1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Cockpit head vibration and virtual mirrors in cockpit

Discussion in 'rFactor' started by Richard Kay, May 19, 2009.

Thread Status:
Not open for further replies.
  1. [ Graphic Options ]
    Broadcast Overlay="0"
    Texture Detail="3"
    Vertical FOV Angle="34" // 34=use default, otherwise is the FOV for attached cameras (horiz is calculated based on aspect ratio)
    Rearview="1" // 0=Off, 1=Center and Side, 2=Center only, 3=Side only (virtual mirrors only, in-car mirrors are on/off)
    Allow Rearview In Swingman="0"
    Virtual Rearview In Cockpit="0" << Change to 1 for virtual mirrors in cockpit
    Rearview Width="64.00000"
    Rearview Height="14.00000"
    Rearview Cull="1" // Whether to cull objects in the rearview based on visgroups in the SCN file
    Seat Adjustment Aft="0.00000"
    Seat Adjustment Up="0.00000"
    Mirror Adjustment Horizontal="0.00000"
    Mirror Adjustment Vertical="0.00000"
    Cockpit Vibration Mult1="1.00000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Freq1="31.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)
    Cockpit Vibration Mult2="1.00000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Freq2="37.00000" // Secondary rate of vibration affects eyepoint orientation


    Here's the part of the .plr file pertaining to cockpit head vibration and virtual mirrors in cockpit as requested. Alun Melson adjusted it so it's best he give you the values but it might be worth experimenting with 0 value on them. I'll prod him to post his .plr file in here to show what values he put to get rid of it.
     
  2. these are the settings that I use

    Cockpit Vibration Mult1="0.10000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Freq1="31.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)
    Cockpit Vibration Mult2="0.10000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Freq2="37.00000" // Secondary rate of vibration affects eyepoint orientation

    i find it reduces my double vision lol :)
     
Thread Status:
Not open for further replies.