Rearview mirrors

Discussion in 'Stock Car Extreme' started by Patrick Giranthon, Aug 27, 2011.

  1. Patrick Giranthon

    Patrick Giranthon

    Some players are bothered by the tubular structure in the rearview mirror (inside view).

    Here is the tweak to change it :
    Go to C:\GSC\USERDATA\Your_name
    Open your_name.plr and go to [graphic options]. Change the lines below.

    [ 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="1"
    Virtual Rearview In Cockpit="1"
    Rearview Width="60.00000"
    Rearview Height="15.00000"
    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="0.20000" // Primary vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Freq1="42.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)
    Cockpit Vibration Mult2="0.28000" // Secondary vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Freq2="56.00000" // Secondary rate of vibration affects eyepoint orientation
    Moving Rearview="1" // 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="2.00000" // 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"