Ask ISI: switch for World Movement in the menu possible?

Discussion in 'General Discussion' started by Andreas67, May 24, 2013.

  1. Andreas67

    Andreas67 Registered

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    Last edited by a moderator: May 24, 2013
  2. Spinelli

    Spinelli Banned

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    oreintation rates, camera shakes, cockpit shakes, g force movement, world movement, camera/head movement, pitch, yaw, roll, etc etc etc etc etc etc. EVERY MOVEMENT LIKE HEAD, WORLD, COCKPIT, AND EVERY FORM OF EACH OF THOSE (VIBRATION/SHAKING, ARTIFICIAL, NON-ARTIFICIAL BUT BASED ON SPEED, NON-ARTIFICIAL BUT BASED ON PHYSICS) ETC ETC SHOULD ALL BE IN A SUPER ADVANCED SECTION (ALONG WITH MANY OTHER THINGS FROM THE PLR) DIRECTLY IN GAME.

    Should be an advanced options tab, and then a super advanced options tab. The super advanced options tab will be the one with the PLR stuff, with a pop up warning that comes up everytime you click the super advanced options, that says "WARNING: these settings can dramatically affect, and possibly ruin your gameplay experience, editing these settings is strongly NOT RECOMMENDED".

    However, there should be a small default/reset button, not only next to every single "super advanced settings" option/setting, but also 1 general one for the entire page.
     
  3. Kknorpp001

    Kknorpp001 Banned

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    +1 to all of this. World movement makes me sick, literally.
     
  4. Andreas67

    Andreas67 Registered

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    World movement makes me sick, literally.[/QUOTE]

    +1

    especially in connection with motion
     
  5. GaetanL

    GaetanL Registered

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    I'm not sure I understand everything, but something like this might satisfy you .
    It's not in grass but there are some little bumps and one big before the last turn for give an idea.



    For this you must modify there lines in PLR file. (Player.plr) :

    Look Up/Down Angle="1.00000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57)
    Leanahead Angle="0.25000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57)
    Look Roll Angle="1.00000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57)
    Glance Angle="1.00000" // 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="1.00000" // Fraction of head physics movement applied to cockpit view (position AND rotation)
    Head Rotation="0.50000" // Additional head physics multiplier affecting rotation only
    Exaggerate Yaw="0.64000" // tourne le regard dans le sens de la rotation du volant, idéal pour viser le point de corde
    Overlay Height="0.04000" // Distance from geometry to help sort drawing skids and grooves


    Test this in grass and give me your impression. Also you can change the values yourself for a personal convenience ;)
     
  6. Andreas67

    Andreas67 Registered

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    that's not what I mean
     
  7. Lazza

    Lazza Registered

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    Yep, best way to avoid that sort of vibration/movement is to lower the camera orientation rate, something we can't do in rF2 because the .cam files are locked in the MASes.

    Switching off world movement isn't what you want either - that keeps your head level even when you're on banking. You want the low orientation rate which smooths out the bumps but keeps the same average.
     
  8. Spinelli

    Spinelli Banned

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    I can't stand the second "corrected" video, it is retarded, it reminds me way too much of IRacing. The car doesn't move, bounce and jiggle up and down relative to you lol, you are strapped to the car, you are one with it.

    That video is another case of "comfortable, nicer settings" from someone who obviously has never been in a race car. (Just like the people who move their cockpit view really high and then think that by sitting really low relative to their monitor that they are negating the unrealisticness and easiness of their overly high view/eye point).

    If it works for u then sure it's your game, but they shoulnt go around claiming that they have fixed things, that they have made things more realistic than before, that the original way is wrong, etc
     
    Last edited by a moderator: May 25, 2013
  9. Lazza

    Lazza Registered

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    The car in that video isn't moving around much relative to the camera, but its orientation is. When your head is being bounced around in a real life situation you can quite easily keep focused on what's in front of you, and that isn't possible in a game because you lose all the G-forces your brain needs to help it do that. Whether that video makes it a bit too extreme is another matter, but having the trees bouncing around - especially at screen refresh rates which don't help make it look smooth - doesn't really replicate what happens in real life either. Strong vibrations might blur your vision but it doesn't stop your brain and eyes cancelling out a lot of the movement.

    Word of advice? If you're going to say it's up to a person what they use, but that they shouldn't say what they're doing is right, maybe don't call things 'retarded' or make judgements about what someone has or hasn't done based purely on their viewpoint being different to yours.
     
  10. Kknorpp001

    Kknorpp001 Banned

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    Have u tried head motion plugin?
     
  11. Spinelli

    Spinelli Banned

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    I didnt say the original way is correct or perfect either.

    You view relative the car should be changing just very vey little as you are strapped together. The car shouldn't look like it's sinking in the ground or jumping in the air relative to you, you are sitting in the car and strapped to it. Just a tiny tiny bit should be used (along with a tiny tiny bit of yaw and roll) to help exGgerate g-forces/bumps that we can't feel sitting on a computer chair. It shoulnt look like you are floating above the car and the car is wildly moving all over the place relative to your head/body.
     
  12. Andreas67

    Andreas67 Registered

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    when driving slowly on the curb, which moves environment. Or in Sebring,
    targeted straight at the start, the whole pit with hops.
    And this transfer of motion is 1: 1 I have been driving 30 years Kart.
    and operate Simracing since 1998 (GPL). These effects are the speed
    convey, and they are like spices. But less is more.
     
  13. kmw

    kmw Registered

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    The second view is certainly more correct (and yes I have raced real cars, but that is irrelevant, you can test it on a push bike if you want). You may be strapped tightly into the car, but your brain levels out your view of the horizon and corrects it despite the movement of the car. Your body may be strapped in but your eyes and brain are not.
    The horizon and objects certainly DO NOT move around in real life.
     
  14. Andreas67

    Andreas67 Registered

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    +1 Yes :)
     
  15. Spinelli

    Spinelli Banned

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    But your car doesn't move around relative to you
     
  16. MJP

    MJP Registered

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    @ the OP, you keep bringing this up and the answer is the same now as it was well over a year ago... the realheadmotion plugin is as close as you're going to get. You seem to want to be able to turn the 'world movement' almost completely off!
     
  17. Andreas67

    Andreas67 Registered

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    Yes



    Maybe someone could tell of ISI, whether such a slide would be possible
     
    Last edited by a moderator: May 26, 2013

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