View Full Version : Cockpit vibrations, any way to turn off?
SFDMALEX
5 October 09, 17:01
It appears that anytime I drive something fast or just driving fast the cockpit vibrations just go off...Any way to turn this off? Its really distracting.
In GTR2 at least we had a slider.
And whilst at it, which values affect the cockpit camera as in how far in out and up down you are sitting, what we can adjust withthe mouse in GTR2, rfactor etc...
Im wondering if turning down the <prop name="head physics" data="0.8" /> setting may tone down the head movement within cockpit. I havent messed with any of the head physics options though.
As for adjusting the cockpit FOV or position, I havent come across that yet, but I would assume it wound need adjusting for each cockpit type.
aaltomar
5 October 09, 19:23
Im wondering if turning down the <prop name="head physics" data="0.8" /> setting may tone down the head movement within cockpit. I havent messed with any of the head physics options though.
Here are something you can all try the get the view into your liking:
cameraconfig.xml
Under data="BonnetCam" or data="CockpitCam" try the following changes:
- <prop name="FOVMax" data="1" /> // change to 1 if you don't want your FOV changing when speeding up (creating that tunnel vision, makes it harder to judge incoming corners and makes you believe you're actually going faster than you really are)
- <prop name="FOVMaxSpeedMPH" data="67.0" /> // I changed this to much lower value since I'm still a GPL'er at heart :-D
- <prop name="HeadPhysicsScale" data="0;0;0" /> this disables all head movement, haven't tested yet which value is for which axis
EDIT: the HeadPhysicsScale works as follows:
- the first value affect how the head moves side side according to G-forces.
- the second value is your head "bob" in bumps and dips
- the third value affect how the acceleration of deceleration moves your head back and forth.
I guess it's best to experiment with the values. It's perfectly drivable even if all forces are turned off, maybe a bit "dead" but still drivable.
Seems that the default in SHIFT, like many games, isnt setup correctly for Widescreen. There are a lot of widescreen FOV calculators around the net for widescreen or multiple screen setups to correct for distortion and missing stuff due to incorrect aspect and fov.
http://emsai.net/projects/widescreen/fovcalc/
http://www.widescreengamingforum.com/fovcalc.php
I'm going to have a play around with it myself now. Apparently the human eye has a normal FOV of about 140, with an extra 40 peripheral. For that we would need a lot of monitors :P
Here is a post for triple screens in GTR
http://forum.racesimcentral.com/showthread.php?t=332587
Rpower
7 October 09, 05:33
Is there any known way to stop the HUD moving? I find it enough that the head moves around like a bobble head while the cars sliding and weaving all over the road but I have to try to put up with the HUD moving as well... (@ EA; just because you add real tracks, doesn’t make it a sim)
aaltomar
7 October 09, 18:27
Haven't tested but I suspect that you can tweak this in the cameraconfig.xml file:
<data class="CCameraConfig" id="0x278CECB0">
<prop name="Name" data="CockpitCam" />
* * * * snip * * * *
<prop name="HUDHeadPhysics" data="true" />
Change "true" to "false" and I think you'll have a static HUD.
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