Discussion in 'Bug Reports' started by svictor, Jul 24, 2021.
Ive noticed this, but have to be honest I have no idea what exaggerate yaw does...
Lazza! Did I ever insulted you?
So please don't insult me or even judge my posts. I have the same right as you do to write my piece.
We would need to investigate as what I posted is what I have and it does not work. 5-4-3-2-1- it goes to neutral.
So me, with :
"Alternate Neutral Activation" set to true... or to false... I tried both
"Stop Sequential if Neutral Configured" set to 1, 2 or 3... I tried all of them
Does not stop downshifting into neutral. For You Lazza, it does Stop? It does not go into neutral unless you press both paddles?
I run a 4 year old G29. I can post my JSON if you want.
Do you have Neutral assigned?
And my tone is because of the way you present it. 'Here's something else they broke...' instead of perhaps asking anyone if it works for them?
Yes, both work as expected here. I've never tried 3 for the second one but that also works (keeps in R).
The comment for this line directly comes from rFactor 1 :
// Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve "feel")
rF1's default was "0.52000".
What the value actually means might be a percentage, a radiant... old rF1 coders only knows.
Hope you got some imagination because this is going to be though to explain...
Simply, it will rotate the point of view in the direction of travel, e.g. you go in a left turn, the car rotates into some oversteer and you counter steer to the right. The exaggerate yaw will turn the point of view to the right in the direction of the slide.
When we drive a sim, we work the wheel as per how the graphic shows us how much rotation we've got. Graphically, in our present over rotation to the left, our direction of travel... of our slide, is somewhere over the right fender of the car. But, on the screen, it's not the car that rotates left, it's the scenery that rotates right. If an algorithm start playing with that... rotating the point of view to the right... which means the whole car turn left in the screen so our direction of travel comes back toward the center of the screen... you don't know where you're going anymore. ISI tried something... tried to mimic what we do in a car when we slide, we turn our head in the direction of the slide. When we physically do that, our senses know it and it is normal. When the game does it for us...it's not good at all. It should have been removed but it never was.
It just does not work for me or anyone I know. It is a given that it has to be set to zero if you want to control the car through a slide.
The other day, I loaded a Controller profile and the -80% came back and but forgot about it. I got in the car and started driving. The car felt like molasses on a hot day. Going through Pouhon at Spa, on the bumps, the car was varying it slip angle... the view point was moving all over the hood... realizing the Yaw had come back, what came out of my mouth at that moment is not to be repeated but the words shietz and S397 came out at a high rate.
That is how a company loses it's install base and closes it's doors. Even if this was just a test value that slipped through their QA.
Hope this was enjoyable...
Do you mean :
"Control - Neutral":[
Dude! I'm a french Quebeker... what do you want?
"Control - Neutral":[
Yep. Easier to just assign it in the game though. Be sure to save and load your profile for more exaggerated yaw goodness
If the Quebec thing means something I'm not aware of it.
Will test later and if we get it to work, I'm ready to eat my socks as it's been a pain in my butt for a while now.
Oh the quantity of posts I'll have to retract...
I'm French first, English second... My mind is in french then I translate into what I can.
so yes, as any good frenchy, I can piss people off.
Feel Like a jerk...
Ya, when I assigned a key to Neutral, it started to work. Thank for the heads up Lazza.
But the tire model is still broken...
Separate names with a comma.