While testing something for a different thread today, I noticed that the visual representation of forces acting on the driver are a bit lacking. What I'm talking about here are the "acceleration shifts viewpoint" settings and how they work.
I have two main points:
I have two main points:
- Make the "1g head tilt" function work on both forward and vertical forces
The head tilt function was changed in patch Y. As of now, only vertical forces affect the head tilt, meaning you can drive into a wall and where you should be kissing the steering wheel, your head won't bulge a bit. It did improve the visual effect of kerbs quite a lot, but power shifting or similar aggressive handling of the car is barely represented at all.
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I think we can have the best of both worlds, by taking both forward (acc/brake) and vertical (bump) forces as input parameters for the head tilt.
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- Introduce smoothing, or some kind of head inertia, to the "1g ... shift" functions
Well, I thought, lets use the "1g forward shift" function then; it's not the same, but should at least give a similar effect. Now, technically speaking it works, somehow, but it looks incredibly ugly. The head movement is not smoothed or delayed in any way, instead the current force is directly taken to calculate the offset. So during a shift, where the forces quite instantly change from acceleration to slight deceleration and back to acceleration again, the visual representation was in a similar, digital fashion. First the virtual head was pressed back, then it instantly warped forward only to warp back again, making the feature quite unusable actually, at least when set to higher values.