Fairly new to AMS and not really a PC wizzard, not having found a solution on the net, here's my question: In some cars, (always using cockpit view) the whole view is bouncing/shaking up and down, causing me upcoming nausea. I'm on triple screen setup, screens pretty close to my eyes (about 55cm). I get that the effect would be less with big screens far from your face. I don't mind the car/interior moving, but like IRL I would like the view being stable. I suppose there is a way to fix it in the files, but I have no idea what/where to try. I don't mean "horizon lock" causing the dash to move up and down when going up/downhill. Help appreciated ! Anyone please ?
Thanks. All the in-game settings that I think could be involved are tried and set to zero. But sadly it does not change the "world" bouncing up/down.
Try editing Cockpit Vibration Mult1="0.20000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file) Cockpit Vibration Freq1="42.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates) Cockpit Vibration Mult2="0.28000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file) Cockpit Vibration Freq2="56.00000" // Secondary rate of vibration affects eyepoint orientation in your <playername> .plr file in C:\Users\..........\Documents\Automobilista\USERDATA\<playername>
Thanks, found them. Not sure what values would help. There is also a cockpitinfo config in the car files, where it says CockpitVibrationMag=0.004 // default is 0.006 Changing that did not help. Eyepoint settings in this file gave no result either. Maybe the HeadPhysics config in the car files. Will try that later, along the ones you showed me...
Thanks. I did try RHM in AC before, did not like it. But I wanted to give it a chance in AMS because in some cars it is nearly impossible to drive with all the shaking. I believe I installed everything right (in the plugin folder), activated it in the XML document when it asked me to, set head motion in menu control settings to 0% (it was there already), edited the .plr and changed the cockpit vibrations to zero. It does not even work. And even with these settings to zero, it did not change a thing in my view either. I took the same car, same track, same shaking...
Hmmm.... Believe me it works as you can see from any of my AMS videos. Here is XML as I have configured it: //############################################################################################################## //# Real Head Motion, plugin for rFactor1 //# Author : Sébastien Tixier //# Version : 1.0 beta //# Date : 2012 01 25 //############################################################################################################## //************************************************************************************************************** //** InnerEar simulation, View sight stabilisation //************************************************************************************************************** //------ Let's call Alpha the angle betwwen View Direction and Cockpit Direction //----- Speed for view direction to follow the cockpit //----- low value mean more filtering/delay,don't use negative value //----- High value mean stiffer view, 1 is Maximum, 1 means view is not filtered, no delay with cockpit //----- The neutral value is to have a different speed when the head is going back to neutral //----- The HighAngleFactor is to control the speed for max Angle,if you set to 10 for example, the head will //----- move ten time faster when close to max Angle than when close to neutral. PitchDefault = -5 //--- Align's pitch in the car SideShiftDefault = 0.0 //--- Default side shift position VerticalShiftDefault = 0.1 //--- Default Vertical shift position ForwardShiftDefault = 0.0 //--- Default Forward shift position UsePitchFactor = 0.75 PitchFactor = 0.001 PitchFactorNeutral = 0.005 HighPitchFactor = 2.0 PitchSpeedMin = 35.0 //--- Min speed for factor calculations PitchSpeedMax = 75.0 //--- Max speed for factor calculations PitchFactorSpeedMin = 1.1 //--- Pitch Speed Factor at Min Speed PitchFactorSpeedMax = 0.75 //--- Pitch Speed Factor at Max Speed //--- with those settgins between 0 and 35kmh, PitchFactor is scale by 1.1 //---- between 35kmh and 150kmh PitchFactor is scale between 1.1 and 0.75 //---- Abose 150kmh PitchFactor is scale by 1.25 UseRollFactor = 0 RollFactor = 0.01 RollFactorNeutral = 0.02 HighRollFactor = 5.0 RollSpeedMin = 35.0 RollSpeedMax = 75.0 RollFactorSpeedMin = 1.25 RollFactorSpeedMax = 0.75 //----- Angle Max in Degree of view direction in cockpit PitchMin = -15.0 //--- Max head down PitchMax = 10.0 //--- Max head up RollMin = -10.0 RollMax = 10.0 //------- Max shift Translation ForwardMin = -1 ForwardMax = 1 VerticalMin = -1 VerticalMax = 1 //************************************************************************************************************** //** G force acting on Head simulation //************************************************************************************************************** HeadMass = 15 //---- Head mass, the bigger, the slower the motion will be //=========================================== Pitch Head ====================================== PitchForwardGForceFactor = 1 //--- Factor of forward G force on Pitch PitchVerticalGForceFactor = 0.5 //--- Factor of vertical G force on Pitch PitchUseGForce = 0 //--- Do G Force simulation for pitch PitchNeckForce = 1000 //---- Neck force, higher mean the neck will act stronger against G, back to neutral faster PitchNeckDamping = 100 //---- Neck damping PitchAccelMin = 3.0 //--- Min G Force beforce forcing on the neck PitchAccelMax = 10.0 //--- Max G Force ( Clamping Value ) PitchPositivFactor = 2.0 //--- Factor for Acceleration PitchNegativFactor = 1.5 //--- For braking //-------------- Delta accel is the Speed of how the G Force is changing //-------------- this factor is a multiplicator the the Normal Factor above. PitchDeltaAccelMin = 0.0 PitchDeltaAccelMax = 2.5 PitchDeltaPositivFactor = 3.0 PitchDeltaNegativFactor = 3.0 //=========================================== Roll Head ====================================== RollUseGForce = 0 //--- Same for Roll RollNeckForce = 1000 RollNeckDamping = 100 RollAccelMin = 2.0 RollAccelMax = 8.0 RollPositivFactor = 1.0 RollNegativFactor = 1.0 RollDeltaAccelMin = 0.0 RollDeltaAccelMax = 3.0 RollDeltaPositivFactor = 2.0 RollDeltaNegativFactor = 2.0 //=========================================== Forward Head ====================================== ForwardUseGForce = 0 //--- Same for Forward ForwardNeckForce = 1000 ForwardNeckDamping = 100 ForwardAccelMin = 2.0 ForwardAccelMax = 100.0 ForwardPositivFactor = 10.00 ForwardNegativFactor = 10.0 ForwardDeltaAccelMin = 0.0 ForwardDeltaAccelMax = 3.0 ForwardDeltaPositivFactor = 2.0 ForwardDeltaNegativFactor = 2.0 //=========================================== Vertical Head ====================================== VerticalUseGForce = 0 //--- Same for Vertical VerticalNeckForce = 1000 VerticalNeckDamping = 100 VerticalAccelMin = 2.0 VerticalAccelMax = 100.0 VerticalPositivFactor = 15.0 VerticalNegativFactor = 15.0 VerticalDeltaAccelMin = 0.0 VerticalDeltaAccelMax = 3.0 VerticalDeltaPositivFactor = 2.0 VerticalDeltaNegativFactor = 2.0
I tried version 1.3. Maybe that is the reason it is not working. Just read some comments from guys with the same issue, all using 1.3... Will try an older version tomorrow. Thanks for the info
Of course it works Personally I think Real Head Motion plugin should be "built-in" as a default feature which obviously you would be able to disable - just like DynHUD.
Agree, and preferably in the UI, in stead of having to dig into the files. Btw: which version of RHM are you using ?
This strikes me though: From the RHM download site (and mentioned before here): --------------------------- Installation Set the Head motion to 0% in the Menu Control settings. First, edit the file\rFactor\UserData\player\player.PLR And change those lines like this Cockpit Vibration Mult1="0.00000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file) Cockpit Vibration Freq1="0.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates) Cockpit Vibration Mult2="0.00000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file) Cockpit Vibration Freq2="0.00000" // Secondary rate of vibration affects eyepoint orientation Car Vibration Mult1="0.00000" // Vibration multiplier affects cameras attached directly to the car So the internal rFactor camera vibration will not interfere --------------------------------- I tried these exact settings yesterday, even without installing RHM. If I understand right these settings would totally disable camera vibration, right ? But the settings did not change a thing while driving, the bouncing was still as present as before I changed the settings. How can that be ?
@Fanapryde My guess is you're changing settings in the wrong .plr file, mate There you probably have two .plr files 1) C:\Users\[username]\Documents\Automobilista 2) C:\Users\[username]\Documents\Automobilista\userdata\[username] Try changing those settings in the other one.