I was wondering how exactly the vertical FOV in rFactor corresponds with the horizontal FOV in other games, like LFS. I'm pretty sure it's more than just 90 degrees horizontal FOV = (90/16)x10=56.25 , for a 16:10 monitor. I've had a search for some FOV calculators, and most suggest that with a 16:10 aspect, 90 degrees horizontal works out at around 65 degrees vertical. Any ideas how this is calculated?
This could be solved by introducing a minimum weight in the cockpit, of say 80 Kg, and drivers under 80 Kg must have ballast added inside the cockpit or around the back of the seat for example.
No, it's effectively a move viewpoint 0.250m or so back from original LFS viewpoint.
There is nothing wrong with my screenshots, you need to use custom view to allow you to move the camera forward enough.
I've taken 2 more screenshots, at 640x480, both with FOV at 90 degrees. Both are taken in custom view, with wheels and body on, and driver arms and wheel on to simulate cockpit view. The first screenshot is without the dll. The second is with the dll, but with the view moved forwards 0.250m.
Like I said to Tristan, all I can see this does is move the graphical viewpoint something like 0.250m (depends on your FOV, but it's 0.250 for 90 degrees) backwards from the original viewpoint that LFS thinks you have, hence why the reflections on the car look different. If you want further evidence, move the rotation slider around and see how the view pivots 0.250m around the original viewpoint.
I thought it was interesting at first, but I think if you move the camera forward to compensate, you end up with everything the same as it looked without the dll.
My teammate Hugo is having problems with his wheel. It randomly crashes during racing, and the steering / pedals in game freeze leaving the car to continue in the same path until it hits something.
We've found that the only way to get the wheel back up and running is to replug it, and go shift + c (reinitiate controllers). The problem is, he needs to be able to change to mouse (almost at the instant his wheel dies) to regain control of the car just to stop it from crashing, then switch back to wheel mode once everything is sorted.
The question is, does anyone have any knowledge of a script or something to switch controllers to mouse in one button press, and back to wheel again, in one button press?
This is confusing almost EVERYONE, even commentators. I'm 100% sure this "sound" is not KERS kicking in. KERS is only noticable as a sudden increase in acceleration, nothing else, no change to engine sound.
What you are actually hearing is interference in the signal of the onboard audio feed, causing the audio speed to change or stutter momentarily.
I don't know whats causing the interference, it could be related to the electrical energy in the KERS system, I really don't know TBH.