QUICK Reconnaissance="0" // Reconnaissance lapsįRACE Reconnaissance="0" // Reconnaissance lapsĬHAMP Reconnaissance="0" // Reconnaissance laps PRACT Reconnaissance="0" // Reconnaissance laps Recon Timer="1" // Whether timer is displayed at top of screenĬURNT Reconnaissance="0" // Reconnaissance laps Recon Pit Closed="150" // Time that pits are closed before formation lap (real-life is 900 seconds) Recon Pit Open="300" // Time that pits remain open for recon laps (real-life is 900 seconds) Race Timer="0" // Seconds between displaying time remaining in race (zero disables) Use System Time="0" // Session start time for none-Cup races uses machine time TIMET Start Mode="0" // 0 = standing start, 1 = rolling startĭDUEL Start Mode="0" // 0 = standing start, 1 = rolling startĭSCHL Start Mode="0" // 0 = standing start, 1 = rolling startĪRCAD Start Mode="0" // 0 = standing start, 1 = rolling startĪI Follow Grid="1" // AI follows center of grid locations during recon/formation RPLAY Start Mode="0" // 0 = standing start, 1 = rolling start MULTI Start Mode="0" // 0 = standing start, 1 = rolling start QUICK Start Mode="0" // 0 = standing start, 1 = rolling startįRACE Start Mode="1" // 0 = standing start, 1 = rolling startĬHAMP Start Mode="0" // 0 = standing start, 1 = rolling start PRACT Start Mode="0" // 0 = standing start, 1 = rolling start TIMET Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)ĭDUEL Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)ĭSCHL Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)ĪRCAD Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)ĬURNT Start Mode="0" // 0 = standing start, 1 = rolling start RPLAY 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) QUICK Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)įRACE Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)ĬHAMP 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) MoTeC Multiple Logs="1" // generate unique filename for each new logĬURNT Failure Rate="1" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season) MoTeC Minimum Time="20" // minimum MoTeC recording time (sec) Half Rate="0" // 0 = super-high physics rate, 1 = normalĭata Acquisition Rate="10" // rates 1, 2 ,5, *10*, 20, 50, 100ĭata Acquisition File="userdata\vehicledata.spt" 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 Manual Shift Override Time="0.60000" // How long after a manual shift until auto shifting resumes (if auto-shifting is enabled)Īuto Shift Override Time="0.55000" // How long after an automatic shift before user is allowed to manually shift Pit Direction Indicator="1" // Show arrow icon to indicate direction of pit exit Pitcrew Push="0" // When out of fuel in pitlane, allows pitcrew to push car (use throttle and gear selection to direct)Ĭorner Markers="1" // Show corner marker icons to indicate corner severity and suggested gear No AI Control="0" // AI never has control over car (except autopit) Steering Help Functionality="1" // 0 = new help, 1 = new help grip, 2 = original, 3 = original grip Starting Driver="0" // 0 = driver #1, 1 = driver #2ĪI Controls Driver #2="1" // Whether AI takes control when switching to driver #2 Reserved Vehicle File="GAMEDATA\TEAMS\GT_PRO\AUDI_R8GT\SCUDERIA EVO\00033_SCUDERIA_EVO.CAR" Vehicle File="GAMEDATA\TEAMS\GT_PRO\AUDI_R8GT\SCUDERIA EVO\00033_SCUDERIA_EVO.CAR" Profile Vehicle File="GAMEDATA\TEAMS\GT_PRO\AUDI_R8GT\SCUDERIA EVO\00033_SCUDERIA_EVO.CAR" Track File="GAMEDATA\LOCATIONS\Macau_2007\2007_Macau.TRK"ĪI Database File="GAMEDATA\LOCATIONS\Macau_2007\2007_Macau.AIW" I'm using a Wireless pad at the moment, have you come across anything that allows the brake and accel to be mapped to 2 different axis? I've seen the wired pad fix, but not the wireless pad fix. I've had a mess around with the plr file, my slightly edited plr file is below. Hmm, I think the game looks pretty good myself, I do agree it's not the best looking game out there though.
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