![]() This is useful if you ever find yourself coasting into the pits when out of fuel!! Doesn't work unless you are in the pit lane.Īuto Lift="0" // Whether to automatically lift with manual shifting but auto-clutch (non-semiautomatic trans only)Īuto Blip="1" // Whether to automatically blip with manual shifting but auto-clutch (non-semiautomatic trans only)%%Īuto Clutch is from the Difficulty game settings.Īuto Lift means that you can keep the throttle pressed down when changing up without redlining the revs. %%Pitcrew Push="1" // When out of fuel in pitlane, allows pitcrew to push car (use throttle and gear selection to direct)%% %%No AI Control="1" // AI never has control over car (except autopit)%% These correspond to the options in the Difficulty the game settings. Steering Help="0" // Now 3 levels, although full level now comes with a weight penalty by default Quick Chat #7="Be careful at the first corner"Įdit these lines if you want to change the quick chat messages. Save Vehicle File="" // Restore if changed during multiplayer%% Save Season="" // Restore if changed during multiplayer Save Game Description="" // Restore if changed during multiplayer %%Starting Driver="0" // Zero-based index of starting driver (0=driver1, 1=driver2, 2=driver3, etc.)ĪI Controls Driver="2" // Bitfield defining which drivers the AI controls (0=none, 1=driver1, 2=driver2, 3=driver1+driver2, etc.)ĭriver Hotswap Delay="3.00000" // Delay in seconds between switching controls to AI or remote driver %%Unique ID="18942" // Helps to uniquely identify in multiplayer (along with name) if leaving and coming back%%Ī random (?) value created when the player file is first created. cch file for the mod), not just one value like it does here. Hopefully this will be improved in future versions - rFactor should store the helmet for each mod (presumably in the. If you change mod then it will still try and use the same helmet file but it will now be looking in the folder specified by the new mod - and if it is different then it won't find it!// The actual helmet file will be (in this case) Rik_helmet.dds and it will be stored in the folder specified by the rfm file for the mod (default is rFactor\""GameData""\Helmets but many mods override this and use their own helmets folder, eg rFactor\""GameData""\Helmets\GP79). The rfm file for the last mod you drove and the name of the season if you are running one. ![]() Season="" // The current season within the given game%% %%Game Description="TWF179_s08.rfm" // The current rFactor game file (*.RFM) to load %%Vehicle File="GAMEDATA\VEHICLES\GP79\TWF1_79\REGISTERED\RIK WALKER\TWF179_RIK.VEH" RaceCast Password="" // Your password on %%įrom the Racecast section of the multiplayer settings. RaceCast Email="" // The email you are registered with on Scene File="GAMEDATA\LOCATIONS\GPC79tracks\09_Silverstone\Silverstone79\Silverstone79.SCN"ĪI Database File="GAMEDATA\LOCATIONS\GPC79tracks\09_Silverstone\Silverstone79\Silverstone79.AIW"%% * Copyright (c) 1999-2007 Image Space Incorporated * Several entries are unknown and these are marked with double question marks, "?". The most important entries can be altered from within rFactor but there are many others which can only be changed by directly editing the. It is called found in the rFactor\""UserData""\ folder. plr file within ] primarily contains the settings related to an individual driver (player). Have a browse with a cup of coffee and look for the descriptions for what each value does.or just ignore and carry on as you are ? Also bear in mind some settings will be overwritten by the online rules that are set so it's no good allowing steering help and expecting it to work on a Friday night. Probably some other bits over time but can't remember. I've made some changed to my plr file so that the head vibrations are much less, so that I keep the setups sent to me and the type of HUD that rFactor displays. This was shamelessly stolen from the web and not my work at all. ALWAYS MAKE A COPY OF YOUR PLR FILE BEFORE EDITING ANY OF THE FOLLOWING.
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