(1, 53)" Control - Third Gear="(1, 54)" Control - Fourth Gear="(1, 55)" Control - Fifth Gear="(1, 56)" Control - Sixth Gear="(1, 57)" Control - Seventh Gear="(0, 89)" Control - Clutch In="(1, 11)" Control - Toggle AI Control="(0, 23)" Control - Display Mode="(1, 161)" Control - Change View="(0, 42)" Control - Pit Request Position="(0, 8)" Control - Pit Request Status="(0, 9)" Control - Pit In Request="(0, 10)" Control - Menu Select="(1, 67)" Control - Menu Up="(1, 116)" Control - Menu Down="(1, 118)" Control - Menu Inc="(1, 66)" Control - Menu Dec="(1, 68)" Control - Speed Limiter="(1, 65)" Control - Bias Forward="(0, 26)" Control - Bias Rearward="(0, 27)" Control - Look Left="(1, 159)" Control - Look Right="(1, 160)" Control - Rear Look="(1, 156)" 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, 18)" Control - Ignition="(1, 61)" Control - Starter="(1, 62)" Control - Horn="(0, 89)" Control - Headlights="(0, 35)" Control - Handbrake="(0, 89)" Control - Look Up="(0, 89)" Control - Look Down="(0, 89)" Control - Look Roll Left="(0, 89)" Control - Look Roll Right="(0, 89)" Control - Adjust Seat Fore="(0, 89)" Control - Adjust Seat Aft="(0, 89)" Control - Adjust Seat Up="(0, 89)" Control - Adjust Seat Down="(0, 89)" Control - Time Acceleration="(0, 37)" Control - Toggle Mirror="(0, 2)" Control - Toggle HUD="(0, 3)" Control - Toggle MoTeC="(0, 4)" 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="0.20000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration. FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration at 0mph (reference point). FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude). FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. FFB steer force average weight="1.00000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency. FFB steer force exponent="1.06250" // 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="0.71696" // 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="0.75000" // 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="0.00000" // 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="0.04922" // 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="0.04922" // 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="0.17000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50 FFB throttle vibe zero magnitude="0.09000" // Magnitude of engine vibration at 0rpm (reference point). FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude). FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. FFB throttle vibe update thresh="0.08000" // Amount of change required to update throttle vibe (0.0 - 1.0) FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency. FFB brake vibe zero magnitude="0.10000" // 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="0.01094" // 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="-0.89063" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5. FFB rumble strip update thresh="0.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="1.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring