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settings.ini
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[SETTINGS]
; AC HEAD PHYSICS
[GLOBAL ADJUSTMENTS]
FREQUENCY_SCALE = 1; Stiffness Multiplier (Shortcut to simultaneously rescale all six stiffness settings. Setting this to 1 means no adjustment to the values below [multiply by 1], larger numbers make your head more locked to the car, and smaller numbers make your head more floppy, which helps stabilize your vision of the road as the car jitters around you. Setting this to zero is pretty funny, as it makes your head a free-floating mass within the limits specified below :]. See individual stiffness settings for more information about what this means. Note also that the total frequency is limited to 10 Hz, because weird artifacts appear [as they should] when the frequency approaches the physics engine framerate.); from 0 to 5, round to 0.05
DAMPING_SCALE = 1.0; Damping Multiplier (Shortcut to simultaneously rescale all six damping settings. Setting this to 1 means no adjustment to the values below [multiply by 1], reducing the damping can increase the response [and immersion] at the expense of oscillations. See individual damping settings for more information about what this means.); from 0 to 2.0, round to 0.01
BANDWIDTH = 0.0; Max Frequency (Above this frequency [Hz], car wiggles will increasingly transmit to your vision, which somewhat captures how your head and eyes cannot compensate for fast bumps. Smaller values will transmit more, larger, slower bumps, while larger values will smooth them out, allowing only faster wiggles through. Zero disables this effect. For humans, this should probably be somewhere between 10 and 30 Hz [For Verstappen, maybe 40 Hz?], but it becomes noticeable in game below about 20 Hz.); from 0 to 100, round to 1
THRESHOLD_SPEED = 3; Threshold Speed (Speed [km/h] above which all the effects begin to smoothly turn on. When the car is below this speed, all effects are disabled and your head will remain rigidly clamped to the car. This can help eliminate weird artifacts at low speeds and when warping to pits, etc.); from 0 to 50, round to 1
FULL_EFFECT_SPEED = 10; Full Effect Speed (Speed [km/h] above which all of the effects operate at full scale. Making this large compared to the Threshold Speed will smooth the transition between disabled and enabled, at the expense of actually experiencing the effects.); from 0 to 50, round to 1
[PITCH PHYSICS]
; Pitch-Axis Rotational Inertia (head nodding up and down)
PITCH_ENABLED = 1; Enabled (Enables head nodding [pitch axis] inertia and dynamics, which helps stabilize your vision of the track.); 1 or 0
PITCH_FREQUENCY = 0.7; Stiffness (How stiff your neck is in this direction, specified as the natural oscillation frequency of your head [Hz] -- above this frequency, vibrations from the car will be increasingly suppressed and the car will jitter around you more. Larger values will lock your head to the car, and smaller values will cause your view to lag behind the car more. Note this value is multiplied by the Global Stiffness Multiplier.); from 0.0 to 10, round to 0.1; only with PITCH_ENABLED
PITCH_DAMPING = 1.0; Damping (How much your head oscillations are damped for this axis from 0 [oscillates indefinitely] to 1 [critically damped / no oscillation]. A real head will probably have damping around 0.85-0.95, and a drunk head will have a lower value, but setting this to 1 kills all oscillations and probably conveys the most reliable information about the car. However, values below 1 are more responsive, and can feel more immersive. Note this value is multiplied by the Global Damping Multiplier.); from 0 to 1, round to 0.01; only with PITCH_ENABLED
PITCH_LIMIT = 30; Limit (Maximum allowed rotation for this axis [degrees]. Up to half this value, the head dynamics are not affected, and beyond this, motion is "soft limited", ensuring the rotation is never farther than the specified value. Note this limit is only meant as a failsafe to prevent your from rolling in a weird way. To convey the most reliable information, it is best to use the scale, stiffness and damping to control the amplitude of motion.); from 0 to 90, round to 1; only with PITCH_ENABLED
PITCH_TRACKING = 1; Extra Eye Tracking (With this enabled, your vision will more tightly follow the car below the stiffness frequency and more strongly track the world above the stiffness frequency. This added stabilization is not based on the physics of your head, but may be a crude way to model the additional tracking provided by your eyes and brain as your head rotates.); 1 or 0; only with PITCH_ENABLED
[ROLL PHYSICS]
; Roll-Axis Rotational Inertia (head tilting)
ROLL_ENABLED = 1; Enabled (Enables head tilting [roll axis] inertia and dynamics, which helps stabilize the horizon.); 1 or 0
ROLL_FREQUENCY = 1; Stiffness (How stiff your neck is in this direction, specified as the natural oscillation frequency of your head [Hz] -- above this frequency, vibrations from the car will be increasingly suppressed and the car will jitter around you more. Larger values will lock your head to the car, and smaller values will cause your view to lag behind the car more. Note this value is multiplied by the Global Stiffness Multiplier.); from 0.0 to 10, round to 0.1; only with ROLL_ENABLED
ROLL_DAMPING = 1.0; Damping (How much your head oscillations are damped for this axis from 0 [oscillates indefinitely] to 1 [critically damped / no oscillation]. A real head will probably have damping around 0.85-0.95, and a drunk head will have a lower value, but setting this to 1 kills all oscillations and probably conveys the most reliable information about the car. However, values below 1 are more responsive, and can feel more immersive. Note this value is multiplied by the Global Damping Multiplier.); from 0 to 1, round to 0.01; only with ROLL_ENABLED
ROLL_LIMIT = 30; Limit (Maximum allowed rotation for this axis [degrees]. Up to half this value, the head dynamics are not affected, and beyond this, motion is "soft limited", ensuring the rotation is never farther than the specified value. Note this limit is only meant as a failsafe to prevent your from rolling in a weird way. To convey the most reliable information, it is best to use the scale, stiffness and damping to control the amplitude of motion.); from 0 to 90, round to 1; only with ROLL_ENABLED
ROLL_TRACKING = 0; Extra Eye Tracking (With this enabled, your vision will more tightly follow the car below the stiffness frequency and more strongly track the world above the stiffness frequency. This added stabilization is not based on the physics of your head, but may be a crude way to model the additional tracking provided by your eyes and brain as your head rotates.); 1 or 0; only with ROLL_ENABLED
[YAW PHYSICS]
; Yaw-Axis Rotational Inertia (head turning left and right)
YAW_ENABLED = 0; Enabled (Enables head turning [yaw axis] inertia and dynamics, which can reduce the vision wobble in turns as the car oscillates between gripped and ungripped. Many find this difficult to get used to [so it is disabled by default] but it can reduce motion sickness, and works especially well in VR.); 1 or 0
YAW_FREQUENCY = 1.5; Stiffness (How stiff your neck is in this direction, specified as the natural oscillation frequency of your head [Hz] -- above this frequency, vibrations from the car will be increasingly suppressed and the car will jitter around you more. Larger values will lock your head to the car, and smaller values will cause your view to lag behind the car more. Note this value is multiplied by the Global Stiffness Multiplier.); from 0.0 to 10, round to 0.1; only with YAW_ENABLED
YAW_DAMPING = 1; Damping (How much your head oscillations are damped for this axis from 0 [oscillates indefinitely] to 1 [critically damped / no oscillation]. A real head will probably have damping around 0.85-0.95, and a drunk head will have a lower value, but setting this to 1 kills all oscillations and probably conveys the most reliable information about the car. However, values below 1 are more responsive, and can feel more immersive. Note this value is multiplied by the Global Damping Multiplier.); from 0 to 1, round to 0.01; only with YAW_ENABLED
YAW_LIMIT = 30; Limit (Maximum allowed rotation for this axis [degrees]. Up to half this value, the head dynamics are not affected, and beyond this, motion is "soft limited", ensuring the rotation is never farther than the specified value. Note this limit is only meant as a failsafe to prevent your from rolling in a weird way. To convey the most reliable information, it is best to use the scale, stiffness and damping to control the amplitude of motion.); from 0 to 90, round to 1; only with YAW_ENABLED
YAW_TRACKING = 1; Extra Eye Tracking (With this enabled, your vision will more tightly follow the car below the stiffness frequency and more strongly track the world above the stiffness frequency. This added stabilization is not based on the physics of your head, but may be a crude way to model the additional tracking provided by your eyes and brain as your head rotates.); 1 or 0; only with YAW_ENABLED
[FORWARD PHYSICS]
; Forward Inertia (head moving forward and backwards)
FORWARD_ENABLED = 1; Enabled (Enables head inertia physics along the long axis of the car, producing "giggity-axis" head motion that responds to acceleration and braking.); 1 or 0
FORWARD_FREQUENCY = 1.2; Stiffness (How stiff your neck is in this direction, specified as the natural oscillation frequency of your head [Hz] -- above this frequency, vibrations from the car will be increasingly suppressed and the car will jitter around you more. Larger values will lock your head to the car, and smaller values will cause your view to lag behind the car more. Note this value is multiplied by the Global Stiffness Multiplier.); from 0.0 to 10, round to 0.1; only with FORWARD_ENABLED
FORWARD_DAMPING = 1.0; Damping (How much your head oscillations are damped for this axis from 0 [oscillates indefinitely] to 1 [critically damped / no oscillation]. A real head will probably have damping around 0.85-0.95, and a drunk head will have a lower value, but setting this to 1 kills all oscillations and probably conveys the most reliable information about the car. However, values below 1 are more responsive, and can feel more immersive. Note this value is multiplied by the Global Damping Multiplier.); from 0 to 1, round to 0.01; only with FORWARD_ENABLED
FORWARD_LIMIT = 0.25; Limit (Maximum allowed displacement along this axis [meters]. Up to half this value, the head dynamics are not affected, and beyond this, motion is "soft limited", ensuring the displacement is never farther than the specified value. Note this limit is only meant as a failsafe to prevent your head from flying out of or through the car. To convey the most reliable information, it is best to use the stiffness and damping to control the amplitude of motion.); from 0.0 to 0.5, round to 0.01; only with FORWARD_ENABLED
[HORIZONTAL PHYSICS]
; Sideways Inertia (head moving left and right)
HORIZONTAL_ENABLED = 1; Enabled (Enables left-right head inertia physics, producing "Roxbury-axis" motion that responds to lateral g-forces.); 1 or 0
HORIZONTAL_FREQUENCY = 1.3; Stiffness (How stiff your neck is in this direction, specified as the natural oscillation frequency of your head [Hz] -- above this frequency, vibrations from the car will be increasingly suppressed and the car will jitter around you more. Larger values will lock your head to the car, and smaller values will cause your view to lag behind the car more. Note this value is multiplied by the Global Stiffness Multiplier.); from 0.0 to 10, round to 0.1; only with HORIZONTAL_ENABLED
HORIZONTAL_DAMPING = 1.0; Damping (How much your head oscillations are damped for this axis from 0 [oscillates indefinitely] to 1 [critically damped / no oscillation]. A real head will probably have damping around 0.85-0.95, and a drunk head will have a lower value, but setting this to 1 kills all oscillations and probably conveys the most reliable information about the car. However, values below 1 are more responsive, and can feel more immersive. Note this value is multiplied by the Global Damping Multiplier.); from 0 to 1, round to 0.01; only with HORIZONTAL_ENABLED
HORIZONTAL_LIMIT = 0.12; Limit (Maximum allowed displacement along this axis [meters]. Up to half this value, the head dynamics are not affected, and beyond this, motion is "soft limited", ensuring the displacement is never farther than the specified value. Note this limit is only meant as a failsafe to prevent your head from flying out of or through the car. To convey the most reliable information, it is best to use the stiffness and damping to control the amplitude of motion.); from 0.0 to 0.5, round to 0.01; only with HORIZONTAL_ENABLED
[VERTICAL PHYSICS]
; Vertical (Up-Down) Inertia (head moving up and down)
VERTICAL_ENABLED = 1; Enabled (Enables vertical head inertia physics, producing "bobblehead-axis" motion that responds to vertical g-forces.); 1 or 0
VERTICAL_FREQUENCY = 1.2; Stiffness (How stiff your neck is in this direction, specified as the natural oscillation frequency of your head [Hz] -- above this frequency, vibrations from the car will be increasingly suppressed and the car will jitter around you more. Larger values will lock your head to the car, and smaller values will cause your view to lag behind the car more. Note this value is multiplied by the Global Stiffness Multiplier.); from 0.0 to 10, round to 0.1; only with VERTICAL_ENABLED
VERTICAL_DAMPING = 1.0; Damping (How much your head oscillations are damped for this axis from 0 [oscillates indefinitely] to 1 [critically damped / no oscillation]. A real head will probably have damping around 0.85-0.95, and a drunk head will have a lower value, but setting this to 1 kills all oscillations and probably conveys the most reliable information about the car. However, values below 1 are more responsive, and can feel more immersive. Note this value is multiplied by the Global Damping Multiplier.); from 0 to 1, round to 0.01; only with VERTICAL_ENABLED
VERTICAL_LIMIT = 0.14; Limit (Maximum allowed displacement along this axis [meters]. Up to half this value, the head dynamics are not affected, and beyond this, motion is "soft limited", ensuring the displacement is never farther than the specified value. Note this limit is only meant as a failsafe to prevent your head from flying out of or through the car. To convey the most reliable information, it is best to use the stiffness and damping to control the amplitude of motion.); from 0.00 to 0.5, round to 0.01; only with VERTICAL_ENABLED
[HORIZON LOCK]
; Horizon Lock (not physics)
HORIZON_PITCH = 0; Pitch Axis (How much your vision should follow the horizon vertically [pitch-axis]. Note that, as this setting is increased, the pitch-axis head physics [if enabled] will be decreased to keep your vision stabilized. However, since these two methods of stabilization are fundamentally different, blending them in this way might transmit a few more of the car's bumps to your vision.); from 0 to 1, round to 0.01
HORIZON_ROLL = 0; Roll Axis (How much your vision should avoid tilting with the car [roll-axis]. Note that, as this setting is increased, the roll-axis head physics [if enabled] will be decreased to keep your vision stabilized. However, since these two methods of stabilization are fundamentally different, blending them in this way might transmit a few more of the car's bumps to your vision.); from 0 to 1, round to 0.01
[LOOK AHEAD]
; Look-Ahead Options (not physics)
DRIFT_SCALE = 0; Follow Drift (How much the head should look in the direction the car is actually moving or drifting. If set to zero, this is disabled. ); from 0 to 1, round to 0.01
DRIFT_MAX_ANGLE = 90; Max Drift Angle (How far your head is allowed to rotate away from center due to drift [degrees].); from 0 to 180, round to 1
STEER_SCALE = 0; Follow Steering (How much the head should look in the direction the steering wheel is pointed. If set to zero, this is disabled.); from 0 to 0.25, round to 0.01
STEER_MAX_ANGLE = 20; Max Steer Angle (How far your head is allowed to rotate away from center due to steering wheel tracking [degrees].); from 0 to 180, round to 1
TRACK_SCALE = 0; Follow Track / Apex (How much the head should follow the track. If set to zero, this is disabled.); from 0 to 1.5, round to 0.02
TRACK_DISTANCE = 20; Track Distance (How far ahead you should look while following the track [meters].); from 2 to 50, round to 0.5
TRACK_MAX_ANGLE = 20; Max Track Angle (Farthest you are allowed to turn your head when following the track [degrees].); from 0 to 180, round to 1
MAX_ANGLE = 90; Max Total Angle (How far your head is allowed to rotate away from center due to ALL look-ahead effects [degrees].); from 0 to 180, round to 1
MAX_SPEED = 2; Max Total Rotation Speed (Limits how quickly your head is allowed to rotate due to look-ahead stuff. Zero disables this limit [rad/sec].); from 0 to 4, round to 0.02
SMOOTHING = 80; Smoothing Time (Smoothing filter time [ms]. Larger values will average longer, leading to a slower, smoother response. Smaller values will make it more responsive at the expense of potential jitters. Zero disables smoothing. ); from 0 to 200, round to 1
VR_ENABLE_DRIFT = 0; Also Follow Drift in VR (Whether to also use this feature when in VR. Usually it's a terrible idea because puke.); 1 or 0
VR_ENABLE_STEER = 0; Also Follow Steering in VR (Whether to also use this feature when in VR. Usually it's a terrible idea because puke.); 1 or 0
VR_ENABLE_TRACK = 0; Also Follow Track in VR (Whether to also use this feature when in VR. Usually it's a terrible idea because puke.); 1 or 0
[EFFECTS]
; Silliness (not physics)
GEAR_BUCK_ENABLED = 0; Enable Gear Shift Kick (Gives your head an artificial kick when the gears change, to simulate the car's "bucking" and [optionally] amplify the transient loss of acceleration / braking.); 1 or 0
GEAR_BUCK_SCALE = 0.3; Scale (Overall scale of the effect.); from 0 to 2, round to 0.01
GEAR_BUCK_VERTICAL = 1; Vertical Scale (Relative scale of the vertical impulse.); from 0 to 2, round to 0.01
GEAR_BUCK_FORWARD = 0.5; Forward Scale (Relative scale of the front-back impulse, which will be applied in opposition to the acceleration at the time of the gear shift.); from 0 to 2, round to 0.01
GEAR_BUCK_PITCH = 0.2; Pitch Scale (Relative scale of the head-nodding [rotational] impulse. This actually causes an impulse in your vision. If it makes you woozy, set it to zero. The car will still shudder around you without losing eye tracking.); from 0 to 2, round to 0.01
GEAR_BUCK_FREQUENCY = 4; Stiffness (Stiffness of the effect, specified as a natural oscillation frequency [Hz].); from 0.1 to 10, round to 0.1
GEAR_BUCK_DAMPING = 0.2; Damping (How much your head oscillations are damped for this axis from 0 [oscillates indefinitely] to 1 [critically damped / no oscillation].); from 0 to 1, round to 0.01
GEAR_BUCK_GAS_SCALE = 0.5; Gas Pedal Scale (How much the effect is further increased by how much you have pressed down the gas pedal, i.e., if you want more kick while accelerating.); from 0 to 2, round to 0.01
[ADVANCED PARAMETERS]
ADVANCED_MODE = 0; Edit Advanced Parameters (DO NOT ADJUST UNLESS YOU ARE OK WITH WEIRD OR EXPERIMENTAL BEHAVIOR!! The settings below allow you to adjust some additional inner-workings of the physics engine. Note that disabling / unchecking this will only prevent editing the parameters, but will not disable their effect on the physics. You can always right-click to reset these to their default values if you do something weird. Some of these options technically break physics laws but may enhance the feel. Others make the head motion more realistic, but can cause motion sickness and / or spoil the road tracking. Note making head physics more realistic does not always produce a more true-to-life experience, since your eyes and inner ear do a lot of stabilization as well. Anyway, they are here to play with, so enjoy!); 1 or 0
FORWARD_PITCH_PIVOT = 0; Forward-Pitch Pivot (Links front-back motion to nodding motion by assuming the head is rotating around an effective pivot point this distance [meters] below it, e.g., the base of the neck, harness, or waist. To simulate a floppier neck, use smaller values. To simulate your neck muscles compensating for this, use larger values. Setting to zero disables the pivot [i.e., makes the pivot length infinite].); from 0 to 4, round to 0.05; only with ADVANCED_MODE
HORIZONTAL_ROLL_PIVOT = 1.0; Sideways-Tilt Pivot (Links horizontal motion to head tilt by assuming the head is rotating around an effective pivot point this distance [meters] below it, e.g., the base of the neck, harness, or waist. To simulate a floppier neck, use smaller values. To simulate you compensating for this with your neck muscles, use larger values [or 0 to disable]. To overcompensate and tilt your head into the turn, use negative values. Setting to zero disables the pivot [i.e., makes the pivot length infinite].); from -2 to 1, round to 0.05; only with ADVANCED_MODE
HORIZONTAL_YAW_PIVOT = 0; Sideways Sighting Distance (Links horizontal motion to head turning by assuming you aim your head at a point this far [meters] ahead of you. If your head shifts right, it will also turn left a little bit to keep this point fixed in your vision, which can compensate for the car turning underneath your head. Set to zero to disable.); from 0.0 to 50.0, round to 0.1; only with ADVANCED_MODE
FORWARD_RECENTER_TIME = 0; Forward Recenter Time (How long [seconds] it takes for your head to drift back to the center under constant acceleration. Set this to 0 to disable. Small values will cause your head to only respond to quick changes in acceleration, and larger values will recenter more slowly. When disabled, your head will stay displaced as long as there is acceleration.); from 0.0 to 4.0, round to 0.1; only with ADVANCED_MODE
HORIZONTAL_RECENTER_TIME = 0; Sideways Recenter Time (How long [seconds] it takes for your head to drift back to the center under constant acceleration. Set this to 0 to disable. Small values will cause your head to only respond to quick changes in acceleration, and larger values will recenter more slowly. When disabled, your head will stay displaced as long as there is acceleration.); from 0.0 to 4.0, round to 0.1; only with ADVANCED_MODE
VERTICAL_RECENTER_TIME = 0; Vertical Recenter Time (How long [seconds] it takes for your head to drift back to the center under constant acceleration. Set this to 0 to disable. Small values will cause your head to only respond to quick changes in acceleration, and larger values will recenter more slowly. When disabled, your head will stay displaced as long as there is acceleration.); from 0.0 to 4.0, round to 0.1; only with ADVANCED_MODE
FORWARD_SCALE = 1; Forward Motion Scale (Overall scale of the effect for this axis. For "real physics", set this to 1, which ensures that the initial acceleration of the car matches the recoil of the head before spring and damping forces have any effect. Nonetheless, perhaps some people want more or less visual feedback, so I leave this here for you to play with anyway. :]); from 0.0 to 10.0, round to 0.1; only with ADVANCED_MODE
HORIZONTAL_SCALE = 1; Sideways Motion Scale (Overall scale of the effect for this axis. For "real physics", set this to 1, which ensures that the initial acceleration of the car matches the recoil of the head before spring and damping forces have any effect. Nonetheless, perhaps some people want more or less visual feedback, so I leave this here for you to play with anyway. :]); from 0.0 to 10.0, round to 0.1; only with ADVANCED_MODE
VERTICAL_SCALE = 1; Vertical Motion Scale (Overall scale of the effect for this axis. For "real physics", set this to 1, which ensures that the initial acceleration of the car matches the recoil of the head before spring and damping forces have any effect. Nonetheless, perhaps some people want more or less visual feedback, so I leave this here for you to play with anyway. :]); from 0.0 to 10.0, round to 0.1; only with ADVANCED_MODE
POSITION_SCALE = 1; Overall Motion Scale (Quick way to adjust the overall scale for all three position axes [front-back, horizontal, vertical]. As with the individual axis scales, set this to 1 for "real physics".); from 0.0 to 1.0, perc.; only with ADVANCED_MODE
ROTATION_STEP_LIMIT = 0.5; Rotation Step Limit (Maximum angle [radians] the head is allowed to move per frame. This is not physically motivated, and only here to prevent weird behavior when the framerate is low or stuttering. If this is large enough it will not affect physics.); from 0 to 0.5; only with ADVANCED_MODE
DISPLACEMENT_STEP_LIMIT = 0.5; Displacement Step Limit (Maximum displacement [m] the head is allowed to move per frame. This is not physically motivated, and only here to prevent weird behavior when the framerate is low or stuttering. If this is large enough it will not affect physics.); from 0 to 0.5; only with ADVANCED_MODE
; Info at the bottom of the settings.
__HINT_BOTTOM = Enjoy! :) Feedback welcome at https://discord.me/LoPeN or (slower) message me at racedepartment. -Jack (Please don't offer feedback and suggestions in the reviews on racedepartment, as I'd rather just help out and improve this and/or its documentation for others.)