rFactor 2

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sábado, 21 de enero de 2012

rFactor 2 Real Head Motion Plugin by Sebastien Tixier

Ya hemos comprobado todo el mundo que en rFactor 2 el movimiento que hay dentro de la cabina no es muy realista que digamos, bueno pues eso tiene solución de momento con este nuevo plugin que simula los movimientos de la cabeza como podemos ver en el vídeo de más abajo, aunque aun en una versión muy verde podemos decir que funciona muy bien.

Download rFactor 2 Plugin Real Head Motion

"The camera shaking in rF2, is very bad, it give nausea, make the viewing of the track difficult and it's not even realistic of what a drive see when he drives.

Biological facts

The feel of equilibrium, acceleration, gravity, and so bumps are not feel by the eye but with the inner hear. Wich is made of liquid and crystals.

When the inner hear feels bumps and head motion, it instintly moves your eyes to soften/filter/remove those bumps.

2 experiences to demonstrate that.
1) when put somebody on a chair, in complete dark, you film his eyes with an infrared caemras, you turn the chair, is eyes will roll too, even if he see nothing

2) this one you can do it yourself, looks at in front of you, at your screen, not shake your head, the vision will not move.

When there is conflicting information from inner hear and eye, you feel strange, it's difficult to focus on the road, and you can have nausea.

What happens in a car

When you are driving, you are looking the road, and all the bumps are filter/corrected by your inner hear, so the viewing of the track is smooth and it's the car cockpit that moving around you.

What happens in a Sim

Because you are sitting and a standing chair/seat, you head is not moving at all, so the inner ear is not working, the eye don't correct the bumps.
That's make 2 issues :
1) you can focus on the road, the road is shaking and not smooth, it's difficult to drive
2) you can get nausea because you have conflicting information from eyes and inner hear.

How it should be in a Sim

Instead of having the head/eye moving around the cockpit, it should be the cockpit that move around the point of view.

How to do this

Smoohting filtering the camera ,
When computing the camera, you compute 3 things, camera position, camera forward direction,and camera Up direction.
One easy way and it make greats effects and cockpit immersion, is to filtering the UpDirection Or pitch and roll with an Inertia.


First, edit the file\rFactor2\UserData\player\player.PLR
And change those lines like this
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
Car Vibration Mult1="0.00000" // Vibration multiplier affects cameras attached directly to the car

So the internal rFactor2 camera vibration will not interfere

Then set the max pitch/roll as default =>
Look Up/Down Angle="0.40000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57)
Leanahead Angle="0.00000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57)
Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57)

Then copy RealHeadMotion.dll in \rFactor2\Plugins

Now it's ok :)

When you go out of pit, rFactor wait for 20s to launch the plugin."

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Anónimo dijo...

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