;
; Racer settings - see www.racer.nl for specifics.
; Most settings come with comments as to what they do.
;
app
{
; Allow double runs?
run_twice=0
; First run ever?
first_run=0
; Keyboard support? (avoid scenes with keys)
keyboard=1
}
machine
{
; Type of role (M=master, L=right etc). Used for loading images (loading_<role>.jpg) if not empty
role=
}
process
{
; Dualcore/multicore options (Windows only)
; CPU affinity mask; 0=all CPU's, 1=CPU 0, 2=CPU 1, 3=CPU0 & CPU1 etc.
; Setting this to use only 1 CPU may help on some fast machine that give (s)low framerates
cpu_affinity_mask=0
; Main thread affinity mask; must be a subset of 'cpu_affinity_mask'
; The main thread does controls, basic timing, graphics (although the graphics driver may spawn its own thread)
; When using physics.async=1, you can control the cores directly using the thread affinity masks
; If you don't understand process and thread masks, it's better to stay away from these settings
main_thread_affinity_mask=0
}
physics
{
; Run physics asynchronously? (multithreaded).
; Only works nicely on multi-core systems.
; Single processor machines may experience fluctuating performance.
; Do not set this to 1 for multiview slaves (enforced in software)
; Will turn off collisions (iPhyse v2.0)!
async=0
; Run on which cores? (a subset of process.cpu_affinity_mask) - 0=all cores
thread_affinity_mask=2
tracks
{
; Use road_noise from special.ini? (default 1, which means it is used)
use_road_noise=1
}
newton
{
; Platform architecture; 0=lowest common denominator, 1=spacial instruction set, 2=optimal (default)
architecture=2
}
}
ini
{
; Controls file (new format since v0.5.2 beta 9.4; in data/controls/)
controls=default.ini
; Possibly fall back on a local set of defining controls (useful for multiple different calibrations)
; Directory of the file is local on Windows
controls_fallback=local.ini
; Locale file (languages); default is racer_english.txt
locale=racer_english.txt
; Language ID (0=English, 1=French, 2=Dutch); for some internal texts
locale_id=0
; Force feedback damping (for low speed)
ff_damping=0.2
; Force feedback damping threshold (in m/s of tire velocity)
ff_damping_threshold=1.0
; Let time-of-day automatically control lights?
auto_lights=0
}
race
{
; Race settings
; Skip lights sequence at the start?
quickstart=0
; Show 3..2..1 at (non-quick)start?
show_start_numbers=0
; Show lights overlay texture at (non-quick)start?
show_start_lights=1
; Track to drive
track=Barcelona
; Which car to drive?
car=bmw540i
; Total #cars expected (if >1, waits before showing graphics)
expected_cars=1
; Car setup
; Number of AI cars besides player car
ai_cars=0
ai_car=lambomurcielago
; Multiple different AI cars
ai_car_multiple=
ai
{
random_scenario=0
; Performance for each AI car
performance=1.0 0.8 1.0 0.96 0.97 0.96 0.98 1.0 0.97 0.96
}
; Player preferred grid position (0..ai_cars-1)
grid_position=0
; Number of laps in race
laps=0
; Maximum race time (in seconds)
max_time_race=0
; Type of race ranking; 0=time/bestlap, 1=distance
ranking=0
; Qualifying max laps (0=no qualifying)
qualify_laps=0
; Qualifying time (in seconds)
qualify_time=0
; Type of qualifying ranking; 0=racetime (doesn't make sense for qualifying), 1=distance, 2=bestlap
qualify_ranking=2
; Event type; what type of race you're running; 0=Qualifying run, 1=Qual+Race, 2=Real race (default)
event_type=2
; Racing class; 0=circuit (loops), 1=rally/A-B tracks. Only used for menu statistics and warp position.
racing_class=0
; Driver id (name)
driver=Komandor
; Pace car present? (first AI car found)
pace_car
{
; Pace car #laps to assist
laps=1
; Disappear immediately when done pacing?
disappear=0
enable=0
}
; Driver level; see levels.*
level=0
; Auto-return time (in ms; once a race ends, return to start for next lap; rally for example)
; 0 means no auto-return. Only works for point-to-point tracks
auto_return_time=3000
; Competition name and id
competition=1
competition_id=1
; Customer ID (passed by RaceManager for example)
cid=SIM_1
; Heat number
heat=67
; Time (s) to countdown towards end of session
countdown_start=3
; Time (s) to cool down after a session (qualify)
cooldown_time=3
; Time (s) to cool down after the race (show results)
cooldown_time_race=10
; Time (s) for the start scene (after all cars are loaded, and just before the starting lights)
; Allow some time for multiplayer clients to settle down to trigger the race on each client at the same time.
startscene_time=1
; Where to start in qualifying; 0=pits, 1=track
qualify_start=1
; Speed of start lights (time in ms per light)
time_per_light=1000
; Controls
disengage_at_race_end=1
}
ghost
{
; Ghost car options (use 'ghost save <name>' to save current ghost lap in data/tracks/<trackname>/ghosts/<name>.ghost)
enable=0
; Show ghost? (if 0, and 'enable'=1, you can still record ghost files)
show=1
; Auto-save ghost? (uses heat tag: data/tracks/<trackname>/ghosts/heat1.ghost )
auto_save=0
; Load ghost file upon starting race? (leave empty to skip loading; don't add .ghost postfix)
load=
; Time offset (ms) for playback (so you can let the ghost run in front of you)
time_offset=0
; Time scale for slow-motion playback (normally 1.0)
time_scale=1.0
}
rules
{
; When pitting (standing still currently), what is the distance of other cars before hiding car?
pitstop_autohide_distance=250
}
gadgets
{
; Turn on the menu? If set to 0, the game immediately proceeds into Race
menu=1
; Automatically go into replay mode?
replay=0
; Turn on the game itself? Normally keep this at 1.
game=1
}
loading
{
indicator_pos=360 200 80 80
; Load bar Y
bar_y=570
}
menu
{
; Background movie (leave empty for none)
bgr=
bgr_opacity=0.2
bgr_scale_x=1
bgr_scale_y=1
; Show wheel?
wheel=0
; Running at x fps
movie_fps=25
; Show buttons? (might not want a menu when using a Race Manager for example)
show_buttons=1
; Show statistics? (best drivers etc)
show_stats=0
; Paint logo?
show_logo=0
; Paint title on top?
show_title=1
; Show console in menu?
show_console=0
; Redo fullscreen after x ms? (Mac Cinema HD ugly bugfix). Only for multiview slaves. 0 means no redo.
redo_fullscreen=0
; Be CPU friendly in menu? (ms to wait every step)
wait=30
; Screen saver time (in seconds)
screen_saver=0
}
splash
{
; Image (must be 2^n sized); if not found no splash screen will be shown
; Size of image onscreen
width=500
height=350
; Duration of splash image onscreen (ms)
time=1500
; Fade out time
fade_time=1500
}
audio
{
; Turn off enable (0) in case of sound problems
; All platforms use FMOD (www.fmod.org)
enable=1
; Set mastervolume; 0 is silent, 255 is maximum volume
mastervolume=255
; Output; for Windows, use 'dsound', 'winmm', 'asio', 'openal', 'wasapi' (Vista) or leave empty
; to autodetect. For Linux, use 'oss', 'alsa', 'esd' or also
; leave empty. For Mac, use 'mac' (or empty).
; Try empty for starters. In case of trouble, try 'nosound' or enable=0 above.
type=
; Output quality
frequency=44100
; Bits per sample; 16-bits sounds much better and the mixer
; is optimized for 16-bit anyway.
bits=16
; Speaker mode; -1=system default, 1=mono, 2=stereo, 3=quad (4.0), 4=surround (5.0), 5=5.1 (subwoofer), 6=7.1, 7=ProLogic (5.1)
speakermode=-1
; Number of voices to allocate (defaults to 128)
voices=128
; 3D rolloff factor; 1=default, nearing 0 means volumes don't roll off
; as quickly, while >1 means sounds will fade very quickly
rolloff_factor=0.1
; Buffer size in ms; too low means cracking up the sound, too high
; will generate audible frequency updates (stepwise changes)
; Doesn't seem to work in Linux/SuSE7.3/ALSoundblaster
buffersize=100
; Hook car audio to camera? (for more noise with incar cameras); default=1
hook_incar_to_camera=0
; Generic effects on all audio
distortion=0
{
; Level 0..1
level=0.5
}
reverb=1
{
new_var_here=0
}
flange=0
{
; Drymix 0..1
drymix=0.45
; Wetmix 0..1
wetmix=0.55
; Depth 0..1
depth=1.0
; Rate 0..20, default 0.1
rate=0.1
}
; Surface sounds
road
{
volume=0
; Pitch determination
pitch_scale=0.005
pitch_offset=2
smp0
{
sample=road.wav
; Speeds in m/s
min=0
max=9999
natural=5
}
}
grass
{
; Pitch determination
pitch_scale=0.005
pitch_offset=2
smp0
{
sample=grass.wav
min=0
max=9999
natural=5
}
}
gravel
{
; Pitch determination
pitch_scale=0.015
pitch_offset=0.5
smp0
{
sample=gravel.wav
min=0
max=9999
natural=5
}
}
sand
{
; Volume determination
volume_scale=0.5
volume_offset=0
; Pitch determination
pitch_scale=0.015
pitch_offset=0.5
smp0
{
sample=sand.wav
min=0
max=9999
natural=5
}
}
kerb
{
; Pitch determination
pitch_scale=0.02
pitch_offset=2
smp0
{
sample=kerb.wav
min=0
max=9999
natural=5
}
}
stone
{
; Volume determination adjust as desired
volume=1
volume_scale=1
; Pitch determination
pitch_scale=0.01
pitch_offset=1
smp0
{
sample=stone.wav
min=0
max=9999
natural=1
}
}
water
{
; Volume determination adjust as desired
volume=1
volume_scale=1
; Pitch determination
pitch_scale=0.01
pitch_offset=0
smp0
{
sample=water.wav
min=0
max=9999
natural=0.7
}
}
ice
{
; Volume determination adjust as desired
volume=0.9
volume_scale=0.01
; Pitch determination
pitch_scale=0.01
pitch_offset=1
smp0
{
sample=ice.wav
min=0
max=9999
natural=1
}
}
snow
{
; Volume determination adjust as desired
volume=1
volume_scale=1
; Pitch determination
pitch_scale=0.01
pitch_offset=1
smp0
{
sample=snow.wav
min=0
max=9999
natural=1
}
}
mud
{
; Volume determination adjust as desired
volume=1
volume_scale=1
; Pitch determination
pitch_scale=0.01
pitch_offset=0
smp0
{
sample=mud.wav
min=0
max=9999
natural=1
}
}
; Environment sounds
rain
{
; Pitch determination
pitch_scale=1
pitch_offset=0
smp0
{
sample=rain.wav
min=0
max=9999
natural=1
}
}
}
music
{
; Several section with music choices
; Menu music (MP3/WAV etc)
menu
{
; song1=menu.mp3
song1=
}
lobby
{
song1=lobby.mp3
}
replay
{
}
race
{
}
}
replay
{
enable=0
; Replay to view
file=test
; Generic full-race replay buffer size (in bytes)
size=10000000
; Ghost-car replay buffer size
size_ghost=100000
; Recording interval (ms per step, default=100 which is 10Hz)
interval=100
; Load standard replay (test.rpl) instead of actual replay?
}
multiplayer
{
; Always enable multiplayer; even your local car will connect
; through it's own server
enable=1
; The host that serves the game. I.e. 'somehost' or '192.168.0.1'.
; Note that for v0.4.8, if 'server' is 'localhost', the machine
; is both client and server. Do NOT use the real machine name in
; this case, since Racer will think that the server is a remote
; machine, and no serving will take place.
server=localhost
; Time (ms) to connect to server (per try!)
timeout_connect=1000
; Retries when connecting to server
connect_attempts=30
; Remote server; this indicates a fixed server you want to connect
; to when selecting 'Join' from the menu.
; This automatic selection is only used if 'use_remote_server'=1
; and generally you only want this on the Mac, where dialogs
; don't work yet.
server_remote=10.1.90.111
; 'server_remote' is only used if the value below is 1
; This is needed on the Mac, where dialogs don't work yet.
use_remote_server=0
; Expected number of clients. Leave at 0 unless you know in advance
; how many clients (including spectators) will/should connect.
expected_clients=1
; Timeout for expected clients to arrive (in seconds)
expected_clients_timeout=60
; Allow remote connects? (in other words, be a host?)
; If enabled (1) it will allow remote clients to connect.
; If 0, the server above will automatically be set at 'localhost'
; because Racer is always multiplayer, even in single player mode.
allow_remote=1
; Communication port (normally 25000, for WAN latency tests port 25001 can be used with a computer inbetween running:
; portforward 25000 25001 192.168.0.101 (where .101 = the multiplayer server)
port=25000
; Time (ms) between car updates being sent to the server
; For example: 100 means 100ms is 10Hz, which seems about reasonable.
; Default for LAN : time_per_update=10, linear_interpolation=1
; Default for internet: time_per_update=100, linear_interpolation=0
time_per_update=100
; Type of interpolation; use linear for LAN play (1), splines for internet (0)
linear_interpolation=1
lag
{
; Upon receipt of a packet, a spline interpolation is used to
; smoothly move the car to the new position. The time this takes
; is dependent on 'multiplayer.timet_per_update'.
; It is advised to keep time_per_update the same on every client
; (and server) for minimal interpolation weirdness.
; The 'correct_factor' is multiplied by the time_per_update to
; get the time in which the car is smoothly pushed to its new
; location (as just received from the latest network packet)
; Experimentation is probably useful for this value (0..2?).
correct_factor=2
}
; Spectator-only view?
audience=0
; Camera mode in audience view (0=car, 1=track, 2=heli, 3=director)
audience_camera_mode=1
; Internet based games
internet
{
; Obsolete tree; use multiplayer.listclient from v0.5.5 on.
; Are the races public for the internet?
public=0
; List server to notify of races, so people can hook on to that listserver and see your race
listserver=192.168.1.99
}
listclient
{
; Where is our current listserver?
host=lobby.racer.nl
; UDP port
port=28100
; Your nickname/login with which to enter the listserver
nick=MyNick
; Viewing extra's for development
dev_flags=0
; Known listservers
servers
{
count=1
server0
{
host=127.0.0.1
port=28100
}
}
}
}
limits
{
; Max #milliseconds to simulate per graphics frame. If this is not
; attainable, the display will show 'SLOMO' (your fps is too low)
max_sim_time_per_frame=100
; Max world size (Newton)
world_size=10000
}
car
{
; Y offset when warping the car
warp_offset_y=0.01
; What is considered low speed? (rotational velocity of wheel in radians)
low_speed=2.0
; Damping of forward/backward wheel speed reversal. This takes place
; when the car is coming to a stop; when a wheel reverses direction,
; the slip ratio is negated but damped using this factor. This is an
; addition to the SAE950311 damping method.
; Is also used laterally.
damp_sr_reversal=0.0
}
stats
{
; Default info page; 0=none, 1=tire forces, 2=timing/race/aero, 3=surface,
; 4=controls, 5=network, 6=profile, 7=suspensions, 8=driveline/ai, 9=telemetry
default_info=0
; Default info subpage - some info pages have multiple subpages
default_info_sub=0
; Big info text font name
font=realvirtue40
; Extra horizontal scale (on top of global scale)
font_scale_x=1.0
; Smaller font scale; 1=default, <1=smaller, >1=larger
scale=0.6
; Show FPS initially? (toggle with Ctrl-F)
fps=1
; Show gear indicator as debug text? (toggle with Ctrl-G)
show_gear=1
; Show car view initially? (toggle with Ctrl-V)
show_dials_2d=1
; Race summary view; 0=nothing, 1=laps at bottom, 2=time comparisons (default), 3=last lap results (big),
; 4=session results (big), 5=ranking (spectator), 6=front/rear time difference
race_view=0
; Limit race summary view toggling
max_race_view=3
; Race lights vertical position (0..600)
lights_y=250
; Time to keep info texts onscreen (ms)
info_time=5000
; Info position; x=0 means center horizontally
info_pos=0 50 0 0
; Flag position (carproblem/disqualify); normalized to a 800x600 display (0,0 is topleft); default is centered horizontally
flag_pos=325 20 150 110
; Enable wrong-direction indicator? (flashing image)
show_wrong_direction=1
; Alpha scale of data/images/standings.tga (fading)
standings_alpha_scale=0.1
}
console
{
enable=0
; Location
x=200
y=580
maxline=10
; Initial activation?
active=1
; Paint console onscreen? (can still do UDP output)
paint=1
; Autohide? If >0, specifies time (in milliseconds) when to hide in
; case of no messages
autohide=5000
; Alternative route; UDP output (hides console window, only outputs to UDP)
; If no host is defined, output goes to main computer console window.
; Preferred is to direct to a RaceManager directly to catch all messages upon startup
host=192.168.0.111
port=26000
; UDP server (for reliable messages, with connections, using ENet middleware)
port_server=26001
; Multithreaded port - this port only replies to simple ping commands, making
; sure you can check Racer's up state even if Racer is busy with something (load a track for example)
; Default port is 26002
port_mt=26002
; Log file (outputs all console message into data/dump/<file>). Leave empty to cancel logging.
logfile=
log_append=0
}
environment
{
; Air density; taken here is density of air at 15 degrees Celcius,
; 59 degrees Fahrenheit, in kg/m^3. This and other values can be
; found at http://www.windpower.dk/stat/unitsw.htm
air_density=1.225
; Gravity (in m*s^-2)
gravity=9.80665
; Outside temperature in degrees Celcius
temperature=20
rain
{
; Multiply grip of surfaces for full rain (1.0)
grip_factor=0.6
}
snow
{
; Multiply surface grip; normally around 90% (0.9) for good snow tires
grip_factor=0.6
}
}
assist
{
; Automatically engage clutch at low engine rpm? (if 0 it might still be turned on if it is 1 in the car.ini)
auto_clutch=1
; Automatically shift? (if car isn't already an automatic)
; You can also use the script commands 'manual' and 'automatic')
auto_shift=0
; Enable traction control? (if 0 it might still be turned on if it is 1 in the car.ini)
; (script commands 'tc on', 'tc off')
traction_control=0
; Enable ABS? (if 0 it might still be turned on if it is 1 in the car.ini)
abs=0
; Enable ASL? Limits to AI speed (helps braking before turns; active speed limiter)
asl=0
; Time allowed offroad (ms) before auto-reset
time_allowed_offroad=0
; Time allowed without wheel contact (flying or lying on back)
time_allowed_nowheel=3000
; Time allowed without driving
time_allowed_novelocity=0
; When resetting, check if we are close to another car, this is the minimum distance (0 for no check)
reset_distance=30
}
controls
{
; Input time step (#ms per input update); 20=50Hz
time_input=20
; Output time step (#ms per output update; FF)
time_output=20
; Time (in ms) when a bad shift is done (no clutching or bad speedshift)
; This is then the delay before the actual gear really becomes active.
bad_shift_penalty=250
; Following the steering angle.
; An attempt to make the car cameras point in the direction where
; the driver would like to look. With high speed, use a smaller angle,
; since this can otherwise be disturbing to look at.
pov_follow
{
enable=0
min
{
; Speed in m/s (100 m/s=360 km/h), angle in degrees
speed=5
angle=10
}
max
{
speed=50
angle=1
}
}
; On-center reduction of oscilattion (shimmy). Reducing steering wheel back and forth
; motion at higher speeds. The idea is to cut down force near zero steering.
; Center squeeze: the higher the number, the smaller the range where force is reduced.
; Values ranging roughly from 1 to 20.
center_squeeze=10
; Center minfactor; makes sure that at zero steering, there is still some force left.
; Mathematically, Mz will not be reduced further than the original Mz times center_minfactor.
center_minfactor=0.4
; Minimal car velocity before on-center reduction becomes active (m/s)
center_velocity_threshold=50
; Maximum start throttle, to keep automatics from going to 5th when lights go out
max_start_throttle=1.0
; Ignore safety on controllers?
ignore_safety=0
; Multi-thread engaging of controllers? (quick motion up while loading the track)
thread_engage=0
}
selcar
{
; Car selection options
; Rotate floor along with car?
rotate_floor=0
light
{
x=1
y=4
z=5
}
}
helicopter
{
; Mass of helicopter
mass=200
; Spring constant to pull heli above car
k=1
; Damping to keep helicopter from overshooting car location
damping=10
; Height of heli (avoid going to high for clipping and rendering speed)
height=30
; Lens
fov=50
}
graphics
{
; Default font (in data/fonts/)
default_font=din14
; Hide cursor? 0=don't hide, 1=hide if fullscreen, 2=hide even if not fullscreen
hide_cursor=0
; Use track-specific loading images? (data/tracks/<trackname>/loading.jpg)
use_track_loading_image=1
; Show car names above cars? (default 0)
show_names=0
}
minimap
{
; Small map indicating where all the cars are
enable=0
alpha=1.0
x=800-200
y=0
wid=180
hgt=180
}
pacecar
{
; The pacecar stops after 1 lap
; Minimal distance between pacecar and actual drivers (m); starts braking beyond this.
min_distance=20
; Minimal pacecar distance in time (s); if time to impact gets under this value,
; the pacecar will drive.
min_distance_time=20
; Maximum distance before pacecar begins to slow down to let
; drivers approach
max_distance=60
; At which distance before the end of the last pacelap to stop pacing
turn_off_distance=12000
; Distance upon which the pacecar is removed from the race after pacing ends
disappear_distance=-100
}
;
; Graphics
;
resolution
{
; Resolution to play in
fullscreen=0
; Avoid screen switch? (takes 1 of height)
near_fullscreen=0
; No border? (for non-fullscreen windows without a border)
no_border=0
; Position of (non-fullscreen) window; for x/y, -1 means center on the desktop (non-fullscreen only)
x=-1
y=-1
; Width and height of window (or fullscreen resolution)
width=1024
height=768
; Surround Gaming (Matrox TripleHead2Go)
; Pixel aspect ratio; normally 1 (pixels onscreen are sized 1:1)
aspect=1
; Rendering aspect; 1.333 for most VGA resolutions, 1.6 for example for a 1280x800 screen (Apple screens, 16:10). 0=automatic (width/height)
render_aspect=0
; Pixel depth (RGB; use 16 or 32; 32 preferred)
bits=32
; Alpha bits? Not really needed for normal shader operation, so keep at 0
alpha_bits=0
; Depth buffer bits; 16 or 24
z_bits=24
; Stencil buffer bits; is used for projective shadows, stencil shadowing
stencil_bits=0
; Frequency (only implemented on Mac)
; Make sure the frequency is supported, otherwise you could damage your monitor!
frequency=60
; Vertical sync? 0=off (max framerate, the default), 1=sync to display frequency, >1=set interval
vsync=0
; Frame lock? (0=disable, 1=enable) Only works on nVidia Quadro cards.
frame_lock=0
; Force frame lock enable/disable to succeed? (for tests on non-Quadro cards)
frame_lock_force=0
; Swap group & barrier; for locking multiple computers/displays (nVidia Quadro cards only) - 0=off
swap_group=0
swap_barrier=0
; Gamma (only implemented on Mac)
gamma=1.0
; Number of monitors; normally set to 1, may be set to 3 if for example
; a Matrox Parhelia is used.
monitors=1
}
window
{
; On X-Windows systems, should we let the window manager manage us?
; (this gives a border)
manage=0
}
fx
{
; #ms per fx interval (things like skidmarks, smoke etc)
interval=20
; Fog hint; 0=don't care, 1=fastest, 2=nicest
fog_hint=2
; Forward visibility (in good weather conditions) in meters
visibility=1500
; Use track lighting?
track_lighting=1
; Skid marks; number of skid mark points
skid_mark_buffer=100
skid_mark_enable=1
; Allow skid mark saving?
skid_mark_save=1
sun
{
; Sun white-out factor; the bigger, the more whiteout. Try 50000 first.
whiteout=0
; Visibility method; 0=always (if in frustum), 1=zbuffer, 2=raytrace (NYI)
visibility_method=0
; Enable flare?
flare=0
; Flare textures (8 textures, ac0..4 each); avoid texture switches
; by keeping equal textures together (i.e. 0 1 1 instead of 1 0 1)
texture=0 1 1 2 3 3 4 4
; Length of flare distance to sun (1=sun itself, 0=center of screen,
; -1 is mirrored across screen center)
length=1.0 0.5 0.33 0.6 0.4 -0.25 0.2 -1
; Size scaling; 1=128x128, <1=smaller, >1=bigger
size=6.0 .5 .25 0.8 .5 .25 .25 1.2
; Time of day enforcing (HHMM); if empty, the track's sun settings are used.
time_of_day=
; Speed of time progress; 0 if no progress, 1 for real-time etc.
fast_time_factor=0
; Use actual system time for sun? (take real time of day if time_of_day is empty; overrules the track's special.ini gfx.time setting)
auto_time_of_day=0
; Day-night zapping in the middle of a session
day_night_ramp=0
; Start time for ramp (in minutes from midnight)
day_night_ramp_start=14*60
; End time for ramp
day_night_ramp_end=23*60
}
smoke
{
; Number of particles reserved; the more, the slower things may be,
; but nicer graphics (decrease fx.interval for best effect)
particles=200
}
; Fade value if car has a problem (to prevent sickness); may need to be >0.5 to have an effect
problem_fade=0.95
; Fade alpha scale (to keep fade from fully fading)
fade_alpha_scale=0.2
}
filter
{
; These settings are overruled by the new gfx engine in Racer v0.5.2
; Use mipmapping? 0=none, 1=nearest, 2=linear
mipmap=1
; Use trilinear filtering? If mipmap=0 and trilinear=1,
; bilinear filtering is used instead.
trilinear=1
; Max anisotropy; the higher, the better the filtering
; Only supported on some cards. Values 1..?. 1 will not use any
; anisotropy, starting from 2 you'll get results.
max_anisotropy=16
}
envmap
{
; Enable old-style spherical environment mapping?
enable=1
; Live updating of track environment map? (very costly)
live_track=0
{
; Number of cubemap sides to update per frame (less=faster but more jerk)
sides_per_frame=6
; Frames per update; each update, 'sides_per_frame' sides will be rendered (!). Default is 1.
frames_per_update=1
; Use an offscreen FBO? Faster, better
fbo=1
; Number of FBO bits; 8 or 16 (HDR)
bits=16
; Size of FBO (width & height)
size=512
; Render once? This will generate a nice map, but never update it. Very fast
render_once=1
}
; Dozens of options controlling live track map should come here. :)
; Default environment map image for sphere environment mapping
default_texture=smap_whitesun_add.tga
}
shadow
{
; Use projected shadow for cars (on tracks)? Turn off when using shadow mapping (CSM).
project_shadows=1
}
renderer
{
; Gfx engine rendering options
; Desired framerate - will reduce detail dynamically to obtain the framerate (0 to disable)
desired_fps=0
; Throttler detail limits (0=nothing drawn, 1=full detail, >1=increased visibility range)
min_detail=1.0
max_detail=1.0
paint
{
; Show wire frame?
wireframe=0
; Show vertex normals?
normals=0
; Show triangles? (default=1)
triangles=1
}
; Note that some fog parameters are defined in <track>/special.ini
; Enable fog? (shaders can still turn fog off)
fog=0
; Use array elements instead of 1 drawelements?
use_array_elements=0
; Use single pass rendering instead of multitexturing? Don't set at 1 if you use Cg shaders
single_pass=0
; Support Vertex Buffer Objects? (for cars and/or tracks). Often increases framerate if enabled.
use_vbo=1
; Support projected lights? (default=1)
projected_lights=1
; CSM shadow mapping
shadowmapping
{
; Enable shadow mapping? If enabled, changes the Cg shader directory to
; data/renderer/shaders_hdr_csm (!) instead of data/renderer/shaders_hdr
enable=0
; debug mode (paints splits)
debug=0
; size of the debug polygons rendered
dbgsize=128
; Blur the shadowmap? (slower)
blur=1
; Profiles for different camera types
profile0
{
; outside car
; nr of splits used, each split takes one extra render loop (3 should be enough)
splits=4
; texture resolution; MUST match that in data/renderer/common/constants.cg!
mapsize=1024
; split distances 0 - 3, each distance higher than the previous one; now in data/renderer/common/constants.cg? (not true probably)
splitdist0=10
splitdist1=40
splitdist2=160
splitdist3=640
; the amount of frames to skip to increase performance
splitrenderjump0=0
splitrenderjump1=0
splitrenderjump2=0
splitrenderjump3=0
; offset the framecount for jumping frames
splitrenderoffset0=0
splitrenderoffset1=0
splitrenderoffset2=0
splitrenderoffset3=0
; debug mode (paints splits)
debug=0
; size of the debug polygons rendered
dbgsize=128
}
profile1
{
; inside car
; nr of splits used, each split takes one extra render loop (3 should be enough)
splits=4
; texture resolution; MUST match that in data/renderer/common/constants.cg!
mapsize=1024
; split distances 0 - 3, each distance higher than the previous one; now in data/renderer/common/constants.cg? (not true probably)
splitdist0=5
splitdist1=30
splitdist2=150
splitdist3=850
; the amount of frames to skip to increase performance
splitrenderjump0=0
splitrenderjump1=0
splitrenderjump2=0
splitrenderjump3=0
; offset the framecount for jumping frames
splitrenderoffset0=0
splitrenderoffset1=0
splitrenderoffset2=0
splitrenderoffset3=0
; debug mode (paints splits)
debug=0
; size of the debug polygons rendered
dbgsize=128
}
mapsize=1024
shadowintensity=0
}
rain
{
; Method of rain; 0=fullscreen poly (old), 1=Project Gotham Racing 4 particle boxes
method=1
; Method 1: particles per box (there's a maximum of 20 boxes); default 10000 (rain 1 means 20*10000 particles visible); max=10900
particles_per_box=10000
}
bloom
{
; Bloom on top of HDR - keep it on
enable=0
; Size of first bloom FBO (more are created, each half the size of the one before)
width=256
height=256
}
auto_exposure
{
; If enabled, calculates luminance of the scene and automatically adjusts the 'exposure'
; It then overrules any exposure setting from track special.ini files or the script 'exposure' command
enable=1
; Time per luminance sample (increase value to improve framerate)
time_per_sample=500
; Exposure is calculated using: gradient/sceneLuminance+offset (this was changed in v0.8.18)
offset=0
gradient=0.35
; Minimal exposure
min=0.0
max=1000.0
; Gradually change exposure with a Kalman filter (values around 0..1; close to 0=slow)
filter_gain=0.001
}
motion_blur
{
; Method: 0=disabled, 1=OpenGL accumulation buffers, 2=blur-texture, 3=bitmap (not functional), 4=FBO (fast texture based)
; Preferred is FBO (the future is going to do more & more with FBO's due to Cg shaders)
method=0
; Direct setting of FBO size (if 0, the window size is used) - only used for multiview+mirrors currently
fbo_width=0
fbo_height=0
; Use stencil buffer? (default=0) - use 0 when using shadowmapping, 1 when using the old projected shadows
stencil=0
; (Method 1 only) Motion blur using accumulation buffers; 0=don't use, >1=number of passes (renders); can be slow!
passes=4
; (Method 1 only) Mix scale; <1=darken, >1=brighten (sort of HDR)
accum_factor=1.0
; (Method 2 & 4) Amount of blur; 0=nothing, 1=lots of blur. 0.5 seems reasonable. Based on a 100fps rate and adjusted accordingly.
blur_alpha=0.3
; (Method 4 only)
fs_filter1=passthrough.cg
; (Method=4 only) Number of color samples for multisampled FBO (0=no multi-sampling, 2/4/8/16=samples); only works on nVidia cards 8xxx series and up
samples=4
; CSAA coverage samples (only supported on nVidia cards that support CSAA)
; Typical use: CSAA 16x: samples=4, coverage_samples=16. Much faster than plain MSAA (samples=16).
coverage_samples=16
; Generate velocity map? (for use in fullscreen shader) Creates velocity values in R & G channels using motion_blur_v/f.cg shaders.
velocity_map=0
; Distortion for projectors
distorter
{
; Enable distortion? (also set motion_blur.fs_filter1 to bloom_distort_edge_lr_f.cg for example if enabled)
enable=0
; Enter edit mode at startup?
auto_edit=0
; Enable a test pattern at start
init_testpattern=2
; Transparency of control points
points_alpha=1.0
; Texture size (must be a power of 2)
texture_size=1024
; Control points defining a net to fit the screen in. The points are normalized
; (so 1 means the right or lower side of the screen, 0,0 is the origin at the top-left)
; Number order is row-column, so control_point_10 means row 1, col 0.
control_point_00=0.000000 0.000000
control_point_01=0.250000 0.028320
control_point_02=0.500977 0.066406
control_point_03=0.750000 0.026367
control_point_04=1.000000 0.000000
control_point_10=0.009766 0.250000
control_point_11=0.250000 0.250000
control_point_12=0.500000 0.250000
control_point_13=0.750000 0.250000
control_point_14=0.987305 0.250000
control_point_20=0.024414 0.500000
control_point_21=0.250000 0.500000
control_point_22=0.515625 0.483398
control_point_23=0.750000 0.500000
control_point_24=0.977539 0.500000
control_point_30=0.000000 0.750000
control_point_31=0.250000 0.750000
control_point_32=0.500000 0.750000
control_point_33=0.750000 0.750000
control_point_34=0.985352 0.750000
control_point_40=0.000000 1.000000
control_point_41=0.250000 1.000000
control_point_42=0.500000 0.971680
control_point_43=0.750000 0.989258
control_point_44=1.000000 1.000000
}
}
; Enable depth of field rendering? (experimental); needs motion_blur_passes>=2
depth_of_field=0
; Force ATI card? A number of measurements may be taken, since ATI drivers have some problems.
; Note that v0.5.3 beta 8+ already automatically tries to detect ATI cards and overrules this value
; if an ATI card is indeed found (will force it to 1).
ati=0
; Fader PID proportional setting; 0.002 is ok, 1 means superfast fades
fgr_pid_p=0.002
edge_blend
{
; Software edge blending
; From v0.8.5, this needs to be done in Cg shaders, not a texture onscreen!
; Still, even with Cg, the p and gamma values are used.
enable=0
; Curvature of edge fall-off (1=linear, 2=curvy, 3=more curved)
p=2.000000
; Gamma of projector (around 1.8..2.2, 1.0=linear)
gamma=1.93
; Size of edge ramp in pixels
width=256
; Side (1=left, 2=right, 1+2=left&right)
sides=0
; Testing the setup; draw a test image? (see also the script commands 'edgetest on' and 'edgetest off')
test_pattern=0
; Transparency of test pattern (defaults to 128)
test_pattern_alpha=128
}
gpu_shaders=1
}
lod
{
; Level of detail
enable=1
; Modifying LOD values being loaded.
; 1=normal, <1=objects move out quicker, >1=objects stay visible longer
factor=1.0
}
mirrors
{
; Simple rectangular mirror at top? Use the mirror texture!
; So if used, also enable texture.enable (set to 1)
simple
{
; Draw simple mirror on top of screen? If 1, also set mirrors.texture.enable to 1.
enable=0
; Position (if undefined, it is centered horizontally and placed near the top vertically)
; Size of simple mirror (onscreen)
wid=350
hgt=120
}
; Mirror texture
texture
{
; If you don't enable the simple mirror, you may also turn this setting off to save memory & render time
enable=0
; Use an FBO to render into? (faster if you have the graphics power)
fbo=1
; Anti-aliasing of mirror (normally 0, but 2/4/8/16 may look better)
fbo_samples=4
; Texture size; the larger, the sharper, but also more costly
wid=512
hgt=128
; FOV in mirror view
fov=40
; Update rate (1=update every frame, 2=update every 2nd frame, 3=every 3rd etc)
update_rate=2
; Visibility in mirror (distance in meters)
visibility=100
; Haziness in the mirror (default: 1.0)
extinction_factor=1
; LOD factor (default: 1.0); keep it low to get fast rendering
lod_factor=1
; Offset
offset=0 0 0
; Angle offset (yaw, in degrees)
angle=0
; Texture coordinates; normally 0 and 1. Use 0.5..1 for the left part (the mirror is reversed!)
tc_x_start=0
tc_x_end=1
}
}
textures
{
; Big hack for faster loads during testing
enable=1
; Quality; 1=max, 2=halfsize, 4=1/4th etc. Must be power of 2.
quality=1
; Support texture compression? (default is 1 (on) unless shaders specifiy compression=0)
compression=1
; Maximum texture size; useful to cut down on really big texturemaps
; or supporting ancient gfxcards that can only deal with 256x256
; texturemaps.
max_wid=2048
max_hgt=2048
}
shaders
{
; Faster loading during testing; if set to 0, no (Racer) shaders are loaded
enable=1
}
;
; Debug settings
;
dbg_car
{
; Several physics settings - can have a big impact on car behavior, so proceed with care!
; Initial rotational speed
av_yaw=0
av_pitch=0
av_roll=0
; Initial speed
vx=0
vy=0
vz=0
; Car's grip, when set to 0, the level's values are used, else, this overrides the level's grip
grip=0
; Engine's torque, when set to 0, the level's values are used, else, this overrides the level's torque
torque=0
; Disable slipangle usage? (for steady-state acceleration tests)
no_sa=0
; Disable pitch jacking forces?
no_jack_pitch=0
; Disable roll jacking forces?
no_jack_roll=0
; Wheel rotation speed at start (100 for example)
wheel_rvx=0
; Enable suspension rotational movement?
suspension=1
; Enable wheels touching ground? (if 0, it's all car-track collisions)
wheel_road=1
; Enable gravity working on the body? Actually enables all chassis
; forces (suspension, aero, gravity). Gives a floating car if 0.
; DOES NOT WORK ANYMORE FROM V0.8.7!
gravity_body=1
; Apply friction circle?
apply_friction_circle=1
; Method; 0=Genta (prefers longitudinal forces)
; 1=vector trim (equal mix of forces)
; 2=void (don't combine forces; should be testing only)
; 3=Gregor Veble's combined Pacejka (FC_SLIPVECTOR)
; 4=Cruden combined (not really useful yet)
; 5=none (for MF5.2 testing; automatically used if Pacejka model is set to Magic Formula 5.2)
; 6=Beckman (=3 without factor limiting, see chapter 25)
friction_circle_method=3
; Maximum slip length for combined slip calculations (5=understeery, 15=snap oversteers)
max_slip_len=6.0
; Maximum tan(slipAngle); default is 0.75 (+/- 36 degrees), 20.0 (87 degrees) seems to work better
max_tan_sa=20.0
; Maximum brake reduction when wheels stop spinning - default=0.2
max_brake_reduction=0.2
; Adjust force direction when wheel starts locking?
wheel_lock_adjust=1
; Apply friction (reducing) curve based on slip velocity?
use_slip2fc=0
; Zero lateral tire forces? (focus on longitudinal only)
lateral_tire_forces=1
; Automatic damping (car.ini's damping_predict_lat)?
auto_damping=1
; Test for car-track collisions?
track_collision=1
; On (multiplayer) collision, how much time to keep server master (steps)
collide_time=25
; Use AABBTree to speed up wheel-track collision checking?
use_aabb_tree=1
; Avoid using spline info in the track? (to compare WITH splines)
no_splines=0
; Use suspension force instead of tire rate force to determine
; load for Pacejka curves? This may stabilize things a lot during
; braking, avoiding the tire's jittering behavior and using the more
; gradual and damped suspension force instead. I think that rules
; out wheel hop though.
use_susp_as_load=0
; Maximum forces (to try to avoid sudden explosive physics)
max_force=130000
max_torque=130000
; Maximum tire penetration (limits tire load forces)
max_tire_penetration=0.1
; Maximum camber angle (Pacejka doesn't work well with high camber)
; Angle is in degrees.
max_camber=15.0
; Enable camber calculations? (sideway car movement bugs)
enable_camber=1
; Start with AI driver?
start_ai=0
; Limiting velocities to avoid adding too much energy
; 350 m/s is around Mach 1 (1260 km/h)
; NO LONGER ENFORCED (Newton)
max_linear_velocity=350.0
; Max rotational velocity (radians/sec), to keep from overly spinning
; NO LONGER ENFORCED (Newton)
max_angular_velocity=10.0
; Apply conservation of momentum after collisions?
conserve_momentum=0
; #samples in conversion of torque curve to lookup-table (lut)
engine_lut_steps=100
; Implicity integrate suspension? (much more stable since v0.8.7)
susp_implicit_integration=1
; 24-07-08: suspension live rate slope was overly simple; set the next variable to 0 (default=1 for backwards compatibility)
simple_susp_live_rate_slope=0
; Dampen wheel velocity when its sign changes? (perhaps more stable with really hard dampers, default=0)
damp_vertical_velocity_reversal=0
; Add jacking forces in implicit integration mode (susp_implicit_integration=1), default is 0 for backwards compatibility
; 1 works well (?) for the F1-v2, 0 for older cars
implicit_add_jacking_forces=0
; Use Tustin tire? (experimental; different integration of wheel movement, currently buggy)
tustin_tire=0
; Damper force correction: 0=don't (before v0.6.3, v0.8.7+), 1=halfway to zero velocity (v0.6.3-v0.8.4), 2=to desired damper velocity (v0.8.5/v0.8.6)
damper_correct_method=0
; Flip tan/atan in slipangle calculations? Default is 0 (v0.8.22 behavior)
flip_tan=0
; Move CG to match nullpoint? Needed to fix CG problems (set to 1). Default=1; 0 is for backward compatibility.
move_cg=1
limit_arb_forces=0
}
ai
{
; Thinking rate (ms per step)
time_per_update=1
; Looking ahead; velocity*lookahead_factor is the #meters the AI
; looks ahead (targeting)
lookahead_factor=0.02
; Minimal lookahead distance; too smooth out steering at low speed
lookahead_offset=1
; Steering response; frequency (lower=slower response, high=fast steering)
; Higher values reduce driver induced oscillation it seems.
steering_frequency=100
; Throttle/brake response
throttle_frequency=2
; Line adjustment factor; the higher, the more the car is pulled towards
; the driving line
line_adjust=0.0
; Line adjust minimal distance; race distance to be completed before
; line adjusting starts
line_adjust_distance=1
; Focus on AI car when it appears? (testing AI avoid other cars)
focus=0
; Load AI lines at all?
load_ai_lines=1
; Drive alongside player car? (matches velocity to stay near)
; Only works with car0=player, car1=AI
drive_alongside=0
; Ignore other cars entirely?
ignore_cars=0
; Velocity scale (global AI performance)
scale_velocity=1.0
; Target U correction speed (default 1.0; lower is slower)
target_u_correct=1.0
; Target smoothing to avoid jerky steering
target_smd
{
mass=1
k=140
; Keep damping close to optimal; sqrt(k)
damping=10
maxdist=0.5
}
; Acceleration smoothing using PID controller
pid_accelerate
{
proportional=-0.3
derivative=0.01
integral=0
}
pid_steering
{
proportional=100
integral=0
}
}
state
{
; Automatically load state at start? (simulates Ctrl-L)
auto_load=0
}
dbg_controls
{
; Turn off controls altogether?
update=1
; Debugging the engine (also set controls.update to 0 to keep control values)
; Throttle 0..1000
throttle=500
; Brakes 0..1000
; Clutch 0..1000
clutch=0
; Initial steering position (-1000..+1000)
steer=90
; Road noise velocity factor (smaller=less road noise at low velocity)
; Only deals with low velocity situations!
road_noise_factor=0.1
}
timing
{
; Speed of simulation; this time (in milliseconds) gives the number
; of milliseconds for each integration step. Internally, the granularity
; of time is 1/1000th sec. So laptime accuracy upto 1/1000th sec
; is possible.
; However, this is quite a lot of computing, and some computers may not
; be able to catch up with this. In fact, REAL time may then move faster
; than the computer can keep up with (in which case FPS becomes 0!).
; So I suggest 5ms for example. This will make the simulation run at 200Hz.
; Keep it at least below 10; a simulation running at anything less
; than 100Hz becomes more and more instable.
integration_time=1
; Draw each frame? For debugging, it is handy to see every integration step,
; instead of doing realtime stuff, which may go much to quickly
draw_every_step=0
; Pause every step? Only kicks in after the first car is loaded
pause_every_step=0
; Slowmotion inserts <slomo> milliseconds of delay at every drawn frame
slomo=0
; Exit after x frames?
; Exit after x physics steps?
max_steps=0
; Quit Racer after max_steps physics steps?
exit_after_max_steps=1
; Realtime scaling; actually allows slowmotion or fastmotion driving
; Scales the realtime clock.
realtime_scale=1.0
}
gfx
{
; Display triangles of the spline surface?
show_spline_tris=0
; Show car collision geometries?
show_car_bbox=0
; Show movables collision geometries?
show_movables_bbox=0
; Check OpenGL errors while running? (may slow down rendering)
check_opengl_errors=0
; Show live envmapping render results? -1=none, 0..5=side selection
show_live_envmap=-1
; Show car points/lines, like nullpoint, CG, rollcenters, contact patch locations,
; suspension, spline interpolated location (hit point), AI etc.
show_car_points=0
; Show aerodynamics?
show_aero=0
; Show AI lines (racing lines, lateral lines)
show_ai_lines=0
; Show timelines?
show_timelines=0
; Show best driving line?
show_bestline=0
; Show traffic lines?
show_traffic_lines=0
bestline
{
; Derive 'bestline' from which source: 0=AI (default), 1=ghostlap
source=0
}
}
collision
{
; Car-track CFM (constraint force mixing). Use a small value near 0 for default,
; and increase to make the car body softer
cfm=0.0001
; Car-track ERP (error reduction parameter). Use a value close to 1 (0.9?) for
; default behavior, and reduce to decrease movements of the car when hitting
; an object (takes more integration steps to correct the car position)
erp=0.6
; Friction coefficient for car touching track (or fences etc!)
mu=0.5
; Body restitution; 0=bouncy, 30=clay, >40 bouncy again?
restitution=15
; Restitution for network collisions (car-car)
restitution_network=0.9
; Player car is never affected by collisions with AI?
ai_collide_rock=0
; Do car-car collisions?
car_car=1
; Report car-track collisions? (in console) (variable renamed on 8-4-09)
; Does not work on Newton for the time being
report_car_track_collision=0
}
scripts
{
; automatically load scripts when loading track
auto_load=1
; load rsx files ? skips rcx files with the same name in the folder
load_rsx=1
}
log
{
; Logging telemetry groups (also use F3 to toggle logging while driving)
enable=0
; Filename (in data/dump/) to log to (extension will be .log or .pds, depending on 'type' below)
filename=log
database
{
; Alternative storage location (leave empty to store log files in data/dump)
; If defined, this will use the filename <cid>/<date>_<time>.<extension>, automatically creating
; customer folders
dir=
}
; #ms per logging entry
period=100
; Allocated buffer in milliseconds (#samples allocated=buffer_time/period); default is 30 minutes (30*60*1000)
buffer_time=1800000
; Logging type (0=ASCII file, 1=PI Toolbox PDS (.pds, commercially only), 2=Racer Telemetry Data (.rtd))
type=2
groups
{
; Suspension lengths (for ASCII, also the ARB force)
suspension=1
; Slip angle per wheel
slip_angle=0
; Slip ratio per wheel
slip_ratio=0
; Tire forces (Fx/Fy/Fz); currently unsupported for PDS output (only ASCII)
tire_forces=0
; Steering angle (per wheel) & force feedback
steering=1
; Throttle/brake/clutch (clutch stored is actual controller input, no auto-clutch included)
controls=1
; Orientation is unsupported for PDS output
orientation=1
; XYZ and distance (in PDS, only distance is recorded)
position=1
; Car velocity (3D in ASCII, 1D in PDS/RTD)
velocity=1
; Angular velocity (not supported in PDS)
angular_velocity=0
; AX/AY/AZ m*s^-2
acceleration=1
; RPM, Gear, Engine torque
engine=1
; AI (ai_line_delta)
ai=0
; Lap info (sector and lap; only supported for RTD)
lap=1
}
}
camera
{
; Initial camera mode (0=car, 1=track, 2=heli, 3=director/disco)
initial_mode=0
; Initial car camera (if initial_mode=0)
initial_car_camera=0
; Focus on last network car that entered?
focus_network_car=0
; Focus on front (pole) car?
focus_front_car=0
; Automatically switch track and director camera modes every now & then?
auto_switch_director_track_cam=0
}
stability
{
; Test going from menu into game and back again. Waits a couple of seconds, then
; runs the game, exists again etc.
; This is to find bugs which only appear every couple of hours.
test_inout=0
; Number of seconds to stay racing
time_to_race=5
; Number of seconds in menu
time_in_menu=2
}
levels
{
level0
{
name=Pro
grip=1.0
torque=1.0
; FCS Motion override (1=Racer_GTilt, 2=Racer_0, 3=EPhyse)
system_model_switch=1
}
level1
{
name=Semi-pro
grip=1.2
torque=0.75
; FCS Motion override
system_model_switch=1
}
}
pacenotes
{
; Location onscreen (center!) in virtual 800x600 screen
x=400
y=30
; Size
wid=100
hgt=100
}
dev
{
; Development options
; If strict mode is set to 1, any errors are treated as fatal when loading tracks/cars and Racer exists immediately
; Use this mode if you're developing cars or tracks to make sure they're clean (generate no QLOG warnings/errors)
strict=0
; Leave message in QLOG on car.ini values that are taken from data/cars/default/car.ini instead of car's car.ini?
; Will generate a lot of noise, only for use while developing car.ini files.
note_ini_fallback=0
; Report unused ini items for cars? Useful to hunt for typos.
note_ini_unused=0
; Show QLOG at exit automatically, if it contains errors or warnings? Only works on Windows (runs Notepad).
log_last=0
; Debug messages, sends UDP packets to host:port (for use with a UDP terminal, such as 'udpterm')
udp_out=
; Network wait to let a remote PC enter before the local one (multiplayer tests)
; In Racer upto v0.5.5, this leads to swapped driver names & cars
wait_for_remote_client=0
; Fast start for BoundsChecker runs? (skips many driver inits for example)
fast_start=0
; Add geometry triangles to AABB tree? (default: 1)
add_geometry_to_aabb=1
; Optimize Newton collision trees (delete trackcollision.bin in the track's cache/ directory first to regenerate) - default is 1
optimize_newton_tree=1
; Show memory reports in console?
show_memory_usage=0
; Fake stats for sorting tests
fake_laptime=0
; Hide audio for local car? (to listen to multiplayer cars)
no_local_car_sound=0
; Force output of race results to statsclient even if the race is aborted?
force_out_race_results=0
; Cache geode loading? (default:1); currently buggy when skinning cars
cache_geodes=1
internet_simulator
{
; Enable delaying of packets sent out of the machine? (much better to use an extra machine with delayed portforwarding)
enable=0
}
; Flash screen every second? Used for network timesync tests to check timesyncing
flash_network=0
; Use nVidia PerfSDK counters? (need instrumented driver; install PerfHUD) - default is 0
nvidia_perf=0
}