rugrande escribió:¿Y por qué querría volver a comprarlo? Porque los actualizan y el contenido que saquen próximamente puede ser que lo metan en alguno de esos packs (o puede que no), por lo que estaría perdiendo la oportunidad de comprarlo más barato, ya que cada pack se puede comprar una única vez, independientemente de que actualicen el contenido incluido en él.
rugrande escribió:Por cierto, al final no he comprado nada.
rubee3n escribió:@rugrande una pregunta, si actualizan algún coche de los que ya has comprado tienes que volverlo a comprar actualizado?
rubee3n escribió:@rugrande una pregunta, si actualizan algún coche de los que ya has comprado tienes que volverlo a comprar actualizado?
rugrande escribió:rubee3n escribió:@rugrande una pregunta, si actualizan algún coche de los que ya has comprado tienes que volverlo a comprar actualizado?
No estoy seguro. Creo recordar que si el modelo es el mismo de un año para otro, por ejemplo el BMW M4 DTM, que es el mismo modelo en la temporada 2014, en la 2015 y en la 2016, solo tienes que pagar la skin. Si el modelo es nuevo, aunque se llame igual al modelo anterior (como el Audi R8 LMS, que es distinto al que ya había), te lo cobran a precio completo.
Edito: has editado. Te contesto a las otras preguntas. Sí, si compras el Pro pack y más adelante compras el Premium te descuentan lo que viene en el Pro pack, pero es bastante lioso. Se supone que el Pro pack tiene un descuento del 77% sobre el precio total de los artículos que incluye y el Premium pack un 87%. Si compras el Pro por 50€ y más adelante el Premium, puede que ese descuento del 87% se convierta en un 92% y en vez de costarte 100€ te cueste 75 u 80€.
Sobre recomendaciones, pues si puedes espera a rebajas y compra el Premium pack por 50€. Si lo que quieres es jugar ya, depende de lo que te interese te convendría más un pack u otro. ¿Qué te interesa?
rugrande escribió:@rubee3n Estuvo de oferta hace menos de un mes y también en black friday. No sé si en verano volverán a ponerla, la cosa es estar atento. De todas formas, como te dije por privado, el Starter pack está bastante bien, sobre todo porque con los 10 coches que incluye tienes para competir en las categorías más populares.
jordi1986 escribió:Una duda, me encanta el juego y tengo bastante contenido, pero me jode un poco que no me salga en la biblioteca cuando no lo tengo instalado, tengo que ir a la tienda de steam para bajarlo, esto es un riesgo muy grande ya que si retiran el juego de la tienda no lo podré descargar, en cambio si sale en la bilbioteca ya sí... hay alguna manera de que el juego me salga en la biblioteca? comprando el dlc más barato mediante steam ya me saldría?
Otra cosa, donde compro el audi de la wtcr? Por cierto, no sé si visteis las carreras de este finde en el eurosport, pero grande Tarquini con 56 tacos no hay quien le tosa en las carreras de turismos.
Un saludo!
ufoo escribió:En el ultimo black friday el pack premium bajó de los 10000 habituales a los 7500 y los packs de vrp a su vez bajaron un 10% por lo que por 45€ pillabas todo y en ultimas ofertas de verano estuvo una semana todo el contenido individual al 50% que es muy interesante para los que ya hemos usado los packs.
Ruyvan escribió:Alguien tiene ajustes del Ffb para el driving force GT?
He buscado por la red pero no veo nada.
felixyz escribió:ufoo escribió:En el ultimo black friday el pack premium bajó de los 10000 habituales a los 7500 y los packs de vrp a su vez bajaron un 10% por lo que por 45€ pillabas todo y en ultimas ofertas de verano estuvo una semana todo el contenido individual al 50% que es muy interesante para los que ya hemos usado los packs.
Gracias. Al final me pudo el ansia y lo compré por 50€ todo y aún me quedan unos 650 puntos para más adelante
Xuru90 escribió:felixyz escribió:ufoo escribió:En el ultimo black friday el pack premium bajó de los 10000 habituales a los 7500 y los packs de vrp a su vez bajaron un 10% por lo que por 45€ pillabas todo y en ultimas ofertas de verano estuvo una semana todo el contenido individual al 50% que es muy interesante para los que ya hemos usado los packs.
Gracias. Al final me pudo el ansia y lo compré por 50€ todo y aún me quedan unos 650 puntos para más adelante
Buenas como se hace eso de comprar todo por 50€??
Ruyvan escribió:@dave927 Gracias, voy a probar a ver qué tal.
Cananas escribió:No sé qué esperas de los servidores públicos en un simulador, y más éste, que puede instalarse gratis y jugar con algún coche en un circuito...
si quiero algo limpio, Apúntate al SRS como te ha dicho. Es un sistema similar al de iracing. Similar.
biztor escribió:Cananas escribió:No sé qué esperas de los servidores públicos en un simulador, y más éste, que puede instalarse gratis y jugar con algún coche en un circuito...
si quiero algo limpio, Apúntate al SRS como te ha dicho. Es un sistema similar al de iracing. Similar.
No se que es eso de SRS
rotcar escribió:Hola chicos, tengo un problema que espero que podáis resolverme porque estoy un poco mosqueado... Tengo el Fanatec CSL Elite, cuando conecto al PC, lo detecta como volante, osea perfecto, pero cuando me meto en cualquier juego no lo detecta dentro del juego.... Alguien me puede decirme que es lo que ocurre.. Gracias.
RaceRoom has been updated!
RaceRoom Racing Experience - [S3] J-F
A new track is now available! Joining the list of WTCC venues comes Twin-Ring Motegi. This track, located in Japan, was on the calendar of the final three seasons of the FIA WTCC series: 2015, 2016 and 2017.
https://youtu.be/OY2bwZSeTcI
This is not all, we're also bringing a complete overhaul of various cars. The biggest change being a big merger between GTR 1 and GTR X car classes. They're now upgraded to our highest physics quality level and closely balanced together.
For those of you who were around in 2012 when RaceRoom was in open beta, you'll remember the Nissan GTR GT1. After all these years sitting in a dark virtual garage, this car has now been unleashed and added to the GTR 1 class as well.
The Pagani Zonda R was also upgraded and now lives in its own single-make cup class with many liveries available.
Another car received some physics upgrades: the Formula RaceRoom Junior. Alex, our physics designer, has treated you with his own version of what this car should handle like, all based on the data and experience collected when he was racing such cars a few years ago.
On the sound side, we're improving as well! Anthony, our sound engineer, has been busy delivering many new reasons for our ears to rejoice! Read about it all in detail below!
Update details:
Download size = 4.3 GB
Client version = 0.3.0.6411
Client BuildID = 2936158
Dedi version = 44.0.684
Dedi BuildID = 2936171
Game:
Added a Volume slider in Sound Options for Brake Squeal volume.
Skidmarks left on the track are no longer a fixed width but instead match the size of the tyre that suffered for it.
Reduced the floating above ground of the skidmark decals when seen from a low angle camera.
Underbody scraping sounds are now played in replay sessions. Also adjusted volume and fade for them.
FFB Multiplier in Car Setup menu now allows to go up to 10.0 (was 5.0)
Autoclutch assist is now forced ON when H-Pattern option is enabled but no direct gear buttons are mapped.
Modifications to Clutch and H-pattern cars logic, making it required to lift throttle in order to upshift.
Fixed mini data display in HUD that was using a slightly different logic for rev warnings.
Fixed a game crash reported upon exiting certain replay sessions
Fixed Input Meter HUD tool that would wrongly appear at the beginning of a race session.
Fixed a lack of shift backfires when watching replays and on remote cars in multiplayer
Fixed so skidmarks left on tarmac are now properly erased when restarting a session or rewinding a replay.
Fixed an issue reported with replays or ghosts failing to save if a folder did not exist.
Sounds
350 new gearshift / backfire / shift backfire samples were added.
Various modifications to the backfire patterns and speed.
Adjusted the hearing distance for gearshifts, backfires and shift backfires
All cars - Brake squeal sounds improved. Better pressure versus volume fading, hearing distance adjusted for external cameras. Pitch adjusted to match recent recordings.
BMW M1 Procar - Coast transmission volume adjusted in cockpit
BMW M3 DTM 2013 - Transmission volume adjusted in cockpit
BMW M4 DTM 2014/2015- Transmission volume adjusted in cockpit
Chevrolet Camaro GT3 - Main volume increased in cockpit. Transmission volume adjusted. Transmission pitch adjusted for both cockpit and external sounds.
Chevrolet Corvette Z06 GT3 - Coast and Throttle volume balance adjusted
Mercedes AMG C-Coupe DTM 2014 - Transmission volume adjusted in cockpit
Mercedes 190 DTM 92 - Transmission volume adjusted in cockpit
Mistral M530 - Transmission volume adjusted in cockpit
Nissan GTR GT3 - Engine volume increased. Rev blend improvements. Transmission sound in cockpit adjusted.
Nissan 300ZX - Transmission volume adjusted in cockpit
Nissan GTR R32 - Transmission volume adjusted in cockpit
Opel Omega DTM 92 - Transmission volume adjusted in cockpit
Formula RaceRoom X-17 - New traction control external sounds
Formula RaceRoom 2 - New traction control external sounds
Formula RaceRoom Junior - Transmission volume adjusted in cockpit
Ruf CTR3 - New sound recordings to match the GTR 1 specs.
Saleen S7R - Rev blending improved for external sounds
Volvo 240 Turbo - Transmission volume adjusted in cockpit
Physics
Pagani Zonda R - Physics upgraded. Moved to a single-make cup car class.
Saleen S7R - Physics upgraded
Ruf CTR3 - Physics upgraded, BOP for GTR1 car class
Koenigsegg CCGT - Physics upgraded, BOP for GTR1 car class
Gumpert Apollo - Physics upgraded, BOP for GTR1 car class
Ford GT1 - Physics upgraded
Formula RaceRoom Junior - Physics upgraded
All H-pattern cars - Shifting modifications to match the new clutch code implementation
Swapped the performance index of the Audi TT cup and the Formula RaceRoom Junior
Art
Ruf RT12R (GTR2 and GTR3) - Updated rev light logic
Ruf CTR3 - Upgraded to a new data display
Paul Ricard - Track resurfaced for bumps, swapped old 2D audience, added normal map to guardrail.
Ford GT1 - Some dimension tweaks
Mercedes DTM 2015 - #6 (Wickens) showed a wrong cockpit numberplate.
Saleen S7R - Fixed headlights and brake lights that were not working after a recent update
roguevale escribió:Algún consejo para las paradas en boxes? Me paro en el sitio y no sucede nada.
dave927 escribió:roguevale escribió:Algún consejo para las paradas en boxes? Me paro en el sitio y no sucede nada.
Tienes que confirmar la parada otra vez al entrar a boxes, aunque lo hayas hecho antes.
grm18 escribió:dave927 escribió:roguevale escribió:Algún consejo para las paradas en boxes? Me paro en el sitio y no sucede nada.
Tienes que confirmar la parada otra vez al entrar a boxes, aunque lo hayas hecho antes.
Eso ya lo quitaron hace dos updates si no mal recuerdo, ya solo lo solicitas y se confirma automaticamente, a primeras me vienen a la cabeza dos cosas, fijate que las opciones que quieres esten en verde, tal vez no esten seleccionadas. Otra podria ser que estes pidiendo que te pongan gasolina y para eso tienes que apagar el motor, hasta que no lo apagues no hacen nada.
gorkadri escribió:grm18 escribió:dave927 escribió:
Tienes que confirmar la parada otra vez al entrar a boxes, aunque lo hayas hecho antes.
Eso ya lo quitaron hace dos updates si no mal recuerdo, ya solo lo solicitas y se confirma automaticamente, a primeras me vienen a la cabeza dos cosas, fijate que las opciones que quieres esten en verde, tal vez no esten seleccionadas. Otra podria ser que estes pidiendo que te pongan gasolina y para eso tienes que apagar el motor, hasta que no lo apagues no hacen nada.
Yo las en las paradas de boxes solo tengo que poner en verde lo que quiero que me cambien o si quiero que echen gasolina(que puedes poner una cantidad, o los predefinidos de seguro, arriesgado, etc) , pero en ningún momento he parado nunca el motor para que me echen gasolina, solo paro y se encargan de neumáticos y gasolina
Y como dices quitaron el confirmar que era un engorro y como se te olvidara después de poner todo en verde ibas apañado
grm18 escribió:dave927 escribió:roguevale escribió:Algún consejo para las paradas en boxes? Me paro en el sitio y no sucede nada.
Tienes que confirmar la parada otra vez al entrar a boxes, aunque lo hayas hecho antes.
Eso ya lo quitaron hace dos updates si no mal recuerdo, ya solo lo solicitas y se confirma automaticamente, a primeras me vienen a la cabeza dos cosas, fijate que las opciones que quieres esten en verde, tal vez no esten seleccionadas. Otra podria ser que estes pidiendo que te pongan gasolina y para eso tienes que apagar el motor, hasta que no lo apagues no hacen nada.
FFB Device Name Alternative="none"
FFB Rumble Pad="0" // Type of FFB controller: 0=wheel, joystick etc with force feedback, 1 = pad with rumble motor
FFB Gain="0.75" // Strength of Force Feedback effects. Range 0.0 to 1.0.
FFB Min Force="0.05" // Minumum force, from 0.0 to 1.0
FFB Min Force Linear Percentage="0.01" // Minumum force linear percentage
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 stationary friction="0.7" // Amount of friction applied to the steering wheel when vehicle is stationary
FFB stationary friction speed="2.7780001" // Below this speed the stationary friction starts to be applied, in m/s
FFB steer vibe freq mult="1.0" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.0" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.0" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force average weight="1.0" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency.
FFB steer force exponent="1.0" // 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="-11500.0" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
FFB steer force output max="0.89" // Maximum force output of steering force, recommendation 0.8 to 2.0
FFB steer force grip weight="1.0" // 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 front grip exponent="0.9" // Range 0.0 to infinity, recommended: around 1.0. Exponent applied to grip weight.
FFB steer force rear grip exponent="1.0" // Range 0.0 to infinity, recommended: around 1.0. Exponent applied to rear grip loss weight.
FFB steer damper coefficient="0.05" // Coefficient to use for steering damper. Range: -1.0 to 1.0
FFB steer damper saturation="1.0" // Saturation value to use for steering damper. Range: 0 - 1.0
FFB steer force balance mode="0" // Mode for how to add the steering forces together (lateral, load and diff). Acceptable values: 0 = lat + load + diff, 1 = sqrt(lat^2 + load^2 + diff^2), 2 = sqrt(lat^2 + load^2) + diff, 3 = sqrt(lat^2 + (load + diff)^2), 4 = sqrt((lat + load)^2 + diff^2)
FFB steer load multiplier="0.5" // Multiplier for vertical load on front tires. Range: 0 - infinity
FFB steer lateral multiplier="0.5" // Multiplier for lateral forces. Range: 0 - infinity
FFB steer rack factor="0.2" // How much of the lateral forces comes from steering rack. Range: 0 - 1.0
FFB steer load change exponent="1.0" // Exponent for the change in load on front tires. Range: 0 - infinity
FFB steer load change breakpoint="1.0" // Breakpoint (value that will not be changed) for the exponent on the change in load on front tires. Range: 0 - infinity
FFB steer spring coefficient="0.05" // Coefficient for steering spring. Range: 0.0 - 1.0
FFB throttle vibe freq mult="1.0" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
FFB throttle vibe zero magnitude="0.025" // Magnitude of engine vibration at 0rpm (reference point).
FFB throttle vibe slope="0.0" // 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 rumble strip magnitude="0.25" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="2.0" // 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="0.2" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
FFB jolt magnitude="2.0" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
FFB shift jolt magnitude="0.05" // How strong jolts you get from shifting. Suggested Range: -2.0 to 2.0.
FFB shift effect duration="0.05" // Duration of shift effect in seconds
FFB slip effect="0.25" // Slip effect, from 0.0 to 1.0
ffb slip freq multiplier="1.0" // Slip effect frequency. 1.0f = 1 cycle per wheel rev
ffb slip wave type="0" // Slip effect wave type
FFB pedal throttle vibe zero magnitude="0.0" // Throttle pedal vibration at 0rpm (reference point)
FFB pedal throttle vibe slope="0.0"
FFB pedal throttle slip vibe="1.0" // Throttle pedal vibration on tire slip
FFB pedal brake slip vibe="1.0" // Brake pedal vibration on front tire slip
FFB pedal brake vibe slope="5.0" // Slope for brake pedal vibration based on speed and braking %
FFB Device Name Alternative="none"
FFB Rumble Pad="0" // Type of FFB controller: 0=wheel, joystick etc with force feedback, 1 = pad with rumble motor
FFB Gain="1.0" // Strength of Force Feedback effects. Range 0.0 to 1.0.
FFB Min Force="0.2" // Minumum force, from 0.0 to 1.0
FFB Min Force Linear Percentage="0.01" // Minumum force linear percentage
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 stationary friction="0.7" // Amount of friction applied to the steering wheel when vehicle is stationary
FFB stationary friction speed="2.7780001" // Below this speed the stationary friction starts to be applied, in m/s
FFB steer vibe freq mult="1.0" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.0" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.0" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force average weight="1.0" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency.
FFB steer force exponent="1.0" // 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="-11500.0" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
FFB steer force output max="0.35" // Maximum force output of steering force, recommendation 0.8 to 2.0
FFB steer force grip weight="1.0" // 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 front grip exponent="1.0" // Range 0.0 to infinity, recommended: around 1.0. Exponent applied to grip weight.
FFB steer force rear grip exponent="1.0" // Range 0.0 to infinity, recommended: around 1.0. Exponent applied to rear grip loss weight.
FFB steer damper coefficient="0.0" // Coefficient to use for steering damper. Range: -1.0 to 1.0
FFB steer damper saturation="1.0" // Saturation value to use for steering damper. Range: 0 - 1.0
FFB steer force balance mode="0" // Mode for how to add the steering forces together (lateral, load and diff). Acceptable values: 0 = lat + load + diff, 1 = sqrt(lat^2 + load^2 + diff^2), 2 = sqrt(lat^2 + load^2) + diff, 3 = sqrt(lat^2 + (load + diff)^2), 4 = sqrt((lat + load)^2 + diff^2)
FFB steer load multiplier="1.0" // Multiplier for vertical load on front tires. Range: 0 - infinity
FFB steer lateral multiplier="1.0" // Multiplier for lateral forces. Range: 0 - infinity
FFB steer rack factor="0.0" // How much of the lateral forces comes from steering rack. Range: 0 - 1.0
FFB steer load change exponent="1.0" // Exponent for the change in load on front tires. Range: 0 - infinity
FFB steer load change breakpoint="1.0" // Breakpoint (value that will not be changed) for the exponent on the change in load on front tires. Range: 0 - infinity
FFB steer spring coefficient="0.0" // Coefficient for steering spring. Range: 0.0 - 1.0
FFB throttle vibe freq mult="1.0" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
FFB throttle vibe zero magnitude="0.05" // Magnitude of engine vibration at 0rpm (reference point).
FFB throttle vibe slope="0.0" // 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 rumble strip magnitude="0.1" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="2.0" // 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="0.2" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
FFB jolt magnitude="2.0" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
FFB shift jolt magnitude="0.3" // How strong jolts you get from shifting. Suggested Range: -2.0 to 2.0.
FFB shift effect duration="0.05" // Duration of shift effect in seconds
FFB slip effect="0.4" // Slip effect, from 0.0 to 1.0
ffb slip freq multiplier="1.0" // Slip effect frequency. 1.0f = 1 cycle per wheel rev
ffb slip wave type="0" // Slip effect wave type
FFB pedal throttle vibe zero magnitude="0.0" // Throttle pedal vibration at 0rpm (reference point)
FFB pedal throttle vibe slope="0.0"
FFB pedal throttle slip vibe="1.0" // Throttle pedal vibration on tire slip
FFB pedal brake slip vibe="1.0" // Brake pedal vibration on front tire slip
FFB pedal brake vibe slope="5.0" // Slope for brake pedal vibration based on speed and braking %
FFB Device Name Alternative="none"
FFB Rumble Pad="0" // Type of FFB controller: 0=wheel, joystick etc with force feedback, 1 = pad with rumble motor
FFB Gain="0.9" // Strength of Force Feedback effects. Range 0.0 to 1.0.
FFB Min Force="0.2" // Minumum force, from 0.0 to 1.0
FFB Min Force Linear Percentage="0.01" // Minumum force linear percentage
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 stationary friction="0.7" // Amount of friction applied to the steering wheel when vehicle is stationary
FFB stationary friction speed="2.7780001" // Below this speed the stationary friction starts to be applied, in m/s
FFB steer vibe freq mult="1.0" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.0" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.0" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force average weight="1.0" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency.
FFB steer force exponent="1.0" // 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="-11500.0" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
FFB steer force output max="0.3" // Maximum force output of steering force, recommendation 0.8 to 2.0
FFB steer force grip weight="1.0" // 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 front grip exponent="0.0" // Range 0.0 to infinity, recommended: around 1.0. Exponent applied to grip weight.
FFB steer force rear grip exponent="1.0" // Range 0.0 to infinity, recommended: around 1.0. Exponent applied to rear grip loss weight.
FFB steer damper coefficient="0.0" // Coefficient to use for steering damper. Range: -1.0 to 1.0
FFB steer damper saturation="1.0" // Saturation value to use for steering damper. Range: 0 - 1.0
FFB steer force balance mode="0" // Mode for how to add the steering forces together (lateral, load and diff). Acceptable values: 0 = lat + load + diff, 1 = sqrt(lat^2 + load^2 + diff^2), 2 = sqrt(lat^2 + load^2) + diff, 3 = sqrt(lat^2 + (load + diff)^2), 4 = sqrt((lat + load)^2 + diff^2)
FFB steer load multiplier="0.0" // Multiplier for vertical load on front tires. Range: 0 - infinity
FFB steer lateral multiplier="1.0" // Multiplier for lateral forces. Range: 0 - infinity
FFB steer rack factor="0.0" // How much of the lateral forces comes from steering rack. Range: 0 - 1.0
FFB steer load change exponent="1.0" // Exponent for the change in load on front tires. Range: 0 - infinity
FFB steer load change breakpoint="1.0" // Breakpoint (value that will not be changed) for the exponent on the change in load on front tires. Range: 0 - infinity
FFB steer spring coefficient="0.0" // Coefficient for steering spring. Range: 0.0 - 1.0
FFB throttle vibe freq mult="1.0" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
FFB throttle vibe zero magnitude="0.0" // Magnitude of engine vibration at 0rpm (reference point).
FFB throttle vibe slope="0.0" // 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 rumble strip magnitude="0.0" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="2.0" // 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="0.2" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
FFB jolt magnitude="0.0" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
FFB shift jolt magnitude="0.0" // How strong jolts you get from shifting. Suggested Range: -2.0 to 2.0.
FFB shift effect duration="0.05" // Duration of shift effect in seconds
FFB slip effect="0.0" // Slip effect, from 0.0 to 1.0
ffb slip freq multiplier="1.0" // Slip effect frequency. 1.0f = 1 cycle per wheel rev
ffb slip wave type="0" // Slip effect wave type
FFB pedal throttle vibe zero magnitude="0.0" // Throttle pedal vibration at 0rpm (reference point)
FFB pedal throttle vibe slope="0.0"
FFB pedal throttle slip vibe="1.0" // Throttle pedal vibration on tire slip
FFB pedal brake slip vibe="1.0" // Brake pedal vibration on front tire slip
FFB pedal brake vibe slope="5.0" // Slope for brake pedal vibration based on speed and braking %