Lag in race

Discussion in 'Technical Archives' started by 1959nikos, Jun 12, 2013.

  1. Nibo

    Nibo Member

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    MJP, do you know how that server was updated to build 228? Autoupdate, install over B218 or complete uninstall/reinstall of rF2 B228?
     
  2. MJP

    MJP Registered

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    Sorry I've no idea what method the server was updated with, fwiw it was the ~IsR~Megane server.
     
  3. Paul Swire

    Paul Swire Member

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    First of all sorry for the delay in posting been real busy in RL :(

    When updating your server files make sure you also update the multiplayer.ini file. I have taken some extracts from our multiplayer.ini for you to compare with your own. Hopefully it will help some of you get your servers running without lag :)

    Our servers seem to run flawlessly now after the changes I made.

    multiplayer.ini
    Code:
    [ Multiplayer General Options ]
    Net Connection Type="6" // 0=28k, 1=56k, 2=ISDN, 3=128kbps cable/dsl 4=256+kbps cable/dsl, 5=LAN, 6=custom
    Upstream Rated KBPS="8042" // Rated uploading speed of connection, in kilobits per second
    Downstream Rated KBPS="8042" // Rated downloading speed of connection, in kilobits per second
    Bind IP="0.0.0.0" // By setting this to anything other than 0.0.0.0 will cause network traffic to bind to the specified IP. This should only be set if the host machine has more than one network adapter
    Multiplayer Enum Type="1" // 0=LAN, 1=Internet
    Multiplayer Sort Type="0" // 0=Ascend, 1=Decend
    Multiplayer sort field="0" // Default to 0 to sort by game name
    Multiplayer sort value="" // Blank implies wildcard search
    Multiplayer filter password servers="0" // Setting to true will add filter to only search for servers that have a password and discard all servers without a password
    Multiplayer filter first operand="" // Blank implies no filtering will be done, otherwise this operand must be a field in the active server list
    Multiplayer filter operator="" // Blank implies no filtering will be done, operator can be either >, <, or =
    Multiplayer filter second operand="" // Blank implies no filtering will be done, otherwise this must be string value
    Multiplayer auto retrieve servers="1" // If true then game will auto download server list when possible. If false, it won't and user will have to manually download the list
    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)
    WAN Query Port="40296" // range is 1025 - 65535
    WAN Join Port="50296" // range is 1025 - 65535
    LAN Query Port="40296" // range is 1025 - 65535
    LAN Join Port="50296" // range is 1025 - 65535
    HTTP Server Port="60296" // range is 1025 - 65535. Used for file sharing
    Allow Chat In Car="1" // whether to allow incoming chats to appear while in car
    Autoscroll Chat="1" // whether to auto-scroll chatbox as new chats arrive
    Colorcode Chat="1" // whether to color-code chats in the chatbox
    Display Laggy Labels="0" // whether to display vehicle labels on vehicles with laggy connections
    Delay Vehicle Graphics="1" // if true, delay loading vehicle graphics when clients join in order to reduce the pause
    Temporary Vehicle Graphics="10" // number of vehicle graphical instances to load at init time for temporary use when clients join (if number is exceeded, quality will deteriorate)
    Extrapolation Time="2.00000" // Extrapolation time (in seconds) before car disappears
    Position Spring="16.00000" // Position spring at 1000ms latency (lower latencies have stronger springs, higher latencies have same springs)
    Orientation Spring="28.00000" // Orientation spring at 1000ms latency
    Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended
    Path Prediction="1.00000" // Influence of the AI path on remote vehicle prediction (0.0-1.0)
    Remote Vehicle Collision="200.00000" // Maximum distance from current vehicle that we will run collision on remote vehicles to prevent them from appearing to go through walls
    Leave/Join Messages="3" // 0=none 1=in-car 2=monitor 3=both
    Buddy List Announce="1" // whether to allow other players to see what game you are in
    Auto Join Chat Server="0" // Whether to auto join to lobby chat during start up
    Spectator Mode="0" // Join games in spectator mode (rather than with a separate vehicle)
    Spectator Starting View="4" // Preferred starting camera view as spectator
    Spectate Vehicle="" // Preferred vehicle to spectate upon join
    Show Seating="0" // Show vehicle seating and status (driver/passenger/spectator) when vehicle labels are on
    Lobby Chat Nickname="" // Nickname to use in Lobby Chat, if this is blank player name will be used
    Live Updates="1" // whether to download news and UI elements on game load. (28.8s turn this off)
    Auto Exit="0" // whether to automatically exit after leaving auto-hosted/auto-joined games
    Download Custom Skins="1" // whether to automatically download skins from when clients join server with custom skins
    
    [ Multiplayer Server Options ]
    
    Collision Fade Thresh="0.70000" // Collision impacts are reduced to zero at this latency
    Announce Allowed="1" // Whether to announce server to matchmaker
    Announce Host="1" // Whether servers will attempt to register with the matchmaking service
    In developement="0" // Whether server is running an unchecked mod.  Server will not be listed in normal matchmaking queries
    Closed Qualify Sessions="0" // 0 = open to all, 1 = open but drivers will be pending an open session, 2 = closed
    Closed Race Sessions="1" // 0 = open to all (currently N/A), 1 = open but drivers will be pending an open session, 2 = closed
    Allow Race Rejoin="0" // Whether disconnected players are allowed to rejoin the race session
    Enforce Real Name="1" // Whether Server will display real name used at time of account creation
    Driver Swap Setups="1" // whether vehicle setup is transferred during driver swaps (except steering lock and brake pressure) ... note that UI garage is now loaded for vehicle when you become a passenger
    Nagle Algorithm="0" // whether server's system messages are delayed for better packing (lower bandwidth, but some clients see unacceptable delays)
    Loading Sleep Time="0" // Milliseconds that dedicated server sleeps between each instance while loading tracks and vehicles
    Loading Priority="1" // Dedicated server's priority level when loading tracks and vehicles: 0=low, 1=normal, 2=high
    Pause While Zero Players="0" // Whether to pause a dedicated server (and stay in practice session) if no human players are present
    HTTP Server Enabled="1" // Whether the dedicated server starts a HTTP server
    HTTP Server Max File Size="500" // Maximum file size, in MB, that the HTTP server will provide
    
    Max Data Per Client="9999" // if desired, a per-client upload limit (in kbps) will be used if lower than the computed throttle rate
    Unique Vehicle Check="0" // server setting, will check client vehicles to deny duplicates of the same vehicle
    Minimum AI="0" // server will ensure this number of AI, but only at the beginning of practice/qual sessions
    Maximum AI="0" // prevent more than this # of AI (there may be other limits)
    
     
  4. MJP

    MJP Registered

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    See I don't get this (but then again I don't have an install on a remote server) on my pc the simple act of running the rF2 (or dedi) EXE automatically updates the PLR, controller and multiplayer files with any new options and removes old unused options!

    Also is that your entire file as it seems to be missing a number of lines my multiplayer.ini has?
     
    Last edited by a moderator: Jun 15, 2013
  5. DurgeDriven

    DurgeDriven Banned

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    Same as mine.

    I don't think I have actually had the issue arise in my room, only in BB's that uses NRT server
     
  6. Paul Swire

    Paul Swire Member

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    No thats not the entire file I have omitted some of the lines.
     
  7. Nibo

    Nibo Member

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    I wrote earlier that since complete removal of rF2 and reinstall of B228 on server there was no lag. Scratch that. There is lag. Now tested in a race with 18 players, server without password. When 5th player exited server during race - lags started (actually my rF2 even froze after 5 seconds of lags). This was with "Allow Race Rejoin="1" in multiplayer.ini.

    I restarted server with "Allow Race Rejoin="0". Now we had only 8 players and run the race. 3 players exited during the race, there was no lags. But I don`t know, may be this bug only starts on 5th exiting player or more?

    Tomorrow I will run 2 test races again (with "Allow Race Rejoin="0"). I can only hope there will be many ppl, and they will exit in big numbers.

    Certain thing is: clean install of B228 with "Allow Race Rejoin="1" is bugged and not usable.

    Can anybody confirm that you have clean install of B228, "Allow Race Rejoin="0" in multiplayer.ini and still experiencing lag problem?
     
    Last edited by a moderator: Jun 15, 2013
  8. guod

    guod Member

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    A follow-up from our Canadian GP race today.

    Dedicated remote server. One hour race with 15 minutes of qualifying and 13 participants. No lag, no problem. We had 3 drivers leave after they crashed out and no problem with the remaining drivers/cars.

    FWIW, YMMV, bla blah blah... but I never have had any luck whatsoever carrying over dedicated server builds. Each time a new one arrives I 100% flush what was in there previously, install to C:\simulations\rfactor2, and do not reuse anything.

    I do save the old multiplayer.ini and .plr file and compare the new to the old line-by-line, update the new one with search and replace so a setting doesn't get missed.

    Not saying updating doesn't work. Just that I've had zero luck doing it. ;)
     
    Last edited by a moderator: Jun 15, 2013
  9. guod

    guod Member

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    Multiplayer.ini we're currently using...

    Code:
    [MULTIPLAYER]
    [ Multiplayer General Options ]
    Net Connection Type="6" // 0=28k, 1=56k, 2=ISDN, 3=128kbps cable/dsl 4=256+kbps cable/dsl, 5=LAN, 6=custom
    Upstream Rated KBPS="8042" // Rated uploading speed of connection, in kilobits per second
    Downstream Rated KBPS="8042" // Rated downloading speed of connection, in kilobits per second
    Bind IP="0.0.0.0" // By setting this to anything other than 0.0.0.0 will cause network traffic to bind to the specified IP. This should only be set if the host machine has more than one network adapter
    Multiplayer Enum Type="1" // 0=LAN, 1=Internet
    Multiplayer Sort Type="0" // 0=Ascend, 1=Decend
    Multiplayer sort field="0" // Default to 0 to sort by game name
    Multiplayer sort value="" // Blank implies wildcard search
    Multiplayer filter password servers="0" // Setting to true will add filter to only search for servers that have a password and discard all servers without a password
    Multiplayer filter first operand="" // Blank implies no filtering will be done, otherwise this operand must be a field in the active server list
    Multiplayer filter operator="" // Blank implies no filtering will be done, operator can be either >, <, or =
    Multiplayer filter second operand="" // Blank implies no filtering will be done, otherwise this must be string value
    Multiplayer auto retrieve servers="1" // If true then game will auto download server list when possible. If false, it won't and user will have to manually download the list
    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)
    WAN Query Port="44297" // range is 1025 - 65535
    WAN Join Port="54297" // range is 1025 - 65535
    LAN Query Port="44297" // range is 1025 - 65535
    LAN Join Port="54297" // range is 1025 - 65535
    HTTP Server Port="64297" // range is 1025 - 65535. Used for file sharing
    Allow Chat In Car="1" // whether to allow incoming chats to appear while in car
    Autoscroll Chat="1" // whether to auto-scroll chatbox as new chats arrive
    Colorcode Chat="1" // whether to color-code chats in the chatbox
    Display Laggy Labels="0" // whether to display vehicle labels on vehicles with laggy connections
    Delay Vehicle Graphics="1" // if true, delay loading vehicle graphics when clients join in order to reduce the pause
    Temporary Vehicle Graphics="10" // number of vehicle graphical instances to load at init time for temporary use when clients join (if number is exceeded, quality will deteriorate)
    Extrapolation Time="2.00000" // Extrapolation time (in seconds) before car disappears
    Position Spring="16.00000" // Position spring at 1000ms latency (lower latencies have stronger springs, higher latencies have same springs)
    Orientation Spring="28.00000" // Orientation spring at 1000ms latency
    Damping Multiplier="1.00000" // 1.0 = critical damping, higher values are overdamped, lower values are underdamped and not recommended
    Path Prediction="1.00000" // Influence of the AI path on remote vehicle prediction (0.0-1.0)
    Remote Vehicle Collision="200.00000" // Maximum distance from current vehicle that we will run collision on remote vehicles to prevent them from appearing to go through walls
    Leave/Join Messages="3" // 0=none 1=in-car 2=monitor 3=both
    Buddy List Announce="1" // whether to allow other players to see what game you are in
    Auto Join Chat Server="0" // Whether to auto join to lobby chat during start up
    Spectator Mode="0" // Join games in spectator mode (rather than with a separate vehicle)
    Spectator Starting View="4" // Preferred starting camera view as spectator
    Spectate Vehicle="" // Preferred vehicle to spectate upon join
    Show Seating="0" // Show vehicle seating and status (driver/passenger/spectator) when vehicle labels are on
    Lobby Chat Nickname="" // Nickname to use in Lobby Chat, if this is blank player name will be used
    Live Updates="1" // whether to download news and UI elements on game load. (28.8s turn this off)
    Auto Exit="0" // whether to automatically exit after leaving auto-hosted/auto-joined games
    Download Custom Skins="1" // whether to automatically download skins from when clients join server with custom skins
    
    [ Multiplayer Server Options ]
    Default Game Name="" // Name of last multiplayer game we hosted
    Collision Fade Thresh="0.70000" // Collision impacts are reduced to zero at this latency
    Announce Allowed="0" // Whether to announce server to matchmaker
    Announce Host="1" // Whether servers will attempt to register with the matchmaking service
    In developement="0" // Whether server is running an unchecked mod.  Server will not be listed in normal matchmaking queries
    Closed Qualify Sessions="0" // 0 = open to all, 1 = open but drivers will be pending an open session, 2 = closed
    Closed Race Sessions="1" // 0 = open to all (currently N/A), 1 = open but drivers will be pending an open session, 2 = closed
    Allow Race Rejoin="0" // Whether disconnected players are allowed to rejoin the race session
    Enforce Real Name="0" // Whether Server will display real name used at time of account creation
    Driver Swap Setups="1" // whether vehicle setup is transferred during driver swaps (except steering lock and brake pressure) ... note that UI garage is now loaded for vehicle when you become a passenger
    Nagle Algorithm="0" // whether server's system messages are delayed for better packing (lower bandwidth, but some clients see unacceptable delays)
    Loading Sleep Time="0" // Milliseconds that dedicated server sleeps between each instance while loading tracks and vehicles
    Loading Priority="1" // Dedicated server's priority level when loading tracks and vehicles: 0=low, 1=normal, 2=high
    Pause While Zero Players="1" // Whether to pause a dedicated server (and stay in practice session) if no human players are present
    HTTP Server Enabled="1" // Whether the dedicated server starts a HTTP server
    HTTP Server Max File Size="500" // Maximum file size, in MB, that the HTTP server will provide
    HTTP Server Document Root="Packages" // Document root for HTTP server. This path is relative to path stored in data.path. data.path located in root install path
    HTTP Server Send Rate="-1" // EXPERIMENTAL Data rate (kilo bits per second) at which internal HTTP Server will delivery content
    Allowed Traction Control="1" // max level 0-3
    Allowed Antilock Brakes="1" // max level 0-2
    Allowed Stability Control="1" // max level 0-2
    Allowed Auto Shift="3" // max level 0-3
    Allowed Auto Clutch="1" // max level 0-1
    Allowed Invulnerability="0" // max level 0-1
    Allowed Opposite Lock="0" // max level 0-1
    Allowed Steering Help="0" // max level 0-3
    Allowed Brake Help="0" // max level 0-2
    Allowed Spin Recovery="0" // max level 0-1
    Allowed Auto Pit="0" // max level 0-1
    Allowed Auto Lift="1" // max level 0-1
    Allowed Auto Blip="1" // max level 0-1
    Forced Driving View="0" // 0=no restrictions on driving view, 1=cockpit/tv cockpit/nosecam only, 2=cockpit/nosecam only, 3=cockpit only, 4=tracksides, 5=tracksides group 1
    Must Be Stopped="0" // Whether drivers must come to a complete stop before exiting back to the monitor
    Allow AI Toggle="0" // Whether users are allowed to toggle to AI control on the fly
    Allow Spectators="1" // Whether to allow spectator clients to join the server.
    Allow Passengers="1" // Whether to allow spectators to join a car as a co-driver/passenger.  If set to 1 and Allow Spectators is set to 0, spectators will be kicked from the game during the Race Session.
    Allow Hotswaps="0" // 0=drivers can only change at pitstops using the pit menu, 1=Drivers can switch at anytime with the Driver Hotswap key
    Allow Spectator Chat="0" // Whether to allow spectators to send chat messages
    Allow Passenger Chat="0" // Whether to allow passengers to send chat messages
    Max MP Players="31"
    Max Data Per Client="256" // if desired, a per-client upload limit (in kbps) will be used if lower than the computed throttle rate
    Unique Vehicle Check="0" // server setting, will check client vehicles to deny duplicates of the same vehicle
    Minimum AI="0" // server will ensure this number of AI, but only at the beginning of practice/qual sessions
    Maximum AI="0" // prevent more than this # of AI (there may be other limits)
    Vote Percentage Add AI="1" // must EXCEED this percentage to pass vote for adding AI (set to 100 to disable)
    Vote Percentage Next Session="1" // must EXCEED this percentage to pass vote to advance to next session (set to 100 to disable)
    Vote Percentage Other="1" // must EXCEED this percentage to pass vote for race restart, event restart, or load next race (set to 100 to disable)
    Vote Min Voters="1" // minimum voters required to call vote (except for adding AIs)
    Vote Max Race Restarts="1" // maximum race restarts called by vote
    SuperAdminPassword="" // Chat "/admin <password>" to become super-admin. Super-admins are secret and can change the regular admin password with "/apwd <new_password>" (which also removes all current regular admin control).
    Admin Password="" // Chat "/admin <password>" to become admin (make sure admin and super-admin passwords are different).  Exit or chat "/admin" to become non-admin.  One super-admin plus three regular admins are now allowed.
    Admin Functionality="1" // 0 = non-admin's can NEVER call or vote, 1 = non-admin's can't call or vote if admin is present, 2 = non-admin's can call and vote, but admin's vote wins, 3 = if non-admin calls, all voting is normal, but any admin calls win instantly
    Allow Any Event="1" // 0 = don't allow users to vote for specific tracks, 1 = allow users to vote for any track in server list, 2 = allow users to vote for any track, note that admins can do anything
    Test Day="0" // 0 = normal sessions (practice, qualifying, warmup, race), 1 = 30-hour test "day"
    Practice 1 Time="165" // 0 = use default from GDB, otherwise this is # of minutes for practice 1 (1-10 by 1, 15-90 by 5, 105-165 by 15)
    Qualifying Time="15" // 0 = use default from GDB, otherwise this is # of minutes for qualifying (1-10 by 1, 15-90 by 5, 105-165 by 15)
    Qualifying Laps="255" // 0 = use default from GDB, otherwise this is # of laps allowed in qualifying
    Warmup Time="5" // 0 = use default from GDB, otherwise this is # of minutes for warmup (1-10 by 1, 15-90 by 5, 105-165 by 15)
    Race Client Wait="32" // Seconds to wait at the beginning of a race session for clients to get ready and go to grid
    Allow Hotlap Completion="16" // Allow hotlap completion before switching sessions (1=testday/practice1 2=practice2 4=practice3 8=practice4 16=qual, 32=warmup, 63=all)
    Delay Between Sessions="30.00000" // Dedicated server delay before switching sessions automatically (after hotlaps are completed, if option is enabled), previously hardcoded to 45
    Delay After Race="90.00000" // Dedicated server additional delay (added to "Delay Between Sessions" before loading next track
    Server Session End Timeout="300" // Session is advanced automatically after N seconds after completion (non-dedicated server only)
    Client Fuel Visible="2" // whether fuel level is visible in results file (0=never, 1=on clients, 2=on server, 3=both)
    Pit Speed Override="0.00000" // pitlane speed limit override in meters/sec (0=disabled)
    Enable Autodownloads="0" // Whether to allow clients to autodownload files that they are missing.
    Unthrottle Prefix="_" // Prefix of any clients to be unthrottled (use with caution!)
    Unthrottle ID="-9999999" // Unique ID of client to be unthrottled (use with caution!)
    Lessen Restrictions="0" // Allows careful users to test the limits
    Join Password="" // Password for clients to join game
    MOTD="" // Message of the day
    
     
    Last edited by a moderator: Jun 16, 2013
  10. guod

    guod Member

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    .plr file we're currently using...

    Code:
    [ DRIVER ]
    Player Name="Your Name"
    Player Nick="Your Nickname"
    Vehicle File="rTrainer\1.0\RTER_01.VEH"
    Team=""
    Original Driver=""
    Nationality=""
    Birth Date=""
    Location=""
    Showroom Component="rF2 Showrooms"
    Showroom Component Version="1.0"
    Showroom="Vview.scn"
    Package Dir="Packages"
    Game Description="SCES_MULE_10.RFM" // The current rFactor game file (*.RFM) to load
    Game Version="1.0" // The version of the current rFactor game
    Season="" // The current season within the given game
    Helmet=""
    Unique ID="-21138" // Helps to uniquely identify in multiplayer (along with name) if leaving and coming back
    Starting Driver="0" // Zero-based index of starting driver (0=driver1, 1=driver2, 2=driver3, etc.)
    AI Controls Driver="2" // Bitfield defining which drivers the AI controls (0=none, 1=driver1, 2=driver2, 3=driver1+driver2, etc.)
    Driver Hotswap Delay="3.00000" // Delay in seconds between switching controls to AI or remote driver
    
    [ CHAT ]
    Quick Chat #1="Slowing to pit"
    Quick Chat #2="Leaving pits"
    Quick Chat #3="Go Left"
    Quick Chat #4="Go Right"
    Quick Chat #5="Thank you"
    Quick Chat #6="Sorry"
    Quick Chat #7="Be careful at the first corner"
    Quick Chat #8="Good job"
    Quick Chat #9="Good race"
    Quick Chat #10="/vote yes"
    Quick Chat #11="/vote no"
    Quick Chat #12="/ping"
    
    [ DRIVING AIDS ]
    Steering Help="0" // Now 3 levels, although full level now comes with a weight penalty by default
    Throttle Control="2"
    Brake Help="0"
    Antilock Brakes="2"
    Spin Recovery="0"
    Invulnerability="1"
    Autopit="0"
    Opposite Lock="0"
    Stability Control="1"
    No AI Control="1" // AI never has control over car (except autopit)
    Drive AI Physics="0" // Only works in Dev builds, single player when you toggle to AI "control"
    Old Tire Model="0" // Only works in Dev builds, drive with old tire model
    TGM Display="0" // Temporary variable
    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="3"
    Repeat Shifts="0" // 0 = no repeat shift detection, 1 = detect and eliminate accidental repeat shifts within 100ms, 2 = 150ms, 3 = 200ms, 4 = 250ms, 5 = prevent shifting again before previous shift is completed
    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
    Hold Clutch On Start="1" // For auto-shifting only: whether to hold clutch for standing start (to allow revving without moving)
    Hold Brakes="1" // When you enter the vehicle, hold brakes until it is shifted out of neutral
    Start Engine="1" // Whether to automatically start engine
    Track Markers="1" // Extra track markers for turning and braking
    
    [ Mechanical Failures ]
    GPRIX Failure Rate="2" // Mechanical failure rate (0-none, 1-normal, 2-timescaled, disabled: 3-season)
    MULTI Failure Rate="1"
    
    [ Race Conditions ]
    Run Practice1="1"
    Run Practice2="0"
    Run Practice3="0"
    Run Practice4="0"
    GPRIX Num Qual Sessions="0" // range: 0-4
    MULTI Num Qual Sessions="1"
    Run Warmup="1"
    GPRIX Num Race Sessions="1" // range: 1-4
    MULTI Num Race Sessions="1"
    Race Timer="3600" // Seconds between displaying time remaining in race other than 1/5/10/30 minutes (zero disables)
    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 in message box
    Double File Override="-1" // Whether restarts can be converted to double file (-1=use RFM default, 0=no, 1+=minimum laps left to restart double-file)
    Lucky Dog Override="-1" // Where lucky dog is applied (-1=use RFM default, 0=nowhere, 1=ovals, 2=road courses, 3=everywhere)
    GPRIX Reconnaissance="0" // Reconnaissance laps
    MULTI Reconnaissance="0"
    GPRIX Grid Walkthrough="1" // Cinematic walkthrough of vehicles before race
    MULTI Grid Walkthrough="0"
    GPRIX Formation Lap="3" // 0=standing start, 1=formation lap & standing start, 2=lap behind safety car & rolling start, 3=use track default, 4=fast rolling start
    MULTI Formation Lap="1"
    Force Formation="0" // if Formation Lap is Use Track Default, add the following to force: 1=standing start formations on, 2=standing formations off, 4=rolling start formations on, 8=rolling formations off
    GPRIX Unsportsmanlike Sensitivitity="1.50000" // 0.1 - 10.0: Higher number = less sensitive checking for unsportsmanlike driving
    MULTI Unsportsmanlike Sensitivitity="1.49765"
    GPRIX Safety Car Collidable="1" // Whether safety car is collidable
    MULTI Safety Car Collidable="1"
    GPRIX Safety Car Thresh="1.00000" // Threshold for bringing out safety car (lower numbers -> more full-course yellows), please note that there are now RFM multipliers for this value
    MULTI Safety Car Thresh="1.00000"
    Adjust Frozen Order="1.00000" // Moves vehicles down the frozen track order under the safety car if they are causing the yellow and being passed.  0.0=off, 0.1-0.9=apply liberally, 1.0+=apply conservatively
    GPRIX Flag Rules="2" // Level of rule enforcement, 0=none, 1=penalties only, 2=penalties & full-course yellows
    MULTI Flag Rules="1"
    GPRIX BlueFlags="7" // 0=none, 1=show but never penalize, 2=show and penalize if following within 0.3 seconds, 3=0.5s, 4=0.7s, 5=0.9s, 6=1.1s, 7=use RFM value "BlueFlags=<0-6>" (default is 3)
    MULTI BlueFlags="1"
    GPRIX Weather="0" // 0=sun, 1=clouds, 2=rain, 3=default, 4=random, 5=scripted
    MULTI Weather="4"
    GPRIX TimeScaledWeather="1" // Whether weather time is scaled with session length
    MULTI TimeScaledWeather="1"
    Practice1StartingTime="720" // -3=random, -2=random daytime, -1=default RFM, 0-1439=minutes after midnight
    QualifyingStartingTime="720" // -3=random, -2=random daytime, -1=default RFM, 0-1439=minutes after midnight
    WarmupStartingTime="720" // -3=random, -2=random daytime, -1=default RFM, 0-1439=minutes after midnight
    GPRIX RaceStartingTime="540" // -3=random, -2=random daytime, -1=default RFM, 0-1439=minutes after midnight to start race
    MULTI RaceStartingTime="900"
    GPRIX RaceTimeScale="5" // -1 = use race distance percentage, 0 - 60 = multiply time by given factor
    MULTI RaceTimeScale="1"
    GPRIX PrivateQualifying="2" // 0=all cars qualify visibly on track together, 1=only one car is visible at a time, 2=use default from RFM, season, or track entry PrivateQualifying=<0 or 1>
    MULTI PrivateQualifying="2"
    GPRIX PrivatePractice="1" // (note: used to be Private Test Day) 0=all cars practice visibly on track together, 1=only one car is visible at a time
    MULTI PrivatePractice="0"
    GPRIX ParcFerme="3" // 0=off, 1=no setup changes allowed between qual and race except for 'Free Settings'), 2=same unless rain, 3=use RFM default 'ParcFerme=<0-2>'
    MULTI ParcFerme="3"
    
    [ Sound Options ]
    Net Race Warning="Secondary\racestart.wav" // Signal that multiplayer game has moved to race session (empty this if you don't want the game to automatically take window focus)
    Maximum Effects="32" // Maximum sound effects playing simultaneously
    Music="0" // Music Toggle
    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
    Engine Volume Reduction="0.00000" // 0.0-1.0 How much engine volume will be reduced after 53.3 m/s, linearly, until 80 m/s
    Traction Control="1.75000" // Volume multiplier
    Tire Volume Ratio="1.00000" // Additional volume multiplier for tires
    Player Volume Ratio="1.00000" // Additional volume multiplier for player's vehicle
    Other Volume Ratio="0.70000" // Additional volume multiplier for other vehicles
    Reverb Max Dist="13.00000" // Distance from wall at which reverb drops to zero
    Reverb Wet Volume="0.75000" // Reverb volume multiplier (0.0-1.0)
    Reverb Dry Volume="0.50000" // Volume increase for original sound (0.0-1.0)
    Reverb Decay="0.20000" // Controls decay function (0.0=short, 1.0=long)
    Music Volume="0.35000" // 0.0-1.0
    Pit Volume="0.50000" // 0.0-1.0, controls volume of pit sounds while you're at the monitor
    Spotter Volume="1.00000" // 0.0-1.0
    Camera Volume="1.00000" // 0.0-1.0
    Number of output channels="2" // -1->Use Windows Control Panel Config, 0->Headphones, 1->Mono Speaker, 2->Stereo, 3->SRS Circle Surround, 4->4.0, 5->5.1, 6->6.1, 7->7.1, 8->8.1
    Buffer Latency="4" // Controls size of mixing buffer, small values reduce latency but can cause skipping; latency = 8ms * value, which doesn't include driver/card/OS latencies!
    Speed Of Sound="300.00000" // 340m/s at sea level, but lower numbers help exaggerate the Doppler effect
    Rain Volume Multiplier="0.75000" // Simulation will adjust rain volume derived from rain intensity. This parameter will either reduce of enhance that adjustment
    Thunder Volume Multiplier="0.75000" // Simulation will adjust thunder volume derived from storm intensity and distance. This parameter will either reduce of enhance that adjustment
    Trackside Range="1.00000" // Volume range parameter for pithorn and the default for other trackside sounds in CAM file
    Trackside Shape="0.75000" // Old (going obsolete) shape of volume attenuation for pithorn and the default for other trackside sounds in CAM file
    Trackside Ambient="3.00000" // Ambient range where volume is maximum for pithorn and the default for other trackside sounds in CAM file
    Trackside Exp Shape="0.02200" // New exponential shape attenuation for pithorn and the default for other trackside sounds in CAM file
    Vehicle Scrubbing VolMult="0.0000610352"
    Vehicle Skidding VolMult="0.0001220703"
    Vehicle Skidding FreqGrip="-0.25000"
    Vehicle Skidding FreqSpeed="0.00195"
    Vehicle Roadnoise VolSpeed="32.00000"
    Vehicle Roadnoise VolMult="0.0000050000"
    Vehicle Roadnoise FreqMin="0.80000"
    Vehicle Roadnoise FreqMult="0.00391"
    
    [ Graphic Options ]
    Broadcast Overlay="1"
    Texture Detail="1"
    Vertical FOV Degrees="9" // 9=use default, otherwise is the FOV for attached cameras (horiz is calculated based on aspect ratio)
    Rearview="1" // 0=Off, 1=Center and Side, 2=Center only, 3=Side only (virtual mirrors only, in-car mirrors are on/off)
    Allow Rearview In Swingman="0"
    Virtual Rearview In Cockpit="0" // applies to cockpit or TV cockpit
    Rearview Width="64.00000" // use Shift+Ctrl+Seat* controls to save by vehicle
    Rearview Height="14.00000"
    Rearview Independent="0" // Whether width (horizontal FOV) can be controlled independently of height (vertical FOV)
    Rearview Cull="1" // Whether to cull objects in the rearview based on visgroups in the SCN file
    Seat Pitch="0.00000" // Cockpit camera pitch orientation (degrees)
    Seat Yaw="0.00000" // Cockpit camera yaw orientation (degrees)
    Seat Roll="0.00000" // Cockpit camera roll orientation (degrees)
    Seat Adjustment Aft="0.00000" // use Seat* controls to save by vehicle
    Seat Adjustment Up="0.00000"
    Mirror Adjustment Horiz="0.00000" // use Shift+Seat* controls to save by vehicle
    Mirror Adjustment Vert="0.00000"
    Mirror Physical X="0.00000" // use Shift+Alt+Seat* controls to save by vehicle
    Mirror Physical Y="0.00000" // note: these physical mirror position adjustments are for the in-cockpit center mirror only
    Mirror Physical Z="0.00000"
    Left Mirror Horiz="0.00000" // use Ctrl+Seat* controls to save by vehicle
    Left Mirror Vert="0.00000"
    Left Mirror Size="1.00000"
    Center Mirror Horiz="0.00000" // use Ctrl+Alt+Seat* controls to save by vehicle
    Center Mirror Vert="0.00000"
    Center Mirror Size="1.00000"
    Right Mirror Horiz="0.00000" // use Alt+Seat* controls to save by vehicle
    Right Mirror Vert="0.00000"
    Right Mirror Size="1.00000"
    Cockpit Vibration Mult1="0.00000" // Primary aerodynamic vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Freq1="0.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)
    Cockpit Vibration Mult2="0.00000" // Secondary aerodynamic vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Freq2="0.00000" // Secondary rate of vibration affects eyepoint orientation
    Car Vibration Mult1="0.00000" // Primary engine vibration multiplier affects position of cameras attached directly to the car
    Car Vibration Mult2="0.00000" // Secondary engine vibration multiplier affects orientation of cameras attached directly to the car
    Moving Rearview="3" // Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both) - add 4 if you want to IGNORE head-tracking movement
    Rearview_Front_Clip="0.50000" // Front plane distance for mirror (0.0 = use default for scene)
    Rearview_Back_Clip="0.00000" // Back plane distance for mirror (0.0 = use default for scene)
    Rearview Particles="1"
    Self In TV Rearview="0" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all)
    Self In Cockpit Rearview="0" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all)
    Backfire Anim Speed="30.00000"
    Heat FX Fade Speed="30.00000" // Speed at which exhaust heat effects reduce by half (0 to completely disable)
    Warning Light Anim Speed="4.00000" // Safety car light animation
    Steering Wheel="0" // 0=moving steering wheel, 1=non-moving steering wheel, 2=no steering wheel or arms (in cockpit only while player-controlled), 3=moving steering wheel but no arms
    Box Outline="16711680" // whether to draw box on ground around pitstall and grid location when necessary; -1=off, 0-16777215=RGB color
    Allow Letterboxing="1" // whether we allow letterboxing (during replays, for example)
    Logo Seconds="0" // puts up logo at corner of screen for first X seconds of each session
    HUD="7"
    HUD Race Stats="1"
    HUD Tachometer="1"
    HUD MFD="1"
    Any Camera HUD="1" // whether to show the HUD from any camera (in particular, tracksides)
    LCD Display Modes="31" // Add the modes to allow them: 1=status 2=aids 4=engine/brake temps 8=race info 16=standings
    Automap="3" // 0=off 1=race-only 2=non-race-only 3=all sessions
    Display Vehicle Labels="2" // 0=never 1=single-player 2=multi-player 3=always
    Player Detail="1"
    Player Texture Override="-1" // For player's vehicle textures: -1=use Player Detail, 0-3=override value
    Opponent Detail="0"
    Opponent Texture Override="-1" // For opponents' vehicle textures: -1=use Opponent Detail, 0-3=override value
    Load Opponent Cockpits="1" // Whether to load gauges and LCD for opponents, don't turn off if you're planning on hot-swapping vehicles in multiplayer
    Garage Detail="0.50000" // LOD multiplier when vehicle is in garage (0.01-1.00)
    Shadows="3"
    Shadow Blur="0" // 0=Off, 1=Fast, 2=Optimal, 3=Quality
    Transparency AA="1" // Soften edges around alpha test objects
    Pitcrew Detail="0"
    Special FX="3"
    Lightning Probability="1.00000" // Probability of seeing lightning (0.0-1.5)
    Thunder Probability="1.50000" // Probability of hearing thunder (0.0-1.5)
    Sun Occlusion="0" // If true, sunlight is affected by cloud cover
    Rain Drops="1" // If true, rain falls
    Real Road System="1" // If true, dynamic road effects are used (can only be turned off in Dev mode)
    Road Reflections="1" // Low/High = reflected objects are generated for wet road and heat mirage
    Environment Reflections="1" // Low/HIgh = live cubic mapping is used (if track and car are setup properly)
    Wind and Crowd Motion="0" // If true, trees respond to ambient wind, crowds have some random motion
    Full Tire Shader="1" // Turn off only if you get wacky wheels (typically on old, unsupported video cards that are not truly compliant)
    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="0" // Whether engine smoke/flames flow over emitting vehicle
    Tire Emitter Flow="0" // Whether tire smoke/dust flow over emitting vehicle
    Smoke Flow="0" // Whether all smoke/flames/dust flow over non-emitting vehicles
    Raindrop Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
    Rainspray Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
    Spark Flow="0" // 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="0.40000" // 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="0.00000" // 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
    Exaggerate Yaw="0.20000" // Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve "feel")
    Overlay Height="0.04000" // Distance from geometry to help sort drawing skids and grooves
    Overlay Z Bias="1" // Draw-sorting bias for skids and grooves (0 = none)
    Tire Ground Offset="0.00000" // Offset so tire shadows work properly on ground
    Track Detail="1"
    Groove="1"
    MIP Mapping="1"
    Compressed Textures="1"
    Max Visible Vehicles="16"
    Extra Visible Vehicles="105" // Extra vehicles shown in non-driving situations
    Partial Cockpit View="0" // 0=normal cockpit view, 1=wheels & suspension only, 2=wheels only
    Starting View="1" // 0=tvcockpit, 1=cockpit, 2=nosecam, 3=swingman, 4=trackside, 5=onboard000 ... 1004=onboard999
    Player Livery="" // Overrides default paint job for track
    Dynamic Vertex Buffers="1" // Enable / Disable use of dynamic vertex buffers
    Mipmap LOD Bias="0.00000"
    Allow HUD in cockpit="1"
    Display Icons="2" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all
    Auto Detail Framerate="0" // Details and visible vehicles will be automatically reduced (by up to half) if framerate is under this threshold (0 to disable)
    Render Once Per VSync="0" // Attempts to render once per vsync; 1 = use timer, no wait; 2 = use vblank, no wait; 3 = use vblank, wait
    Max Framerate="0.00000" // 0 to disable (note: positive numbers only, we always use the 'alternate' method now)
    Steady Framerate Thresh="0.00100" // Allowed threshold in seconds to try to 'catch up' when falling behind using Max Framerate (use 0 for original behavior).  This helps steady the framerate but may introduce more latency.
    Flush Previous Frame="0" // Make sure command queue from previous frame is finished (may help prevent stuttering)
    Synchronize Frame="1.00000" // Extrapolate graphics using estimated render time in attempt to more accurately synchronize physics with graphics, 0.0 (off) - 1.0 (full)
    Delay Video Swap="0" // Whether to delay video swap if card is busy - this should only be used if framerate clearly improves - otherwise it is only delaying response time
    Always Rebuild Collision="0" // Build collision database everytime tracks are loaded (for development purposes)
    Gap Check="0.03000" // Test for verts that are within X meters but not the exact same, reported to trace.txt and visible by pressing Ctrl-H three times (Dev build only; 0.0 to disable)
    UI Background Animation="0"
    Low Detail UI="0"
    Widescreen Overlays="1"
    Texture Filter="1" // Texture Filtering level: 0 = bilinear, 1 = trilinear, 2 = X2 AF, 3 = X4 AF, 4 = X8 AF, 5 = X16 AF
    Max Headlights="3" // Max headlights visible relative to your car.
    Headlights On Cars="1" // Headlights illuminate other cars.
    Screenshot File Type="0" // 0=default (jpg), 1=bmp, 2=jpg, 3=png, 4=dds
    HUD file="C:\Simulations\rFactor2\Core\HUD\GTDIAL.INI"
    HUD Component="Standard HUD"
    HUD Component Version="1.0a"
    
    [ Game Options ]
    Championship Basic Rules="1"
    Basic Rules="0"
    Basic Display="5"
    GPRIX Damage Multiplier="50" // 100 should approximate real life
    MULTI Damage Multiplier="50"
    Record Replays="1" // whether to record replays or not
    Save All Replay Sessions="1" // whether to save the replay from each session
    Record To Memory="0" // record replays to memory rather than disk (may possibly reduce stuttering, but at your own risk because memory usage will be significant for long races)
    Compress Replay="1" // whether to compress VCR file (uses less disk space but takes more time to write)
    Replay Wraparound="0" // whether replays wraparound in the fridge
    Monitor Auto Replay="1" // whether to automatically start a replay when returning to monitor
    Record Hotlaps="1" // whether to record hotlaps or not (must have replay recording on)
    Temporary Replay Keys="1" // whether original replay mode is restored after releasing instant replay (arrow) keys
    Instant Replay Length="20"
    Replay Base Fidelity="2"
    Full Player Replay="1" // do not drop any player replay events
    Number Track Replays="5" // how many replays to store for each track (using default naming convention only!)
    Number Race Results="10" // how many results files to store (using default naming convention only!)
    Multi-session Results="0" // whether to store all sessions at a track in a single results file, new default is one session per file
    Disconnected Results="1" // show results for clients disconnected at end of prac/qual/warmup
    Starting Pos="0" // Only used if no qualifying session in single-player
    Difficulty="0"
    GPRIX AI Driver Strength="95" // 100 should approximate real life
    MULTI AI Driver Strength="70"
    AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel)
    AI Fuel Mult="0.99000" // 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 (can be overrode in HDV)
    AI Brake_Grip Usage="0.97250" // Fraction of theoretical brake grip that AI attempt to use (can be overrode in HDV)
    AI Corner_Grip Usage="0.97000" // Fraction of theoretical cornering grip that AI attempt to use (can be overrode in HDV)
    AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables (can be overrode in HDV)
    AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables (can be overrode in HDV)
    Auto Line Smooth="0" // 1 = fastest line, 2 = inside/outside, 3 = fastest and inside/outside
    Message Center Detail="3"
    Spotter Detail="3"
    Spotter Laptimes="2" // Report laptimes: 0=never 1=non-race 2=always
    Spotter Behind="10.00000" // Range behind at which spotter may comment on vehicles around you (range ahead is 40% of this value because those vehicles are easier to see)
    Play Movies="1"
    Race Stint Offset="0" // Offset each scheduled pitstop in case you want to carry extra fuel
    Relative Fuel Strategy="1" // Show how much fuel to ADD, rather than how much TOTAL fuel to fill the tank up to (note: new default is true)
    Smart Pitcrew="1" // Pitcrew does things even if you mistakenly forgot to ask (one example is changing a damaged tire)
    Automatic Pit Menu="4" // brings up pit menu automatically: 0=disabled, 1=upon pit ENTRY, change cockpit menu but do not bring up HUD, 2=pit ENTRY->cockpit & HUD, 3=pit REQUEST->cockpit menu only, 4=pit REQUEST->cockpit & HUD
    Miscellaneous="0"
    Autocalibrate AI Mode="0" // When in a test day with 1 AI, AI will attempt to perfect his driving line, and save his knowledge for future use
    Find Default Setup="0" // If 1, attempts to ensure player has default setup ... only works well if only one vehicle class in RFM
    Ghost AI="0" // If 1, AI car will ignore others and be uncollidable.  disabled for standard builds
    Auto Skip Garaged Vehicles="0" // If 1, vehicles in garage stalls will be skipped when cycling cameras. Set this value to 0 to see all vehicles; the left shift key can be held while cycling to dynamically suppend auto skipping.
    Relevant Setups Only="1" // 0 = show all setups in folder, 1 = only show setups for your current vehicle
    Keep Received Setups="1" // 0=do not accept, 1=keep until next track, 2=keep until exit, 3=keep forever
    GPRIX FreeSettings="-1" // -1=use RFM/season/GDB default, or add to allow minor changes with fixed/parc ferme setups: 1=steering lock, 2=brake pressure, 4=starting fuel, 8=fuel strategy 16=tire compound, 32=brake bias, 64=front wing, 128=engine settings
    MULTI FreeSettings="-1"
    Fixed Setups="0" // use fixed setups specified in UserData\<plr>\FavoriteAndFixedSetups.gal (based on track and vehicle class)
    Fixed AI Setups="0" // whether AI use the fixed setups, only applicable if "Fixed Setups" is also enabled (and can be used in single player to have the AIs use your favorite setup)
    Fixed Upgrades="0" // whether multiplayer vehicles use the closest standard upgrade class package
    Disable NetComm="0" // If 1, network features are disabled
    AI Logic Override="0" // use bitfields to disable certain AI behaviors. 1= blocking line
    AI Limiter="0.25000" // Range: 0.0 (no limiting) - 1.0 (limiting used to make racing closer but also make more driver differences on flat-out tracks)
    AI Mistakes="0.00000" // a range of (intentional) AI mistakes from 0.0 (none) to 1.0 (sometimes).  Anything above 1.0 multiplies the frequency
    AI Aggression="0.25000"
    Display Driver Stats="0"
    Display Track Stats="0"
    Settings Type="3"
    Exit Confirmation="1" // 0=none, 1=race only, 2=always
    Monitor AI Postfix="" // what is displayed after AI driver names in monitor (multiplayer only)
    Monitor Admin Postfix="*" // what is displayed after multiplayer administrator driver names in monitor
    Realtime Splits="1" // 0=show race splits at sectors only, 1=realtime splits (can be toggled while driving with pit decrement key
    Standings Func="0" // standings scroll with pit up/down keys: 0=no wraparound, 1=wraparound, 2=auto-scroll (can be changed while driving with pit increment key)
    Show Extra Lap="-1" // -1 = show fractional lap (e.g. 3.7), 0 = show laps completed (e.g. 3), 1 = show lap you are on (e.g. 4)
    One Lap To Go Warning="1" // Race only: 0=none, 1=message, 2=white flag, 3=both, Race+Qual: add 4.  Feature not implemented for timed races or lapped vehicles.
    Pitstop Description="1" // Gives extra info about what's taking time in pitstop
    Measurement Units="0" // Units for everything EXCEPT speed (0 = metric, 1 = english/imperial)
    Speed Units="1" // 0 = MPH, 1 = KPH
    Damper Units="0" // Display dampers (shocks) in garage as: 0 = setting (e.g. 1-20), 1 = rate (e.g. 1000-9000 N/m/s)
    Horizontal Tire Temps="1" // In garage options
    practice length="120" // 0 = default, otherwise minutes (multiplayer version in that file)
    qualifying length="120" // 0 = default, otherwise minutes (multiplayer version in that file)
    warmup length="120" // 0 = default, otherwise minutes (multiplayer version in that file)
    qualifying laps="3" // 2 = default, otherwise # of laps (min of 3)
    GPRIX Race Finish Criteria="1" // -2=%laps, -1=%time, 0=%laps&time, 1=laps, 2=time, 3=laps&time
    MULTI Race Finish Criteria="1"
    GPRIX Race Laps="5"
    MULTI Race Laps="5"
    GPRIX Race Time="120" // minutes
    MULTI Race Time="60"
    GPRIX Race Length="0.50000"
    MULTI Race Length="0.10000"
    GPRIX Speed Compensation="0" // 0 (none) - 10 (max)
    MULTI Speed Compensation="0"
    Speed Comp Dist="500.00000" // <= 2.0: fraction of track length, > 2.0: actual distance in meters for max speed comp
    GPRIX Opponents="9"
    MULTI Opponents="0"
    Vehicle Removal="30.00000" // Seconds until stationary vehicle is removed from track
    Debris Removal="30.00000" // Seconds until stationary debris is removed from track
    Parts Duration="30.00000" // Seconds after parts break off before disappearing
    GPRIX CrashRecovery="3" // 0=none, 1=artificially keep cars on track, 2=flip cars upright, 3=both
    MULTI CrashRecovery="3"
    GPRIX Fuel Consumption Multiplier="1"
    MULTI Fuel Consumption Multiplier="1"
    GPRIX Tire Wear Multiplier="1"
    MULTI Tire Wear Multiplier="1"
    Auto-change Opponent List="1" // whether to change the single-player allowed vehicle filter when player changes vehicles
    CURNT Allowed Vehicles="|SCES"
    GPRIX Allowed Vehicles="|GT2|SCES|GT4|LMP1"
    CHAMP Allowed Vehicles="|GT2|SCES|GT4|LMP1"
    MULTI Allowed Vehicles="|SCES"
    RPLAY Allowed Vehicles="|GT2|SCES|GT4|LMP1"
    Transparent Trainer Lap="0" // 0=off, 1=use saved lap (never updated), 2=use best lap (starts with saved lap but updates if faster), 3=always use last lap
    Transparent Trainer Lead Time="0.50000" // how far ahead it starts the lap in seconds
    Transparent Trainer Alpha="0.50000" // how transparent it is
    Transparent Trainer Proximity="20.00000" // fades out within this distance
    Pause If Focus Lost="1" // whether to automatically pause if window loses focus (single-player only)
    Inactive Sleep Time="25" // Number of milliseconds to sleep each message loop if the game is not the active application (-1 to disable).  will give more CPU to other apps when minimized, etc.
    Active Sleep Time="-1" // ms to sleep each loop if the game is the active app (-1 to disable).  Consider setting to 1 or more if you are running a dedicated server on the same machine.
    
    [ Miscellaneous ]
    PlayerFilesReadOnly="0"
    Auto Install Uninstalled Content In Packages Directory="0"
    UI State="0" // bitfield to save the perfered state of the options.  (Car spinner vs Car tree list)
    enable UI Keyboard Nav="0" // enables keyboard navigation (enter forwards, esc backwards) through the UI
    
    [ Controls ]
    Current Control File="defaults"
    
     
    Last edited by a moderator: Jun 15, 2013
  11. DurgeDriven

    DurgeDriven Banned

    Joined:
    Mar 20, 2012
    Messages:
    6,320
    Likes Received:
    42
    Just gave BB a dose of lag test in his room. p

    He is trying the fix as we speak.
     
  12. Bryan Birtwell

    Bryan Birtwell Registered

    Joined:
    Jan 12, 2012
    Messages:
    620
    Likes Received:
    29
    I believe that when someone leaves the race that the server doesn't "let go of them" and tries to keep them in the race but can't and loses sync with everyone. When I left and came back to my own server, I showed up twice. Once still being in the race and also waiting to get in... I think it's best to let iSi fix what they broke and be patient about it. I also noticed that everyone's pings were jumping all over the place, until I booted the racers that had turned into AI drivers.

    Here's to looking forward to the next build!

    Bryan
     
    Last edited by a moderator: Jun 16, 2013
  13. MarcG

    MarcG Member

    Joined:
    Oct 4, 2010
    Messages:
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    Likes Received:
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    Just a wild thought about the possible cause of lag on a players exit, is there a setting anywhere that triggers the AI to take over a Humans car if that player leaves the server? hence the Auto Rejoin option, if not a setting maybe it's a bug related that...only ISI will know for sure, just thinking aloud :)
     
  14. SPASKIS

    SPASKIS Registered

    Joined:
    Sep 7, 2011
    Messages:
    3,155
    Likes Received:
    1,420
    The word evolving suggests improvement. 18 months since first beta release already and still a very unstable product. Now online races are impossible at this situation. Isi is pulling our leg and is not giving an approximate estimation of when will be a product to the level expected. I remember when codemasters f1 came out full of bugs. People were laughing at them but in some months they solved most issues. We are getting new bugs with each release. Isi should focus on solving bugs before introducing new features. That would be an evolving product.

    I dont care if isi is a small or a big team. Their product has the same price as other games but the quality right now is a disaster. I understand that at this pace at least two more years of development will be necessary. If isi thinks I am wrong they will hopefully provide some roadmap. I dont need a new build every month to find new bugs.

    Enviado desde mi GT-I9505 usando Tapatalk 2
     
  15. Paul Swire

    Paul Swire Member

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    I found the same result last night while I was up till the early hours doing some test myself Bryan :(
     
  16. Nibo

    Nibo Member

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    Today we had 2 races with "Allow Race Rejoin="0". 3 and 4 people exited - no lags. So I have no evidence for this bug with "Allow Race Rejoin="0" so far.
     
  17. Bryan Birtwell

    Bryan Birtwell Registered

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    My server has the lag issue with "Allow Race Rejoin" also set to 0...

    By the way, it's a fresh install of 1.228 and nothing saved from old builds.

    Dave_NRT, are you out there??? I can't reach you guys on TS3. Any thoughts?

    Still looking forward to the next build,

    Bryan
     
  18. JWE

    JWE Registered

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    We didn't experience any problems at tonight's race at SRVN.nl
     
  19. SPASKIS

    SPASKIS Registered

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    Can somebody explain me why are people making different trials to try to discover the variables that are affecting this and other problems?

    You must take into account that this product is not in beta state anymore and our job as betatesters is not needed ajymore?

    Our job here is to treat Isi as the provider that is selling us a product for which there is yearly fee to play online.
    This product has a 30 day trial period for new buyers which should be aware of what they are expected to get. Isi expects us to keep doing betatesting jobs.

    I stopped do that job when the state changed from beta to this. I would expect the same thing from others until isi admits that the product is still beta with its consequences wrt the yearly online fee.

    If nothing changes we will be granting permission to all software companies to release commercial content without the minimum quality expected, which is, at least, major bug-free.

    In a normal company some heads would have been chopped off in this situation.

    Enviado desde mi GT-I9505 usando Tapatalk 2
     
  20. DurgeDriven

    DurgeDriven Banned

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    Huh
     

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