Tuto pour trouver plus de salon dans la liste
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Tuto pour trouver plus de salon dans la liste
Modifiez votre dossier multiplayer.ini qui se trouve dans votre profil (rfactor/userdata/profil/ici)
en bleu la modification a faire.
[MULTIPLAYER]
[ Multiplayer General Options ]
Net Connection Type="4" // 0=28k, 1=56k, 2=ISDN, 3=128kbps cable/dsl 4=256kbps cable/dsl, 5=LAN, 6=custom
Upstream Rated KBPS="256" // Rated uploading speed of connection, in kilobits per second
Downstream Rated KBPS="256" // Rated downloading speed of connection, in kilobits per second
Multiplayer Enum Type="1" // where to look for servers: 0=LAN, 1=Internet
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)
Net Join Timeout="500.00000" // How long to wait (without a response) before a game join will be considered a failure
Gamelist AutoRefresh (LAN)="1" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected
Query Port Start="34297" // range is 1025 - 65535
Port Start="34397" // range is 1025 - 65535
Game List Sort Method="4" // 0=Sort by name, 1=Sort by ping, 2=Sort by circuit, 3=Sort by players
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
Concurrent Server Updates="1000" // servers in join list, should be less for modem users, more for broadband (game now automatically finds more if (3 * download_kbps) exceeds this number)
en bleu la modification a faire.
[MULTIPLAYER]
[ Multiplayer General Options ]
Net Connection Type="4" // 0=28k, 1=56k, 2=ISDN, 3=128kbps cable/dsl 4=256kbps cable/dsl, 5=LAN, 6=custom
Upstream Rated KBPS="256" // Rated uploading speed of connection, in kilobits per second
Downstream Rated KBPS="256" // Rated downloading speed of connection, in kilobits per second
Multiplayer Enum Type="1" // where to look for servers: 0=LAN, 1=Internet
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)
Net Join Timeout="500.00000" // How long to wait (without a response) before a game join will be considered a failure
Gamelist AutoRefresh (LAN)="1" // if true, the gamelist will auto refresh on page activation if LAN refresh type is selected
Query Port Start="34297" // range is 1025 - 65535
Port Start="34397" // range is 1025 - 65535
Game List Sort Method="4" // 0=Sort by name, 1=Sort by ping, 2=Sort by circuit, 3=Sort by players
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
Concurrent Server Updates="1000" // servers in join list, should be less for modem users, more for broadband (game now automatically finds more if (3 * download_kbps) exceeds this number)
BBD-Club_Cible- Messages : 211
Date d'inscription : 10/02/2014
Age : 38
Localisation : 27- eure
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