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View Full Version : Acceleration shift viewpoint more detailed ajustment


Chupacabras84
7th April 2009, 11:56
Hi A few times I drive in a car on some decent speed so i remember how my head behave on curbs, turns and during brake/acceleration.
And i found that setting "Acceleration shift viewpoint" close to the maximum reproduce the filling very well in LFS. Unfortunately only on road when i try to use whole road surface and i am driving on the curb due to view shaking i almost have a seizure. But when i am hiting the grass.... well enough said that it definitely leave some nasty memories.
So i thought that adding some possibilities to control head shaking on grass, sand and when on the curbs would be very good idea, especial when you drive like me with freetrack such shaking is add a lot of immersion so its pity i cant use it to its full potential only because its make things harder, driving on curbs is the proper way of racing.
So i thougt something like Slider in menu that adjust head shaking on grass and curbs separately of road would be a good idea.
Also it would be cool if this wish somehow get to the devs before they relase new patch so they could implement it in it, i think it shouldn't be hard to do.
If my english was lam3 sry hope you understand what i wanted to say :D

Forbin
7th April 2009, 14:37
I have all that crap turned off.

morpha
7th April 2009, 14:42
Ideally you'd want your motion simulator to take care of the head shaking business, but for those of us who do not one such a thing, it's a valid suggestion :thumb:

NightShift
7th April 2009, 14:42
i am driving on the curb due to view shaking i almost have a seizure.

Yep that is an issue, rumble strips are especially nasty. Many people who like and use this feature would be glad to see it improved, in fact there are other threads about it :)

Chupacabras84
7th April 2009, 14:46
Well unfortunately i like this crap but the moment i hit the curb is the moment when I do soething like "blabhuwabwabhuabwlabwalwlaa :trampolin " and the race is over so i have to turn it off to or to reduce but even reduced its still to intense on grass and curbs so maybe someone even do a mod or something also it would be good to make this shaking less significant in formula cars driving over rails in city in F1 its teeth killer :D
in fact there are other threads about it well when i started this thread there where shown some similar threads but they didn't point exactly to the fact that only grass and curbs are killer, also no one want to reduce this in F1 cars and no one want the possibility to adjust level of shaking manually. it was more like the "Shaking is to intense so make its not so intense or something like that" in any case they didn't point the exact problem or they didn't suggest solution and if they do, sorry but i didn't find them

tristancliffe
7th April 2009, 17:01
Lateral G needs a tiny amount - perhaps 2mm per G
Longitudinal G needs zero - in a race car you do not percieve any change in view at all. Atiny amount of look to apex might be nice, but I've found it reduces feel in game, a bit like a floaty camera in chase view would.
Vertical G is slightly more pronounced, as kerbs, crests and dips do move you around a bit more, but LFS has enough range and resolution to get this to a realistic level.

The tilt function should also be on pretty much the smallest settings for ideal realism, so that on the softest cars heavy braking gives approx 1 pixel of dive. Any more just isn't right.

My opinion is that LFS doesn't need any changes in this area.

NightShift
7th April 2009, 17:53
they didn't suggest solution and if they do, sorry but i didn't find them

no problem, just pointing out it's not uncommon for people to want improvements in that area :thumb:

@ tristan IMO it's not much about realism, the thing is a bit of a kludge but it's nice to have some more feedback considering most of us can't really afford or find the space for a motion simulator. I would most likely disable the viewpoint stuff if I had one.

Juls
6th May 2009, 14:15
For the moment it looks like it is modeled as a simple mass/spring, as displacement is proportional to acceleration.

Damper is missing to have more realistic head displacement. After 5-6Hz, body response to vibration is lower. In ISI-based sims, there is a config file with realistic damper and spring constants for each DOF of the head.

Reed
6th May 2009, 16:36
For the moment it looks like it is modeled as a simple mass/spring, as displacement is proportional to acceleration.

Damper is missing to have more realistic head displacement. After 5-6Hz, body response to vibration is lower. In ISI-based sims, there is a config file with realistic damper and spring constants for each DOF of the head.

Thank you, Juls! Where were you for my suggestion thread on this topic? :)

This is exactly the source of the problem. It's a problem everywhere -- not just on grass on curbs. Those surfaces just tend to exaggerate the problem. Give us a damper adjustment, and everything will be great.

Reed
6th May 2009, 16:53
In the meantime, I, like Corbin, have the feature disabled.

Not Sure
6th May 2009, 17:21
there was a nice mod by someone that make the shaking / tilting better, iirc it made the car move insted of horizon. too bad you could not look to sides with it. anyone wish to code a better one?

Rotareneg
8th May 2009, 00:04
http://www.lfsforum.net/showthread.php?p=679780

I just tossed that together as a demo, hoping someone who knew what they were doing would come along and make it more functional.

Not Sure
8th May 2009, 07:25
Do want!