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Cars – Neck FX
Ilja Jusupov edited this page Jun 12, 2022
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With these options, you can alter how head of the driver moves in first person view, with Neck FX enabled.
[NECK]
HELMET_OFFSET = 0, 0, 0 ; add this option to set custom helmet offset if it’s enabled
BOUNDS_HORIZONAL = -130, 130 ; angles in which head is allowed to rotate on Y axis
BOUNDS_VERTICAL = -50, 50 ; angles in which head is allowed to rotate on X axis
LOOK_BACK_OFFSET = 0.24, 0.0, 0.15 ; head offset for looking back (to reduce overlay by a car: for example, in F1 cars, you might want to increase Y value)
PAN_LIMIT = 0.15, 0.1 ; boundary for panning, in X and Y directions, in meters
You can change those settings during the race or replay to adjust them more nicely.
Y value of LOOK_BACK_OFFSET
for open wheelers is 0.07 by default. Also, PAN_LIMIT
is 0.08, 0.06. Everything else is how it shows in Syntax section.
If you have any question or suggestions, please feel free to add a new issue.
- Enabling Extended Physics
- Aerodynamics
- Body Flex
- Custom Suspension Joints
- Driver Weight Shift for Karts
- Extra Turbo Options
- More Clutch Damage
- New Inputs for Dynamic Controllers
- Physics Scripts
- Setup Items Driven By Controllers
- Suspension
- Cosmic Suspension
- Tyre Types
- Enabling Extended Physics
- General Options
- Custom Raycasting
- Collision Parameters
- Dynamic Physics Objects
- Geometric colliders
- Surface Tweaks
- Extra FX Flags
- Extra FX Emissive
- Mesh Adjustments
- Model Replacements
- Shader Replacements
- Scene Queries
- UV2
- General Options
- Analog Instruments
- Animations
- Digital Instruments
- Emissive Objects
- Extra Switches
- Inputs
- LED panels
- Multichannel Emissives
- Vintage Tachometers
- Audio
- Brake Disc FX
- Deforming Bonnets
- Driver Model
- Exhaust Smoke
- Exhaust Flames
- Extra Lights
- Fake Shadows FX
- Local Cubemaps
- Mesh Splitting
- Miscellaneous Options
- Neck FX
- Node Adjustments
- Smart Mirror
- Sparks
- Tyres FX
- Visually Adjustable Wings
- Wheels
- Wobbly Bits
- Wobbly Wipers