Does anyone know how to reduce the vertical vibration in the background that has become worst with higher car speeds and rough surfaces like one finds on Brasilia?
I am a ReadHeadMotion user. I am motion sensitive. I get motion sickness easy when movement on screen does not match what my inner ear movement. I am a SimVibe user.
I had been driving V8s at slower speeds when compared to the the new GSC Extreme F1 V12. The V12 goes a lot faster like 280-290km/h on Brasilia. I find that vertical vibration happens with other F1 Reiza at max speeds and less in the F1 Classic since they are slower in the same stretch. My V8 at 230km/h speeds its not an issue. I was using the Brasilia Full straight between corner 1 and 2 for my testing and the grass areas along side of the track to verify the RealHeadMotion plugin is working.
Bye the way, I also tried the very smooth track on the “skidpad' track and did not see this vibration issue.
Sidebar:For people that get motion sickness the RealHeadMotion plugin is very helpful.
The motion sickness problem description is here for anyone interested:
https://sites.google.com/site/mididrumcoverpartner/rfactor2-realheadmotion-plugin
The GSC RealHeadMotion download (must use the rfactor1 plugin) is here: https://docs.google.com/viewer?a=v&...1bWNvdmVycGFydG5lcnxneDoxMzA3NDMwZjllZmU5ODFi
Back to the current issue I am asking about. I found that I really had a problem driving the new V12 on high speed straights into the corners and hitting the brake points and turn in. I also found that when I let AI drive my car I did not see the same vibration at the same speed. AI's vertical vibration on the screen is about 2-3x less. I even noticed that I got difference in SimVibe motion at about the same speeds on long corners. So I did some MoteC analysis of AI at 85% and me and found that AIs tires were not slipping very much at all. In high speed corners the AI had very little slip vibration so they did not have to slow down (85% AI) like I had to. I attached some MoteC plots so show that when you let AI drive your car they are not really driving with the same car.
In the PDF attached, AI are the Red curves, mine are black.
I communicated this issue with the author of RealHeadMotion plugin, Sébastien Tixier, as well as Reiza Studios. Reiza suggested setting CockpitVibrationMag from each vehicle´s cockpitinfo.ini = 0.
They said “zeroeing head movement in-game and zeroeing cockpit vibration in the vehicle´s cockpitinfo.ini file you will ensure the head stays completely static relative to the car - you will still get vibration from the track bumps naturally”
But this did not fix the problem. Then had me uninstall RealHeadMotion to verify the issue was not caused by the plugin. The problem got worse so I reinstalled RealHeadMotion.
For people that dont use RealHeadMotion, you have to make a number of PLR settings set to 0
and 1 in game setting to 0, HeadMotion = 0.
PLR changes:
Cockpit Vibration Mult1="0.00000"
Cockpit Vibration Mult2="0.00000"
Cockpit Vibration Freq2="0.00000"
Car Vibration Mult1="0.00000"
Look Up/Down Angle="0.40000"
Leanahead Angle="0.00000"
Look Roll Angle="0.75000"
Below are some video links that show what I am talking about.
I decreased the FOV to make the vertical movement easier to see in Brasilia from turn 1 to 2 straight and for a fast corner vibration the big turn 11 on Brasilia which is also shown in the MoTeC plots attached as a PDF.
1st video shows how well RealHeadMotion does to hold the horizon constant yet the car cockpit is still moving. You just drive in some grass to make this a large movement to demo.
Without RealHeadMotion the horizon moves with the cockpit movement.
The next video is me at high speed. Look at the top of the billboard in the far distance and see the vertical shaking. I used FOV=20 to amplify this so you can see it better.
Next video is at the same place but AI is driving you should see the background is smoother by about 2x or more.
Now for the fast turn, AI can accelerate through all of the corner and hold the line. No slip and no or very little vibration. (AI 85%)
I can not hold the line at accelerate like AI does. Vibration extreme and only doing 230 at apex. Getting lots of SimVibe and FFB on the wheel as my tires slide.
Someone posted earlier: “Dont expect to be able to do what an AI can do, they cheat to win”
But is there any hint here on how to reduce vibration.
Bottom line, I am searching for how to tweek GSC settings to get the minimum amount of head movement like when AI drives my car. Any suggestions would be helpful?
I am a ReadHeadMotion user. I am motion sensitive. I get motion sickness easy when movement on screen does not match what my inner ear movement. I am a SimVibe user.
I had been driving V8s at slower speeds when compared to the the new GSC Extreme F1 V12. The V12 goes a lot faster like 280-290km/h on Brasilia. I find that vertical vibration happens with other F1 Reiza at max speeds and less in the F1 Classic since they are slower in the same stretch. My V8 at 230km/h speeds its not an issue. I was using the Brasilia Full straight between corner 1 and 2 for my testing and the grass areas along side of the track to verify the RealHeadMotion plugin is working.
Bye the way, I also tried the very smooth track on the “skidpad' track and did not see this vibration issue.
Sidebar:For people that get motion sickness the RealHeadMotion plugin is very helpful.
The motion sickness problem description is here for anyone interested:
https://sites.google.com/site/mididrumcoverpartner/rfactor2-realheadmotion-plugin
The GSC RealHeadMotion download (must use the rfactor1 plugin) is here: https://docs.google.com/viewer?a=v&...1bWNvdmVycGFydG5lcnxneDoxMzA3NDMwZjllZmU5ODFi
Back to the current issue I am asking about. I found that I really had a problem driving the new V12 on high speed straights into the corners and hitting the brake points and turn in. I also found that when I let AI drive my car I did not see the same vibration at the same speed. AI's vertical vibration on the screen is about 2-3x less. I even noticed that I got difference in SimVibe motion at about the same speeds on long corners. So I did some MoteC analysis of AI at 85% and me and found that AIs tires were not slipping very much at all. In high speed corners the AI had very little slip vibration so they did not have to slow down (85% AI) like I had to. I attached some MoteC plots so show that when you let AI drive your car they are not really driving with the same car.
In the PDF attached, AI are the Red curves, mine are black.
I communicated this issue with the author of RealHeadMotion plugin, Sébastien Tixier, as well as Reiza Studios. Reiza suggested setting CockpitVibrationMag from each vehicle´s cockpitinfo.ini = 0.
They said “zeroeing head movement in-game and zeroeing cockpit vibration in the vehicle´s cockpitinfo.ini file you will ensure the head stays completely static relative to the car - you will still get vibration from the track bumps naturally”
But this did not fix the problem. Then had me uninstall RealHeadMotion to verify the issue was not caused by the plugin. The problem got worse so I reinstalled RealHeadMotion.
For people that dont use RealHeadMotion, you have to make a number of PLR settings set to 0
and 1 in game setting to 0, HeadMotion = 0.
PLR changes:
Cockpit Vibration Mult1="0.00000"
Cockpit Vibration Mult2="0.00000"
Cockpit Vibration Freq2="0.00000"
Car Vibration Mult1="0.00000"
Look Up/Down Angle="0.40000"
Leanahead Angle="0.00000"
Look Roll Angle="0.75000"
Below are some video links that show what I am talking about.
I decreased the FOV to make the vertical movement easier to see in Brasilia from turn 1 to 2 straight and for a fast corner vibration the big turn 11 on Brasilia which is also shown in the MoTeC plots attached as a PDF.
1st video shows how well RealHeadMotion does to hold the horizon constant yet the car cockpit is still moving. You just drive in some grass to make this a large movement to demo.
Without RealHeadMotion the horizon moves with the cockpit movement.
The next video is me at high speed. Look at the top of the billboard in the far distance and see the vertical shaking. I used FOV=20 to amplify this so you can see it better.
Next video is at the same place but AI is driving you should see the background is smoother by about 2x or more.
Now for the fast turn, AI can accelerate through all of the corner and hold the line. No slip and no or very little vibration. (AI 85%)
I can not hold the line at accelerate like AI does. Vibration extreme and only doing 230 at apex. Getting lots of SimVibe and FFB on the wheel as my tires slide.
Someone posted earlier: “Dont expect to be able to do what an AI can do, they cheat to win”
But is there any hint here on how to reduce vibration.
Bottom line, I am searching for how to tweek GSC settings to get the minimum amount of head movement like when AI drives my car. Any suggestions would be helpful?
Attachments
Last edited: