Real Head Motion for rFactor 2
Video
Installation
Just unzip to rFactor2\Plugins
in rFactor 2 player.JSON
"Car Vibration Mult1":0,
"Car Vibration Mult1#":"Primary engine vibration multiplier affects position of cameras attached directly to the car",
"Car Vibration Mult2":0,
"Car Vibration Mult2#":"Secondary engine vibration multiplier affects orientation of cameras attached directly to the car",
"Center Mirror Horiz":0,
"Center Mirror Horiz#":"use Ctrl+Alt+Seat* controls to save by vehicle",
"Center Mirror Size":1,
"Center Mirror Vert":0,
"Cockpit Vibration Freq1":31,
"Cockpit Vibration Freq1#":"Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)",
"Cockpit Vibration Freq2":37,
"Cockpit Vibration Freq2#":"Secondary rate of vibration affects eyepoint orientation",
"Cockpit Vibration Mult1":0,
"Cockpit Vibration Mult1#":"Primary aerodynamic vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)",
"Cockpit Vibration Mult2":0,
"Cockpit Vibration Mult2#":"Secondary aerodynamic vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)",
Put all vibration MultX to 0
Configuration
Just edit RealHeadMotionRFactor2.xml
<RealHeadMotion>
<!-- Type = Inertia / LinearRegression / LockToWorldHorizon / LockToCockpit -->
<Filter Name="PitchFilter" Type="Inertia" Min="0" Val="0.99" Glance="0.4" Offset="-2" />
<Filter Name="RollFilter" Type="Inertia" Min="10" Val="0.90" Glance="0.75" Offset="0" />
</RealHeadMotion>
For both head/eye angle Pitch and Roll, that will be filtered, you can choose between 4 types
LockToCockpit : no filtering, the head will follow cockpit
LockToWorldHorizon : the Head angle is lock to world horizon, so if , for example, you set this type for RollFilter, the head will never roll in world coordinate, the head will stay straight
Inertia : Inertia filtering ( default ), Choose a filter Val between 0 and 1, It's my preferate choice.
LinearRegression : another filtering, give different result.
Min : if car angle is inferior than Min value, then the filter act like a LockToWorldHorizon.
Val : the filter value
Glance: the max angle glance value un player.JSON ( those are default value ).
Offset : fixed offset
the XML is read everytime you enter the track, so you can edit while in PIT.