mirrors

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.
 
fov 75

GSC2012-07-0911-09-48-63.png
 
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.
 
Well, I am home now, so here are the lines from D:\GSC2012\UserData\Sriple Tix.plr

[ 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="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 Width="70.00000"
Rearview Height="25.00000"
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)
Rearview Particles="1"
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)
TVOffset=(0.0,0.20,0.63)

MirrorPos=(0.0, 0.62, 0.0)
FrontWheelsInCockpit=1
CockpitVibrationMag=0.005

HeadMaxPos=(0.020,0.010,0.010)
HeadMaxOri=(0.050,0.050,0.150)


GearsFont=F3AGEARFONT.bmp
GearsBackground=F3AGEARSBK
GearsScale=(1.8, 2.6)

SpeedFont=F3AFONT.bmp
SpeedBackground=F3ASPEEDBK
SpeedScale=(2.6, 2.6)

LapsFont=F3AFONT.bmp
LapsBackground=F3ALAPSBK
LapsScale=(1.6, 3.0)

PlaceFont=F3AFONT.bmp
PlaceBackground=F3APLACEBK
PlaceScale=(1.6, 3.0)

RPMLED=F3RPM



Look, if your parameters are the same, otherwise try to change it from Formula Reiza.
 

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