Author Topic: cockpit view on banking  (Read 4461 times)

[SJ]CasparGTL

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cockpit view on banking
« on: December 24, 2007, 12:38:06 am »
Hi,

*SOLVED*

Just drove at Daytona RC and noticed that when I drive on the banking my view doesn't follow the angle of the car. The track should be still horizontal like this ---- but now it looks like this / from the cockpit. Drivable but not nice.  :nope:
In GTL I had the same but I found something in the PLR that could be changed so my view was following the angle of the track when it was banked. I hope I say it in a clear way.  :)
I can't remember which setting it was though.

I think it was in [Graphis Options].
Already changed Head Physics to 0.00000 as in GTL but that's not it apparently.
It's not World Movement either.
I heard from Miguel that he hasn't got this problem.
Does anybody know where I should look?
If anyone without the problem could post their [Graphic Options] section of the PLR file here, that would be great!

Thanks for reading,  :salute:

Caspar.
« Last Edit: December 24, 2007, 04:13:39 pm by [SJ]CasparGTL »

[SJ]AlarmedBread

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Re: cockpit view on banking
« Reply #1 on: December 24, 2007, 05:16:55 am »
Hmm, well this is a little interesting and I hadn't thought about it much, but I did find myself tilting my head to the right for some reason going around the ovals  lol

Here is what it looks like to me, can you post a similar picture?

[SJ]CasparGTL

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Re: cockpit view on banking
« Reply #2 on: December 24, 2007, 11:11:40 am »
Your PLR has way more talent.  :)

[SJ]AlarmedBread

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Re: cockpit view on banking
« Reply #3 on: December 24, 2007, 03:19:55 pm »
That is a bit wonky, here's my settings, I don't think I've really messed with the head movement, but it's been so long since I've dove into these settings since I've been happy with them for the most part.



[ Graphic Options ]
Broadcast Overlay="1"
Rearview="1"
Rearview Width="70.00000"
Rearview Height="15.00000"
Seat Adjustment Aft="0.08000"
Seat Adjustment Up="0.03000"
Allow Mouse Seat Adjustment="1" // Whether the mouse can be used to adjust cockpit seat position
Moving Rearview="0" // 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="0"
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="0" // 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="0" // 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="1" // 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="0"
Lens Flare in Cockpit View="0"
Player Detail="1"
Opponent Detail="1"
Garage Detail="0.30000" // LOD multiplier when vehicle is in garage (0.0-1.0)
Shadows="2"
Headlight Effects="0"
Pitcrew Detail="1"
Special FX="1"
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="1" // 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="0"
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="0.00000" // 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)
Lookahead Angle="0.20000" // 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="1.00000"
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="1"
Track Draw Distance="1" // 0 = near, 1 = normal, 2 = far, 3 = very far
Reflect Alpha Scale="0.75000"
Groove="1"
Environment Map="0"
MIP Mapping="1"
Compressed Textures="1"
Specular="0"
Max Visible Vehicles="6"
Shadows In TV Cockpit="0"
Wheels Visible In Cockpit="0"
Steering Wheel Visible In Cockpit="1"
Arms Visible In Cockpit="1"
Driver Animations="1"
Track Animations="0"
Disable All Character Anims="0"
Windscreen dirt buildup="0"
Swaying Trees="0"
Show MoTeC in Cockpit="1"
In Car Dash="0"
Dust Detail="1"
Smoke Detail="1"
Skid Detail="1"
Particle Detail="1"
Starting View="1"
Skybox Detail="0"
Player Livery=""
Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used
Mipmap LOD Bias="0.00000"
LOD Multiplier Multiplier="1.00166" // Multiplier applied to vehicle and track LODs (< 1.0 higher FPS)
Allow HUD in cockpit="1"
Allow Swingman in Pitlane="1"
Display Icons="1" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all
Night Lighting Level="0.45000" // 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="0"
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"
« Last Edit: December 24, 2007, 04:17:51 pm by [SJ]AlarmedBread »

[SJ]Rotary Junkie

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Re: cockpit view on banking
« Reply #4 on: December 24, 2007, 03:23:41 pm »
Could be the G-force simulation?

[SJ]CasparGTL

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Re: cockpit view on banking
« Reply #5 on: December 24, 2007, 04:12:50 pm »
SOLVED!  thumbs up

Checked your PLR Graphic Options Chris.
It WAS world movement, geez.
I remembered wrong from GTL. silly arse
Set to 100% (in options/advanced in game and online) it makes all the shakes of the car visible and can be very nervous on bumpy tracks.
50% is nice for a track like Daytona imo.

Thanks a lot guys!  :hats off:

Caspar.

[SJ]AlarmedBread

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Re: cockpit view on banking
« Reply #6 on: December 24, 2007, 04:20:04 pm »
Cool beans! 

When I said head tilting, I meant tilting my own head, not my virtual head.  It's weird, maybe I'm so into the game that I'm feeling the forces on my neck as the 1lb helmet begins to feel like 100lbs after a few hours around daytona.  :biggrin:

[SJ]2shedz

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Re: cockpit view on banking
« Reply #7 on: December 24, 2007, 04:22:06 pm »
as the 1lb helmet begins to feel like 100lbs   :biggrin:

 :oooh:
:ted: