I don't think the DLL are compatible between rf1 and rf2. I know there's a demo version for rFactor1, if I have time this WE i'll try to do a quick portage for rf1, but I don't promiss anything.
It would be great if you could, it would be much appreciated to have the same motion improvement in rF1
Does anybody know, how to get the effect of this great plug-in in rF1 just via plr-settings? I think, I heard something about here in this forum or was it just one of those smart comments that I picked up somewhere else? The up and down of the horizon in rF1 even with head movement on makes me quite sick with the time...
OKi, did a quick conversion to rFactor 1 https://sites.google.com/site/midid...dmotion-plugin/real-head-motion-for-rfactor-1
Thanks man, absolutely great - if you finally can make it working ONLY in cockpit cam I (or we) couldn't be much happier... Thanks again!
I don't know how to do this, I'll check in documentation how I can check which camera is used. Meanwhile you can stop the plugin to work using G key which disable Hardware Plugins.
Since I wanna use RealFeel and Trackmap maybe you can create a shortcut key for just disabling RHM? One could combine it with the camera hotkeys via Profiler to automatically switch it off in swingman etc...
magicfr, Thank you very much for doing this for rF1, it's made my day, will try this right away Edit: UPDATE - AWESOME!!!!!! My stomach hit the floor of the car as I dropped through turns 1/2 at Barber Motorsports Park, I always really enjoy rF1 anyway, but now, I cannot believe what a difference this makes, it is just superb. Thank you magicfr ISI YOU REALLY SHOULD TAKE A LOOK AT THIS PLUGIN, Magicfr HAS CAPTURED THE MOTION EXACTLY. It is a great option for both rF1 and rF2.
To talk about this plugin for rFactor1 it's there : http://isiforums.net/f/showthread.php/5157-RealHeadMotion-1-0 Thanks
Update to 1.01. Features added : - Updated to rFactor2 internalPlugin V04 Version - Use UpdateGraphics to check cameraType , check if camera is Cockpit - Disable RealHeadMotion when not in cockpit mode.
I tried this plugin with the Nissan 370Z at Infineon, bounding over curbs. What a treat; this is the way it should be! I was also curious to see how the rF1 version works on a seriously bumpy track. The Zandvoort 2007 (http://www.virtualr.net/zandvoort-2007-for-rfactor-released) track is a seizure risk in anything harder sprung than a Skoda Octavia. With Seb's plugin properly simulating the human experience (Google "vestibulo-ocular reflex"), it's somewhat better than tolerable, yes even fun now. For me, the Real Head Motion Plugin should initiate a paradigm shift in simulating motion on screen.
Nice you like it. Because ... I will start designing/coding version 2.0 soon I will doing a common code platform + several game plugin ( rF1,rf2,iRacing ) A step further in the simulation of upper body ( chest ) motion simulation, neck motion and responses, and vestibulo ocular reflex simulation. In version 1.0, I have a sort of global works on G force + stabilisation with parameters. In version 2.0 I will do a proper simulation for each part, with a graphical representation and realtime visualisation and motion of each body part. And of course a graphical interface to tune everything : - stiffness of horizontal/vertical seat belt - neck length - neck force - max neck angle motion forward/backward, left/right - head position attachement on neck - gravity center position of head - position of eye - max angle motion of eye ( pitch, yaw ) with independant eye ( to stabilize roll ) etc..
Just to let you know I started project RealHeadMotion 2.0 https://sites.google.com/site/mididrumcoverpartner/real-head-motion-2 Dev log : https://sites.google.com/site/mididrumcoverpartner/real-head-motion-2/dev-log