http://isiforums.net/f/showthread.php/1396-DownloadsHow are you coding the plug in?
Can you point me to tutorials/examples for how to create a plugin?
I've heard of a example.cpp for rFactor2 but cannot find it
Thanks.
- It's on my list, having 2 different factors for when the pitch/roll increasing and when it is decreasing.- would it be possible to adjust the rate of return to neutral position? I mean when on a steep banking your view returns to level with the car, not with the horizon. The RollMin and -max would be enough to adjust the limit.
- Also on my list, if you read this thread I already talk about adding G-forces/Collision forces- When watching a F1 driver brake, you see him 'sink down' in the cockpit (and rise when accelerating). It would be another step towards realism if that could be done!
I don't understand what you mean.Yeah I'm happy
And this is probably on your list haha .., but the neutral speed is a delay and the view will get back to neutral after all. It will flatten a long banked curve.
That's not the idea, but if you put the Factor and FactorNeutral to 0, the head will always stay horizontal.Can you make it so to keep the view level with the horizon, instead of the car? That works very well.
So you allow to move the head only 2° down and 1° upPitchMin = -2.0
PitchMax = 1.0
I don't touch the forcefeedback stuff at all. Are you using other plugin?Really like the plugin thanks. It has only caused me 1 unusual "problem" as now for some reason, the force feedback on my wheel only turns "on" when I've exited pit lane... wierd
Really like the plugin thanks. It has only caused me 1 unusual "problem" as now for some reason, the force feedback on my wheel only turns "on" when I've exited pit lane... wierd
Sorry, I will try again - I am not very good at writing, not even in my own languageI don't understand what you mean.
No it's not, the car stay on the banked road ( roll ), and it's the head that aligned with the car after a while ( controlled with the RollFactorNeutral.When the car drives on a banked road, it rotates a few degrees. After a while the car returns to neutral
But the car is STILL on that banked road, which now appears flat. Or think of driving on an oval track, at first you see the steepness of the banking but after a while it appears flat.
I tried to put the Factor and FactorNeutral to 0 but then you lose movement of the car and the track information.
Also the car would not return to zero, it would stay at an angle all the time.
What I was trying to say, keeping the view level with the horizon would solve that and the car would still follow the road surface as you do now. I just wondered if it was possible to make a switch in the ini file for that.
It has to do with my setup - 3screen, wheel in front and low FOV, so I don't want too much movement. Rotation is ok, but too much pitch and I don't see the road anymore...