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How to: get rid of the head movement in rFactor

Discussion in 'rFactor' started by Ivo Simons, Aug 18, 2009.

  1. Go to your PLR file.

    Programfiles -> Rfactor -> Userdata -> your name and then the PLR file and change Mult1 and 2 to zero.

    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
  2. Also in the vehicles cockpitinfo.ini file, alter the line CockpitVibrationMag=0.005 to 0 :cyclops:
  3. Bram

    Administrator Staff Premium

    Where to find that file Sam?
  4. It's in the vehicle folders.

    For example
  5. Works a treat this modification. Can now smoothly drive in Cockpitview, you still get all the normal trembles and shaking but not the annoying shaking on straights which just disorientates.

  6. thank you for the correct and good responses. It will be much better now, more realistic:) thanks thanks:))) Ivo:)
  7. Has someone good set for head movement? It is annoying that default and when it is off it could be better :) Nothing over moved, just some for atmosphere
  8. Thanks Ivo for the settings. I was getting sick of al that shaking on my 100 inch screen. This is much better now :)
  9. Why would you want to get rid of head movement???Its natural and it is a part of racing.Of course its gonna affect your lap times,and require far more concentration but thats life! For me it is one of the best features in rFactor,if you wanna find out how lifeless and artificial is driving without it,take codies F1 2010 for a spin)
  10. Awell then its good people have choice. Some like it and can keep it and some dont like it and get dizzy and they can lower it. So best of both worlds. :)
  11. The difference between head movement in the game and in real life is that in real life, you can keep your eyes focused on a point because you can feel the bumps through your whole body, hence you know when the bumps are coming. In rFactor, you only know where bumps are through the steering wheel; you are not feeling the effects of the bumps, but the on-screen driver is, so using head movement never really makes sense to me. No head movement isn't realistic from a physical perspective, but then to me neither is head movement when enabled.
    • Agree Agree x 1