SLuisHamilton
lol
Nope. rFactor2 has a universal FOV setting all the way down to 10° like I asked for. They even added universal seat pitch in the .PLR so you can adjust the Horizon line.
Go triple then3x42" should give you enough horizontal FOV with 1:1, to feel speed again.
I've noticed that in rF2, that most cars, if not all, have the default seat pitch set to 0.0, but I swear the in-game camera/eye point still looks like it's facing downwards rather than looking perfectly straight and completely parallel with the ground and I'm going insane trying to correct it....What do you think Pantera?They even added universal seat pitch in the .PLR so you can adjust the Horizon line.
I've noticed that in rF2, that most cars, if not all, have the default seat pitch set to 0.0, but I swear the in-game camera/eye point still looks like it's facing downwards rather than looking perfectly straight and completely parallel with the ground and I'm going insane trying to correct it....What do you think Pantera?
You no longer need to edit the cam's/you can't get to them. You can set the FOV down to 10° in game and adjust the view angle in the .plr
From testing this myself I have found that different mods use different orientation offsets. So basically seat pitch + orientation offset is the actual horizon setting. Meaning there is no one perfect seat pitch setting, it changes from mod to mod. Even ISI cars come with different setting, the kart and the vette are way different.I've noticed that in rF2, that most cars, if not all, have the default seat pitch set to 0.0, but I swear the in-game camera/eye point still looks like it's facing downwards rather than looking perfectly straight and completely parallel with the ground and I'm going insane trying to correct it....What do you think Pantera?
Lazza you have suggested to do this.
I'd change the glance left/right angle to pi/2 so you can look left/right (at 90°) and expect a horizontal object to look horizontal.
Lazza can you elaborate a little on this please. I understand pi/2 but do not understand where the relationship to pi is coming from in this case. Are you saying just enter the value of (3.1412/2).
The method I've been using (I'd love your guys input on if this makes sense) is to measure my eye point and then while in the garage measure a AI eye level as they drive by me. Their eyes should be at my eye level, so for me thats 35 inches from the ground.
Great idea with the ghost car, it didn't even cross my mind ha. The seat position doesn't actually affect the "outside" world (very minimal). Plus most of the time after a seat pitch adjustment the seat position has to be slightly changed as the position inside of the car changes itself. The biggest issue is to make sure the sim drivers helmet position is in the right spot. For example the ISI karts that even Tim mentioned the driver being too tall, or the ISI vette where personally i think the driver sits in there too high.That is actually brilliant. You just need to level real life with them and you are gold. Would work even better if you clipped into a ghost car head-on and looked him in the face. Just make sure the seat is positioned right beforehand.
From testing this myself I have found that different mods use different orientation offsets. So basically seat pitch + orientation offset is the actual horizon setting. Meaning there is no one perfect seat pitch setting, it changes from mod to mod. Even ISI cars come with different setting, the kart and the vette are way different.
The method I've been using (I'd love your guys input on if this makes sense) is to measure my eye point and then while in the garage measure a AI eye level as they drive by me. Their eyes should be at my eye level, so for me thats 35 inches from the ground.
Seat position, helmet position, eye point, camera spawn point, all the exact same thing. They're just different names to adjust the point where your view gets created from, and expands outwards from there in the angle of the FOV you've chosenGreat idea with the ghost car, it didn't even cross my mind ha. The seat position doesn't actually affect the "outside" world (very minimal). Plus most of the time after a seat pitch adjustment the seat position has to be slightly changed as the position inside of the car changes itself. The biggest issue is to make sure the sim drivers helmet position is in the right spot. For example the ISI karts that even Tim mentioned the driver being too tall, or the ISI vette where personally i think the driver sits in there too high.
It's used to find what "seat pitch" should be set to in the player.json file. Have u messed around with it before? What you're trying to do is to match your horizon with the one rendered in game. The 35 inches is my horizon, my eye level. I change the "seat pitch" till the AI eyes are at that height on my screen. Hope that makes some kind of senseHow do you translate the 35 inches into the game. If the height is set to AI level what does my eye height matter?
If your real-life eyes aren't centered with the monitor - verically and horizontally - and then you move the in-game eyepoint/cam/seat (same thing) to try to adjust for you sitting lower or higher than your monitor's centre, then all you're doing is messing up the perspective/view because no matter where you move the in-game view/seat/cam, the dead-centre point of your monitor is the point from where the view is being created/spawned from and that will never change.
With your eyes being below the center of the monitor positive numbers is what you should be using to bring the rendered horizon down to your eye level. The draw back will b that because your eyes are so low "proper" set up might cause you to not be able to see the cars dashboard at all. One of the reasons I have my screens lower then my eyes, I like to see more of the dash. The 46 inch screen might help with that tho.Yeh have played with it way too much but still trying to perfect. Mostly have had it set to 6. I use 46" single LCD TV and a vision racer3 rig and Track IR (again) Had to go without for some time.
Since Track IR is useable again I have gone down to FOV 25 and seat pitch -3. With such a low FOV The -3 pitch allows me to keep view over the cars dash. I will be going through the whole routine again to get things setup.
I use the seat position a lot as well to get the best view out of the seat when looking left or right to avoid looking into the seat side pieces next to my head.
That is what took my interest with your looking at AI eye height. How do I check where the AI eye height is?
Have to do more with this to get what you are really trying to show what to do.
Picture is with -3 seat pitch