The online racing simulator
Improved G-load visualization
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:
  • 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.
    .
    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.
    .
  • 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.
Granted, nothing of high importance, but every bit of immersion added helps, especially since the G-forces are the least represented, and hardest to represent effect of real racing.
Quote from AndroidXP :especially since the G-forces are the least represented, and hardest to represent effect of real racing.

Isn´t that the best reason against any form of damping of the movement? Maybe its just me, but i always regarded the head movement as a driver help, to give you an idea, what the car is doing, instead of something that´s just there to add a little immersion
Well, it's not like the damping is going to make this driver help useless, not that the head movement is very accurate and helpful to begin with. I'd say it's a fair trade, giving away a bit of accuracy and in return making the feature actually add to the immersion, instead of taking away from it.
i've always thought about the heads movement as a indicator of the actual force to car and driver while cornering to prevent -pushing it too hard-.
So i *think* that if i see the geometry of the eye (center of the helmet balloon right?) to the steering wheel and car, move too far out of place, i'm applying to much force to the car, thus flying out of the bend.
in effect i'm unable to handle any car (in lfs) to any degree competative, while using a mounted camera (without any tilt/movement).
So i'd say the system of applied forces helps "keeping control"

regards

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