• This Website Is Not For Sale
  1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Cockpit Camera tweaks

Discussion in 'RaceRoom Racing Experience' started by Andi Goodwin, Oct 27, 2013.

  1. Andi Goodwin

    Andi Goodwin

    Cockpit Camera

    ive seen a few comments around about people running a higher FOV 1.1-1.3 saying they dont get the same feeling of speed as they would expect or get when they are running a FOV of 1 . but at the same time are running a single monitor and want the drivers side mirror fully visible in there cockpit view

    So here is a quick tweak (basic rfactor/ race 07 stuff) (remember if your not sure just make a copy of the file you are about to tweak then if it goes wrong you can just replace it with the original

    go to the installation folder (mine is C:\Games\Steam\SteamApps\common\raceroom racing experience\Game)

    open the Game data folder
    open the car folder
    in here is a list of your cars

    i use Notepad++ to edit stuff as it gives line numbers and has a compare function etc ( http://notepad-plus-plus.org )

    open thge car you want ; in there there will be a file called "cockpit-driver-view" open this with the editor of your choice

    on line 6 (notepad++) there is this line <fov type="float32">58.00000000</fov>

    change the 58.00000000 to 75.00000000 . save the changes

    go in game and then using your seat fwd /back up down controls make sure you have the seat were you want and it should all be good

    hope that helped

    Last edited: Oct 27, 2013
    • Like Like x 2
  2. Just curious, that i thought a wider FOV will give you a better sense of speed, because of a more fisheye lens look.
    Last edited: Oct 27, 2013
  3. Andi Goodwin

    Andi Goodwin

    i might be wrong but i think there is a difference how the main game FOV effects the visuals compared to the in car FOV but i may be completely wrong ;)

  4. Peter

    who cares Premium

    Thanks to you @Andi , I'm now changing the cockpit cams for all the cars.

    Good tip.
  5. I wonder if these edited cam-files will give online mismatches later, when multiplayer mode is available. :unsure: (e.g. in Race07 this is the case)
    Maybe Simbin can exclude these files (or just the FOV parameters) from online check.
  6. Cheers Andi, Makes a world of difference
  7. Is it possible to change something in the camera files to adjust the pitch of the camera? I want to pivot the camera up so that only the top of the wheel is visible on screen so that it matches up with my real wheel, possible?
  8. Peter

    who cares Premium

    You can set the driver seat up/down or disable the wheel, like I do.
  9. Thanks, I've played around with that but my issue is caused by the fact my screen is higher that it would be in an ideal world. If I sit looking straight forward, the horizon in game is too high, I need to pivot the camera to bring the horizon down to where it should be and then my wheel naturally lines up.

    I also tried mapping the camera rotate up/rotate down keys in game but these functions don't seem to apply to the cockpit camera. I'll have a hack about in the camera files to see if I can get the required effect.

    While I'm here, how does the FOV setting in the main menu relate to the FOV setting in these files? Is it a modifier? So if the game FOV is set to 1.0 I get exactly what's in the file? Also is the FOV in the file vertical or horizontal?
  10. So I had a play with this tonight, and using some direct 3d documentation I figured out the relativeTransform matrix in the camera file and was able to rotate the cockpit camera!

    The end result is this:

    Feels great :)
    • Like Like x 1
  11. Can you give us an idea of what you changed?
  12. Sorry for the long delay, but here's what I wrote on another forum explaining it:

    Ok, the camera files are stored in the following location: C:\Program Files (x86)\Steam\SteamApps\common\raceroom racing experience\Game\GameData\Cars\Ruf RT12R\Cameras
    The file you want is cockpit_driver_view.xml, open it up in notepad and find the <relativeTransform> tag in the XML. I looked at this data and thinking back to some direct x coding I did years ago guessed that this was the matrix that was used to position the view point.
    The default looked like this:
    <relativeTransform type="Matrix">{ 1.00000000 0.00000000 0.00000000 -0.35
    0.00000000 0.00000000 0.00000000 0.95
    0.00000000 0.00000000 0.00000000 .14
    0.00000000 0.00000000 0.00000000 1.00000000 }</relativeTransform>
    I started by tweaking the three non-zero values and quickly saw that those values controlled the x,y,z position. So, this is definitely the transform matrix for the camera view - now we need to figure out how to adjust the rotation. A quick google to frefresh my knowledge landed me here: http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs.85).aspx where we can see how we set up a rotation matrix around the X axis:
    View attachment 125312
    So, what values do we put in there? Well from my time with Assetto Corsa I know that I usually change the camera pitch by about 10 degrees to line my real wheel up with the virtual one. Now DirectX uses angles expressed in radians so, 10 degrees = 0.174532925 radians. So cos of 0.174532925 is 0.98480775304, and sin of 0.174532925 is 0.17364817747. Plugging these values into the matrix gave me the following:
    <relativeTransform type="Matrix">{
    1.00000000 0.00000000 0.00000000 -0.35
    0.00000000 0.98480000 0.17360000 0.95
    0.00000000 -0.17360000 0.98480000 .14
    0.00000000 0.00000000 0.00000000 1.00000000 }</relativeTransform>
    I save the file and loaded up the car and bingo! The view was rotated exactly as required. I obviously got lucky and got the rotation in the correct direction first time. I took these same values and applied them to a bunch of other cars and they all worked the same way. You can do all these calculations in google btw, just type "10 degrees in radians" or "sin 0.174532925 rad" and it will spit out the answer.
    Hope that helps!

    Edit: You can also set the vertical FOV at the top of the file, and as far as I can tell the main menu FOV adjuster is a multiplier so leave it at 1.0
    • Like Like x 2
    • Beer Beer x 1
  13. I would like to know if editing those cam files will give us online mismatches when Multiplayer is ready? Maybe someone from Simbin could answer this.
    • Agree Agree x 1
  14. Edited since my comment seem to offend too many people.
    Last edited: May 23, 2014
  15. I think making changes to FOV settings etc is probably easier than getting things like physics, FFB and AI right so they're more important for now :)
    • Agree Agree x 1