+1 for seatbelts. I just had a play with the rF1 version. That mod comes with a alternative CAM file for each car if you want the camera to stay "static". It is much better with the "static" camera. Edit: I compared the two CAM files (in rF1) and it looks like the only difference between them is the orientation rate. This one here is from the "Static" CAM file. OrientationRate=(30,30,30) is the only difference I could see. Alfa Romeo LocalCam=COCKPIT { Fov=(85.000000, 55.000000) Clear=TRUE Color=(164, 218, 249) ClipPlanes=(0.200000, 700.000000) //(0.075000, 700.000000) LODMultiplier=(1.000000) MipmapLODBias=(0.000000) Size=(1.000000, 1.000000) Center=(0.500000, 0.500000) Flags1=(0) Flags2=(0) RadiusLimits=(0.000000, 0.000000) OrientationRate=(30,30,30) // Low numbers cause jitter when you're spinning (1.000000, 4.000000, 1.000000) PositionOffset=(0.000000, 0.87000, -0.800000) \\(Left-Right, Up-Down, Back,Forward) 1er CAMERA COCKPIT (0.000000, 0.87000, 0.05) OrientationOffset=(-0.030000, 0.000000, 0.000000) Radius=(1.000000) }
Interesting so it does indeed work. So i could practically do this and the cameras would stay locked at place. But its basically needing a vote about it in general as i can only pick the moveable camera or without it.
The cam file is referenced in the veh file... so maybe if someone really wanted the dodgy camera they could pick another vehicle with the wacky camera?
i could build a vehiclefile like that actually and that would be the best option really. to keep both but it requires me to write couple new Veh files and duplicating skins. But its doable for sure for each car. and then splitting the cars with the camera and without it.
You wouldn't need anything extra but a duplicate cam file and vehicle file, the rest can stay the same.
Speaking with @EmperorOfFinland , it is easier to manage and update the mod on workshop obviously giving original credits to Team Vintage for rf1 mod and to @LeStrat for initial rf2 conversion as you can read at the beginning of this post i helped to find permission for rf2 conversion https://forum.studio-397.com/index.php?threads/grand-prix-1937.52286/page-2#post-867703 https://forum.studio-397.com/index.php?threads/grand-prix-1937.52286/page-3#post-867765 so i think there aren't problem for upload the mod on workshop
I have found some of these cars seems to suffer from a rear wheel lift on cornering... kind of like a dog lifting their leg up to pee Also.... the Auto Union AI (or maybe Mercedes as well) has problems with rolling over on fast corners.
hmm i know alfa has problems with that as the center of weight is really high. But i also noted that if you give the car enough bump and rebound the stuff stabilises ie from 1,3 to 3,5 so it nolonger goes 3 wheeled
I have noted that the auto union runs approximately 10-25% worse than the other cars despite being lower poly, i have no idea why that is the case although it seems to be focused on cockpit itself and cockpit shaders, but the shaders and the way its made is basically the same.
I am getting some weird gfx on the windscreen of the Merc and Auto Union: It's because the .tga textures are compressed. rFactor only accepts uncompressed .tga files. These 3 files need to be re-exported with no compression. 37_ALFA_GLASSGRAY.TGA 37_W125_GLASSGRAY.TGA 37AU_GLASSGRAY-MAT.TGA When saved correctly they will be about 17kb each.
This is the latest update that i have on my hd 1937 Grand Prix mod v.0.524: https://mega.nz/file/igYVRS7a#yNGPRP7VjELyUQ0IqxWQUjlW1e0K0Q2of7yoA6JKwwg
Not sure where I got that version from (my previous was 0.51) but am happy to upload somewhere if there's no later one.
I can port the sounds to new sound engine once i finish up with F1 1982 League Edition, it should be almost done. the sounds would be fairly quick to do. but this means the work will get delayed to next month. Although someone should have tagged me for the texture fixes LUL i could have actually done that ages ago.