f1graphics.cfg

Posted by jayjay57 
f1graphics.cfg
Date: January 15, 2010 07:38PM
Posted by: jayjay57
Hello to all .


I downloaded a f1graphics.cfg on this site but since installing this file the mechanics in the pits have disappeared even on the original circuit.If I delete it reappear so I wonder if anyone knows what i must change .


1 ; f1graphics.cfg controls all settings (default 0)
1280 ; [RELEASE] Game 3D Horizontal Resolution
1024 ; [RELEASE] Game 3D Vertical Resolution
1 ; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
1 ; [RELEASE] Enable hardware T&L if available
0 ; [RELEASE] Run in a window
0 ; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
0 ; [RELEASE] Force use of reference rasterizer
0 ; [RELEASE] Vsync (0=>off, or every nth frame) v2
1589 ; [RELEASE] AutoPerformance (Automatic Performance Setting)
0 ; [RELEASE] TestedPerformanceLow (Tested Performance Setting)
0 ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting)
800 ; [DEBUG] Game 3D Horizontal Resolution
600 ; [DEBUG] Game 3D Vertical Resolution
1 ; [DEBUG] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
1 ; [DEBUG] Enable hardware T&L if available
0 ; [DEBUG] Run in a window
0 ; [DEBUG] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
0 ; [DEBUG] Force use of reference rasterizer
0 ; [DEBUG] Vsync (0=>off, or every nth frame) v2
153 ; [DEBUG] AutoPerformance (Automatic Performance Setting)
0 ; [DEBUG] TestedPerformanceLow (Tested Performance Setting)
0 ; [DEBUG] TestedPerformanceHigh (Tested Performance Setting)
0 ; Texture quality : 0 => max 2 => half 4 => qtr 8 => eigth
1 ; Increase car texture quality (1 on, 0 off)
0 ; Low track geometry (1 on, 0 off)
0 ; Crude quadtree cull only (0=> off, 1=>always, 2=>only for TNL); recommended for fast gfx, low cpu
4 ; Number of mipmaps (0 => off) v2
1 ; Use compressed textures if supported
1 ; Full 32bit textures
7 ; Set 0 => no 8bit alpha (all stencil - yuck) 8 => all 8bit alpha (no stencil - nice) else 1-7 as cut off
1 ; If using compressed then ramp 1bit DXT1 to nbit DXT5 to avoid edge bleed v2
1 ; Render targets must match the main formats v2
1 ; Enable Fogging
0 ; Enable AdvancedCarShader v2
1 ; Pre-light track (Update track lighting using CPU)
0 ; Low res geometry track (1 low res, 0 normal)
1 ; Rotate wheels via textures v2
0 ; Bump map track (requires DP3; 0 => off)
4 ; Load balance : Frames over which to sample occupancy
110 ; Load balance : Start load decrease if occupancy over this
90 ; Load balance : Start load increase if occupancy under this v2
75 ; Load balance : Speed of load decrease ( < slower > faster)
33 ; Load balance : Speed of load increase ( < slower > faster)
1 ; Enable mirrors
2 ; Angle left mirror 0(in)-16(parallel)-32(out) v2
2 ; Angle right mirror 0(in)-16(parallel)-32(out) v2
16 ; Magnify mirror (16 => normal <16 wide >16 zoom)
133 ; Show own car (0 never, bit 1 trans, bit 2 solid, bit 3 context only bit7-fullpolycar in tcam) v3
1 ; Overide show own car if mirrors set low
100 ; Cockpit zoom (0 to 100) v2
1 ; Enable external view mirrors (0 0ff, 1 onboard, 2 all external views) v2
0 ; Enable track map (0 off, 1 arcade views only, 2 all non trackside)
16 ; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16}
2 ; Reflect effect (0 => none-very sharp reflections), 1 => mipmapfilter, 2 => overdraw(best), 3 => hardwareboxfilter, 4 => swmungefilter(2nd best-best for 16bit), 5 => jitter(GP3 stylee) v3
512 ; If Jitter, how many ?
100 ; For normal reflections scale LOD (0 to 100%) v3
100 ; For blured effect reflections scale LOD (0 to 100%) v3
1 ; Maximum allowed heat hazes in a single view v2
0 ; Haze size in pixels : 0 => auto as proportion of main resolution (recommended)
1 ; Enable rain droplets on lens/visor
0 ; Enable visor when in cockpit view
1 ; Enable sky messages
1 ; Enable true type fonts
0 ; Environment map strength (0=>use game default)
0 ; Full dynamic video walls v2
30 ; Velocity m/s at which dynamic video walls are disabled (0 => no cutoff)
0 ; Size of video wall textures (dynamic) 0=>auto scale to game resolution
200000 ; Number of particle time slices per second.
0 ; TV style overlays on track cameras.
24 ; Multiplayer overlays 1:on 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars
4 ; Multiplayer overlays - show for N closest
1 ; Enable user-defined gamma ramp v2
100 ; Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v4
100 ; Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v4
100 ; Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v4
0 ; Enable cockpit gamma 0 off,1 player for all, 2 player for player only, 3 driver specific. Bit 7 (only when visor on) v2
100 ; Cockpit Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v3
100 ; Cockpit Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v3
100 ; Cockpit Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v3
64 ; Size in texels for shadows over each car v2
256 ; Size in texels for projected shadows under each car
256 ; Size in texels for blurred projected shadows under each car
0 ; Attempt to page the over shadows
0 ; Attempt to page the under shadows
0 ; Animation rendering mode. (0 - cheap lighting, 1 - proper lighting, 2 - VS) v2
3 ; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
3 ; [MAIN VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
3 ; [MAIN VIEW] Max anisotropic filtering (1 => off, to max 7) v2
92 ; [MAIN VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
2500 ; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2
5 ; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
100 ; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier
0 ; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
300 ; [MAIN VIEW] Threshold distance in metres to switch in low LOD track
1 ; [MAIN VIEW] Display track shadows
0 ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
9 ; [MAIN VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view UNDER CAR
4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view OVER CAR
0 ; [MAIN VIEW] Enable wet weather reflections (if main view is disabled, then all views are disabled)
400 ; [MAIN VIEW] Reflect static objects within this distance (0 => off) v3
1 ; [MAIN VIEW] Reflect cars in wet track
1 ; [MAIN VIEW] Reflect car particles (broken subassemly) in wet track v3
1 ; [MAIN VIEW] Enable static environment reflections (0=>off 1=>on) v3
300 ; [MAIN VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [MAIN VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [MAIN VIEW] Draw Particles
1 ; [MAIN VIEW] Draw rain (0 => off, 1 => on)
1 ; [MAIN VIEW] DrawBrakeGlows (0 => off, 1 => on)
1 ; [MAIN VIEW] DrawExternalSteering (0 => off, 1 => on)
1 ; [MAIN VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating)
11 ; [MAIN VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw)
1 ; [MAIN VIEW] Draw crowd camera flashes
1 ; [MAIN VIEW] Draw sky
0 ; [MAIN VIEW] Draw heat haze v3
1 ; [MAIN VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always)
1 ; [MAIN VIEW] Draw Bushes
1 ; [MAIN VIEW] Draw trackside cameras
1 ; [MAIN VIEW] Draw trackside cranes
1 ; [MAIN VIEW] Draw distant buildings
1 ; [MAIN VIEW] Draw near buildings
1 ; [MAIN VIEW] Draw horizon strips
1 ; [MAIN VIEW] Draw trackside photographers
1 ; [MAIN VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps)
1 ; [MAIN VIEW] Draw trackside platforms
1 ; [MAIN VIEW] Draw videowalls
1 ; [MAIN VIEW] Draw Misc. trackside objects
1 ; [MAIN VIEW] Draw trackside fences
1 ; [MAIN VIEW] Draw trackside walls
1 ; [MAIN VIEW] Draw track kerbing
1 ; [MAIN VIEW] Draw bridges
1 ; [MAIN VIEW] Draw Near stands
1 ; [MAIN VIEW] Draw Far stands
1 ; [MAIN VIEW] Draw Near land
1 ; [MAIN VIEW] Draw Far land
1 ; [MAIN VIEW] Draw track marshalls
1 ; [MAIN VIEW] Draw large trackside signs
1 ; [MAIN VIEW] Draw small trackside signs
1 ; [MAIN VIEW] Draw Near trees
1 ; [MAIN VIEW] Draw Far trees
1 ; [MAIN VIEW] Draw video-wall screens
1 ; [MAIN VIEW] Draw shadows on track v2
1 ; [MAIN VIEW] Draw Required trackside buildings
70 ; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
100 ; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2
1000 ; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3
100 ; [MAIN VIEW] Car lod : scalar
1 ; [MAIN VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
3 ; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1 ; [MIRROR VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
7 ; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2
115 ; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
812 ; [MIRROR VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
5 ; [MIRROR VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
183 ; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier
93 ; [MIRROR VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
50 ; [MIRROR VIEW] Threshold distance in metres to switch in low LOD track
0 ; [MIRROR VIEW] Display track shadows
0 ; [MIRROR VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0 ; [MIRROR VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view UNDER CAR
2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view OVER CAR
0 ; [MIRROR VIEW] Enable wet weather reflections
50 ; [MIRROR VIEW] Reflect static objects within this distance (0 => off)
0 ; [MIRROR VIEW] Reflect cars in wet track
0 ; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2
0 ; [MIRROR VIEW] Enable static environment reflections (0=>off 1=>on) v3
0 ; [MIRROR VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [MIRROR VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [MIRROR VIEW] Draw Particles
0 ; [MIRROR VIEW] Draw rain (0 => off, 1 => on)
0 ; [MIRROR VIEW] DrawBrakeGlows (0 => off, 1 => on)
0 ; [MIRROR VIEW] DrawExternalSteering (0 => off, 1 => on)
0 ; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
1 ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
1 ; [MIRROR VIEW] Draw crowd camera flashes v2
1 ; [MIRROR VIEW] Draw sky v2
0 ; [MIRROR VIEW] Draw heat haze v2
0 ; [MIRROR VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
1 ; [MIRROR VIEW] Draw Bushes v2
1 ; [MIRROR VIEW] Draw trackside cameras v2
1 ; [MIRROR VIEW] Draw trackside cranes v2
0 ; [MIRROR VIEW] Draw distant buildings v2
1 ; [MIRROR VIEW] Draw near buildings v2
1 ; [MIRROR VIEW] Draw horizon strips v2
1 ; [MIRROR VIEW] Draw trackside photographers v2
1 ; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1 ; [MIRROR VIEW] Draw trackside platforms v2
1 ; [MIRROR VIEW] Draw videowalls v2
1 ; [MIRROR VIEW] Draw Misc. trackside objects v2
1 ; [MIRROR VIEW] Draw trackside fences v2
1 ; [MIRROR VIEW] Draw trackside walls v2
1 ; [MIRROR VIEW] Draw track kerbing v2
1 ; [MIRROR VIEW] Draw bridges v2
1 ; [MIRROR VIEW] Draw Near stands v2
0 ; [MIRROR VIEW] Draw Far stands v2
1 ; [MIRROR VIEW] Draw Near land v2
0 ; [MIRROR VIEW] Draw Far land v2
1 ; [MIRROR VIEW] Draw track marshalls v2
1 ; [MIRROR VIEW] Draw large trackside signs v2
1 ; [MIRROR VIEW] Draw small trackside signs v2
1 ; [MIRROR VIEW] Draw Near trees v2
0 ; [MIRROR VIEW] Draw Far trees v2
1 ; [MIRROR VIEW] Draw video-wall screens v2
1 ; [MIRROR VIEW] Draw shadows on track v2
1 ; [MIRROR VIEW] Draw Required trackside buildings
25 ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
62 ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2
400 ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2
62 ; [MIRROR VIEW] Car lod : scalar
0 ; [MIRROR VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
2 ; [VIDEOWALL VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1 ; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1 ; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2
115 ; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
1037 ; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
5 ; [VIDEOWALL VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
171 ; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier
81 ; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
100 ; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track
1 ; [VIDEOWALL VIEW] Display track shadows
1 ; [VIDEOWALL VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0 ; [VIDEOWALL VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR
2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR
0 ; [VIDEOWALL VIEW] Enable wet weather reflections
50 ; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off)
0 ; [VIDEOWALL VIEW] Reflect cars in wet track
0 ; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2
1 ; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3
0 ; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [VIDEOWALL VIEW] Draw Particles
0 ; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] DrawBrakeGlows (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] DrawExternalSteering (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
1 ; [VIDEOWALL VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
1 ; [VIDEOWALL VIEW] Draw crowd camera flashes v2
1 ; [VIDEOWALL VIEW] Draw sky v2
0 ; [VIDEOWALL VIEW] Draw heat haze v2
0 ; [VIDEOWALL VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
1 ; [VIDEOWALL VIEW] Draw Bushes v2
1 ; [VIDEOWALL VIEW] Draw trackside cameras v2
1 ; [VIDEOWALL VIEW] Draw trackside cranes v2
1 ; [VIDEOWALL VIEW] Draw distant buildings v2
1 ; [VIDEOWALL VIEW] Draw near buildings v2
1 ; [VIDEOWALL VIEW] Draw horizon strips v2
1 ; [VIDEOWALL VIEW] Draw trackside photographers v2
1 ; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1 ; [VIDEOWALL VIEW] Draw trackside platforms v2
1 ; [VIDEOWALL VIEW] Draw videowalls v2
1 ; [VIDEOWALL VIEW] Draw Misc. trackside objects v2
1 ; [VIDEOWALL VIEW] Draw trackside fences v2
1 ; [VIDEOWALL VIEW] Draw trackside walls v2
1 ; [VIDEOWALL VIEW] Draw track kerbing v2
1 ; [VIDEOWALL VIEW] Draw bridges v2
1 ; [VIDEOWALL VIEW] Draw Near stands v2
1 ; [VIDEOWALL VIEW] Draw Far stands v2
1 ; [VIDEOWALL VIEW] Draw Near land v2
1 ; [VIDEOWALL VIEW] Draw Far land v2
1 ; [VIDEOWALL VIEW] Draw track marshalls v2
1 ; [VIDEOWALL VIEW] Draw large trackside signs v2
1 ; [VIDEOWALL VIEW] Draw small trackside signs v2
1 ; [VIDEOWALL VIEW] Draw Near trees v2
1 ; [VIDEOWALL VIEW] Draw Far trees v2
1 ; [VIDEOWALL VIEW] Draw video-wall screens v2
1 ; [VIDEOWALL VIEW] Draw shadows on track v2
1 ; [VIDEOWALL VIEW] Draw Required trackside buildings
31 ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10
67 ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3
479 ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5
67 ; [VIDEOWALL VIEW] Car lod : scalar v2
0 ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting

Sorry for my english i use google translator
Re: f1graphics.cfg
Date: January 15, 2010 10:38PM
Posted by: Lo2k
On fait un deuxième essai, Jéjé ? ;) J'espère que tu auras plus de chance ici.

Re: f1graphics.cfg
Date: January 16, 2010 03:37AM
Posted by: Bigbrother
Re: f1graphics.cfg
Date: January 17, 2010 02:20PM
Posted by: phantaman
jayjay57 Wrote:
-------------------------------------------------------
> Hello to all .
>
>
> I downloaded a f1graphics.cfg on this site but
> since installing this file the mechanics in the
> pits have disappeared even on the original
> circuit.If I delete it reappear so I wonder if
> anyone knows what i must change .
>
> 0 ; Animation rendering mode. (0 - cheap lighting,
> 1 - proper lighting, 2 - VS) v2
>
> Sorry for my english i use google translator


in the line quoted above where it says "0" change to "1", save and retest ... should work ;-)

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RELEASE => Physics (under FIA Technical Regulations)
MagicDatas? Setups? Pit Stop Strategies? Track Specific Performances? Up2Date GP?
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Edited 1 time(s). Last edit at 01/17/2010 02:20PM by phantaman.
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