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Bouncing horizon

Discussion in 'Automobilista - Help & Support' started by Fanapryde, Dec 17, 2016.

  1. Fanapryde

    Fanapryde Member

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    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 ?
     
  2. RWB Charger

    RWB Charger Member

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    There is a setting in the rates I think it is in game that you can disable a lot of that movement.
     
  3. Fanapryde

    Fanapryde Member

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    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.
     
  4. SaxOhare

    SaxOhare Active Member Reiza Backer

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    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>
     
  5. Fanapryde

    Fanapryde Member

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    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...
     
  6. Professionalsimracing.com

    Professionalsimracing.com Active Member Reiza Backer

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    Google real head motion for rF1. Works perfectly with AMS.
     
  7. Fanapryde

    Fanapryde Member

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    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...
     
  8. Fanapryde

    Fanapryde Member

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    Been playing around with these values too. Sadly it did not help either.
     
  9. Professionalsimracing.com

    Professionalsimracing.com Active Member Reiza Backer

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    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 : S├ębastien 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
     
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  10. Professionalsimracing.com

    Professionalsimracing.com Active Member Reiza Backer

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    Example

     
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  11. Fanapryde

    Fanapryde Member

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    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 ;)
     
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  12. Fanapryde

    Fanapryde Member

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    And that is how I expect my view to be...:)
     
  13. hex

    hex Damage, Inc. Reiza Backer

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    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.
     
  14. Fanapryde

    Fanapryde Member

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    Agree, and preferably in the UI, in stead of having to dig into the files.
    Btw: which version of RHM are you using ?
     
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  15. SaxOhare

    SaxOhare Active Member Reiza Backer

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  16. SaxOhare

    SaxOhare Active Member Reiza Backer

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    I only can find versions with an .ini file, no .xml

    Are you using RealHeadMotionRFactor1V1.01.zip?
     
  17. hex

    hex Damage, Inc. Reiza Backer

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    I think any rF1 version will work. I am still using 1.01 (however in .ini it says 1.0 beta :D)
     
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  18. Fanapryde

    Fanapryde Member

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    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 ?
     
    Last edited: May 30, 2017
  19. SaxOhare

    SaxOhare Active Member Reiza Backer

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    So we still need to edit the Player.plr file?
     
  20. hex

    hex Damage, Inc. Reiza Backer

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    @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.
     

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