### GroundOps txt for CH Products ForceFX joystick

Posted:

**Thu Jan 01, 2004 9:40 pm**[General]

Description=This is a pavement groove effect to be used with CHForceFX joysticks

; A regular bump is where all of the *Var parameters are zero

; (SizeVar, MagnitudeVar, SpaceVar, DirVar).

; If one or more of these is non-zero, then it is a random bump. The difference is that regular

; bumps are very CPU efficient -- the joystick driver does most of the work. But with a random

; bump, each bump must be programmed by FS Force using timers, and so it follows that a high

; frequency random bump effect can take up a lot of CPU time. In general, you should avoid random

; bump effects that go above about 8-10 bumps per second, depending on the speed of your CPU.

; Set Ground Ops to a Gain of 1.8 (LightGA)

[Grooves Wheel Move/Stop]

ID=Bump

BumpSize=04

SizeVar=0

SizeCompression=0.2

Magnitude=35

MagnitudeVar=0

Spacing=01

SpaceVar=0

Direction=0

DirVar=1

BrakeOnDir=15

SpeedStart=1

SpeedEnd=2

SpeedCompression=0.1

[Vibs RunUp]

ID=Vibration

Waveform=Sine

BeginPeriod=90

EndPeriod=130

BeginDirection=50

EndDirection=275

BeginMagnitude=4

EndMagnitude=8

RampUp=0

RampDown=25

SpeedStart=0

SpeedEnd=10

GroundPhase=T

[Grooves Roll to Rotation]

ID=Bump

BumpSize=04

SizeVar=0

SizeCompression=0.2

Magnitude=15

MagnitudeVar=0

Spacing=10

SpaceVar=0

Direction=0

DirVar=1

BrakeOnDir=20

SpeedStart=2

SpeedEnd=190

SpeedCompression=1.7

GroundPhase=LTX

Description=This is a pavement groove effect to be used with CHForceFX joysticks

; A regular bump is where all of the *Var parameters are zero

; (SizeVar, MagnitudeVar, SpaceVar, DirVar).

; If one or more of these is non-zero, then it is a random bump. The difference is that regular

; bumps are very CPU efficient -- the joystick driver does most of the work. But with a random

; bump, each bump must be programmed by FS Force using timers, and so it follows that a high

; frequency random bump effect can take up a lot of CPU time. In general, you should avoid random

; bump effects that go above about 8-10 bumps per second, depending on the speed of your CPU.

; Set Ground Ops to a Gain of 1.8 (LightGA)

[Grooves Wheel Move/Stop]

ID=Bump

BumpSize=04

SizeVar=0

SizeCompression=0.2

Magnitude=35

MagnitudeVar=0

Spacing=01

SpaceVar=0

Direction=0

DirVar=1

BrakeOnDir=15

SpeedStart=1

SpeedEnd=2

SpeedCompression=0.1

[Vibs RunUp]

ID=Vibration

Waveform=Sine

BeginPeriod=90

EndPeriod=130

BeginDirection=50

EndDirection=275

BeginMagnitude=4

EndMagnitude=8

RampUp=0

RampDown=25

SpeedStart=0

SpeedEnd=10

GroundPhase=T

[Grooves Roll to Rotation]

ID=Bump

BumpSize=04

SizeVar=0

SizeCompression=0.2

Magnitude=15

MagnitudeVar=0

Spacing=10

SpaceVar=0

Direction=0

DirVar=1

BrakeOnDir=20

SpeedStart=2

SpeedEnd=190

SpeedCompression=1.7

GroundPhase=LTX