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Settings.cs
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Settings.cs
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namespace ForzaDSX
{
public class Settings
{
public float GRIP_LOSS_VAL { get; set; } = 0.5f; //The point at which the brake will begin to become choppy
public float THROTTLE_GRIP_LOSS_VAL { get; set; } = 0.2f; //The point at which the throttle will begin to become choppy
public int MAX_BRAKE_VIBRATION { get; set; } = 35; //The maximum brake frequency in Hz (avoid over 40). COrrelates to better grip
public int MIN_BRAKE_VIBRATION { get; set; } = 3; //The Minimum brake frequency in Hz (avoid over 40). Helps avoid clicking in controller
public float TURN_ACCEL_MOD { get; set; } = 0.5f; //How to scale turning acceleration in determining throttle stiffness.
public float EWMA_ALPHA_THROTTLE { get; set; } = 0.01f; //Smoothing for Throttle Resistance output. Lower = smoother. Must be greater than 0
public float EWMA_ALPHA_BRAKE { get; set; } = 1.0f; //Smoothing for Brake Resistance output. Lower = smoother. Must be greater than 0
public float EWMA_ALPHA_BRAKE_FREQ { get; set; } = 1.0f; //Smoothing for Brake Resistance output. Lower = smoother. Must be greater than 0
public float EWMA_ALPHA_THROTTLE_FREQ { get; set; } = 0.5f; //Smoothing for Throttle Resistance output. Lower = smoother. Must be greater than 0
public float FORWARD_ACCEL_MOD { get; set; } = 1.0f;//How to scale Forward acceleration in determining throttle stiffness.
public int MAX_ACCEL_GRIPLOSS_VIBRATION { get; set; } = 35; //The maximum acceleration frequency in Hz (avoid over 40). COrrelates to better grip
public int MIN_ACCEL_GRIPLOSS_VIBRATION { get; set; } = 3; //The Minimum acceleration frequency in Hz (avoid over 40). Helps avoid clicking in controller
public int MIN_ACCEL_GRIPLOSS_STIFFNESS { get; set; } = 200; //On a scale of 1-200 with 1 being most stiff
public int MAX_ACCEL_GRIPLOSS_STIFFNESS { get; set; } = 75; //On a scale of 1-200 with 1 being most stiff
public int MIN_BRAKE_STIFFNESS { get; set; } = 200; //On a scale of 1-200 with 1 being most stiff
public int MAX_BRAKE_STIFFNESS { get; set; } = 1; //On a scale of 1-200 with 1 being most stiff
public int BRAKE_VIBRATION_START { get; set; } = 20; //The position (0-255) at which the brake should feel engaged with low grip surfaces
public int BRAKE_VIBRATION__MODE_START { get; set; } = 10; //The depression of the brake lever at which the program should switch to vibration mode rather than smooth resistance. This helps to avoid clicking as vibration mode clicks when no force is applied.
public int THROTTLE_VIBRATION_MODE_START { get; set; } = 5; //The depression of the throttle lever at which the program should switch to vibration mode rather than smooth resistance. This helps to avoid clicking as vibration mode clicks when no force is applied.
public int MAX_THROTTLE_RESISTANCE { get; set; } = 6; //The Maximum resistance on the throttle (0-7)
public int MAX_BRAKE_RESISTANCE { get; set; } = 6;//The Maximum resistance on the Brake (0-7)
public int MIN_THROTTLE_RESISTANCE { get; set; } = 1;//The Minimum resistance on the throttle (0-7)
public int MIN_BRAKE_RESISTANCE { get; set; } = 1;//The Minimum resistance on the Brake (0-7)
public int ACCELRATION_LIMIT { get; set; } = 10; //The upper end acceleration when calculating the throttle resistance. Any acceleration above this will be counted as this value when determining the throttle resistance.
public float RPM_REDLINE_RATIO { get; set; } = 0.9f; // The percentage of the current RPM when we are in the "redline" of the engine
public bool DISABLE_APP_CHECK { get; set; } = false; //Should we disable the check for running applications?
public int DSX_PORT { get; set; } = 6969; //Port for DSX Port Listener
public int FORZA_PORT { get; set; } = 5300; //Port for Forza UDP server
public float LEFT_TRIGGER_EFFECT_INTENSITY { get; set; } = 1.0f; // The percentage of the trigger effects. 1 = 100%, 0.5 = 50%, 0 = 0% (off)
public float RIGHT_TRIGGER_EFFECT_INTENSITY { get; set; } = 1.0f; // The percentage of the trigger effects. 1 = 100%, 0.5 = 50%, 0 = 0% (off)
}
}