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set time_of_day 15.00 set gfx_draw_distance 2000 // camera movement bind +J player1_camera +DEC_ROLL bind -J player1_camera -DEC_ROLL bind +L player1_camera +INC_ROLL bind -L player1_camera -INC_ROLL bind +I player1_camera +DEC_PITCH bind -I player1_camera -DEC_PITCH bind +K player1_camera +INC_PITCH bind -K player1_camera -INC_PITCH bind +KP_LEFTARROW player1_camera +DEC_X bind -KP_LEFTARROW player1_camera -DEC_X bind +KP_RIGHTARROW player1_camera +INC_X bind -KP_RIGHTARROW player1_camera -INC_X bind +KP_UPARROW player1_camera +INC_Z bind -KP_UPARROW player1_camera -INC_Z bind +KP_DOWNARROW player1_camera +DEC_Z bind -KP_DOWNARROW player1_camera -DEC_Z bind +Z player1_camera +DEC_HEADING bind -Z player1_camera -DEC_HEADING bind +X player1_camera +INC_HEADING bind -X player1_camera -INC_HEADING bind +SPACE player1_camera +ZERO_SPEED bind -SPACE player1_camera -ZERO_SPEED bind +Q player1_camera +INC_SPEED bind -Q player1_camera -INC_SPEED bind +A player1_camera +DEC_SPEED bind -A player1_camera -DEC_SPEED bind +F1 player1_camera +NEXT_CAR bind +F2 player1_camera +SHORT_MOVEMENT_MODE bind +F3 player1_camera +FOCUS_MODE bind +F4 player1_camera +FREE_ROAMING bind +F5 player2_camera +MOVEMENT_MODE bind +F6 player1_camera +RESET bind -F6 player1_camera -RESET bind +F7 player1_camera +SAVE bind +F8 player1_camera +LOAD bind +F11 player1_camera +FULL_MOVEMENT_MODE bind +G player1_camera +DIRECTOR_MODE bind +T player1_camera +TRIGGER_MODE bind +W player1_camera +TRIGGER_WRITE // player 1 // bind +UP player1_model +ACCELERATE // bind -UP player1_model -ACCELERATE // bind +DOWN player1_model +BRAKE // bind -DOWN player1_model -BRAKE // bind +C player1_model +HAND_BRAKE // bind -C player1_model -HAND_BRAKE // bind +E player1_model +GEARUP // bind -E player1_model -GEARUP // bind +D player1_model +GEARDOWN // bind -D player1_model -GEARDOWN // bind +LEFT player1_model +STEER_LEFT // bind -LEFT player1_model -STEER_LEFT // bind +RIGHT player1_model +STEER_RIGHT // bind -RIGHT player1_model -STEER_RIGHT //bind +PGDN player1_model +SAVE_MODEL_POSITION //bind +PGUP player1_model +LOAD_MODEL_POSITION //bind +R player1_model +RESET // player 2 // make sure NUM_LOCK is ON ! //bind +KP_UPARROW player2_model +ACCELERATE //bind -KP_UPARROW player2_model -ACCELERATE // //bind +KP_5 player2_model +BRAKE //bind -KP_5 player2_model -BRAKE // //bind +KP_INS player2_model +HAND_BRAKE //bind -KP_INS player2_model -HAND_BRAKE // //bind +KP_PGUP player2_model +GEARUP //bind -KP_PGUP player2_model -GEARUP // //bind +KP_PGDN player2_model +GEARDOWN //bind -KP_PGDN player2_model -GEARDOWN // //bind +KP_LEFTARROW player2_model +STEER_LEFT //bind -KP_LEFTARROW player2_model -STEER_LEFT // //bind +KP_RIGHTARROW player2_model +STEER_RIGHT //bind -KP_RIGHTARROW player2_model -STEER_RIGHT //bind +KP_DEL player2_model +RESET // time acceleration bind +- time_acceleration +DEC_TIME_ACCELERATION bind += time_acceleration +INC_TIME_ACCELERATION bind +P time_acceleration +ZERO_TIME_ACCELERATION bind +[ time_acceleration +FIXED_TIME_ACCELERATION bind +] time_acceleration -FIXED_TIME_ACCELERATION // physics set physics_additional_low_speed_grip 0.5 set physics_do_surfaces 1 set physics_do_collisions 1 set physics_do_wall_collisions 1 set physics_do_terrain_smoothing 1 set model_simulate_tyre_temperature 0 set model_simulate_wear 1 // model controls set model_analogue_steering 1 set model_analogue_accelerator 1 set model_digial_accelerator_input_full_value 0.5 set model_digial_brake_input_full_value 0.6 set model_auto_reverse_max_time 0.5 set model_digial_input_full_value 0.5 set model_steering_wheel_deadzone_percentage 0.04 set model_steering_deadzone_percentage 0.20 set model_accelerator_deadzone_percentage 0.20 set model_surface_drag_distribution_easy 0.97 set model_surface_drag_distribution_medium 0.85 set model_surface_drag_distribution_hard 0.7 set model_surface_drag_distribution_extreme 0.55 set model_catchup_max_range 1000.0 set model_catchup_max_power 0.1 // ai setup exec ai.cfg //Perishable components //Tyres //Brakes (pads) //Engine (head / cylinders) //Gearbox (grinding gears) //Clutch //Fuel (due to usage) // //Damageable components //Tyres (punctures) //Steering //Suspension //Transmission (loss of 4wd, 2wd) //Engine (radiator) //Aerodynamics (spoilers / bumpers) //Traction control systems //Windscreen ? // //Potential Random failures //Engine (blown up) //Tyres (punctures) //Fuel pump //Transmission //Replay // //Standard system plays from start to end. //Next step is to introduce segments. Each segment stores an initial state and then delta information. Strings of segments can be played to make up a whole race. Advantages are that you can play, FF, RW or save segments. //Training //Scripted missions //On-Track tuition //In-Car talk through around track (Derek Bell?) //Tracking debrief (player does a corner, AI comments) // //Garage //Location ? //Exactly functionality // //Sound Effects / Speech //Generation (pure sample or 3rd party software) //Source of speech ? // //Weather / Time of Day //In what capacity ? // // game set max_ai_cars 20 set rolling_start 1 set number_of_laps 3 set auto_save -1 set overwrite_replay_file 1 set camera_head_movement 1 set chase_camera_distance 6.0 set chase_camera_height 2.5 exec myconfig.cfg