May 29, 2019 - No corner is safe from the time attack menace. Word is, in a few years even minivans will be packing massive front spoilers and triple rear wing. Wix has posted some more preview shots of the Mazda RX7 which is part of the Belcar 2006 mod for GTR2.
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Can you upload another image of your wheel settings? possibly a up to date one? the one in the explanation isnt operating. furthermore, when you are in-game, your steering wheel in game re-writes 900 levels just like you real fanatec wheel or whatever. when im in video game it just turns a tiny little bit, and then suddently will go super fast close to.
- Michael jordan Jarrett2 yrs agomass media fire hyperlink for your configurations doesnt function anymore
- LooNiE2 yrs ago+1If you would be ever therefore kind as to go into your rFactor folder, UserData, You username, and then open up the document Control.ini in Notepad. Once opened discover this component of your document:
Power Feed-back
FFB Device Kind='1' // Kind of FFB control: 0=nothing 1=wheel, 2=stay/custom, 3=rumble mat.
FFB Results Degree='4' // Quantity of FFB results to use: 0=No Results, 1=Lower, 2=Moderate, 3=Great, 4=Total, 5=Custom.
FFB Gain='0.90323' // Strength of Force Feedback results. Range 0.0 to 1.0.
FFB Ignore Controllers='0' // Perform not use FFB on: 1=controller1, 2=controller2, 4=controller3 (or include beliefs to ignore several controllers)
FFB Throttle FX on steer axis='1' // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
FFB Brake FX on control axis='1' // 0 = Brake pedal results on brake axis, 1 = brake effects on steering axis.
FFB control vibe freq mult='0.20000' // Handles rate of recurrence of steerage vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB control character zero size='0.03387' // Magnitude of steerage vibration at 0mph (research point).
FFB guide vibe slope='0.00000' // Slope of series defining size as a function of rate of recurrence (used with FFB control vibe no degree).
FFB drive vibe influx kind='0' // Kind of wave to use for character: 0=Sine, 1=Block, 2=Triangle, 3=Sawtooth up, 4=Sawtooth lower.
FFB steer force conjecture='0.00100' // Time into the potential future that power is forecasted, to help counteract wheel latency (0.0 to disable)
FFB steer force max transformation='100.00000' // Maximum switch per second based on present distinction between calculated and used push, to help prevent jerky actions (values under 15 or therefore should decrease jerkiness, 100 disables)
FFB steer pressure neutral range='0.03000' // Potential range from center 'neutral power' place where makes are decreased to assist avoid vacillation (0.0 to disable)
FFB steer push neutral function='1.00000' // Function to use near neutral force area, in purchase to tune out FFB 'deadzone' but keeping oscillations in check: 0.0=initial, 1.0=brand-new
FFB guide push exponent='0.80242' // Steering force result 'level of sensitivity'. Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, better than 1.0 = lower sensitivity.
FFB control force input utmost='11500.00000' // Recommended: 11500 (-11500 if controller brings in the incorrect path).
FFB steer force result max='1.80000' // Optimum force output of steerage force, suggestion 0.8 to 2.0
FFB control force grasp functionality='0.55000' // Variety 0.0 to 1.0 (prior hardcoded worth had been 1.0) - lower ideals will make steering power decrease LATER as front side tire grasp is lost - consider 0.3
FFB drive force hold fat='0.90000' // Variety 0.0 to 1.0, suggested: 0.4 to 0.9. How very much weight is certainly provided to tire hold when calculating steering pressure.
FFB steer force hold factor='0.40000' // Range 0.0 to 1.0, recommended: 0.2 to 0.6 (previously hardcoded to 0.4). How significantly of a element the front wheel grip is usually on the steerage weight.
FFB steer front grasp fract='0.00000' // Variety 0.0 to 1.0 (previous hardcoded value has been 0.0), extra impact of top grip loss on steerage pressure
FFB drive update threshold='0.00000' // Quantity of shift needed to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more often = lower frame price.
FFB control rubbing coefficient='0.17500' // Coefficient to use for steerage friction. Range: -1.0 to 1.0
FFB drive friction vividness='1.00000' // Vividness value to use for steerage friction. Range: 0 - 1.0
FFB drive damper coefficient='0.17339' // Coefficient to use for steerage damper. Range: -1.0 to 1.0
FFB control damper vividness='1.00000' // Saturation worth to make use of for steerage damper. Variety: 0 - 1.0
FFB throttle vibe freq mult='0.17000' // Weighing scales actual motor regularity to push FFB vibration rate of recurrence. Suggested variety: 0.10 to 0.50
FFB throttle character zero size='0.09000' // Magnitude of motor vibration at 0revening (research stage).
FFB throttle feel incline='0.00000' // Incline of range defining magnitude as a functionality of rate of recurrence (used with FFB throttle vibe zero degree).
FFB throttle vibe influx type='0' // Kind of influx to use for feel: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth upward, 4=Sawtooth down.
FFB throttle vibe upgrade thresh='0.08000' // Quantity of transformation needed to revise throttle vibe (0.0 - 1.0)
FFB brake pedal vibe freq mult='0.90000' // Weighing scales actual brake pedal rotational frequency to push comments vibration regularity.
FFB brake pedal feel zero degree='0.10000' // Magnitude of brake vibration at 0mph (benchmark point).
FFB brake vibe incline='0.00000' // Incline of series defining magnitude as a functionality of rate of recurrence (used with FFB brake vibe zero size).
FFB brake pedal vibe influx type='0' // Type of influx to use for character: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth straight down.
FFB brake vibe upgrade thresh='0.05000' // Amount of modification required to revise brake character (0.0 to 1.0)
FFB rumble strip size='0.25121' // How strong the rumble strip rumble will be. Variety 0.0 to 1.0, 0.0 disables effect.
FFB rumble remove freq mult='0.60000' // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.
FFB rumble remove wave type='0' // Type of influx to use for vibe: 0=Sine, 1=Block, 2=Triangle, 3=Sawtooth upward, 4=Sawtooth down.
FFB rumble remove pull element='0.51613' // How highly wheel pulls right/left when operating over a rumble remove. Suggested variety: -1.5 to 1.5.
FFB rumble remove upgrade thresh='0.07500' // Amount of change needed to upgrade rumble strip effect (0.0 - 1.0)
FFB shot magnitude='1.00000' // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
Copy and insert mine over yours and make sure not really to insert too much. That should fix it. If it doesn't, allow me know. :)