It may not be optimal for anyone else, but here's what I currently have in d3d8.ini
[D3D8]
; Reflector Sight Setup Mode for Modders
; Set to 1 to be able to see reflector gunsight coordinates on screen, use CTRL or ALT + arrow keys to adjust the gunsight.
; Additionally use CTRL/SHIFT + D/W/S/A to adjust "target" distance/wingspan and relative scale for calibrating gunsight size.
;Use ctrl/shift + one of following keys:
;W – adjust target wingspan
;D – adjust target distance
;S – adjust reticle scale #1
;A – adjust reticle scale #2
;The target is drawn as a semi-transparent magenta square at specified distance in front of “camera” (so you have to align you view with reticle first).
;Adjusted values are not saved automatically, you have to type them in manually.
ReflectorSetupMode=0
ClickableSetupMode=0 ; Set to 1 to set part names and bounding boxes to aid in setting up the clickable cockpits.
MouseControlSpeed=5
; Since Win7 DirectX 9 can use new drivers enabling 'unlimited' GPU memory and much faster Alt-TAB.
; Set to 1 to enable these new drivers, but may have problems with older ATI/AMD cards
UseD3D9Ex=1
; Set to 1 to convert any fullscreen mode selected in cfs3config into windowed mode.
; If resolution is less than desktop res it will appear as a normal window, if matches - borderless.
; Many modern games use 'borderless fullscreen' which is actually a windowed mode.
WindowedMode=0
; Set to 1 to draw clouds sprites from both sides (normally only one side is visible)
; Slightly reduces cases of abruptly disappearing clouds when you fly past by but not much really.
DoubleSidedClouds=1
; How often cockpit reflections are updated (1 - fastest, 1000 - every 1000th frame, 0 - disabled)
; Note that the reflection consists of 6 sides of a cube, and this interval is for ONE side
; So even though the 1 is fastest it will still take 6 frames for full update.
CockpitReflectInterval=0
; Resolution of environment reflection cubemap.
; 1 = 128x128; 2 = 256x256; 3 = 512x512; 4 = 1024x1024
EnvMapSize=4
; Set to 1 to hide searlight beams pointing directly upwards for some time (as in WOTR)
HideInactiveSearchlights=0
; Terrain Lighting and Bump Mapping
TerrainDiffuse=1
TerrainDetailBump=0.2
TerrainDetailColor=0.75
TerrainSpecular=0.5,0.5,0.5
TerrainBumpFactor=0.125,0.125,0.125
; Scenery Lighting
SceneryDiffuse=0.5
; Facility Lighting - FacilityBrightness works as a multiplier for diffuse color of building. So if you have a texture pixel with RGB value = 200 and FacilityBrightness = 0.8 the result will appear as if RGB value was 200 * 0.8 = 160. It can also make objects brighter if you use value >1.0.
FacilityBrightness=0.825
; Should match PatchPixelDim in compositetexturebudgets.xml to get correct terrain bumpmapping
TerrainPatchPixelDim=256
; Change to NoMultisampling=1 for SweetFX compatibility, but it will disable ingame antialiasing.
NoMultisampling=1
; Aircraft shadows. 0 - No Shadows; 1 - Low; 2 - Medium; 3 - Good; 4 - High; 5 - Best
ShadowQuality=5
; Terrain shadows. 0 - Disabled; 1 - Low Quality; 2 - Medium; 3 - High
TerrainShadows=3
; 0 - Disabled; 1 - Enabled
TerrainBumpMapping=1
; 0 - No shadows; 1 - 10%; 2 - 20%; ...; 10 - 100%. Doesn't make much sense to go below 50%.
CloudShadowScale=10
; 0 - No shadows; 1 - 10%; 2 - 20%; ...; 10 - 100%. Smaller values cause brighter shadows.
CloudShadowDensity=5
; -1 - Off; 0 - Default; 1 - VSync On
VSyncMode=0
; 0 - Use default (which is 60 degrees); 1...180 - override FOV for external views.
ExternalFOV=30
; Sun glare and lens flares. 0 - Off. 1 - On.
SunGlare=1
; Weather tuning (might be overwritten by WOFF)
; Range 0...100 as percentage of sunlight reduction.
CloudShadowOvercast=10
CloudShadowHeavy=90
; Tweaks strength of environment reflection. 0 - off. 1 minimum, 9 maximum.
EnvReflection=5
; Tweak sharpness of sun and environment reflections. 1 dullest, 9 sharpest.
Glossiness=1
; Enable dynamic lights (gun flashes, etc) for scenery objects. 0 - Off. 1 - On.
SceneryDynamicLighting=1
; Adjust sprite (smoke, dust, etc) brightness according to time of day. 0 - Off (always bright). 1 - On.
SpriteLighting=1
; Ambient+sun light amount when night sprites are enabled
NightLightThreshold=0.35
AlphaToCoverage=0
UseRenderThreads=1
FakeDriverVersion=1
LegacySightAndLightControls=0
; Enables or disables (if set to 0) head movement due to G-forces in cockpit view (offset and rotation)
HeadShake=1
; Controls the magnitude of head movement. Default value is 100. Rotation is unaffected by this setting.
OffsetScale=100
; Controls XYZ offset speed. Low values have high inertia so the response will lag more. Typically 4 to 100 with higher restoring the head position faster. Default 12
OffsetSpring=9
; Offset Damping with low values being more damped, Default 6
OffsetResponse=9
; Controls rotation speed. Low values have high inertia so the response will lag more. Default 24
RotationSpring=9
; Range 0 to 10. Value of 0 disables mouse view entirely.
MouseLookSpeed=5
; Time in seconds before mouse look automatically returns to centered view
MouseLookResetDelay=5
; Controls MouseView zoom increment/decrement steps. Valid values from 1 to 50. 20 is exactly the default value for CFS3/WOFF.
ZoomInStep=20
ZoomOutStep=20
; Smooth zoom speed. Zoom still changes step-wise, but transition between steps is smooth now.Range of values 0 to 10. Set to 0 to disable smooth zoom.
ZoomSpeed=5
; Zoom Direction. Default behavior is wheel-up = zoom-in. To change it to wheel-down = zoom-in use InvertMouseZoom=1.
InvertMouseZoom=1
; Troubleshooting options
Enabled=1
ForceHardwareVertexProcessing=1
ForceRenderTargetTextures=1
EnumAllDisplayModes=1
AutoGenMipMaps=1
WriteLog=1