Hello. In a real simulation, if you do not use the VR or a dynamic cockpit to simulate the force g, I think after many reflections that it is essential to move the head of the pilot in relation to the cockpit that moves him also. Rfactor 2 allows it, OK. Aero in all or linear. Engine in all or linear. Or both at the same time. It is obvious that at the minimum minimum 60 FPS to put in All. The immersion and the speed printing are infinitely more important with this parameter of 100% activated ("head physics"). I'm not trying to convince you. Nevertheless, if you are not watching the videos made with the camera lenses and the cameras hanging on the head. Also note that even with a small car your head moves enormously (even perfectly rigged .....!). I want to avoid using a third-party software / plugin. My question is addressed to all and IN PARTICULAR TO STUDIO 397 : How to increase the "head physics" in a way REALISTE AND UNIFORM? I want to choose the intensity but above all to change the parameter (s) in a coherent way (retaining the current realism of the "head physics". I do not want to play wizard apprentices, just increase the values coherently and proportionally to the increase in effect I want to have. I am ready to change the values of player.json. Thank you !!
Thank you for your quick reply. If possible, prefer to use the physics of the head created by ISI. Even if it involves touching the player.json : --->>> but for that I would need the help of a person from Studio 397 who are the experts in this field. If I do not have an answer that I could implement, I would apply your method (because I do not want to play the "sorcerer's apprentice" with the player.json.). Thank you.
I watched about 5 minutes of the demo video and I'm not convinced : I prefer the physics of ISI heads. ---> I just want to ACCENTUATE these effects HOMOGENEOUSLY (To keep the same spirit and the same realism). Thank you