F1C plr file

Posted by LS. 
F1C plr file
Date: August 07, 2004 05:11PM
Posted by: LS.
can some one cut and paste me there plr file ( found in your save folder)


i need to copy some stuff from the original and i cant be arsed to reinstall the whole game for a few lines of code :)


thanks :)




LS's Tip of the week
ESSENTIAL OILS aren't essential unless you're an engine, a gearbox or a twat
Re: F1C plr file
Date: August 07, 2004 05:18PM
Posted by: andrew_S
why not just make a new player? And copy the files from that

------------------------------------

24 Heures Du Mans 18-19 June 2005



Edited 1 time(s). Last edit at 08/07/2004 05:18PM by andrew_S.
Re: F1C plr file
Date: August 07, 2004 05:22PM
Posted by: LS.
because my plr file has been altered and i want the original back




LS's Tip of the week
ESSENTIAL OILS aren't essential unless you're an engine, a gearbox or a twat
Re: F1C plr file
Date: August 07, 2004 06:03PM
Posted by: LS.
come on then you lazy gits, some one post there plr file please




LS's Tip of the week
ESSENTIAL OILS aren't essential unless you're an engine, a gearbox or a twat
Re: F1C plr file
Date: August 07, 2004 06:06PM
Posted by: anze89
//*****************************************************************
//* *
//* Player File *
//* *
//* Edit at your own risk! *
//* *
//* Copyright (c) 1999-2002 Image Space Incorporated *
//* All rights reserved. *
//* *
//*****************************************************************

[ SCENE ]
Scene File="SEASONDATA\CIRCUITS\1994_Imola\1994_Imola.SCN"
Scene Description="1994_Imola"
AI Database File="SEASONDATA\CIRCUITS\1994_Imola\1994_Imola.AIW"

[ DRIVER ]
Profile Vehicle File="SEASONDATA\VEHICLES\FERRARI\2002_F2002\2002_FERRARI02.VEH"
Vehicle File="SEASONDATA\VEHICLES\FERRARI\2002_F2002\2002_FERRARI02.VEH"
Driver Name="Rubens Barrichello"
Nationality="Slovenian"

[ DRIVING AIDS ]
Steering Help="0"
Steering Help Functionality="1" // 0 = new help, 1 = new help + grip, 2 = original F1 2001, 3 = original + grip
Throttle Control="1"
Brake Help="0"
Antilock Brakes="0"
Spin Recovery="0"
Invulnerability="0"
Autopit="0"
Opposite Lock="0"
Stability Control="2"
No AI Control="0" // 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)
Auto Clutch="0"
Auto Lift="0" // Whether to automatically lift with manual shifting but auto-clutch (non-semiautomatic trans only)
Auto Blip="1" // Whether to automatically blip with manual shifting but auto-clutch (non-semiautomatic trans only)
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"
Speed Sensitive Steering="0.60000"
Half Rate="1" // 0 = super-high physics rate, 1 = normal
Launch Control="1" // Whether old cars get launch control because we failed to document it properly
Tire Sampling="0" // 0 = normal, 1 = extra HAT samples (*slightly* more accurate over sharp curbs, otherwise a waste of CPU)
Telemetry Version="0" // Version of telemetry to write out
Telemetry Rate="8"
Telemetry In Race="1"
Telemetry EXE="telemetry\f1_telemetry.exe"
Telemetry File="telemetry\telemetry.spt"

[ Mechanical Failures ]
CURNT Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
PRACT Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
QUICK Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
GPRIX Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
CHAMP Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
MULTI Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)
RPLAY Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season)

[ Race Conditions ]
Run Practice1="0"
Run Practice2="0"
Run Practice3="0"
Run Practice4="0"
Run Qualify="0"
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="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
CURNT Reconnaissance="0" // Reconnaissance laps
PRACT Reconnaissance="0" // Reconnaissance laps
QUICK Reconnaissance="0" // Reconnaissance laps
GPRIX Reconnaissance="0" // Reconnaissance laps
CHAMP Reconnaissance="0" // Reconnaissance laps
MULTI Reconnaissance="0" // Reconnaissance laps
RPLAY Reconnaissance="0" // Reconnaissance laps
CURNT Grid Walkthrough="1"
PRACT Grid Walkthrough="1"
QUICK Grid Walkthrough="1"
GPRIX Grid Walkthrough="1"
CHAMP Grid Walkthrough="1"
MULTI Grid Walkthrough="0"
RPLAY Grid Walkthrough="1"
CURNT Formation Lap="0"
PRACT Formation Lap="0"
QUICK Formation Lap="0"
GPRIX Formation Lap="0"
CHAMP Formation Lap="0"
MULTI Formation Lap="0"
RPLAY Formation Lap="0"
CURNT Flag Rules="1" // Level of rule enforcement
PRACT Flag Rules="1" // Level of rule enforcement
QUICK Flag Rules="1" // Level of rule enforcement
GPRIX Flag Rules="1" // Level of rule enforcement
CHAMP Flag Rules="1" // Level of rule enforcement
MULTI Flag Rules="1" // Level of rule enforcement
RPLAY Flag Rules="1" // Level of rule enforcement
CURNT Weather="2" // Random/season/sunny/etc.
PRACT Weather="0" // Random/season/sunny/etc.
QUICK Weather="0" // Random/season/sunny/etc.
GPRIX Weather="2" // Random/season/sunny/etc.
CHAMP Weather="0" // Random/season/sunny/etc.
MULTI Weather="0" // Random/season/sunny/etc.
RPLAY Weather="0" // 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
GPRIX 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

[ Sound Options ]
Maximum Effects="16" // Maximum sound effects playing simultaneously
Music="1" // Music Toggle
Min Announcer Pause="1" // in seconds
Track Load Commentary="1" // Whether or not the commentator should talk during track loading
Realtime In Monitor="1" // Whether to play realtime sounds in monitor
SoundFX Volume="1.00000" // 0.0-1.0
Engine Volume="1.00000" // 0.0-1.0
Traction Control="1.75000" // Volume multiplier
Player Volume Ratio="1.00000" // Additional volume multiplayer for player's vehicle
Other Volume Ratio="1.00000" // Additional volume multiplayer for other vehicles
Music Volume="0.34906" // 0.0-1.0
Pit Volume="0.50000" // 0.0-1.0, controls volume of pit sounds while you're at the monitor
Announcer Volume="0.50000" // 0.0-1.0
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"

[ Graphic Options ]
Broadcast Overlay="1"
Texture Detail="3"
Rearview="1"
Rearview Width="64.00000"
Rearview Height="14.00000"
Rearview Particles="1"
Self In Rearview="0" // Show rear wing and rear wheels in rearview
Vehicle Sparks="0" // Whether sparks occur from vehicle-to-vehicle collisions
Backfire Anim Speed="30.00000"
Moving Steering Wheel="1"
HUD="1"
LCD Display Modes="3" // Add the modes to allow them: 1=status 2=aids 4=engine/brake temps
Automap="1"
Player Detail="3"
Opponent Detail="3"
Garage Detail="0.60000" // LOD multiplier when vehicle is in garage (0.0-1.0)
Shadows="3"
Pitcrew Detail="2"
Special FX="4"
Lightning Probability="1.00000" // Probability of seeing lightning (0.0-1.5)
Thunder Probability="1.50000" // 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="4.00000" // Vehicle sphere radius for smoke/flames/dust/spray
Vehicle Flow Offset="3.10000" // Offset below vehicle where sphere center is located
Engine Emitter Flow="0" // Whether engine smoke/flames flow over emitting vehicle
Tire Emitter Flow="0" // Whether tire smoke/dust flow over emitting vehicle
Smoke Flow="0" // Whether all smoke/flames/dust flow over non-emitting vehicles
Raindrop Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
Rainspray Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
Spark Flow="0" // 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="0.75000" // Fraction of head physics movement applied to cockpit view (position AND rotation)
Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only
Track Detail="3"
Groove="1"
Environment Map="1"
MIP Mapping="1"
Compressed Textures="1"
Specular="1"
Dynamic Lighting="2"
Max Visible Vehicles="104"
Map OppDetail To Visible="1" // Map opponent detail level to max visible vehicles
Shadows In TV Cockpit="1"
Wheels Visible 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"
Allow HUD in cockpit="1"
Allow Swingman in Pitlane="0"
Display Icons="1" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all
Night Lighting="1.00000" // 0.0 (night light level) to 1.0 (disabled): sunrise 4-6am, sunset 6-8pm, all lights named "nightlightXXX" are toggled at 5:30am and 6:30pm
Always Rebuild HAT="0" // Build HAT database everytime tracks are loaded (for development purposes)

[ Game Options ]
Championship Basic Rules="1"
Basic Rules="0"
Basic Controls="0"
Basic Display="0"
Basic Audio="3"
Times Comparison="1" // add the following: 1=show leader's split time, 2=show split to leader instead of self
Damage Multiplier="100"
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="15"
Replay Fidelity="3"
Private Test Day="0"
Race Session="7"
Quick Race Starting Pos="23"
Damage Dynamics="1"
Difficulty="0"
AI Driver Strength="100"
AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
AI Additional Fuel Mult="0.95000" // 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
Player Car Equal="1"
Message Center Detail="3"
Commentary Detail="2"
Play Movies="1"
Locked Pit Cam="1"
Race Stint Offset="0" // Offset each scheduled pitstop in case you want to carry extra fuel
Fidelity Unilateral Neutralizer="0"
Autocalibrate AI Mode="0"
Vehicle Specific AI Setups="0" // If 1, search specific vehicle directory for "<track>.<qual/race>.svm" or "<track>.svm" or "ai.svm" before falling back on game.gdb defaults
Default Player Setup="1" // If 1, attempts to ensure player has default setup
AI Realism="1.00000"
Display Driver Stats="0"
Display Track Stats="0"
Settings Type="3"
GDB="F1_2002.gdb"
Measurement Units="0" // Units for everything EXCEPT speed (0 = metric, 1 = english/imperial)
Speed Units="1" // 0 = MPH, 1 = KPH
Horizontal Tire Temps="0" // In garage options
CURNT Qualify Laps="12"
PRACT Qualify Laps="12"
QUICK Qualify Laps="12"
GPRIX Qualify Laps="12"
CHAMP Qualify Laps="12"
MULTI Qualify Laps="12"
RPLAY Qualify Laps="12"
CURNT Race Laps="3"
PRACT Race Laps="5"
QUICK Race Laps="5"
GPRIX Race Laps="5"
CHAMP Race Laps="5"
MULTI Race Laps="5"
RPLAY Race Laps="5"
CURNT Race Time="15"
PRACT Race Time="32767"
QUICK Race Time="32767"
GPRIX Race Time="32767"
CHAMP Race Time="32767"
MULTI Race Time="32767"
RPLAY Race Time="32767"
CURNT Race Length="0.05000"
PRACT Race Length="0.05000"
QUICK Race Length="0.05000"
GPRIX Race Length="0.05000"
CHAMP Race Length="0.10000"
MULTI Race Length="0.10000"
RPLAY Race Length="0.10000"
CURNT Speed Compensation="0"
PRACT Speed Compensation="0"
QUICK Speed Compensation="0"
GPRIX Speed Compensation="0"
CHAMP Speed Compensation="0"
MULTI Speed Compensation="0"
RPLAY Speed Compensation="0"
CURNT Opponents="21"
PRACT Opponents="21"
QUICK Opponents="21"
GPRIX Opponents="21"
CHAMP Opponents="21"
MULTI Opponents="0"
RPLAY Opponents="0"
Vehicle Removal="10.00000" // Seconds until stationary vehicle is removed from track (sug: 30)
Debris Removal="10.00000" // Seconds until stationary debris is removed from track (sug: 30)
Parts Duration="20.00000" // Seconds after parts break off before disappearing ... by default, happens before normal debris removal (sug: 10000)
Crash Recovery="1" // Artificially keep cars on track or flip cars upright
Fines="0" // Get fines instead of penalties
Extra Stats="0" // Saves separate verbose stats for any session (instead of simple stats for most recent race only)
Vehicles Per Team="2" // Used for assigning garage & pit (range: 1-3)
CURNT Fuel Consumption Multiplier="1"
PRACT Fuel Consumption Multiplier="1"
QUICK Fuel Consumption Multiplier="1"
GPRIX 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"
GPRIX Tire Wear Multiplier="1"
CHAMP Tire Wear Multiplier="1"
MULTI Tire Wear Multiplier="1"
RPLAY Tire Wear Multiplier="1"
CURNT Allowed Vehicles="AND: FormulaOne OpenWheel"
PRACT Allowed Vehicles="AND: FormulaOne OpenWheel"
QUICK Allowed Vehicles="AND: FormulaOne OpenWheel"
GPRIX Allowed Vehicles="AND: FormulaOne OpenWheel"
CHAMP Allowed Vehicles="AND: FormulaOne OpenWheel"
MULTI Allowed Vehicles="AND: FormulaOne OpenWheel"
RPLAY Allowed Vehicles="AND: FormulaOne OpenWheel"
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.

[ Multiplayer Options ]
Net Connection Type="1" // 0 - 28K, 1 - 56k, 2 - ISDN, 3 - cable/dsl, 4 - LAN
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="16" // add the following to enforce server settings: 1=auto-lift, 2=auto-blip, 4=half-rate, 8=launch control, 16=collision thresh (for example, auto-lift + half-rate = 1 + 4 = 5)
Announce Host="1" // 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"
Gamespy Query Port Start="34297" // range is 1025 - 65535
Port Start="34397" // 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
Throttling="1" // enable throttling code
Collision Threshold="0.30000" // Maximum latency allowed (seconds) for a client before collisions are switched off locally
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
Spline Generate DT="0.10000" // how often (in seconds) the guiding splines are generated for remote controlled vehicles
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
Previous Game Database=""
Previous Vehicle File=""

[ Options ]
ToolTip Delay="1.05000"
Page Transitions="1"
Key Repeat Rate="1"

[ Controls ]
Keyboard Steering="0.20189"
Keyboard Throttle="0.49906"
Keyboard Brake="0.49906"
Keyboard Clutch="0.20189"
Force Feedback="0"
Mimic Steering="1" // 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
VFX-3D Head Tracking="0" // Enable this option if you have a VFX-3D HMD and you want to enable head tracking (VFX driver v. 2.6 must be installed)
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="26" // Number of configurable controls displayed in options
Axis [00, 00] Dead Zone="0.05189" // 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="0.05189" // Controller 1 Y
Axis [00, 01] Sensitivity="0.50000"
Axis [00, 01] Center="0.50000"
Axis [00, 02] Dead Zone="0.05189" // Controller 1 Z
Axis [00, 02] Sensitivity="0.50000"
Axis [00, 02] Center="0.50000"
Axis [00, 03] Dead Zone="0.05189" // Controller 1 RX
Axis [00, 03] Sensitivity="0.50000"
Axis [00, 03] Center="0.50000"
Axis [00, 04] Dead Zone="0.05189" // Controller 1 RY
Axis [00, 04] Sensitivity="0.50000"
Axis [00, 04] Center="0.50000"
Axis [00, 05] Dead Zone="0.05189" // Controller 1 RZ
Axis [00, 05] Sensitivity="0.50000"
Axis [00, 05] Center="0.50000"
Axis [00, 06] Dead Zone="0.05189" // Controller 1 S0
Axis [00, 06] Sensitivity="0.50000"
Axis [00, 06] Center="0.50000"
Axis [00, 07] Dead Zone="0.05189" // Controller 1 S1
Axis [00, 07] Sensitivity="0.50000"
Axis [00, 07] Center="0.50000"
Axis [01, 00] Dead Zone="0.05189" // 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="0.05189" // Controller 2 Y
Axis [01, 01] Sensitivity="0.50000"
Axis [01, 01] Center="0.50000"
Axis [01, 02] Dead Zone="0.05189" // Controller 2 Z
Axis [01, 02] Sensitivity="0.50000"
Axis [01, 02] Center="0.50000"
Axis [01, 03] Dead Zone="0.05189" // Controller 2 RX
Axis [01, 03] Sensitivity="0.50000"
Axis [01, 03] Center="0.50000"
Axis [01, 04] Dead Zone="0.05189" // Controller 2 RY
Axis [01, 04] Sensitivity="0.50000"
Axis [01, 04] Center="0.50000"
Axis [01, 05] Dead Zone="0.05189" // Controller 2 RZ
Axis [01, 05] Sensitivity="0.50000"
Axis [01, 05] Center="0.50000"
Axis [01, 06] Dead Zone="0.05189" // Controller 2 S0
Axis [01, 06] Sensitivity="0.50000"
Axis [01, 06] Center="0.50000"
Axis [01, 07] Dead Zone="0.05189" // Controller 2 S1
Axis [01, 07] Sensitivity="0.50000"
Axis [01, 07] Center="0.50000"
Control - Accelerate=";(1, 107)"
Control - Brake=";(1, 106)"
Control - Steer Left=";(1, 31)"
Control - Steer Right=";(1, 30)"
Control - Shift Up=";(1, 43)"
Control - Shift Down=";(1, 42)"
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 - Display Mode=";(1, 44)"
Control - Pit Request=";(1, 46)"
Control - Pit Menu Up=";(0, 200)"
Control - Pit Menu Down=";(0, 208)"
Control - Pit Menu Inc=";(0, 205)"
Control - Pit Menu Dec=";(0, 203)"
Control - TCOverride=";(0, 24)"
Control - Launch Control=";(0, 53)"
Control - Speed Limiter=";(1, 47)"
Control - Bias Forward=";(0, 26)"
Control - Bias Rearward=";(0, 27)"
Control - Look Left=";(1, 48)"
Control - Look Right=";(1, 49)"
Control - Rear Look=";(0, 48)"
Control - Instant Replay=";(0, 19)"
Control - Pause=";(0, 25)"
Control - Restart Race=";(0, 21)"
Control - Zero HMD=";(0, 89)"
Control - Display Vehicle Labels=";(1, 45)"
Control - Ignition=";(0, 89)"
Control - Starter=";(0, 89)"
Control - Horn=";(0, 89)"
Control - Headlights=";(0, 89)"
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)"
FFB Device Type="1" // 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="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="0.60000" // 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="0.80000" // 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="0.90000" // 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 update thresh="0.01500" // 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="0.17500" // 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="0.17500" // 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="0.35000" // 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="1.50000" // 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="1.00000" // 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







Re: F1C plr file
Date: August 07, 2004 06:07PM
Posted by: LS.
Is your copy Modded anze?


i notice a Imola 94 line of code in it




LS's Tip of the week
ESSENTIAL OILS aren't essential unless you're an engine, a gearbox or a twat
Re: F1C plr file
Date: August 07, 2004 06:09PM
Posted by: sasjag
cant u jus create a new player??

Sim


All Hail The New York Giants - Winners of Superbowl XXI, XXV and XLII!

"I'd love to know what goes on in that crazy head of yours sometimes, Sim..." - Locke Cole
Re: F1C plr file
Date: August 07, 2004 06:12PM
Posted by: anze89
I just added that track but it doesn't work. I have mods installed so I don't know, but I think this is from original game as I'm driving a ferrari in 2002 season






Re: F1C plr file
Date: August 07, 2004 06:13PM
Posted by: Locke Cole
Does ANYONE have an unmodded F1C plr file!?
Re: F1C plr file
Date: August 07, 2004 06:14PM
Posted by: anze89
what's your problem? you can create a new player in original game at any time, it will take you about 5min to set the game and you're done!






Re: F1C plr file
Date: August 07, 2004 07:18PM
Posted by: LS.
i updated a lot of the player file to allow for head glance and lean angle etc, then i pasted the kerb fix update into the PLR file too


i wanted a clean PLR file, hence the request, i could have created another PLR when ever i wanted, but the Values would have been the same as the edited ones i wanted to get rid of


i've done it now anyway, reinstalled F1C and done it the hard way :p




LS's Tip of the week
ESSENTIAL OILS aren't essential unless you're an engine, a gearbox or a twat
Re: F1C plr file
Date: August 07, 2004 09:01PM
Posted by: andrew_S
for a clean PLR file create a new player!

then copy whatever accross

your mad ;)

all plr default settings are taken from default.cfg or something similar

------------------------------------

24 Heures Du Mans 18-19 June 2005



Edited 1 time(s). Last edit at 08/07/2004 09:02PM by andrew_S.
Re: F1C plr file
Date: August 07, 2004 09:18PM
Posted by: LS.
I changed that too :S




LS's Tip of the week
ESSENTIAL OILS aren't essential unless you're an engine, a gearbox or a twat
Re: F1C plr file
Date: August 08, 2004 11:51AM
Posted by: Lanky-Lad
D'oh!




"Treat others with respect and you too will be respected." Oac - ed'c dnia - E ys yldiymmo drec cyt. :)
Re: F1C plr file
Date: August 08, 2004 09:06PM
Posted by: Locke Cole
Yeah if Default.cfg is changed, what do you expect lol.

Next time, CREATE A BACKUP!! ;)
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