Claro que puedo, a ver:
1.- Descomprime este archivo: http://rapidshare.com/files/72169312/GameData.rar.html en el directorio raiz del BMW (Sustituye todo si te pregunta).
2.- Dentro del juego pon todos los detalles graficos al maximo (salvo la distancia de dibujado a lo que quieras), en las opciones de sonido aumenta el volumen del "propio coche" un 5%, reduce el de "otros sonidos" y "otros coches" un 5%.
3.- Despues modifica estos valores del "Tu nick.plr" (BMW M3 Challenge\UserData\"Tu nick"\"Tu nick.PLR")
Código:
[ DRIVING AIDS ] //Modifica estos dos valores
Steer Ratio Speed="0.00000"
Speed Sensitive Steering="0.00000"
Código:
[ Graphic Options ] //Copia y pega toda esta seccion
Broadcast Overlay="1"
Rearview="1"
Rearview Width="70.00000"
Rearview Height="15.00000"
Seat Adjustment Aft="-0.05000"
Seat Adjustment Up="0.00000"
Allow Mouse Seat Adjustment="0" // Whether the mouse can be used to adjust cockpit seat position
Moving Rearview="3" // Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both
Rearview Front Clip="1.00000" // Front plane distance for mirror (0.0 = use default for scene)
Rearview Back Clip="0.00000" // Back plane distance for mirror (0.0 = use default for scene)
Rearview Particles="1"
Self In TV Rearview="0" // 0=none, 1=rear wing & wheels, 2=body & susp, 3=1+2, 4=cockpit, 5=1+4, 6=2+4, 7=all
Self In Cockpit Rearview="0" // 0=none, 1=rear wing & wheels, 2=body & susp, 3=1+2, 4=cockpit, 5=1+4, 6=2+4, 7=all
Vehicle Sparks="1" // Whether sparks occur from vehicle-to-vehicle collisions
Backfire Anim Speed="60.00000"
Warning Light Anim Speed="9.00000" // Safety car light animation
Moving Steering Wheel="1"
HUD="0" // 0=none, 1=Full, 2=Minimal (when enabled)
Minimal HUD="1" // Whether minimal HUD is included when cycling through HUDs
Minimal HUD Position="2" // 0=left, 1=centre, 2=right
Automap="1"
Allow Mouse FOV Adjustment="0" // Whether the mouse+CTRL key+left button can be used to adjust FOV (left shift + left button resets FOV)
FOV Multiplier="1.00000"
Letterbox Mode="0"
High Detail Wheels="1"
Lens Flare in Cockpit View="1"
Player Detail="3"
Opponent Detail="3"
Garage Detail="0.90000" // LOD multiplier when vehicle is in garage (0.0-1.0)
Shadows="4"
Headlight Effects="2"
Pitcrew Detail="0"
Special FX="4"
Lightning Probability="0.25000" // Probability of seeing lightning (0.0-1.5)
Thunder Probability="0.25000" // Probability of hearing thunder (0.0-1.5)
Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010)
Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies)
Skybox Positioning="1.00000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it
Reflection Effects="2"
Vehicle Flow Radius="3.00000" // Vehicle sphere radius for smoke/flames/dust/spray
Vehicle Flow Offset="2.50000" // Offset below vehicle where sphere center is located
Spray Flow Offset="2.50000"
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
Raindrop Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles
Rainspray Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles
Spark Flow="1" // Add to enable: 1=flow over current 2=flow over other vehicles
Glance Rate="7.00000" // Rate to follow controller for glancing
Look Up/Down Angle="0.75000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57)
Leanahead Angle="0.07000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57)
Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57)
Glance Angle="0.75000" // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57)
Look-to-Apex="0.01000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57)
Head Physics="0.75000" // Fraction of head physics movement applied to cockpit view (position AND rotation)
Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only
World Movement="0.50000" // Fraction of world movement seen through driving views
Overlay Height="0.04000" // Distance from geometry to help sort drawing skids and grooves
DS Raceline Height="0.10000" // Distance from geometry to help sort DS raceline
Smoke AI Threshold="5.00000" // Point at which smoke is generated for AI car wheels (0.0 - 1000.0, lower = more)
Smoke Player Threshold FW="0.50000" // Point at which smoke is generated for player car front wheels (0.0 - 1.0, lower = more)
Smoke Player Threshold RW="0.25000" // Point at which smoke is generated for player car rear wheels (0.0 - 1.0, lower = more)
Shadow Map Size="2.00000"
Shadow Ambient Scale="0.50000"
Overlay Z Bias="1" // Draw-sorting bias for skids and grooves (0 = none)
AI Disk Glow Multiplier="0.95000"
Track Detail="3"
Track Draw Distance="3" // 0 = near, 1 = normal, 2 = far, 3 = very far
Reflect Alpha Scale="0.75000"
Groove="1"
Environment Map="0"
MIP Mapping="1"
Compressed Textures="0"
Specular="1"
Max Visible Vehicles="16"
Shadows In TV Cockpit="1"
Wheels Visible In Cockpit="0"
Steering Wheel Visible In Cockpit="1"
Arms Visible In Cockpit="1"
Driver Animations="1"
Track Animations="1"
Disable All Character Anims="0"
Windscreen dirt buildup="1"
Swaying Trees="1"
Show MoTeC in Cockpit="1"
In Car Dash="1"
Dust Detail="2"
Smoke Detail="2"
Skid Detail="2"
Particle Detail="2"
Starting View="1"
Skybox Detail="2"
Player Livery=""
Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used
Mipmap LOD Bias="0.00000"
LOD Multiplier Multiplier="1.00000" // Multiplier applied to vehicle and track LODs (< 1.0 higher FPS)
Allow HUD in cockpit="0"
Allow Swingman in Pitlane="1"
Display Icons="1" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all
Night Lighting Level="0.25000" // 0.0 (night light level) to 1.0 (disabled): sunrise 4-6am, sunset 6-8pm
Always Rebuild HAT="0" // Build HAT database everytime tracks are loaded (for development purposes)
UI Background Animation="1"
Track Fog="1" // Whether fog is present on sunny days
Livery UltraRez="1"
Cockpit UltraRez="1"
Reduced Track Textures="0"
Ghost min alpha distance="0.50000"
Ghost max alpha distance="50.00000"
Ghost min alpha value="0.00000"
Ghost max alpha value="1.00000"
Código:
FFB Device Type="9" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
FFB Effects Level="2" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
FFB Gain="0.86000" // Strength of Force Feedback effects. Range 0.0 to 1.0.
FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
FFB steer vibe freq mult="0.07000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force average weight="0.90000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency.
FFB steer force exponent="0.75000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.
FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
FFB steer force output max="1.70000" // Maximum force output of steering force, recommendation 0.8 to 2.0
FFB steer force grip weight="1.00000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force.
FFB steer force grip factor="0.60000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6. How much of a factor the front wheel grip is on the steering weight.
FFB steer update thresh="0.0001500000" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate.
FFB steer friction coefficient="0.10000" // Coefficient to use for steering friction. Range: -1.0 to 1.0
FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0
FFB steer damper coefficient="0.10000" // Coefficient to use for steering damper. Range: -1.0 to 1.0
FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0
FFB throttle vibe freq mult="0.40000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
FFB throttle vibe zero magnitude="0.09000" // Magnitude of engine vibration at 0rpm (reference point).
FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude).
FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB throttle vibe update thresh="0.02000" // Amount of change required to update throttle vibe (0.0 - 1.0)
FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency.
FFB brake vibe zero magnitude="0.09000" // Magnitude of brake vibration at 0mph (reference point).
FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude).
FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB brake vibe update thresh="0.02000" // Amount of change required to update brake vibe (0.0 to 1.0)
FFB rumble strip magnitude="0.25000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="0.50000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.
FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB rumble strip pull factor="-0.70000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0)
FFB jolt magnitude="1.30000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
2.- Cascale un 16xQ de AA Multisampling y un 16x de AF SuperCalidad en el panel de control de NVIDIA.
4.- Aumenta el contraste desde el panel de NVIDIA (un 5%), reduce el color desde el proyector/TFT si te lo permite (un 10%).
5.- En el panel de control de tu volante pon de giro 900º - 100 , 0, 0 - Centrado OFF
Creo que con todo esto ya lo tendrias igual que yo ;). En el archivo Rapidshare te he juntado todas las modificaciones separadas que he ido metiendo en lugar de decirte los archivos a bajar, espero que no te importe