Hello,
I know this issue has been discussed many many times, but I'd like to explaine why I use chase cam view.
As for the developers the chase cam is only for force analyses, and many others think it's 'non realistic' etc. etc. Well, I disagree...
First reason why I use chase cam is, because if I use any other view (in car or between frontwheels) I get seasick within 15 minutes. The cause of that isn't me, but the bumpy way the image is moving. It should simulate the bumps in the road, but in real life it's not like that. In real life my brain and eyes compensate the bumps and my focus stays on the same spot all the time. Try reading this and simultanyously tumble your head a little, you see? Your eyes automatically stay focusses on the textline and you can read without any problems.
The image of LFS though, just bumps up and down... anything but realistic
Second reason why I use chase cam, is because although LFS is al simulation, what it doesn't simulate is real G-forces on my body. And what many of you reallife racers will agree on is that at least 50% of knowing how the car behaves comes from your butt. To compensate that in LFS, is in chase cam you can see how much the cars slides through the corners and if it has over- or understeer.
That's why I use the chase cam, and I don't agree with people who think it's a silly view. (as if between the front wheels is realistic)
And I find it very usefull to add a mirror to it, so I can see on which side I should hold some space for my racingmates..
So far the complaining peace.
I think there is a way to make incar view more attrackting.
Possible solution 'Reason One':
The centre of the screen should almost be bump free, and more bumping effect when closer to the sides. This way the natural steady focus is simulated.
It means the camera still bumps, just like it does now, but the focus point is steady, in other word, the camera alinement is fixed on a position on the road. 99% of the time the driver looks in the direction he wants to go or is going. So the focuspoint of the camera should follow the road as close to the horizon as you can see. This way you get a much more realistic head and eye movement. (and I don't have seasickness anymore)
Possible solution 'Reason Two':
At the sides of the screen, have some glow effect. Something like what is used in 1st person shooters to show from which direction you were hit. The more G-force is generated the more glow is visible. As if the side of the screen is a G-force measuring system. Top of the screen is front of the car, bottom of the screen is rear of the car. And left and right according to the cars left and right offcourse.
This way you can see skidding by a decrease in G-force on the front or back of the car without taking your eyes of the road.
Untill these features are implemented, I will use the chase cam view and as an easy fix for the 'I don't know where my racemate hangs out' a mirror would be nice. It should not be much more than flipping a bit somewhere, as the code is already there for the other views.
I know this issue has been discussed many many times, but I'd like to explaine why I use chase cam view.
As for the developers the chase cam is only for force analyses, and many others think it's 'non realistic' etc. etc. Well, I disagree...
First reason why I use chase cam is, because if I use any other view (in car or between frontwheels) I get seasick within 15 minutes. The cause of that isn't me, but the bumpy way the image is moving. It should simulate the bumps in the road, but in real life it's not like that. In real life my brain and eyes compensate the bumps and my focus stays on the same spot all the time. Try reading this and simultanyously tumble your head a little, you see? Your eyes automatically stay focusses on the textline and you can read without any problems.
The image of LFS though, just bumps up and down... anything but realistic
Second reason why I use chase cam, is because although LFS is al simulation, what it doesn't simulate is real G-forces on my body. And what many of you reallife racers will agree on is that at least 50% of knowing how the car behaves comes from your butt. To compensate that in LFS, is in chase cam you can see how much the cars slides through the corners and if it has over- or understeer.
That's why I use the chase cam, and I don't agree with people who think it's a silly view. (as if between the front wheels is realistic)
And I find it very usefull to add a mirror to it, so I can see on which side I should hold some space for my racingmates..
So far the complaining peace.
I think there is a way to make incar view more attrackting.
Possible solution 'Reason One':
The centre of the screen should almost be bump free, and more bumping effect when closer to the sides. This way the natural steady focus is simulated.
It means the camera still bumps, just like it does now, but the focus point is steady, in other word, the camera alinement is fixed on a position on the road. 99% of the time the driver looks in the direction he wants to go or is going. So the focuspoint of the camera should follow the road as close to the horizon as you can see. This way you get a much more realistic head and eye movement. (and I don't have seasickness anymore)
Possible solution 'Reason Two':
At the sides of the screen, have some glow effect. Something like what is used in 1st person shooters to show from which direction you were hit. The more G-force is generated the more glow is visible. As if the side of the screen is a G-force measuring system. Top of the screen is front of the car, bottom of the screen is rear of the car. And left and right according to the cars left and right offcourse.
This way you can see skidding by a decrease in G-force on the front or back of the car without taking your eyes of the road.
Untill these features are implemented, I will use the chase cam view and as an easy fix for the 'I don't know where my racemate hangs out' a mirror would be nice. It should not be much more than flipping a bit somewhere, as the code is already there for the other views.