yes, I noticed this strong breaking, but as you said, F1 brakes like hell! anyway, I have set, just now, the maxspeed ratio to 1.25 as stated in the ini file, set for 150km/h. I'll try like this, to see if the breaking effect is a bit lower, and I'll report to you soon a GUI would be great, tune the car as you use it, street car or open wheel... well, it's a great idea, so "bon courage"
I have some problem with plugin when I use free camera to look around the circuit. Camera is rolling down everytime when I switch camera to free look. Without plugin everything is working fine.
Speed factor is only for Pitch/Roll factor, not for G-Force simulation. If you want to reduce for the braking, 1st you must look what effect it is. In that case it is the forward Translation. So go in INI file in the Forward Translation section. and reduce the AccelNegativeFactor
This is a kwown issue and I can't do anything about it I have no way in the rfactor2 plugin system to know if you are in free cam or not There's a rFacto2 function,do you know you can enable/disable HWplugin in realtime using the default binding G_KEY ? If you press this key my plug will be not called anymore my rfactor2. So it should be ok in free cam. There are several other issues about the rFactor2 plugin system which are bugs in rFactor2, but we didn't had feedback from devs yet. So let's hope those issue will be assigned and resolved in next beta release.
Seems you disabled the rFactor2 plugin systeme by mistake, try press G_KEY. Default key for HWPlugin toggle.
Seems you disabled the rFactor2 plugin systeme by mistake, try press G_KEY. Default key for HWPlugin toggle Already tried that.
Sorry, Dude I have no idea. You could try another Plugin, and see if it works or if you have the same problem.
I don't know, but I don't have any logo showing up.... doesn't matter, it works! may be because, I have Fazerbox Plugin too... anyway? I changed the "AccelNegativeFactor" from 10 to 6, and it's fine
Maybe try to clean up you plug in directory, just keep NetCommUtilPlugin.dll which part for default install. Then restart game. Then exit, copy RealHeadMotion.dll and RealHeadMotion.ini, and launch game again.
Ok, got it working. Did what you said. Thanks for the help. But I would like to know what happened to the plugin logo. It was there with other version .07 maybe? Now its gone.
Great work magicfr. Thank you for getting this...and opening up a proper discussion. This plugin offer a 'massive' improvement over the standard default visual reference at speed. The only thing that's needed in my opinion, is a bit more mass to offset the speed at which recoil/rebound acts on the chassis and a very, very small reduction in roll at cornering. This is exactly how I remember it from my few laps in a Formula Ford years ago. As I have stated before, this is something you can only truly experience by going on circuit and experiencing for yourself. Not even a helmet mounted camera can provide it 100% correctly because the rigid-mounted internals flex at different frequencies than what's interpreted by the human vision.
Now I think it's just a matter of finding the right parameters , because right know I pretty much simulate most thing that act on head/neck/eye.
Installing the Visual C++ Runtimes did help in my case - maybe you wanna get this: http://sereby.org/site/AiO-tab_x64
Hum, better getting them from Microsoft themselves : http://www.microsoft.com/download/en/details.aspx?id=5555 Maybe If there's different plugin compile with different version of Visual Studio or other compiler, then there is a mess in the C++ DLLs.