Documentation for racer.ini
[This is an OLD text and may not apply anymore to current Racer versions]
Racer settings
Summary
-----------------------------------------
physics
- physics.async - Run physics asynchronously? (multithreaded) Only works nicely on hyperthreaded and probably multiprocessor systems. Single processor machines may experience fluctuating performance. (default: 0)
ini
- ini.controls - Controls file (default: custom.ini)
- ini.locale - Locale file (languages); default is racer_english.txt (default: racer_english.txt)
- ini.ff_damping - Force feedback damping (for low speed) (default: 0.2)
- ini.ff_damping_threshold - Force feedback damping threshold (in m/s of tire velocity) (default: 1.0)
race
- race.quickstart - Race settings Skip lights sequence at the start? (default: 1)
- race.track - Track to use (of type VRML; FLAT is obsolete) (default: carlswood_nt)
- race.car - Which car to drive? (default: s2000_spoon)
- race.ai_cars - AI cars besides player car (default: 0)
- race.ai_car - (default: Alfa147_challenge_01)
- race.ai -
- race.ai.random_scenario - (default: 0)
- race.grid_position - Player preferred grid position (0..ai_cars-1) (default: 0)
- race.laps - Number of laps to drive (default: 100)
- race.pace_car - Pace car present? (first AI car found) (default: 0)
custom
- custom.hexatech - Custom version settings. (default: 0)
gadgets
- gadgets.intro - Turn on/off the intro (very old; leave at 0) (default: 0)
- gadgets.menu - Turn on the menu? If set to 0, the game immediately proceeds into Race (default: 1)
- gadgets.replay - Automatically go into replay mode? (default: 0)
- gadgets.game - Turn on the game itself? Normally keep this at 1. (default: 1)
slaves
- slaves.auto_start - Automatically start all slaves when the master runs? (default: 0)
- slaves.auto_stop - Automatically quit all slaves when the master exits? (normally 1 but you may want to leave slaves running) (default: 0)
- slaves.port - Port on which the remote spawner applications listen to (default: 27000)
- slaves.slave1 - A list of slave computers which can be linked to the entire system. Every slave has a command to run. (default: rvglaptop2)
- slaves.cmd1 - (default: racer.exe)
splash
- splash.width - Image (must be 2^n sized); if not found no splash screen will be shown Size of image onscreen (default: 800)
- splash.height - (default: 600)
- splash.time - Duration of splash image onscreen (ms) (default: 0)
- splash.fade_time - Fade out time (default: 500)
audio
- audio.enable - Turn off enable (0) in case of sound problems All platforms use FMOD (www.fmod.org) (default: 1)
- audio.mastervolume - Set mastervolume 0 is silent, 255 is maximum volume (default: 255)
- audio.type - Output; for Windows, use 'dsound', 'winmm', 'a3d' 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'.
- audio.frequency - Output quality (default: 44100)
- audio.bits - Bits per sample; 16-bits sounds much better and the mixer is optimized for 16-bit anyway. (default: 16)
- audio.channels - 3D sound is used; all mono samples (default: 1)
- audio.voices - Number of voices to allocate (defaults to 128) (default: 128)
- audio.rolloff_factor - 3D rolloff factor; 1=default, nearing 0 means volumes don't roll off as quickly, while >1 means sounds will fade very quickly (default: 0.1)
- audio.buffersize - 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 (default: 100)
- audio.road - Surface sounds
- audio.road.pitch_scale - Pitch determination (default: 0.005)
- audio.road.pitch_offset - (default: 2)
- audio.road.smp0 -
- audio.road.smp0.sample - (default: road.wav)
- audio.road.smp0.min - Speeds in m/s (default: 0)
- audio.road.smp0.max - (default: 9999)
- audio.road.smp0.natural - (default: 5)
- audio.grass -
- audio.grass.pitch_scale - Pitch determination (default: 0.005)
- audio.grass.pitch_offset - (default: 2)
- audio.grass.smp0 -
- audio.grass.smp0.sample - (default: grass.wav)
- audio.grass.smp0.min - (default: 0)
- audio.grass.smp0.max - (default: 9999)
- audio.grass.smp0.natural - (default: 5)
- audio.gravel -
- audio.gravel.pitch_scale - Pitch determination (default: 0.015)
- audio.gravel.pitch_offset - (default: 0.5)
- audio.gravel.smp0 -
- audio.gravel.smp0.sample - (default: gravel.wav)
- audio.gravel.smp0.min - (default: 0)
- audio.gravel.smp0.max - (default: 9999)
- audio.gravel.smp0.natural - (default: 5)
- audio.sand -
- audio.sand.volume_scale - Volume determination (default: 0.5)
- audio.sand.volume_offset - (default: 0)
- audio.sand.pitch_scale - Pitch determination (default: 0.015)
- audio.sand.pitch_offset - (default: 0.5)
- audio.sand.smp0 -
- audio.sand.smp0.sample - (default: sand.wav)
- audio.sand.smp0.min - (default: 0)
- audio.sand.smp0.max - (default: 9999)
- audio.sand.smp0.natural - (default: 5)
- audio.kerb -
- audio.kerb.pitch_scale - Pitch determination (default: 0.02)
- audio.kerb.pitch_offset - (default: 2)
- audio.kerb.smp0 -
- audio.kerb.smp0.sample - (default: kerb.wav)
- audio.kerb.smp0.min - (default: 0)
- audio.kerb.smp0.max - (default: 9999)
- audio.kerb.smp0.natural - (default: 5)
music
- music.menu - Several section with music choices Menu music (MP3/WAV etc)
- music.replay -
- music.race -
replay
- replay.file - Replay to view (default: carlo)
- replay.size - Generic full-race replay buffer size (in bytes) (default: 10000000)
- replay.size_ghost - Ghost-car replay buffer size (default: 100000)
- replay.interval - Recording interval (ms per step, default=100 which is 10Hz) (default: 100)
multiplayer
- multiplayer.enable - Always enable multiplayer; even your local car will connect through it's own server (default: 1)
- multiplayer.server - 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. (default: 127.0.0.1)
- multiplayer.server_remote - 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. (default: 10.1.90.111)
- multiplayer.use_remote_server - 'server_remote' is only used if the value below is 1 This is needed on the Mac, where dialogs don't work yet. (default: 0)
- multiplayer.allow_remote - 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. (default: 1)
- multiplayer.port - Communication port (default: 25000)
- multiplayer.timeout_connect - Time (ms) to connect to server (default: 3000)
- multiplayer.time_per_update - Time (ms) between car updates being sent to the server For example: 100 means 100ms is 10Hz, which seems about reasonable. (default: 10)
- multiplayer.linear_interpolation - Type of interpolation; use linear for LAN play (1), splines for internet (0) (default: 1)
- multiplayer.lag -
- multiplayer.lag.correct_factor - 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.time_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?). (default: 2)
- multiplayer.audience - Spectator-only view? (default: 0)
- multiplayer.internet - Internet based games
- multiplayer.internet.public - Are the races public for the internet? (default: 0)
- multiplayer.internet.listserver - List server to notify of races, so people can hook on to that listserver and see your race (default: 192.168.1.99)
limits
- limits.max_sim_time_per_frame - Max #milliseconds to simulate per graphics frame. If this is not attainable, the display will show 'SLOMO' (your fps is too low) (default: 500)
car
- car.warp_offset_y - Y offset when warping the car (default: 0.01)
- car.low_speed - What is considered low speed? (rotational velocity of wheel in radians) (default: 2.0)
- car.damp_sr_reversal - 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. (default: 0.2)
stats
- stats.default_info - Default info page; 0=none, 1=tire forces, 2=timing/replay, 3=surface, 4=controls, 5=network, 6=profile, 7=suspensions, 8=driveline/ai, 9=telemetry (default: 0)
- stats.scale - Stats font scale; 1=default, <1=smaller, >1=larger (default: 0.8)
- stats.fps - Show FPS initially? (toggle with Ctrl-F) (default: 1)
- stats.show_gear - Show gear indicator as debug text? (default: 1)
- stats.show_dials_2d - (default: 1)
console
- console.enable - (default: 1)
- console.x - Location (default: 200)
- console.y - (default: 580)
- console.maxline - (default: 10)
- console.active - Initial activation? (default: 1)
- console.autohide - Autohide? If >0, specifies time (in milliseconds) when to hide in case of no messages (default: 5000)
- console.port - Alternative route; UDP output (hides console window, only outputs to UDP) If no host is defined, output goes to main computer console window. (default: 26000)
environment
- environment.air_density - 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 (default: 1.225)
- environment.gravity - Gravity (in m*s^-2) (default: 9.80665)
assist
- assist.auto_clutch - Automatically engage clutch at low engine rpm? (default: 1)
- assist.auto_shift - Automatically shift? (if car isn't already an automatic) Note this is not yet implemented (NYI) (default: 0)
controls
- controls.time_input - Input time step (#ms per input update); 20=50Hz (default: 20)
- controls.time_output - Output time step (#ms per output update; FF) (default: 20)
- controls.cut_throttle - Cut throttle while upshifting? if 1, this shuts down fuel going to the engine while a shift up is in progress. Note the throttle cut takes place during both up- and downshifts, unless blip_throttle is set to 1, in which case the downshifts actually blip the throttle instead. (default: 1)
- controls.blip_throttle - Blip throttle while downshifting? See also cut_throttle above. (default: 1)
- controls.bad_shift_penalty - 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. (default: 250)
- controls.pov_follow - 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.
- controls.pov_follow.enable - (default: 0)
- controls.pov_follow.min -
- controls.pov_follow.min.speed - Speed in m/s (100 m/s=360 km/h), angle in degrees (default: 5)
- controls.pov_follow.min.angle - (default: 10)
- controls.pov_follow.max -
- controls.pov_follow.max.speed - (default: 50)
- controls.pov_follow.max.angle - (default: 1)
selcar
- selcar.rotate_floor - Car selection options Rotate floor along with car? (default: 1)
- selcar.light -
- selcar.light.x - (default: 5)
- selcar.light.y - (default: 4)
- selcar.light.z - (default: 1)
helicopter
- helicopter.mass - Mass of helicopter (default: 200)
- helicopter.k - Spring constant to pull heli above car (default: 40)
- helicopter.damping - Damping to keep helicopter from overshooting car location (default: 10)
- helicopter.height - Height of heli (avoid going to high for clipping and rendering speed) (default: 50)
- helicopter.fov - Lens (default: 50)
graphics
- graphics.hide_cursor - Hide cursor while driving fullscreen? (default: 0)
- graphics.camera -
- graphics.camera.time_per_update - Camera update rates (default: 10)
minimap
- minimap.enable - Small map indicating where all the cars are (default: 1)
- minimap.x - (default: 800-200)
- minimap.y - (default: 0)
- minimap.wid - (default: 180)
- minimap.hgt - (default: 180)
pacecar
- pacecar.min_distance - Minimal distance between pacecar and actual drivers (m) (default: 20)
- pacecar.max_distance - Maximum distance before pacecar begins to slow down to let drivers approach (default: 80)
- pacecar.turn_off_distance - Distance at which pacecar moves out of the way, letting cars pass Zandvoort_GP: 4300 (1 lap) (default: 4300)
multiview
- multiview.slave - Multiple PC rendering Are we a slave computer? (default: 0)
- multiview.master - Where is the master? (default: rvglaptop2)
- multiview.port - (default: 25010)
- multiview.offset_y - Logical offset wrt master computer's view (default: 0)
- multiview.track - Track view? (default: 0)
autojoin
- autojoin.slave - For spectator views (multiplayer with audience=1) this allows a host to listen to the master. If the master starts a Race, the 'Join multiplayer game' is automatically selected Are we a slave computer? (default: 0)
- autojoin.master - (default: 10.1.90.101)
- autojoin.port - (default: 25011)
- autojoin.delay - Startup delay (in ms) (default: 0)
resolution
- resolution.fullscreen - Resolution to play in (default: 0)
- resolution.width - Width and height of window (or fullscreen resolution) (default: 800)
- resolution.height - (default: 600)
- resolution.aspect - Tall (debug test) Surround Gaming (Matrox Parhelia) Aspect ratio; use 0 for automatic calculation for displaying fullscreen on a 4:3 display. Otherwise use a value around 1.333 (=800/600). (default: 1)
- resolution.bits - Pixel depth (RGB; use 16 or 32; 32 preferred) (default: 32)
- resolution.alpha_bits - Alpha bits? Not really needed for normal shader operation, so keep at 0 (default: 0)
- resolution.z_bits - Depth buffer bits; 16 or 24 (default: 16)
- resolution.stencil_bits - Stencil buffer bits; is used for projective shadows, stencil shadowing (default: 8)
- resolution.frequency - Frequency (only implemented on Mac) Make sure the frequency is supported, otherwise you could damage your monitor! (default: 60)
- resolution.gamma - Gamma (only implemented on Mac) (default: 1.0)
- resolution.monitors - Number of monitors; normally set to 1, may be set to 3 if for example a Matrox Parhelia is used. (default: 1)
window
- window.manage - On X-Windows systems, should we let the window manager manage us? (this gives a border) (default: 0)
fx
- fx.interval - #ms per fx interval (things like skidmarks, smoke etc) (default: 75)
- fx.fog - Oops, use debug.ini's gfx.reflections for now Note that some fog parameters are defined in
- fx.fog_hint - Fog hint; 0=don't care, 1=fastest, 2=nicest (default: 2)
- fx.visibility - Forward visibility (in good weather conditions) in meters (default: 800)
- fx.track_lighting - Use track lighting? (default: 1)
- fx.sky_enable - Draw the sky? (turn it off for more performance) (default: 1)
- fx.skid_mark_buffer - Skid marks; number of skid mark points (default: 100)
- fx.skid_mark_enable - (default: 1)
- fx.sun -
- fx.sun.whiteout - Sun white-out factor; the bigger, the more whiteout. Try 50000 first. (default: 50000)
- fx.sun.visibility_method - Visibility method; 0=always (if in frustum), 1=zbuffer, 2=raytrace (NYI) (default: 1)
- fx.sun.texture - Flare textures (8 textures, 0..4 each); avoid texture switches by keeping equal textures together (i.e. 0 1 1 instead of 1 0 1) (default: 0 1 1 2 3 3 4 4)
- fx.sun.length - Length of flare distance to sun (1=sun itself, 0=center of screen, -1 is mirrored across screen center) (default: 1.0 0.5 0.33 0.6 0.4 -0.25 0.2 -1)
- fx.sun.size - Size scaling; 1=128x128, <1=smaller, >1=bigger (default: 6.0 .5 .25 0.8 .5 .25 .25 1.2)
- fx.sun.time_of_day - Time of day enforcing (HHMM); if empty, the track's sun settings are used.
- fx.sun.auto_time_of_day - Use actual system time for sun? (overrules time_of_day) (default: 0)
- fx.blur_alpha - Motion blur alpha; 0=no blur, 255=superblur (non-functional yet) (default: 100)
- fx.blur_enable - Enable? (default: 0)
- fx.smoke -
- fx.smoke.particles - Number of particles reserved; the more, the slower things may be, but nicer graphics (decrease fx.interval for best effect) (default: 200)
filter
- filter.mipmap - These settings are overruled by the new gfx engine in Racer v0.5.2 Use mipmapping? 0=none, 1=nearest, 2=linear (default: 1)
- filter.trilinear - Use trilinear filtering? If mipmap=0 and trilinear=1, bilinear filtering is used instead. (default: 1)
- filter.max_anisotropy - 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. (default: 1)
envmap
- envmap.enable - Enable old-style spherical environment mapping? (default: 1)
- envmap.live_track - Live updating of track environment map? (very costly) (default: 0)
- envmap.default_texture - Dozens of options controlling live track map should come here. :) Default environment map image for sphere environment mapping (default: smap_whitesun_add.tga)
shadow
- shadow.project_shadows - Keeping the shadow above the track Use projected shadow for cars (on tracks)? (default: 1)
renderer
- renderer.paint - Gfx engine rendering options
- renderer.paint.wireframe - Show wire frame? (default: 0)
- renderer.paint.normals - Show vertex normals? (default: 0)
- renderer.paint.triangles - Show triangles? (default=1) (default: 1)
- renderer.stencil_shadows - Use stencil shadowing? Costs a lot of performance but looks great. (default: 0)
- renderer.stencil_shadows.simple - Use simple darkening (just 2 passes needed plus 1 dark fullscreen quad)? If 0, full lighting is done at more cost. Simple darkening does not require explicit 'Receive shadow' flags in the track objects; all objects are shadowed. (default: 1)
- renderer.use_array_elements - Use array elements instead of 1 drawelements? (default: 0)
- renderer.single_pass - Use single pass rendering instead of multitexturing? (default: 0)
- renderer.use_vbo - Support Vertex Buffer Objects? (for cars and/or tracks) (default: 0)
lod
- lod.enable - Level of detail (default: 1)
- lod.factor - Modifying LOD values being loaded. 1=normal, <1=objects move out quicker, >1=objects stay in sight longer (default: 1.0)
mirrors
- mirrors.simple - Simple rectangular mirror at top? Use the mirror texture! So if used, also enable texture.enable (set to 1)
- mirrors.simple.enable - Enable it at the start? (default: 1)
- mirrors.simple.wid - Size of simple mirror (default: 350)
- mirrors.simple.hgt - (default: 120)
- mirrors.texture - Mirror texture
- mirrors.texture.enable - (default: 1)
- mirrors.texture.wid - Texture size; the larger, the sharper, but also more costly (default: 512)
- mirrors.texture.hgt - (default: 128)
- mirrors.texture.fov - FOV in mirror view (default: 40)
textures
- textures.enable - Big hack for faster loads during testing (default: 1)
- textures.quality - Quality; 1=max, 2=halfsize, 4=1/4th etc. Must be power of 2. (default: 1)
- textures.max_wid - Maximum texture size; useful to cut down on really big texturemaps or supporting ancient gfxcards that can only deal with 256x256 texturemaps. (default: 2048)
- textures.max_hgt - (default: 2048)
shaders
- shaders.enable - Faster loading during testing; if set to 0, no shaders are loaded (default: 1)
dbg_car
- dbg_car.warp_rotated - Initial rotational speed Initial rotation (in degrees); Y=heading Initial speed 200 km/h = 55.55 m/s Warp rotated? (gives a bit of roll at warp time; for wobbling) (default: 0)
- dbg_car.suspension - Disable slipangle usage? (for steady-state acceleration tests) Disable pitch jacking forces? Disable roll jacking forces? Wheel rotation speed at start Enable suspension rotational movement? (default: 1)
- dbg_car.wheel_road - Enable wheels touching ground? (if 0, it's all collisions) (default: 1)
- dbg_car.gravity_body - Enable gravity working on the body? Actually enables all chassis forces (suspension, aero, gravity). Gives a floating car if 0. (default: 1)
- dbg_car.apply_friction_circle - Apply friction circle? (default: 1)
- dbg_car.friction_circle_method - 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 (default: 3)
- dbg_car.wheel_lock_adjust - Adjust force direction when wheel starts locking? (default: 1)
- dbg_car.use_slip2fc - Apply friction (reducing) curve based on slip velocity? (default: 0)
- dbg_car.lateral_tire_forces - Zero lateral tire forces? (focus on longitudinal only) (default: 1)
- dbg_car.auto_damping - Automatic damping (car.ini's damping_predict_lat)? (default: 1)
- dbg_car.track_collision - Test for car-track collisions? (default: 0)
- dbg_car.collide_time - On (multiplayer) collision, how much time to keep server master (steps) (default: 3)
- dbg_car.use_aabb_tree - Use AABBTree to speed up wheel-track collision checking? (default: 1)
- dbg_car.no_splines - Avoid using spline info in the track? (to compare WITH splines) (default: 0)
- dbg_car.use_susp_as_load - 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. (default: 0)
- dbg_car.max_force - Maximum forces (to try to avoid sudden explosive physics) (default: 30000)
- dbg_car.max_torque - (default: 30000)
- dbg_car.max_camber - Maximum camber angle (Pacejka doesn't work well with high camber) Angle is in degrees. (default: 15)
- dbg_car.enable_camber - Enable camber calculations? (sideway car movement bugs) (default: 1)
- dbg_car.start_ai - Start with AI driver? (default: 0)
- dbg_car.rev_limiter_time - Rev limiter timing (ms to cut throttle on activation) (default: 50)
damping
- damping.damp_torque_threshold - Body low-frequency wobble damping; torque threshold. totalTorque must be less than mass^2*damp_torque_threshold (default: 4.0)
- damping.damp_vel_threshold - Also, the car velocity squared(!) must be below damp_vel_threshold (m/s) (default: 3.0)
ai
- ai.time_per_update - Thinking rate (ms per step) (default: 20)
- ai.lookahead_factor - Looking ahead; velocity*lookahead_factor is the #meters the AI looks ahead (targeting) (default: 0.02)
- ai.lookahead_offset - Minimal lookahead distance; too smooth out steering at low speed (default: 1)
- ai.steering_frequency - Steering response; frequency (lower=slower response, high=fast steering) Higher values reduce driver induced oscillation it seems. (default: 100)
- ai.throttle_frequency - Throttle/brake response (default: 2)
- ai.line_adjust - Line adjustment factor; the higher, the more the car is pulled towards the driving line (default: 0.0)
- ai.line_adjust_distance - Line adjust minimal distance; race distance to be completed before line adjusting starts (default: 0.0)
- ai.focus - Focus on AI car when it appears? (testing AI going around other cars) (default: 1)
- ai.load_ai_lines - Load AI lines at all? (default: 1)
- ai.drive_alongside - Drive alongside player car? (matches velocity to stay near) Only works with car0=player, car1=AI (default: 0)
- ai.ignore_cars - Ignore other cars entirely? (default: 0)
- ai.scale_velocity - Velocity scale (AI difficulty somewhat) (default: 1.0)
- ai.target_smd - Target smoothing to avoid jerky steering
- ai.target_smd.mass - (default: 1)
- ai.target_smd.k - (default: 40)
- ai.target_smd.damping - Keep damping close to optimal; sqrt(k) (default: 4)
- ai.target_smd.maxdist - (default: 10)
- ai.pid_accelerate - Acceleration smoothing using PID controller
- ai.pid_accelerate.proportional - (default: -0.3)
- ai.pid_accelerate.derivative - (default: 0.01)
- ai.pid_accelerate.integral - (default: 0)
- ai.pid_steering -
- ai.pid_steering.proportional - (default: 75)
- ai.pid_steering.derivative - (default: 0)
- ai.pid_steering.integral - (default: 0)
state
- state.auto_load - Automatically load state at start? (simulates Ctrl-L) (default: 0)
dbg_controls
- dbg_controls.update - Turn off controls altogether? (default: 1)
- dbg_controls.throttle - Debugging the engine (also set controls.update to 0 to keep control values) Throttle 0..1000 (default: 500)
- dbg_controls.road_noise_factor - Brakes 0..1000 Clutch 0..1000 Initial steering position (-1000..+1000) Road noise velocity factor (smaller=less road noise at low velocity) Only deals with low velocity situations! (default: 0.1)
timing
- timing.integration_time - 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. (default: 1)
- timing.draw_every_step - Draw each frame? For debugging, it is handy to see every integration step, instead of doing realtime stuff, which may go much to quickly (default: 0)
- timing.realtime_scale - Slowmotion inserts milliseconds of delay at every drawn frame Exit after x frames? Realtime scaling; actually allows slowmotion or fastmotion driving Scales the realtime clock. (default: 1.0)
dbg_stats
- dbg_stats.frame_line - Line in debug output per gfx frame? (default: 0)
- dbg_stats.wheelinfo - Display textual info at wheels? (slow on some Windows 3D cards) (default: 0)
- dbg_stats.show_tire_forces - Show tire forces? (default: 0)
- dbg_stats.show_axis_system - Display axis system in each car? (default: 0)
gfx
- gfx.reflections - (default: 0)
- gfx.show_spline_tris - Display triangles of the spline surface? (default: 0)
- gfx.show_car_bbox - Show car bounding box? (default: 0)
- gfx.check_opengl_errors - Check OpenGL errors while running? (may slow down rendering) (default: 0)
- gfx.show_car_points - Show live envmapping render results? -1=none, 0..5=side selection Show car points, like nullpoint, CG, rollcenters, contact patch locations, spline interpolated location (hit point) etc. (default: 0)
- gfx.show_ai_lines - Show AI lines (racing lines, lateral lines) (default: 0)
- gfx.show_timelines - Show timelines? (default: 0)
- gfx.shadow_spline_tris - (default: 0)
collision
- collision.cfm - Car-track CFM (constraint force mixing). Use a small value near 0 for default, and increase to make the car body softer (default: 0.0001)
- collision.erp - 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) (default: 0.6)
- collision.mu - Friction coefficient for car touching track (default: 0.2)
- collision.restitution - Body restitution; 10=clay lumpish, 1=bouncy (default: 15)
- collision.ai_collide_rock - Player car is never affected by collisions with AI? (default: 0)
- collision.car_car - Do car-car collissions? (default: 1)
log
- log.enable - Logging telemetry groups (also use F3 to toggle logging while driving) (default: 0)
- log.filename - Filename (in data/dump/) to log to (extension will be .log) (default: an_expo)
- log.period - #ms per logging entry (default: 200)
- log.groups -
- log.groups.suspension - (default: 0)
- log.groups.slip_angle - (default: 0)
- log.groups.slip_ratio - (default: 0)
- log.groups.tire_forces - (default: 0)
- log.groups.steering - (default: 1)
- log.groups.controls - (default: 0)
- log.groups.orientation - (default: 1)
- log.groups.velocity - (default: 1)
- log.groups.angular_velocity - (default: 1)
- log.groups.acceleration - (default: 0)
- log.groups.position - (default: 1)
camera
- camera.initial_mode - Initial camera mode (0=car, 1=track, 2=heli, 3=director) (default: 0)
- camera.use_carcam_while_trackcam - Use car-camera switching during track-cam viewing? (temporary views) (default: 0)
stability
- stability.test_inout - 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 a bug which appears every couple of hours. (default: 0)
Generated on 13-06-2005, 15:58:42