rFactor

  • Thread starter husa
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Hello everyone.

I've recently tried out rFactor and more particularly the F1 mods that are available for it which I think are great; given the drought of anything on console or PC that even comes close to being an F1 "sim".

My question is.... what is considered to be the "definitive" F1 mod if such a thing exists?

I've given FSONE09, CTDP05/06, and RST09 a spin. I've also got WCP09 but haven't tried it yet. I'd love to hear what people think is the "better" mod and why, and also the relative activity online for these respective mods.

Physics aside I've found the biggest problem is acquiring high quality F1 tracks to race these cars on. Through much searching I managed to find a pack of RST tracks, although this was explicitly labeled as not being their own work as such, I assume these are the commonly accepted "standard" versions of tracks raced in whatever league uses RFT.

This has become a very convoluted post, but I'd basically like to ask, Why was it so difficult for me to find a download link for RFT09? and what are the rest of you guys playing for your F1 fix?
 
Hi! I've been living under a rock and just found out about rFactor. Bought it last week and having a lot of fun with it :) I can't believe I missed this game. One thing I want to ask though, what is your settings for G27 wheel? Maybe it's just me but are a lot of cars under steer??? I downloaded the Gallardo mod and it took a lot of effort to take Tun 1 at Bahrain.
 
Just picked this up for all of the F1 mods; so far I've gotten FSOne 2009, WCP 1997, and MMG 2007. They're all freakin' awesome, blows almost all of the F1 mods I have for GTR2 clear out of the water. :odd:
I heard some things about the pit stops for the F1 mods in GTR2 taking as along as the FIA GT teams in GTR2. Is this true?

On another note, here is the latest round video from Adrenalin Factor made by myself:

From TT-R's Home Round, I assume. ;)
 
I heard some things about the pit stops for the F1 mods in GTR2 taking as along as the FIA GT teams in GTR2. Is this true?

Yes and no; more often then not - no.

You can disable refueling, and you can go in to just change the tires and be out lickety-split (assuming there's no physical or mechanical damage) same goes for if you leave refueling enabled...as long as you don't crash into something hard enough...you'll be out of the pits in no time. I have, however, run across a glitch that when you go into the pit, none of the crew will do anything at all...which wastes your time, and is even worse if you're in a condition that needs the help of the pit crew.

That's only happened to me about three or four times out of the three years I've had it, so, that's not even a problem.

Here's a recent vid of me getting used to everything, and my god are the visuals eye-popping...even for DX9; practically everything looks better in rFactor when compared to GTR2.


 
Hello everyone.

I've recently tried out rFactor and more particularly the F1 mods that are available for it which I think are great; given the drought of anything on console or PC that even comes close to being an F1 "sim".

My question is.... what is considered to be the "definitive" F1 mod if such a thing exists?

I've given FSONE09, CTDP05/06, and RST09 a spin. I've also got WCP09 but haven't tried it yet. I'd love to hear what people think is the "better" mod and why, and also the relative activity online for these respective mods.




Physics aside I've found the biggest problem is acquiring high quality F1 tracks to race these cars on. Through much searching I managed to find a pack of RST tracks, although this was explicitly labeled as not being their own work as such, I assume these are the commonly accepted "standard" versions of tracks raced in whatever league uses RFT.

This has become a very convoluted post, but I'd basically like to ask, Why was it so difficult for me to find a download link for RFT09? and what are the rest of you guys playing for your F1 fix?

Because RFT09 has been replaced by FSONE09.

In terms of presentation, quality, and what's given, CTDP06 hands down takes the cake. It has a different model and skin for each race of every car, as well as a brilliant default setup for each track run in the 06 season.

Terronium, have you considered the TVSTYLE mod? It's brilliant.

Get it all at prunn.extreemhost.com/rfactor
 
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Terronium, have you considered the TVSTYLE mod? It's brilliant.

Get it all at prunn.extreemhost.com/rfactor

I have it installed, found out about it when I was installing the CTDP 2006 mod, and it is brilliant. 👍

EDIT: I've just installed the CTDP 2005 mod, and it won't let me drive any of the cars because I don't have enough experience points: anything I can modify to increase my EXP, or will I have to do that manually?
 
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Just got rFactor today. How do I get my good ol' Driving Force Pro to turn 900 degree?

EDIT: By the way, boy is the Megane Trophy cars fun to race or what!? :D
 
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EDIT: I've just installed the CTDP 2005 mod, and it won't let me drive any of the cars because I don't have enough experience points: anything I can modify to increase my EXP, or will I have to do that manually?
Go to an offline test session using the car that the mod starts you off with, and type ISI_BABYFACTORY into the chat window :)

Strittan: as far as I'm aware rFactor doesn't have an in-game option to adjust the maximum rotation of your wheel, so you'll need to do it in the firmware :)

Speaking of wheels & rFactor, I can't get a good setup for my G27 in rFactor. Live For Speed is fine, Race07 is relatively fine, but rFactor is just terrible. In 900 mode I was having to turn the wheel over 120 degrees(!) just to make it around the turns at Indianapolis in the 09 Indycars, and that was after I set the car's steering angle to its maximum :indiff: Setting the wheel to run in 720 mode for rFactor in the Logitech profiler helped a little bit, but I was still having to turn the wheel past 90 degrees... it's as though the steering in rFactor is reaaaaaaaally slooooooooooooow. In LFS I can leave the wheel in 900 mode no problems, and I only have to use a lot of steering angle to make it around very tight hairpins. waggles?
 
Just found the option in profiler, can't believe I missed it earlier. Feels pretty good now, at 360 degrees.

Is there a way to make the steering wheel in-game match my own movement?
 
Go to an offline test session using the car that the mod starts you off with, and type ISI_BABYFACTORY into the chat window :)

You may have to elaborate on that, because you don't own any of the cars from the get-go. However, it did work for the Server Edition...gave me a wealth of credits. :odd:

I should mention that if it does something other then giving me more credits then I could ever hope to spend...it's only applicable to the SE version of the mod.
 
Just found the option in profiler, can't believe I missed it earlier. Feels pretty good now, at 360 degrees.

Is there a way to make the steering wheel in-game match my own movement?

In the controller.ini in your folder in the userdata folder, there should be an option for wheel movement or something along those lines.
 
You may have to elaborate on that, because you don't own any of the cars from the get-go. However, it did work for the Server Edition...gave me a wealth of credits. :odd:
The public edition of CTDP05 starts you off with a choice between the Minardis of Albers and Friesacher, if one of them isn't already showing in the spinner, you'll need to go and buy it manually (should cost 2,500,000 credits; you start out with 3,000,000) - then you'll be able to do an offline test session to unlock everything.

And yeah, it gives you like 1.7 billion credits, but more importantly it unlocks every car (ie it gives you infinite experience).


Strittan: open rFactor/UserData/Controller/<controller mapping name>.ini and look for this line in the first section: (you can override this for individual profiles - as opposed to globally for all profiles using that particular controller mapping - by editing Controller.ini in UserData/<profile name>/)
Code:
Steering Wheel Range="360" // Degrees of rotation of in-game steering wheel
By default I think it's 200 degrees; change the value to whatever you have your wheel set to and it'll match up like a dream :)
 
The public edition of CTDP05 starts you off with a choice between the Minardis of Albers and Friesacher, if one of them isn't already showing in the spinner, you'll need to go and buy it manually (should cost 2,500,000 credits; you start out with 3,000,000) - then you'll be able to do an offline test session to unlock everything.

And yeah, it gives you like 1.7 billion credits, but more importantly it unlocks every car (ie it gives you infinite experience).

Now it worked. Much appreciated. 👍
 
My previous experience with CTDP 05 was that the rear had zero grip.

Also, I will be in the worldf1racers.com fsone server tonight, and will distribute setups for the tracks that I have setups for.

You will need the MP version of FSONE2009, and the RFT trackpack, located here:

http://www.megaupload.com/?d=HPKZ3X2B
 
Aaaaaarrrrrrrrrrrgggghhhhh I still can't get the FFB right (or steering for that matter) in rFactor. Either I can have no FFB whatsoever, which means I can literally spin the wheel through my fingers, or the FFB has such a large deadzone that for at least 40% of the wheel's rotation there's no resistance, then the FFB comes on in one huuuuuuuuge lump, and doesn't reset until the wheel's back straight. But that's easier said than done, as the FFB will force the wheel past centered to max lock in the opposite direction... :irked:

I have RealFeel "installed", but not configured; is that likely to be the problem?
 
I will PM you a link to a very good repository for rFactor mods, some not so legal etc.

If anyone else wants it, feel free to drop me a message.
 
Strittan: open rFactor/UserData/Controller/<controller mapping name>.ini and look for this line in the first section: (you can override this for individual profiles - as opposed to globally for all profiles using that particular controller mapping - by editing Controller.ini in UserData/<profile name>/)
Code:
Steering Wheel Range="360" // Degrees of rotation of in-game steering wheel
By default I think it's 200 degrees; change the value to whatever you have your wheel set to and it'll match up like a dream :)
Sorry, but must be blind again. Can't find it.

Here's a copy of the .ini file so if anyone can find it and show me where to change it, I'd be glad.
//[[gMa1.000f (c)2005 ]] [[ ]]
[CONTROLS]
[ Basic Controls ]
Basic Controls="0"

[ General Controls ]
Keyboard Weighted="0" // New force-based method for keyboard controls for more natural inputs
Keyboard Damping="1.60000" // This is the damping factor for the weighted method (2.0 = critical, < 2.0 = underdamped, > 2.0 = overdamped
Keyboard Steering="0.19931"
Keyboard Throttle="0.49724"
Keyboard Brake="0.49724"
Keyboard Clutch="0.19931"
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="99" // Number of configurable controls displayed in options
Freelook Mouse Pitch Speed="0.00200" // Freelook pitch speed when using mouse.
Freelook Mouse Yaw Speed="0.00200" // 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.
Freemove Forward Speed="2.00000" // Freemove Forward speed.
Freemove Down Speed="2.00000" // Freemove Down speed.
Freemove Right Speed="2.00000" // Freemove Right speed.

[ Joystick ]
Axis [00, 00] Dead Zone="0.00000" // Controller 1 X
Axis [00, 00] Sensitivity="0.50345"
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="0.50345"
Axis [00, 01] Center="1.00000"
Axis [00, 02] Dead Zone="0.00000" // Controller 1 Z
Axis [00, 02] Sensitivity="0.50345"
Axis [00, 02] Center="0.50000"
Axis [00, 03] Dead Zone="0.00000" // Controller 1 RX
Axis [00, 03] Sensitivity="0.50345"
Axis [00, 03] Center="0.50000"
Axis [00, 04] Dead Zone="0.00000" // Controller 1 RY
Axis [00, 04] Sensitivity="0.50345"
Axis [00, 04] Center="0.50000"
Axis [00, 05] Dead Zone="0.00000" // Controller 1 RZ
Axis [00, 05] Sensitivity="0.50345"
Axis [00, 05] Center="0.50000"
Axis [00, 06] Dead Zone="0.00000" // Controller 1 S0
Axis [00, 06] Sensitivity="0.50345"
Axis [00, 06] Center="0.50000"
Axis [00, 07] Dead Zone="0.00000" // Controller 1 S1
Axis [00, 07] Sensitivity="0.50345"
Axis [00, 07] Center="0.50000"
Axis [01, 00] Dead Zone="0.00000" // Controller 2 X
Axis [01, 00] Sensitivity="0.50345"
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="0.50345"
Axis [01, 01] Center="0.50000"
Axis [01, 02] Dead Zone="0.00000" // Controller 2 Z
Axis [01, 02] Sensitivity="0.50345"
Axis [01, 02] Center="0.50000"
Axis [01, 03] Dead Zone="0.00000" // Controller 2 RX
Axis [01, 03] Sensitivity="0.50345"
Axis [01, 03] Center="0.50000"
Axis [01, 04] Dead Zone="0.00000" // Controller 2 RY
Axis [01, 04] Sensitivity="0.50345"
Axis [01, 04] Center="0.50000"
Axis [01, 05] Dead Zone="0.00000" // Controller 2 RZ
Axis [01, 05] Sensitivity="0.50345"
Axis [01, 05] Center="0.50000"
Axis [01, 06] Dead Zone="0.00000" // Controller 2 S0
Axis [01, 06] Sensitivity="0.50345"
Axis [01, 06] Center="0.50000"
Axis [01, 07] Dead Zone="0.00000" // Controller 2 S1
Axis [01, 07] Sensitivity="0.50345"
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"

[ Input ]
Control - Accelerate="(1, 4)"
Control - Brake="(1, 12)"
Control - Steer Left="(1, 2)"
Control - Steer Right="(1, 1)"
Control - Shift Up="(1, 17)"
Control - Shift Down="(1, 18)"
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 - Driver Hot Swap="(0, 17)"
Control - Passenger Select="(0, 25)"
Control - Display Mode="(1, 13)"
Control - Pit Request="(0, 31)"
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, 15)"
Control - Bias Forward="(1, 20)"
Control - Bias Rearward="(1, 19)"
Control - Increment Boost="(1, 24)"
Control - Decrement Boost="(1, 23)"
Control - Temporary Boost="(0, 89)"
Control - Look Left="(1, 73)"
Control - Look Right="(1, 71)"
Control - Rear Look="(1, 72)"
Control - Instant Replay="(0, 19)"
Control - Pause="(0, 25)"
Control - Restart Race="(0, 21)"
Control - Toggle Free Move="(0, 89)"
Control - Zero Free Move="(0, 89)"
Control - Display Vehicle Labels="(0, 15)"
Control - Ignition="(0, 89)"
Control - Starter="(0, 89)"
Control - Horn="(1, 26)"
Control - Headlights="(1, 16)"
Control - Handbrake="(1, 25)"
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 - Screenshot="(0, 88)"
Control - Time Acceleration="(0, 89)"
Control - Toggle Mirror="(0, 5)"
Control - Toggle HUD Stats Bar="(0, 6)"
Control - Toggle HUD Tachometer="(0, 7)"
Control - Cycle HUD MFDs="(0, 8)"
Control - Toggle Overlays="(0, 9)"
Control - Realtime Chat="(0, 20)"
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, 2)"
Control - Quick Chat #11="(0, 3)"
Control - Quick Chat #12="(0, 4)"
Control - External Signal Up="(0, 89)"
Control - External Signal Down="(0, 89)"
Control - External Signal Left="(0, 89)"
Control - External Signal Right="(0, 89)"
Control - External Signal Select="(0, 89)"
Control - External Signal Cancel="(0, 89)"
Control - Camera Slow Move="(0, 89)"
Control - Camera Move Forward="(0, 89)"
Control - Camera Move Backward="(0, 89)"
Control - Camera Move Left="(0, 89)"
Control - Camera Move Right="(0, 89)"
Control - Camera Move Up="(0, 89)"
Control - Camera Move Down="(0, 89)"
Control - Camera Tilt Up="(0, 89)"
Control - Camera Tilt Down="(0, 89)"
Control - Camera Tilt Left="(0, 89)"
Control - Camera Tilt Right="(0, 89)"
Control - Camera Turn Left="(0, 89)"
Control - Camera Turn Right="(0, 89)"
Control - Camera Zoom In="(0, 89)"
Control - Camera Zoom Out="(0, 89)"
Control - Toggle use of hardware plugins="(0, 89)"
Control - Push To Talk Control for Voice Chat="(0, 47)"
Control - Push To change camera view="(0, 89)"

[ Force Feedback ]
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="0.80690" // 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="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

Thanks in advance.
 
Do you use a wheel? If so, it probably won't be there.

In my file, it's here:
Alternate Rearlook Activation="1" // if left look and right look are both pressed, rearlook becomes activated
Steering Wheel Range="360" // Degrees of rotation of in-game steering wheel
Minimum Controller Buttons="2" // Increase if not enough buttons are being accepted (meaning we need to override a driver bug)
 
Erm... yes I use Driving Force Pro. That's the whole point. I want the in-game steering wheel to be matched with the movement I'm doing with my wheel. :rolleyes:

EDIT: Found it in the G25 file. However, I don't have access to change the file.
 
Make a copy of G25.ini and then try and change it :)
Changed it but nothing happened. Guess it's because I'm not using the G25.

Anyway.. more issues. Just installed the AE86 CLUB mod, and I absolutely love it. However, there are no reflections on the bodies. The windows and rims have reflections but not the body. Anyone know how this could be fixed?

Also wonder if anyone know how to setup the "realfeel" physics for the mod?

Thanks.

EDIT: Nevermind about the reflections. Just had to set the graphics higher.
 
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