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splashman
Game Master
Location: Parksville B.C. Canada
Joined: 26 Jan 2002
Posts: 3888
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Posted: Sat Oct 18, 19:14 |
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Thought it might be a god idea to start a thread where some tweaks for the plr could all be contained in one place so that there's not a need to search through dozens of threads.
To get smoke flowing over your car instead of through it look for these entries;
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
change the 0's to 1's
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
_________________
Canadian,and proud of it....eh
Last edited by splashman on Mon Nov 10, 17:48; edited 1 time in total |
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John Thomas
Joined: 17 Sep 2003
Posts: 172
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Posted: Sat Oct 18, 19:19 |
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For Act-Labs shifter support. Change the 0 to a 1:
Gear Select Button Hold="0"
For "sim" physics. Change the 1 to a 0:
Half Rate="0"
For smoke and stuff in the rearview mirror. Change the 0 to a 1:
Rearview Particles="1" |
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B.G
Joined: 11 Oct 2003
Posts: 119
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Posted: Sat Oct 18, 23:02 |
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This is an old one from NT2003 that works in NT2004.
For Winstoncup cars only:
CURNT Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Winstoncup"
PRACT Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Winstoncup"
QUICK Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Winstoncup"
GPRIX Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Winstoncup"
CHAMP Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Winstoncup"
MULTI Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Winstoncup"
DRSCH Allowed Vehicles="AND: DrivingSchool"
RPLAY Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Winstoncup"
CAREER Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Winstoncup"
Make sure you only select 39 AI oppenents as there are only 40 WinstonCup Alpha cars in the game.
For Busch Series cars only:
CURNT Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Busch"
PRACT Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Busch"
QUICK Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Busch"
GPRIX Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Busch"
CHAMP Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Busch"
MULTI Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Busch"
DRSCH Allowed Vehicles="AND: DrivingSchool"
RPLAY Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Busch"
CAREER Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Busch"
Set your AI opponents to 12 as there are only 13 Busch Series Alpha cars.
B.G |
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kooldakracing
Location: Chama, NM
Joined: 05 Jan 2003
Posts: 303
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Posted: Sun Oct 19, 01:12 |
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B.G wrote: |
This is an old one from NT2003 that works in NT2004.
For Winstoncup cars only:
CURNT Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Winstoncup"
PRACT Allowed Vehicles="AND: NASCAR ClosedWheel 2003 Winstoncup"
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What does this one do? Thanks!
BTW, great idea for a thread, splashman!
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B.G
Joined: 11 Oct 2003
Posts: 119
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Posted: Sun Oct 19, 01:29 |
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It allows you to either have Winston cup cars or Busch series cars only when racing, the default setting allows both types of series cars to run together.
B.G |
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kooldakracing
Location: Chama, NM
Joined: 05 Jan 2003
Posts: 303
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Posted: Sun Oct 19, 02:25 |
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B.G wrote: |
It allows you to either have Winston cup cars or Busch series cars only when racing, the default setting allows both types of series cars to run together.
B.G |
Very cool, thank you. Big dummy here, I should have realized that...
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B.G
Joined: 11 Oct 2003
Posts: 119
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Posted: Thu Oct 23, 00:19 |
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In the [Game Options] section find the:
Fidelity Unilateral Neutralizer="0"
Change the value to "1", so if you have Auto Pace Lap on, then you can press CTRL + T and speed up the game by a factor of 4 (sort of fast forward), press CTRL + T again to return to normal speed. Also handy in practice sessions.
B.G |
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B.G
Joined: 11 Oct 2003
Posts: 119
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Posted: Thu Oct 23, 00:40 |
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I haven't tried this myself but - in the [Game Options] section:
Autocalibrate AI Mode="0"
Change the value to "1" and the AI will adjust it's speed to match yours, so your always in a race and not lagging behind (if the difficulty is too high for you).
B.G |
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Will220
Joined: 01 May 2003
Posts: 3
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Posted: Mon Oct 27, 08:36 |
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I changed the vehicle removal from 3.14 seconds to 10 seconds. That way the game doesn't close out before I get a chance to see the great wreck I caused. |
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Sweet Daddy
Joined: 24 Sep 2003
Posts: 49
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Posted: Wed Oct 29, 06:52 |
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In plr change vehicle sparks to a 1 from a zero- Cool sparks effects with car to car rubbing and very helpful to see if your bottoming out in your rearview mirror |
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B.G
Joined: 11 Oct 2003
Posts: 119
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Posted: Mon Nov 10, 17:36 |
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This is not a .PLR tweak but nontheless a good addition to tweaking.
Thanks to Sweet Daddy for the help on this one. In your cars .HVD file, under the [Suspension] section, look for this line:-
AdjustSuspRates=0 // adjust suspension rates due to motion ratio
change it to:-
AdjustSuspRates=1 // adjust suspension rates due to motion ratio
Regards Mika
(do someone mention sticky) |
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John Thomas
Joined: 17 Sep 2003
Posts: 172
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Posted: Mon Nov 10, 18:55 |
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What does this do? |
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B.G
Joined: 11 Oct 2003
Posts: 119
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Posted: Mon Nov 10, 19:12 |
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From what Sweet Daddy ( and Dad ), and myself can make out, this may be coupled to the Half-rate=0 suspension physics, whereby the half-rate=0 forces the game to sample the suspension at approx double the calculation rate, the adjustSuspRate seems to be tied in with it as well.
Looking at it logically (god i hope i'm right), by enabling this, the suspension is dynamically adjusted as the car moves (bumps, corners etc..).
It does seem to make the car more responsive (i.w.o setup changes). The half rate physics is by default set to normal because of the additional cpu loading doing the extra calculations, i guess the AdjustSuspRate may also be 'disabled' to reduce the cpu loading for the lower end systems.
Thanks to the mods for the sticky.
B.G |
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08ford
Joined: 29 Sep 2003
Posts: 32
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Posted: Tue Nov 11, 00:05 |
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The comment next it, says exactly what it is supposed to be for. Motion ratio is basically how far the spring will move compared to how far the frame moves. If the motion ratio is .5, then when the car gets pushed down one inch the spring will move 1/2 inch; the spring would then be 1/2 as stiff as it is actually rated (a 200 would be about a 100).
The motion ratio adjusts the 'wheel-rate'. The spring rate alone only is a part of what the spring rate at the wheel will be (what the wheel 'sees'). In a real racecar motion ratio is changed my moving the spring in or out on the a-frame or trailing arm, or by changing its angle. |
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B.G
Joined: 11 Oct 2003
Posts: 119
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Posted: Tue Nov 11, 00:29 |
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Thanks for the heads up.
B.G |
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