Race Sim Central
Rec.Autos.Simulators Archive

Recommended Momo Force settings

8 posts by 3 people · 15 Feb 2004 22:24 UTC - 18 Feb 2004 00:59 UTC

Stuart Becktell 15 Feb 2004 22:24 UTC#43259
Just getting back into sim racing after having a few months off and I need some new force settings for my wheel. I'm still using my old settings from F1C that worked so well...but now need new settings for the controller settings in Win XP. So what settings do you use for your wheel? Thanks.
Stuart, I'm new to F1C and just got a Momo for Christmas and haven't found the proper settings for it. Can you please share your "old settings from F1C that worked so well..."? Thanks, Gary Beard
A guy namd Sphanky (sp) provided this awhile back and it's pretty close to what I use in NR2003 and F!C/mods. I use a bit of spring effect and spring centering. Be sure in F1C controllers you set FF to -100 or farthest LEFT. Mitch >For the MOMO people, do this. Start/Settings/Control Panel/Game Controllers. Then.. Double Left Click on the MOMO, then click the Settings button (bottom right). Then set these options... Combined - unticked (ie: no checkmark) [this allows your brake and gas pedals to be on a separate axis, which is important to have] Enable Force Feedback - ticked (ie: checkmark it) [this allows force feedback in games duh] Overall Effects Strength - 97% [the reason for 97% and NOT 100% is a long and complicated explanation, but in short it helps oscillations from happening] Spring Effects Strength - 0% [no Papyrus sims use this setting and oddly enough, if you set it to anything other than 0% you will get undesirable effects] Damper Effects Strength - 0% [very VERY important to set this to 0%, this is probably THE most important setting, as it will greatly increase notchiness and wheel twitches, even though the Papyrus sims do not exactly enable it] Enable Centering Spring - ticked [you are going to find this strange, because in the next setting I tell you to set it to 0%, which is odd because why not just untick it? well, there's a reason and here it is... if you don't tick this option and also don't have Damping set -which if your going with these settings you won't- then a strange phenomenon happens, you will find that if you turn your wheel rather sharply, the resistance of the wheel just "gives out" which is not something you want to happen. I will also admit that having this unchecked does appear to give slightly better forces -SLIGHTLY- but the repercussions just aren't worth it for the payoff. so in the end check this option] Centering Spring Strength - 0% [this is IMPORTANT! i know it's weird, but you must set it to 0% - read above option for better explanation] Then in your Logitech Wingman Profiler, create a Nascar 2003 profile and then set these settings as follows... Steering Wheel Sensitivity to 33% [the reason you want to go down from the default 50% to 33% is because at 50% the wheel is too sensitive to tiny wheel adjustments... which is not realistic. drive your car and notice how far you have to turn your wheel... the MOMO have a large radius to turn, it's a shame most people only move it 5 degrees to either side. this setting should allow more precise driving and overall smoothness as well - and you can go down even lower if you wish, to say, 25% if you want to have even more movement, but i suggest 33% for starters at least, get used to that and go more later if you like the effect] Steering Wheel Dead Zone - 2% [another long explanation would be needed and I don't feel like telling, but in short this also helps oscillations and twitchiness] Accelerator Sensitivity - 55% [strangely, this option is the exact opposite of the Steering, INCREASING this option from the default 50% to 55% makes the gas less sensitive to the immediate input, in other words, you have to push down farther before the car gets more power. the default 50% is a little touchy - when you barely touch the pedal the car can spin out. 55% helps this from happening and overall gives a more natural and fine tune approach] Accelerator Dead Zone - 2% [much the same reasoning as above, this helps from keeping your car getting to much gas too fast] Brake Sensitivity - 55% [exact same reasons as accelerator, increasing this to 55% helps your brakes from locking up to fast. one word of note though is that I have modified my brake pedal to include the squash ball instead of the spring, so that may make a difference in your setup. just note that increasing this gives less immediate braking and can help if your tires are locking up too easily under braking] Brake Dead Zone - 2% [same reasons as all the others dead zones] Now, in Nascar 2003, enable the Force Feedback option under the Controls tab and you should run this setting in between 35-65 (50 being most common setting) depending on the track and more importantly, on your setup for that track. I know this is a pain to have to do at each individual track, but depending on your setup you will need to adjust the strength of the forces in game between each track change. Just start out from 50 and work from there. the key to adjusting strength is this... if the wheel has a "notchy" feel, lower the setting till it JUST goes away, if it doesn't have a notchy feel, then raise it till you feel the notchyness and then lower it till it just goes away again. In essence giving you the most forces while remaining smooth. Leave Damping completely off in game... but *IF* and only if you are oscillating exiting a corner on the straight, then you can slightly and slowly increase it in game till you stop oscillating, but I doubt many of you will have oscillation problems because the settings we set up earlier should rid you of any. This is the only good thing Damping is good for, so try not to use it unless you have to because it hurts your performance elsewhere. and again, NEVER EVER EVER use the Damping setting in windows, the one found in the control panel... and only use the in-game damping if you absolutely must (as this can mask the real forces and it also increases notchiness by a factor of 3 fold). Leave latency off in game (0%). It only provides fake and incorrect forces at usually the wrong time anyways and can definitely get in the way of things and effect the overall impressions of the wheel with the rest of these settings described here. if you honestly feel like forces are literally coming too late (which I find very hard to believe) and you feel like you absolutely have to add to this setting, go ahead and increase it... with 25 being your absolute max (15 the preferred max) and 0% being the optimal. "Stuart Becktell" <[email hidden]> wrote in message news:SkSXb.58995$[email hidden]... > Just getting back into sim racing after having a few months off and I need > some new force settings for my wheel. I'm still using my old settings from > F1C that worked so well...but now need new settings for the controller > settings in Win XP. So what settings do you use for your wheel? Thanks. > >
Here is just my entire ini file...copy and paste the parts that you like. I've got pretty much everything maxed out (well except for the resoultion) so if you have a slower machine, you might want to try something lighter with the smoke and dirt settings I have. //***************************************************************** //* * //* Player File * //* * //* Edit at your own risk! * //* * //* Copyright (c) 1999-2002 Image Space Incorporated * //* All rights reserved. * //* * //***************************************************************** [ SCENE ] Scene File="SEASONDATA\CIRCUITS\Australia\1999_Albert_Park\1999_Albert_Park.SCN" Scene Description="1999_Albert_Park" AI Database File="SEASONDATA\CIRCUITS\Australia\1999_Albert_Park\1999_Albert_Park.AIW" [ DRIVER ] Profile Vehicle File="SEASONDATA\VEHICLES\STEWART\1999_SF-3\1999_STEWART17.VEH" Vehicle File="SEASONDATA\VEHICLES\STEWART\1999_SF-3\1999_STEWART17.VEH" Driver Name="Johnny Herbert" Nationality="American" [ DRIVING AIDS ] Steering Help="0" Steering Help Functionality="1" // 0 = new help, 1 = new help + grip, 2 = original F1 2001, 3 = original + grip Throttle Control="0" Brake Help="0" Antilock Brakes="0" Spin Recovery="0" Invulnerability="0" Autopit="0" Opposite Lock="0" Stability Control="0" No AI Control="0" // AI never has control over car (except autopit) Pitcrew Push="1" // When out of fuel in pitlane, allows pitcrew to push car (use throttle and gear selection to direct) Auto Clutch="1" Auto Lift="0" // Whether to automatically lift with manual shifting but auto-clutch (non-semiautomatic trans only) Auto Blip="1" // Whether to automatically blip with manual shifting but auto-clutch (non-semiautomatic trans only) Shift Mode="0" Manual Shift Override Time="0.60000" // How long after a manual shift until auto shifting resumes (if auto-shifting is enabled) Auto Shift Override Time="0.55000" // How long after an automatic shift before user is allowed to manually shift Auto Reverse="0" Speed Sensitive Steering="0.60000" Half Rate="0" // 0 = super-high physics rate, 1 = normal Launch Control="1" // Whether old cars get launch control because we failed to document it properly Tire Sampling="1" // 0 = normal, 1 = extra HAT samples (*slightly* more accurate over sharp curbs, otherwise a waste of CPU) Telemetry Version="0" // Version of telemetry to write out Telemetry Rate="8" Telemetry In Race="1" Telemetry EXE="telemetry\f1_telemetry.exe" Telemetry File="telemetry\telemetry.spt" [ Mechanical Failures ] CURNT Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season) PRACT Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season) QUICK Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season) GPRIX Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season) CHAMP Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season) MULTI Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season) RPLAY Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, 3-season) [ Race Conditions ] Run Practice1="1" Run Practice2="1" Run Practice3="1" Run Practice4="1" Run Qualify="1" Run Warmup="1" Race Timer="0" // Seconds between displaying time remaining in race (zero disables) AI Follow Grid="1" // AI follows center of grid locations during recon/formation Recon Pit Open="300" // Time that pits remain open for recon laps (real-life is 900 seconds) Recon Pit Closed="150" // Time that pits are closed before formation lap (real-life is 900 seconds) Recon Timer="1" // Whether timer is displayed at top of screen CURNT Reconnaissance="0" // Reconnaissance laps PRACT Reconnaissance="1" // Reconnaissance laps QUICK Reconnaissance="0" // Reconnaissance laps GPRIX Reconnaissance="0" // Reconnaissance laps CHAMP Reconnaissance="0" // Reconnaissance laps MULTI Reconnaissance="0" // Reconnaissance laps RPLAY Reconnaissance="1" // Reconnaissance laps CURNT Grid Walkthrough="1" PRACT Grid Walkthrough="1" QUICK Grid Walkthrough="1" GPRIX Grid Walkthrough="1" CHAMP Grid Walkthrough="1" MULTI Grid Walkthrough="0" RPLAY Grid Walkthrough="1" CURNT Formation Lap="0" PRACT Formation Lap="0" QUICK Formation Lap="0" GPRIX Formation Lap="0" CHAMP Formation Lap="0" MULTI Formation Lap="0" RPLAY Formation Lap="0" CURNT Flag Rules="1" // Level of rule enforcement PRACT Flag Rules="1" // Level of rule enforcement QUICK Flag Rules="1" // Level of rule enforcement GPRIX Flag Rules="1" // Level of rule enforcement CHAMP Flag Rules="1" // Level of rule enforcement MULTI Flag Rules="1" // Level of rule enforcement RPLAY Flag Rules="1" // Level of rule enforcement CURNT Weather="1" // Random/season/sunny/etc. PRACT Weather="0" // Random/season/sunny/etc. QUICK Weather="0" // Random/season/sunny/etc. GPRIX Weather="1" // Random/season/sunny/etc. CHAMP Weather="0" // Random/season/sunny/etc. MULTI Weather="0" // Random/season/sunny/etc. RPLAY Weather="0" // Random/season/sunny/etc. CURNT TimeScaledWeather="1" // Whether weather time is scaled with session length PRACT TimeScaledWeather="1" // Whether weather time is scaled with session length QUICK TimeScaledWeather="1" // Whether weather time is scaled with session length GPRIX TimeScaledWeather="1" // Whether weather time is scaled with session length CHAMP TimeScaledWeather="1" // Whether weather time is scaled with session length MULTI TimeScaledWeather="1" // Whether weather time is scaled with session length RPLAY TimeScaledWeather="1" // Whether weather time is scaled with session length [ Sound Options ] Maximum Effects="14" // Maximum sound effects playing simultaneously Music="1" // Music Toggle Min Announcer Pause="1" // in seconds Track Load Commentary="1" // Whether or not the commentator should talk during track loading Realtime In Monitor="1" // Whether to play realtime sounds in monitor SoundFX Volume="1.00000" // 0.0-1.0 Engine Volume="1.00000" // 0.0-1.0 Traction Control="1.75000" // Volume multiplier Player Volume Ratio="1.00000" // Additional volume multiplayer for player's vehicle Other Volume Ratio="1.00000" // Additional volume multiplayer for other vehicles Music Volume="0.34906" // 0.0-1.0 Pit Volume="0.50000" // 0.0-1.0, controls volume of pit sounds while you're at the monitor Announcer Volume="0.50000" // 0.0-1.0 Sound Detail="1" Crowd Range="75.00000" // Volume range parameter Crowd Shape="0.75000" // Shape of volume attenuation Crowd Ambient="2.50000" // Ambient range where volume is maximum Airhorn Range="75.00000" Airhorn Shape="0.75000" Airhorn Ambient="2.50000" Public Address Range="50.00000" Public Address Shape="0.75000" Public Address Ambient="2.50000" Pithorn Range="30.00000" Pithorn Shape="0.45000" Pithorn Ambient="1.50000" Helicopter Range="75.00000" Helicopter Shape="0.70000" Helicopter Ambient="2.50000" [ Graphic Options ] Broadcast Overlay="0" Texture Detail="3" Rearview="1" Rearview Width="64.00000" Rearview Height="14.00000" Rearview Particles="1" Self In Rearview="0" // Show rear wing and rear wheels in rearview Vehicle Sparks="1" // Whether sparks occur from vehicle-to-vehicle collisions Backfire Anim Speed="30.00000" Moving Steering Wheel="0" HUD="0" LCD Display Modes="7" // Add the modes to allow them: 1=status 2=aids 4=engine/brake temps Automap="1" Player Detail="3" Opponent Detail="3" Garage Detail="0.60000" // LOD multiplier when vehicle is in garage (0.0-1.0) Shadows="3" Pitcrew Detail="2" Special FX="4" Lightning Probability="1.00000" // Probability of seeing lightning (0.0-1.5) Thunder Probability="1.50000" // Probability of hearing thunder (0.0-1.5) Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010) Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies) Skybox Positioning="0.96000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it Vehicle Flow Radius="4.00000" // Vehicle sphere radius for smoke/flames/dust/spray Vehicle Flow Offset="3.10000" // Offset below vehicle where sphere center is located Engine Emitter Flow="1" // Whether engine smoke/flames flow over emitting vehicle Tire Emitter Flow="1" // Whether tire smoke/dust flow over emitting vehicle Smoke Flow="1" // Whether all smoke/flames/dust flow over non-emitting vehicles Raindrop Flow="2" // Add to enable: 1=flow over current 2=flow over other vehicles Rainspray Flow="2" // Add to enable: 1=flow over current 2=flow over other vehicles Spark Flow="2" // Add to enable: 1=flow over current 2=flow over other vehicles Glance Rate="7.00000" // Rate to follow controller for glancing Look Up/Down Angle="0.75000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57) Leanahead Angle="0.00000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57) Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57) Glance Angle="0.75000" // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57) Lookahead Angle="0.20000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57) Head Physics="1.00000" // Fraction of head physics movement applied to cockpit view (position AND rotation) Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only Track Detail="3" Groove="1" Environment Map="1" MIP Mapping="1" Compressed Textures="1" Specular="1" Dynamic Lighting="2" Max Visible Vehicles="104" Map OppDetail To Visible="1" // Map opponent detail level to max visible vehicles Shadows In TV Cockpit="1" Wheels Visible In Cockpit="1" In Car Dash="1" Dust Detail="3" Smoke Detail="3" Skid Detail="3" Particle Detail="3" Starting View="1" Skybox Detail="2" Player Livery="" Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used Mipmap LOD Bias="0.00000" Allow HUD in cockpit="1" Allow Swingman in Pitlane="0" Display Icons="1" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all Night Lighting="1.00000" // 0.0 (night light level) to 1.0 (disabled): sunrise 4-6am, sunset 6-8pm, all lights named "nightlightXXX" are toggled at 5:30am and 6:30pm Always Rebuild HAT="0" // Build HAT database everytime tracks are loaded (for development purposes) [ Game Options ] Championship Basic Rules="1" Basic Rules="0" Basic Controls="0" Basic Display="0" Basic Audio="0" Times Comparison="1" // add the following: 1=show leader's split time, 2=show split to leader instead of self Damage Multiplier="100" Record Replays="1" // whether to record replays or not Record Hotlaps="1" // whether to record hotlaps or not (must have replay recording on) Instant Replay Length="15" Replay Fidelity="3" Private Test Day="0" Race Session="1" Quick Race Starting Pos="23" Damage Dynamics="1" Difficulty="0" AI Driver Strength="82" AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel) AI Additional Fuel Mult="0.95000" // Additional fuel multiplier for AIs because of their driving style AI Brake Power Usage="0.98000" // Fraction of theoretical brake power that AI attempt to use AI Brake Grip Usage="0.97000" // Fraction of theoretical brake grip that AI attempt to use AI Corner Grip Usage="0.93000" // Fraction of theoretical cornering grip that AI attempt to use AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables Player Car Equal="1" Message Center Detail="3" Commentary Detail="3" Play Movies="1" Locked Pit Cam="1" Race Stint Offset="0" // Offset each scheduled pitstop in case you want to carry extra fuel Fidelity Unilateral Neutralizer="0" Autocalibrate AI Mode="0" Vehicle Specific AI Setups="0" // If 1, search specific vehicle directory for "<track>.<qual/race>.svm" or "<track>.svm" or "ai.svm" before falling back on game.gdb defaults Default Player Setup="1" // If 1, attempts to ensure player has default setup AI Realism="1.00000" Display Driver Stats="0" Display Track Stats="0" Settings Type="3" GDB="F1_1999.gdb" Measurement Units="0" // Units for everything EXCEPT speed (0 = metric, 1 = english/imperial) Speed Units="1" // 0 = MPH, 1 = KPH Horizontal Tire Temps="0" // In garage options CURNT Qualify Laps="12" PRACT Qualify Laps="12" QUICK Qualify Laps="12" GPRIX Qualify Laps="12" CHAMP Qualify Laps="12" MULTI Qualify Laps="12" RPLAY Qualify Laps="12" CURNT Race Laps="28" PRACT Race Laps="5" QUICK Race Laps="5" GPRIX Race Laps="5" CHAMP Race Laps="5" MULTI Race Laps="5" RPLAY Race Laps="5" CURNT Race Time="15" PRACT Race Time="32767" QUICK Race Time="32767" GPRIX Race Time="32767" CHAMP Race Time="32767" MULTI Race Time="32767" RPLAY Race Time="32767" CURNT Race Length="0.49811" PRACT Race Length="0.49811" QUICK Race Length="0.49811" GPRIX Race Length="0.49811" CHAMP Race Length="0.10000" MULTI Race Length="0.10000" RPLAY Race Length="0.10000" CURNT Speed Compensation="0" PRACT Speed Compensation="0" QUICK Speed Compensation="0" GPRIX Speed Compensation="0" CHAMP Speed Compensation="0" MULTI Speed Compensation="0" RPLAY Speed Compensation="0" CURNT Opponents="21" PRACT Opponents="21" QUICK Opponents="21" GPRIX Opponents="21" CHAMP Opponents="21" MULTI Opponents="0" RPLAY Opponents="0" Vehicle Removal="10.00000" // Seconds until stationary vehicle is removed from track (sug: 30) Debris Removal="10.00000" // Seconds until stationary debris is removed from track (sug: 30) Parts Duration="20.00000" // Seconds after parts break off before disappearing ... by default, happens before normal debris removal (sug: 10000) Crash Recovery="1" // Artificially keep cars on track or flip cars upright Fines="0" // Get fines instead of penalties Extra Stats="0" // Saves separate verbose stats for any session (instead of simple stats for most recent race only) Vehicles Per Team="2" // Used for assigning garage & pit (range: 1-3) CURNT Fuel Consumption Multiplier="1" PRACT Fuel Consumption Multiplier="1" QUICK Fuel Consumption Multiplier="1" GPRIX Fuel Consumption Multiplier="1" CHAMP Fuel Consumption Multiplier="1" MULTI Fuel Consumption Multiplier="1" RPLAY Fuel Consumption Multiplier="1" CURNT Tire Wear Multiplier="1" PRACT Tire Wear Multiplier="1" QUICK Tire Wear Multiplier="1" GPRIX Tire Wear Multiplier="1" CHAMP Tire Wear Multiplier="1" MULTI Tire Wear Multiplier="1" RPLAY Tire Wear Multiplier="1" CURNT Allowed Vehicles="AND: FormulaOne OpenWheel" PRACT Allowed Vehicles="AND: FormulaOne OpenWheel" QUICK Allowed Vehicles="AND: FormulaOne OpenWheel" GPRIX Allowed Vehicles="AND: FormulaOne OpenWheel" CHAMP Allowed Vehicles="AND: FormulaOne OpenWheel" MULTI Allowed Vehicles="AND: FormulaOne OpenWheel" RPLAY Allowed Vehicles="AND: FormulaOne OpenWheel" Inactive Sleep Time="25" // number of milliseconds to sleep each message loop if the game is not the active application (-1 to disable, 250 max). will give more CPU to other apps when minimized, etc. [ Multiplayer Options ] Net Connection Type="1" // 0 - 28K, 1 - 56k, 2 - ISDN, 3 - cable/dsl, 4 - LAN Multiplayer Enum Type="0" // 0 = LAN, 1 = Internet Net Data Rate="12" // client setting Net Data Rate Max="12" // defined by the host of a particular session Net Flush Threshold="472" // threshold for auto-accumulation flush while building data chunks (default is standard MTU of 536, minus 64 bytes room for layer headers: 472) Net Lazy Flush="0" // an explicit flush will not be called after the server re-transmits incoming data, providing less bandwidth consumption by reducing header sizes, but will increase latency Net Join Timeout="150.00000" // How long to wait (without a response) before a game join will be considered a failure Multi Allowed Aids="-1" Force Physics="16" // add the following to enforce server settings: 1=auto-lift, 2=auto-blip, 4=half-rate, 8=launch control, 16=collision thresh (for example, auto-lift + half-rate = 1 + 4 = 5) Announce Host="1" // whether servers will attempt to register with the matchmaking service Gamelist AutoRefresh (LAN)="1" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected Max MP Players="16" Gamespy Query Port Start="34297" // range is 1025 - 65535 Port Start="34397" // range is 1025 - 65535 Game List Sort Method="1" // 0=Sort by name, 1=Sort by ping, 2=Sort by circuit, 3=Sort by players Allow Chat In Car="1" // whether to allow incoming chats to appear while in car Closed MP Qualify Sessions="0" // if true, the session will be closed during qualify, so as to not disturb the participants Throttling="1" // enable throttling code Collision Threshold="0.30000" // Maximum latency allowed (seconds) for a client before collisions are switched off locally Dedicated Target Rate="512" // Target rate for dedicated server Unique Vehicle Check="0" // server setting, will check client vehicles to deny duplicates of the same vehicle Throttle Upstream Override="-1" // kbits per second (i.e. a 256 kbps connection = 256. If set to a positive value, will override the default upstream data rate associated with the selected connection type Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion Spline Generate DT="0.10000" // how often (in seconds) the guiding splines are generated for remote controlled vehicles BoneSpring Threshold="0.10000" // If latency is below this threshold, the spring is disabled BoneSpring Min Constant="25.00000" // BoneSpring(TM) constant at collision threshold BoneSpring Max Constant="120.00000" // BoneSpring(TM) constant at spring enact latency (should be higher than constant min...) Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended Previous Game Database="" Previous Vehicle File="" [ Options ] ToolTip Delay="1.05000" Page Transitions="1" Key Repeat Rate="1" [ Controls ] Keyboard Steering="0.20189" Keyboard Throttle="0.49906" Keyboard Brake="0.49906" Keyboard Clutch="0.20189" Force Feedback="0" Mimic Steering="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 VFX-3D Head Tracking="0" // Enable this option if you have a VFX-3D HMD and you want to enable head tracking (VFX driver v. 2.6 must be installed) HMD Pitch Exponent="1.00000" // Exponent to apply to pitch tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster. HMD Yaw Exponent="1.00000" // Exponent to apply to yaw tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster. HMD Roll Exponent="1.00000" // Exponent to apply to roll tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster. Options Num Controls="26" // Number of configurable controls displayed in options Axis [00, 00] Dead Zone="0.05189" // Controller 1 X Axis [00, 00] Sensitivity="0.50000" Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues) Axis [00, 01] Dead Zone="0.05189" // Controller 1 Y Axis [00, 01] Sensitivity="0.50000" Axis [00, 01] Center="0.50000" Axis [00, 02] Dead Zone="0.05189" // Controller 1 Z Axis [00, 02] Sensitivity="0.50000" Axis [00, 02] Center="0.50000" Axis [00, 03] Dead Zone="0.05189" // Controller 1 RX Axis [00, 03] Sensitivity="0.50000" Axis [00, 03] Center="0.50000" Axis [00, 04] Dead Zone="0.05189" // Controller 1 RY Axis [00, 04] Sensitivity="0.50000" Axis [00, 04] Center="0.50000" Axis [00, 05] Dead Zone="0.05189" // Controller 1 RZ Axis [00, 05] Sensitivity="0.50000" Axis [00, 05] Center="1.00000" Axis [00, 06] Dead Zone="0.05189" // Controller 1 S0 Axis [00, 06] Sensitivity="0.50000" Axis [00, 06] Center="0.50000" Axis [00, 07] Dead Zone="0.05189" // Controller 1 S1 Axis [00, 07] Sensitivity="0.50000" Axis [00, 07] Center="0.50000" Axis [01, 00] Dead Zone="0.05189" // Controller 2 X Axis [01, 00] Sensitivity="0.50000" Axis [01, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues) Axis [01, 01] Dead Zone="0.05189" // Controller 2 Y Axis [01, 01] Sensitivity="0.50000" Axis [01, 01] Center="0.50000" Axis [01, 02] Dead Zone="0.05189" // Controller 2 Z Axis [01, 02] Sensitivity="0.50000" Axis [01, 02] Center="0.50000" Axis [01, 03] Dead Zone="0.05189" // Controller 2 RX Axis [01, 03] Sensitivity="0.50000" Axis [01, 03] Center="0.50000" Axis [01, 04] Dead Zone="0.05189" // Controller 2 RY Axis [01, 04] Sensitivity="0.50000" Axis [01, 04] Center="0.50000" Axis [01, 05] Dead Zone="0.05189" // Controller 2 RZ Axis [01, 05] Sensitivity="0.50000" Axis [01, 05] Center="0.50000" Axis [01, 06] Dead Zone="0.05189" // Controller 2 S0 Axis [01, 06] Sensitivity="0.50000" Axis [01, 06] Center="0.50000" Axis [01, 07] Dead Zone="0.05189" // Controller 2 S1 Axis [01, 07] Sensitivity="0.50000" Axis [01, 07] Center="0.50000" Control - Accelerate="(1, 4)" Control - Brake="(1, 12)" Control - Steer Left="(1, 2)" Control - Steer Right="(1, 1)" Control - Shift Up="(1, 14)" Control - Shift Down="(1, 13)" Control - Neutral="(0, 56)" 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="(1, 19)" Control - Display Mode="(1, 17)" Control - Pit Request="(1, 18)" 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, 20)" Control - Bias Forward="(1, 16)" Control - Bias Rearward="(1, 15)" Control - Look Left="(0, 47)" Control - Look Right="(0, 49)" Control - Rear Look="(0, 48)" Control - Instant Replay="(0, 19)" Control - Pause="(0, 25)" Control - Restart Race="(0, 21)" Control - Zero HMD="(0, 89)" Control - Display Vehicle Labels="(0, 15)" Control - Ignition="(0, 89)" Control - Starter="(0, 89)" Control - Horn="(0, 89)" Control - Headlights="(0, 89)" Control - Handbrake="(0, 89)" Control - Look Up="(0, 89)" Control - Look Down="(0, 89)" Control - Look Roll Left="(0, 89)" Control - Look Roll Right="(0, 89)" FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad. FFB Effects Level="4" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom. FFB Gain="0.60377" // 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="0.02500" // 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="1.90000" // 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="0.00350" // 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="0.27500" // 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="0.12500" // 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="0.04000" // 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="0.04000" // 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="0.07000" // Amount of change required to update brake vibe (0.0 to 1.0) FFB rumble strip magnitude="0.25000" // 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="-1.00000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5. FFB rumble strip update thresh="0.05000" // Amount of change required to update rumble strip effect (0.0 - 1.0) FFB jolt magnitude="1.20000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // 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="0.00000" // DirectInput Saturation to use for spring FFB Joy[01] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring "Gary Beard" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (9 lines)> Stuart, > I'm new to F1C and just got a Momo for Christmas and haven't found the > proper settings for it. Can you please share your "old settings from F1C > that worked so well..."? > > Thanks, > Gary Beard > >
Mitch, Thanks for the info. Every time I adjust my settings to Sphanky's I get a lot of oscillation and no feedback when I run over rumble strips or hit walls. I tried it once again and to no avail. -- Thanks for the help nonetheless, Gary Beard
Stuart, I got your settings to take care of all the oscillation and such, but I still don't feel the rumble strips or crashes into the walls...any suggestions? -- Thanks, Gary Beard
Hmm...that's wierd. I haven't been able to test my settings at all with the new settings. I'll see if its what I was using before. What I really liked before was that the settings were so hard that if you let go of the wheel at all, you were in the wall within 5 seconds because of the forces. "Gary Beard" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (10 lines)> Stuart, > I got your settings to take care of all the oscillation and such, but I > still don't feel the rumble strips or crashes into the walls...any > suggestions? > > -- > Thanks, > Gary Beard > >

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy