|
|
|
|
#1 |
|
Registered User
Join Date: Mar 2005
Posts: 3
|
A l'aide !
J'ai un problème avec GTR. J'utilise monclavier comme contrôeur, mais les touches affectées à l'accéllération (up) et au freinage (down) semble ou inopérantes ou inversées. Pourtant tout a l'air OK dans les réglages. Je ne parviens donc pas à sortir du stand pour jouer. Qu peut me dépanner svp ?
Mon clavier est un Logitech sans fil. Merci d'avance. ![]() |
|
|
|
|
|
#2 |
|
Registered User
Join Date: Jan 2005
Posts: 62
|
Bonsoir,
Quelle idee de jouer à GTR au clavier Je ferais le test demain mais je vois pas le soucis. Au pire, teste au pad ou au volant |
|
|
|
|
|
#3 |
|
Registered User
Join Date: Mar 2005
Posts: 3
|
Merci...
...malheureusement je n'ai pour l'instant ni volant ni joypad... peux-tu tester au clavier stp ?
![]() |
|
|
|
|
|
#4 | |
|
Registered User
Join Date: Apr 2005
Posts: 46
|
Quote:
)si tu vas online au clavier, y-a une paire d'ulceres à l'estomac en perspective :]] et pas que pour toi :D ![]() |
|
|
|
|
|
|
#5 |
|
Registered User
Join Date: Mar 2005
Posts: 3
|
y a sûrement un moyen de dépanner ce p..... de clavier ! |
|
|
|
|
|
#6 |
|
Registered User
Join Date: Jan 2005
Posts: 62
|
Bonjour,
J'ai essayé de jouer au clavier(avec la boite en mode auto) et ça a marché.Les touches ne sont pas inversées(quand je confirme bien le clavier dans l'onglet "commandes") J'ai un microsft multimedia keyboard(radio) Voici mon fichier player(essaye de copier le contenu dans le tien ne met pas les tirets). Sinon, je vois pas. -------------------------------------------------------------------- //[[gMa1.000f(c)2004 SBDT]] [[ ]] //************************************************** *************** //* * //* GTR by SBDT AB * //* Player File * //* * //* Edit at your own risk! * //* * //* Copyright (c) 2004 SBDT AB * //* All rights reserved. * //* * //************************************************** *************** [ TRACK ] Track File="GAMEDATA\LOCATIONS\Barcelona\Barcelona.TRK" Track Description="Barcelona" AI Database File="GAMEDATA\LOCATIONS\Barcelona\Barcelona.AIW" [ DRIVER ] Profile Vehicle File="GAMEDATA\TEAMS\24H\PORSCHE 996 TURBO\AD SPORT\102_SIM_G2_PORSCHE_GT2BT.CAR" Vehicle File="GAMEDATA\TEAMS\24H\PORSCHE 996 TURBO\AD SPORT\102_SIM_G2_PORSCHE_GT2BT.CAR" Sim Vehicle File="GAMEDATA\TEAMS\24H\PORSCHE 996 TURBO\AD SPORT\102_SIM_G2_PORSCHE_GT2BT.CAR" Pro Vehicle File="GAMEDATA\TEAMS\NGT\FERRARI_360\MASTERCAR\071 _PRO_NGT_FERRARI_360.CAR" Driver Name="Jos Menten" 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="Ralenti vers stands" Quick Chat #2="Sortie des stands" Quick Chat #3="A gauche" Quick Chat #4="A droite" Quick Chat #5="Merci" Quick Chat #6="Désolé" Quick Chat #7="Attention au premier virage" Quick Chat #8="Bien joué" Quick Chat #9="Belle course" Quick Chat #10="Endommagé et débordé" [ 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="3" Arcade Steering Help="1" Arcade Throttle Control="2" Arcade Brake Help="1" Arcade Antilock Brakes="2" Arcade Spin Recovery="1" Arcade Invulnerability="0" Arcade Stability Control="1" Arcade Shift Mode="3" Manual Shift Override Time="0.60000" // How long after a manual shift until auto shifting resumes (if auto-shifting is enabled) Auto Shift Override Time="0.55000" // How long after an automatic shift before user is allowed to manually shift Auto Reverse="0" Steer Ratio Speed="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="1" Data Acquisition EXE="M:\GTR\MoTeC\Interpreter\MINTWIN.EXE" Data Acquisition File="userdata\vehicledata.spt" MoTeC LogFolder="M:\GTR\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) [ Race Conditions ] Run Practice1="1" Run Practice2="1" Run Qualify="1" Run Qualify2="1" Run Warmup="1" Race Timer="0" // Seconds between displaying time remaining in race (zero disables) AI Follow Grid="1" // AI follows center of grid locations during recon/formation Recon Pit Open="240" // Time that pits remain open for recon laps (real-life is 900 seconds) Recon Pit Closed="150" // Time that pits are closed before formation lap (real-life is 900 seconds) Recon Timer="1" // Whether timer is displayed at top of screen CURNT Reconnaissance="0" // Reconnaissance laps PRACT Reconnaissance="0" // Reconnaissance laps QUICK Reconnaissance="0" // Reconnaissance laps FRACE Reconnaissance="0" // Reconnaissance laps CHAMP Reconnaissance="0" // Reconnaissance laps MULTI Reconnaissance="1" // Reconnaissance laps RPLAY 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" CURNT Formation Lap="1" PRACT Formation Lap="1" QUICK Formation Lap="1" FRACE Formation Lap="1" CHAMP Formation Lap="1" MULTI Formation Lap="0" RPLAY Formation Lap="1" CURNT Full Course Yellows="1" // Whether full course yellows can be called PRACT Full Course Yellows="1" // Whether full course yellows can be called QUICK Full Course Yellows="1" // Whether full course yellows can be called FRACE Full Course Yellows="1" // Whether full course yellows can be called CHAMP Full Course Yellows="1" // Whether full course yellows can be called MULTI Full Course Yellows="1" // Whether full course yellows can be called RPLAY Full Course Yellows="1" // Whether full course yellows can be called CURNT Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows) PRACT Safety Car Threshold="2.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows) QUICK Safety Car Threshold="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) CURNT Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all PRACT Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all QUICK Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all FRACE Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all CHAMP Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all MULTI Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all RPLAY Flag Rules="2" // Level of rule enforcement, 0=none, 1=black flags only, 2=all CURNT Weather="2" // Random/season/sunny/etc. PRACT Weather="2" // Random/season/sunny/etc. QUICK Weather="2" // Random/season/sunny/etc. FRACE Weather="0" // Random/season/sunny/etc. CHAMP Weather="0" // Random/season/sunny/etc. MULTI Weather="0" // Random/season/sunny/etc. RPLAY Weather="2" // Random/season/sunny/etc. CURNT TimeScaledWeather="1" // Whether weather time is scaled with session length PRACT TimeScaledWeather="1" // Whether weather time is scaled with session length QUICK TimeScaledWeather="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 TimeScale TimeOfDay="1" // Whether TimeOfDay scene change is scaled with session length [ 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 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="0.0000610352" Vehicle Scrubbing FreqGrip="-0.25000" Vehicle Scrubbing FreqSpeed="0.00195" Vehicle Skidding VolMult="0.0001220703" 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="0.04000" Seat Adjustment Up="-0.01200" 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="30.00000" Warning Light Anim Speed="9.00000" // Safety car light animation Moving Steering Wheel="1" HUD="0" // 0=none, 1=Full, 2=Minimal (when enabled) Minimal HUD="1" // Whether minimal HUD is included when cycling through HUDs Minimal HUD Position="2" // 0=left, 1=centre, 2=right Automap="1" Allow Mouse FOV Adjustment="0" // 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" Player Detail="2" Opponent Detail="2" Garage Detail="0.50000" // LOD multiplier when vehicle is in garage (0.0-1.0) Shadows="3" Pitcrew Detail="1" Special FX="2" Lightning Probability="1.00000" // Probability of seeing lightning (0.0-1.5) Thunder Probability="1.00000" // Probability of hearing thunder (0.0-1.5) Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010) Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies) Skybox Positioning="0.96000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it Vehicle Flow Radius="3.00000" // Vehicle sphere radius for smoke/flames/dust/spray Vehicle Flow Offset="2.50000" // Offset below vehicle where sphere center is located Engine Emitter Flow="1" // Whether engine smoke/flames flow over emitting vehicle Tire Emitter Flow="1" // Whether tire smoke/dust flow over emitting vehicle Smoke Flow="1" // Whether all smoke/flames/dust flow over non-emitting vehicles Raindrop Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles Rainspray Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles Spark Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles Glance Rate="7.00000" // Rate to follow controller for glancing Look Up/Down Angle="0.75000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57) Leanahead Angle="0.00000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57) Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57) Glance Angle="0.75000" // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57) Lookahead Angle="0.00000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57) Head Physics="0.95000" // 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="0.95000" // Fraction of world movement seen through driving views Gamma Level="0.50000" // Gamma level, 0.5 is neutral, 1.0 is bright, 0.0 is dark Overlay Height="0.04000" // Distance from geometry to help sort drawing skids and grooves Smoke AI Threshold="5.00000" // Point at which smoke is generated for AI car wheels (0.0 - 1000.0, lower = more) Smoke Player Threshold FW="0.50000" // Point at which smoke is generated for player car front wheels (0.0 - 1.0, lower = more) Smoke Player Threshold RW="0.25000" // Point at which smoke is generated for player car rear wheels (0.0 - 1.0, lower = more) Shadow Height="0.01000" // Height of car shadow from ground Overlay Z Bias="1" // Draw-sorting bias for skids and grooves (0 = none) Track Detail="2" Track Draw Distance="1" // 0 = near, 1 = normal, 2 = far, 3 = very far Groove="1" Environment Map="0" MIP Mapping="1" Compressed Textures="1" Specular="1" Dynamic Lighting="2" Max Visible Vehicles="16" Map OppDetail To Visible="0" // Map opponent detail level to max visible vehicles Shadows In TV Cockpit="0" Wheels Visible In Cockpit="0" Steering Wheel Visible In Cockpit="1" Windscreen dirt buildup="1" Swaying Trees="1" Show MoTeC in Cockpit="1" In Car Dash="1" Dust Detail="2" Smoke Detail="2" Skid Detail="2" Particle Detail="2" 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="1.00166" // 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="0.10000" // 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 Reduced Track Textures="0" Livery UltraRez="0" Cockpit UltraRez="1" [ Game Options ] Championship Basic Rules="1" Basic Rules="0" Basic Controls="0" Basic Display="3" Basic Audio="3" 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="1" // record player at higher frequency Private Test Day="1" Race Session="0" Quick Race Starting Pos="0" Damage Dynamics="1" Difficulty="0" AI Driver Strength="95" AI Power Calibration="0" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel) AI Additional Fuel Mult="0.95000" // Additional fuel multiplier for AIs because of their driving style AI Brake Power Usage="0.98000" // Fraction of theoretical brake power that AI attempt to use AI Brake Grip Usage="0.97000" // Fraction of theoretical brake grip that AI attempt to use AI Corner Grip Usage="0.93000" // Fraction of theoretical cornering grip that AI attempt to use AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables AI to AI Collision Rate="20" // Detection rate per second (1-40) for AI-to-AI collisions Player Car Equal="1" Message Center Detail="3" Commentary Detail="2" Play Movies="1" Locked Pit Cam="0" Race Stint Offset="0" // Offset each scheduled pitstop in case you want to carry extra fuel Support="0" Autocalibrate AI Mode="0" Vehicle Specific AI Setups="1" // If 1, search specific vehicle directory for "<track>.<qual/race>.svm" or "<track>.svm" or "ai.svm" before falling back on game.gdb defaults Default Player Setup="1" // If 1, attempts to ensure player has default setup AI Realism="1.00000" Arcade AI Realism="1.00000" Arcade AI Driver Strength="85" Arcade Damage Multiplier="100" Display Driver Stats="0" Display Track Stats="0" Display Pit Board="1" Arcade Mode="0" Pro Mode="0" Virtual Mirrors="0" Settings Type="3" GDB="SIM_2003.gdb" GDB SIM="SIM_2003.gdb" GDB PRO="PRO_SC_Ferrari.gdb" Measurement Units="0" // Units for everything EXCEPT speed (0 = metric, 1 = english/imperial) Speed Units="1" // 0 = MPH, 1 = KPH Horizontal Tire Temps="1" // In garage options Damper Units="0" // Show damper settings as (0)clicks or (1)actual force units CURNT Qualify Laps="12" PRACT Qualify Laps="12" QUICK Qualify Laps="12" FRACE Qualify Laps="12" CHAMP Qualify Laps="12" MULTI Qualify Laps="12" RPLAY Qualify Laps="12" CURNT Race Laps="26" PRACT Race Laps="255" QUICK Race Laps="255" FRACE Race Laps="255" CHAMP Race Laps="255" MULTI Race Laps="255" RPLAY Race Laps="255" CURNT Race Time="30" PRACT Race Time="32767" QUICK Race Time="32767" FRACE Race Time="32767" CHAMP Race Time="32767" MULTI Race Time="32767" RPLAY Race Time="32767" CURNT Race Length="0.25000" PRACT Race Length="0.25000" QUICK Race Length="0.10000" FRACE Race Length="0.25000" CHAMP Race Length="0.10000" MULTI Race Length="0.25000" RPLAY Race Length="0.10000" 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" CURNT Opponents="0" PRACT Opponents="0" QUICK Opponents="14" FRACE Opponents="14" CHAMP Opponents="23" MULTI Opponents="0" RPLAY Opponents="0" Vehicle Removal="30.00000" // Seconds until stationary vehicle is removed from track (sug: 30) Debris Removal="30.00000" // Seconds until stationary debris is removed from track (sug: 30) Parts Duration="30.00000" // Seconds after parts break off before disappearing ... by default, happens before normal debris removal (sug: 10000) Posts Duration="5.00000" // Seconds after track posts break off before disappearing Crash Recovery="1" // Artificially keep cars on track or flip cars upright Fines="0" // Get fines instead of penalties Show Special Classes="1" // Whether special classes are shown as well as ALL/GT/NGT Show Single Make Classes="1" // Whether single make classes are shown as well as ALL/GT/NGT Extra Stats="0" // Saves separate verbose stats for any session (instead of simple stats for most recent race only) Vehicles Per Pit="2" // Default used for assigning garage & pit (range: 1-3), may be overridden with GDB entry on a per-pit basis High Process Priority="0" // Improves FPS on some systems, but may conflict with some background applications CURNT Fuel Consumption Multiplier="1" PRACT Fuel Consumption Multiplier="1" QUICK Fuel Consumption Multiplier="1" FRACE Fuel Consumption Multiplier="1" CHAMP Fuel Consumption Multiplier="1" MULTI Fuel Consumption Multiplier="1" RPLAY Fuel Consumption Multiplier="1" CURNT Tire Wear Multiplier="1" PRACT Tire Wear Multiplier="1" QUICK Tire Wear Multiplier="1" FRACE Tire Wear Multiplier="1" CHAMP Tire Wear Multiplier="1" MULTI Tire Wear Multiplier="1" RPLAY Tire Wear Multiplier="1" CURNT Allowed Vehicles="" PRACT Allowed Vehicles="" QUICK Allowed Vehicles="" FRACE Allowed Vehicles="" CHAMP Allowed Vehicles="" MULTI Allowed Vehicles="" RPLAY Allowed Vehicles="" Inactive Sleep Time="25" // number of milliseconds to sleep each message loop if the game is not the active application (-1 to disable, 250 max). will give more CPU to other apps when minimized, etc. |
|
|
|
|
|
#7 |
|
Registered User
Join Date: Jan 2005
Posts: 62
|
Deuxieme partie:
------------------------------------------------------------------------ [ Multiplayer Options ] Net Connection Type="3" // 0 - 28K, 1 - 56k, 2 - ISDN, 3 - cable/dsl, 4 - LAN Show All Lobby Players="0" // shows all drivers present in the multi-player lobby Multiplayer Enum Type="0" // 0 = LAN, 1 = Internet Net Data Rate="14" // client setting Net Data Rate Max="32" // defined by the host of a particular session Net Flush Threshold="472" // threshold for auto-accumulation flush while building data chunks (default is standard MTU of 536, minus 64 bytes room for layer headers: 472) Net Lazy Flush="0" // an explicit flush will not be called after the server re-transmits incoming data, providing less bandwidth consumption by reducing header sizes, but will increase latency Net Join Timeout="150.00000" // How long to wait (without a response) before a game join will be considered a failure Multi Allowed Aids="-944" 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)="0" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected Max MP Players="26" 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="1" // 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="1" // Force cockpit view in multiplayer Timescale Ded Sessions="0" // Dedicated server sessions get timescaled with race length Skip Formation Lap="0" Full Course Yellow="0" // Server enabled full course yellow flags Allow AI Control="0" // 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="102" // 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" Previous Game Database="" Previous Vehicle File="" Concurrent Server Updates="10" // defaults to 10 which should be good for everyone, broadband users could up this to 20-30 for faster server lists if desired. Setting too high will cause incorrect pings to servers. Report Mismatches="3" // server should report mismatches for: 0=physics/GDB only, 1=physics/GDB/EXE, 2=physics/GDB/track geometry, 3=everything Host IP Address="" Online Server="SIM_SERVER.txt" Online UserName="" [ Options ] Key Repeat Rate="1" [ Controls ] Keyboard Steering="0.20000" Keyboard Throttle="0.50000" Keyboard Brake="0.50000" Keyboard Clutch="0.20000" Force Feedback="0" Mimic Steering="0" // Mimic AI or pitlane assistance with force feedback Gear Select Button Hold="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="0.40000" Axis [00, 01] Center="1.00000" Axis [00, 02] Dead Zone="0.00000" // Controller 1 Z Axis [00, 02] Sensitivity="0.50000" Axis [00, 02] Center="0.50000" Axis [00, 03] Dead Zone="0.00000" // Controller 1 RX Axis [00, 03] Sensitivity="0.50000" Axis [00, 03] Center="0.50000" Axis [00, 04] Dead Zone="0.00000" // Controller 1 RY Axis [00, 04] Sensitivity="0.50000" Axis [00, 04] Center="0.50000" Axis [00, 05] Dead Zone="0.00000" // Controller 1 RZ Axis [00, 05] Sensitivity="0.40000" Axis [00, 05] Center="1.00000" 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="(0, 200)" Control - Brake="(0, 208)" Control - Steer Left="(0, 203)" Control - Steer Right="(0, 205)" Control - Shift Up="(1, 14)" Control - Shift Down="(1, 13)" Control - Neutral="(0, 89)" Control - Reverse Gear="(0, 89)" Control - First Gear="(0, 89)" Control - Second Gear="(0, 89)" Control - Third Gear="(0, 89)" Control - Fourth Gear="(0, 89)" Control - Fifth Gear="(0, 89)" Control - Sixth Gear="(0, 89)" Control - Seventh Gear="(0, 89)" Control - Clutch In="(0, 16)" Control - Toggle AI Control="(0, 23)" Control - Display Mode="(1, 20)" 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="(0, 28)" Control - Menu Up="(0, 89)" Control - Menu Down="(0, 89)" Control - Menu Inc="(0, 89)" Control - Menu Dec="(0, 89)" Control - Speed Limiter="(1, 22)" Control - Bias Forward="(0, 26)" Control - Bias Rearward="(0, 27)" Control - Look Left="(1, 15)" Control - Look Right="(1, 16)" Control - Rear Look="(1, 17)" Control - Instant Replay="(0, 19)" Control - Pause="(0, 25)" Control - Toggle Free Look="(0, 39)" Control - Zero Free Look="(0, 89)" Control - Center TrackIR="(0, 89)" Control - Display Vehicle Labels="(1, 21)" Control - Reset Car="(0, 18)" Control - Ignition="(0, 30)" Control - Starter="(0, 31)" Control - Horn="(0, 89)" Control - Headlights="(1, 19)" 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, 89)" 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="5" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad. FFB Effects Level="4" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom. FFB Gain="0.95000" // 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="0.07000" // 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="0.90000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency. FFB steer force exponent="0.75000" // 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="1.70000" // Maximum force output of steering force, recommendation 0.8 to 2.0 FFB steer force grip weight="1.00000" // 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="0.60000" // 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="0.0001500000" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate. FFB steer friction coefficient="0.10000" // Coefficient to use for steering friction. Range: -1.0 to 1.0 FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0 FFB steer damper coefficient="0.10000" // Coefficient to use for steering damper. Range: -1.0 to 1.0 FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0 FFB throttle vibe freq mult="0.40000" // 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="0.02000" // 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="0.09000" // 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="0.02000" // Amount of change required to update brake vibe (0.0 to 1.0) FFB rumble strip magnitude="0.25000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect. FFB rumble strip freq mult="0.50000" // 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="-0.70000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5. FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0) FFB jolt magnitude="1.30000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0. FFB Joy[00] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[01] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[01] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[02] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[02] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[03] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[03] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[04] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[04] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[05] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[05] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[06] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[06] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[07] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[00] Axis[07] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring FFB Joy[00] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[01] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring FFB Joy[02] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring FFB Joy[02] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring --------------------------------------------------------------------- Voila |
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| JC a l'aide!!! | Rousco | ALONE IN THE DARK | 1 | 27-09-2001 12:04 |
| De l'aide ,SVP | Jean Francois | DIVERS | 11 | 13-01-2001 14:34 |
| A L'AIDE ! | jfrey | DIVERS | 28 | 18-04-2000 19:23 |
| Please de l'aide ! | DukeFreeman | DIVERS | 4 | 17-04-2000 15:54 |
| A l'AIDE! | aldo crescini | DIVERS | 5 | 27-03-2000 17:16 |