when I join race after multiplayer race...waiting for the download each time to get some more content I'll never use again...only then to find out all the people I thought were in the server are BOTS. lets stop saying AI or whatever you want....I call them bots - sure better than they were 20 years ago but still stupid bots that can't race worth a damn without crashing you. rant end do what other sims have and just limit the amount of bots to one per person that joined...sick and tired of having to spend 5 minutes deleting half the bots just so I can get a decent drive in. and fix the mirrors in VR...like no matter what angle you look at them it's just an image(super fake) - nothing in the mirror changes with head movement... contact the live for speed people they did that great in their game....everyone else too....either way also we know the tire model is king and all....but come on now...it hasn't really changed for how many years now...and if it did it feels worse than it did when I played the demo over 5 years ago... zzzzzzzzzzz....I'm getting nowhere.
Try the different values in this line of the player.JSON "Moving Rearview":3, "Moving Rearview#":"Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both) - add 4 if you want to IGNORE head-tracking movement",
That has never worked for VR (no matter the setting), not sure it works for Flat Screen either but never tried. In order to have Dynamically moving Mirrors for VR it has to be hard coded by S397, as "Moving Rearview" is a redundant section that was leftover from rFactor1.
Arh I see, thought it was to good to be true I still move my head to angle reflection differently to them realose it’s a fix view each time
To be honest I had never tested what it does, if anything. I just remembered about it after reading the op. edit: Does it (did it) have anything to do with using TrackIR?
Mirrors responding reflex in angle to head movement will only eat up some PC resource so I’d prob only keep the feature switched off anyway