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Discussion in 'Stock Car Extreme' started by Artur Vieira, Jul 8, 2012.
GSC in 2012 mirrors the cockpit are showing the view from the front, you know someone fix this?
That shouldn't be possible at all, can you take a screenshot? Not seen anybody else mention it and I can't replicate it myself, in any of the cars.. how strange. Also could you post a little more info, like which car you experienced the issue in (stockv8, freiza, f3, fclassic), what FOV & detail level you're running, whether you've moved the seat in cockpit from its default position? Thanks.
Well, that's bizarre.. do they work correctly if you don't force virtual mirrors in the cockpit (that is, with the default PLR mirror settings)? That's the only thing I can think that's causing it, though I've no idea why it would..
I had same problem with "old" 1.7 version. I don`t remember exactly how fixed it, but I think, I copy/paste mirrors lines from GSC/GameData/Teams/V8/ ... file into Formula 3 some file. Sadly, I don`t know the name of the file where mirrors lines are stored, because I am not typing from my computer.
in version 1.7 is normal, I'll try to find the line and change ... then post here
Well, I am home now, so here are the lines from D:\GSC2012\UserData\Sriple Tix.plr
[ Graphic Options ]
Vertical FOV Angle="34" // 34=use default, otherwise is the FOV for attached cameras (horiz is calculated based on aspect ratio)
Rearview="2" // 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="1"
Rearview Cull="1" // Whether to cull objects in the rearview based on visgroups in the SCN file
Seat Adjustment Aft="-0.03513"
Seat Adjustment Up="0.04509"
Mirror Adjustment Horizontal="0.10000"
Mirror Adjustment Vertical="-0.10000"
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
Moving Rearview="0" // Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both) - add 4 if you want to IGNORE head-tracking movement
Rearview_Front_Clip="0.00000" // Front plane distance for mirror (0.0 = use default for scene)
Rearview_Back_Clip="0.00000" // Back plane distance for mirror (0.0 = use default for scene)
Self In TV Rearview="0" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all)
Self In Cockpit Rearview="0" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all)
... and from D:\GSC2012\GameData\Vehicles\F3\F3_cockpitinfoA
////////////////////////////// CAMERA AND GRAPHICAL EFFECTS ///////////////////////////////////////////
Eyepoint=(0.0, 0.62, -0.3)
CameraTarget=(0.000, 0.50, 0.000)
MirrorPos=(0.0, 0.62, 0.0)
Look, if your parameters are the same, otherwise try to change it from Formula Reiza.
Thank Sriple Tix, really that was the problem, what he had done was copy my profile then the GSC 1.7 was buggy, equal to its already copied and everything resolved, hugs
Happy to help you, mate.
Well, I had problems with F3 mirrors, so that`s the reason, why I kept mentioning it .