Hi, I really want to get into Rfactor2 but every time I try, I spend an hour trying to get it setup, get frustrated and put it away for another year. I just got the new beta DX11 update. I cant figure out how to lock the horizon in VR. right now my head is bouncing around everywhere making me ill. Even with the head movement set to 0 on the in game slider, my head still moves around too much. My FFB is also backwards and I cant find where to change that. Thank you for your help.
I dont think there is an option to lock to horizon. Since VR is just implemented and several people complain about this they might put it in (unless its already in and i just have no idea about it). FFB backwards sounds strange. Did you drive a mod car? I tested the stock content and there was no FFB issues.
Thanks. It has been awhile since I was last on and I remember that I had to change something in one of the files to a negative number or something like that. Im sure ill find it again. Too bad about VR. It's un-playable for me right now. I cant wait for the next updates. I am dying to run endurance races with changing day/night.
Did you make your FFB reversed? -100 strength? Head movement In your game controls are the above settings at 0% and head vibration off?
There are some edits you can try in the JSON files in the rFactor2/UserData/player folder: For head wobble, in your player.JSON file, try "Car Vibration Mult1":0, "Car Vibration Mult2":0, "Cockpit Vibration Mult1":0, "Cockpit Vibration Mult2":0, For reversed steering in your Controller.JSON file try "Steering effects strength":-10000
If you set "Car Vibration Mult1":1.00952, "Car Vibration Mult2":1.00952, and "Cockpit Vibration Freq1":0 "Cockpit Vibration Freq1#":"Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)", "Cockpit Vibration Freq2":0, "Cockpit Vibration Freq2#":"Secondary rate of vibration affects eyepoint orientation", "Cockpit Vibration Mult1":0, "Cockpit Vibration Mult2":0, you have the horizon locked and some nice car movements what gives better feel. (Maybe it´s not good for VR? Don´t know, just test!)
I used to have a locked horizon (and car movements) which was what I needed. But now something seems to have changed. The cockpit is absolutely stable and the horizon moves - again... While searching I found your post, tried it, but no effect. Cockpit is still stable and the horizon moves, be it less than before. This way I don't feel to well after some driving. I also tried RHM: -------------------------- in rFactor 2 player.JSON "Car Vibration Mult1":0, "Car Vibration Mult1#":"Primary engine vibration multiplier affects position of cameras attached directly to the car", "Car Vibration Mult2":0, "Car Vibration Mult2#":"Secondary engine vibration multiplier affects orientation of cameras attached directly to the car", "Center Mirror Horiz":0, "Center Mirror Horiz#":"use Ctrl+Alt+Seat* controls to save by vehicle", "Center Mirror Size":1, "Center Mirror Vert":0, "Cockpit Vibration Freq1":31, "Cockpit Vibration Freq1#":"Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)", "Cockpit Vibration Freq2":37, "Cockpit Vibration Freq2#":"Secondary rate of vibration affects eyepoint orientation", "Cockpit Vibration Mult1":0, "Cockpit Vibration Mult1#":"Primary aerodynamic vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)", "Cockpit Vibration Mult2":0, "Cockpit Vibration Mult2#":"Secondary aerodynamic vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)", Put all vibration MultX to 0 Configuration Just edit RealHeadMotionRFactor2.xml <RealHeadMotion> <!-- Type = Inertia / LinearRegression / LockToWorldHorizon / LockToCockpit --> <Filter Name="PitchFilter" Type="Inertia" Min="0" Val="0.99" Glance="0.4" Offset="-2" /> <Filter Name="RollFilter" Type="Inertia" Min="10" Val="0.90" Glance="0.75" Offset="0" /> </RealHeadMotion> For both head/eye angle Pitch and Roll, that will be filtered, you can choose between 4 types LockToCockpit : no filtering, the head will follow cockpit LockToWorldHorizon : the Head angle is lock to world horizon, so if , for example, you set this type for RollFilter, the head will never roll in world coordinate, the head will stay straight Inertia : Inertia filtering ( default ), Choose a filter Val between 0 and 1, It's my preferate choice. LinearRegression : another filtering, give different result. Min : if car angle is inferior than Min value, then the filter act like a LockToWorldHorizon. Val : the filter value Glance: the max angle glance value un player.JSON ( those are default value ). Offset : fixed offset the XML is read everytime you enter the track, so you can edit while in PIT. -------------------------------- But I can not find the .xml file he mentioned ? In short: anyone knows a way to lock the horizon ... please...desperate here... (btw. not VR, I'm on triples).
Mmhh, maybe I wrote something wrong, cant look as I´m not at home. Will have a look later. Can´t say for sure if horizon is 100% locked, but however the settings I use gives a much better effect than the defaults.
you need to go into your steam/steamapps/common/fractor2/userdata/player and open the controller jason.ini file and find the line that says "Steering effects strength":10000, and change it to "Steering effects strength":-10000, to reverse the force feedback i had the same problem with my Microsoft sidewinder FFB wheel.