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CTD when entering Paleto Bay, checked with only this mod installed. Bug seems to date back to release according to earlier comments above. Rename the DLC folder to temporarily enable / disable..
Disables traffic spawning in Travel to North Yankton mod, in turn disabling the Nordschleife V Races and Traffic mod which depends on it..
Eek found another hiccup: having EnableAllInteriors installed prevents traffic spawning in North Yankton or the Nord, basically disabling this mod. No biggie, not like you need both running in the same sesh..
@ikt Thanks i did think of that, but find that it doesn't disable right stick acceleration, only scaling it back to some non-zero value. You then get a short taste of perfect TrackIR sync before the acceleration kicks in, kicking your view left or right, like having a giant anti-deadzone in the center. So, if you DO see some way to disable, that's the only barrier to stable head-tracking..
OK sussed out a fix: move all the ybn (collisions) files into their own separate rpf file, and name it "cols.rpf". You now have 3 rpf's, the track rpf, the metadata rpf you made when adding this mod, and the new collisions rpf you just made. Now replace the content.xml with this:
<?xml version="1.0" encoding="utf-8"?>
<CDataFileMgr__ContentsOfDataFileXml>
<disabledFiles />
<includedXmlFiles />
<dataFiles>
<Item>
<filename>dlc_nordschleife:/%PLATFORM%/levels/gta5/nordschleife/cols.rpf</filename>
<fileType>RPF_FILE</fileType>
<overlay value="false" />
<disabled value="true" />
<persistent value="true" />
</Item>
<Item>
<filename>dlc_nordschleife:/%PLATFORM%/levels/gta5/nordschleife/nordschleife_metadata.rpf</filename>
<fileType>RPF_FILE</fileType>
<overlay value="false" />
<disabled value="false" />
<persistent value="false" />
</Item>
<Item>
<filename>dlc_nordschleife:/%PLATFORM%/levels/gta5/nordschleife/nordschleife.rpf</filename>
<fileType>RPF_FILE</fileType>
<overlay value="false" />
<disabled value="false" />
<persistent value="false" />
</Item>
<Item>
<filename>dlc_nordschleife:/common/data/gtxd.meta</filename>
<fileType>GTXD_PARENTING_DATA</fileType>
<overlay value="false" />
<disabled value="false" />
<persistent value="false" />
</Item>
</dataFiles>
<contentChangeSets>
<Item>
<changeSetName>CCS_nordschleife_NG_STREAMING_MAP</changeSetName>
<filesToEnable>
<Item>dlc_nordschleife:/common/data/gtxd.meta</Item>
<Item>dlc_nordschleife:/%PLATFORM%/levels/gta5/nordschleife/cols.rpf</Item>
</filesToEnable>
<executionConditions>
<activeChangesetConditions>
</activeChangesetConditions>
<genericConditions>$level=MO_JIM_L11</genericConditions>
</executionConditions>
</Item>
</contentChangeSets>
<patchFiles />
</CDataFileMgr__ContentsOfDataFileXml>
Everything loads OK, bar the collision detection - you just fall through the map. The fix for this mentioned in the comments section of Van123's original version involved setting "overlay" and "disabled" from false to true in the content.xml, however this doesn't seem to work with this modified track..
...one more quick point on axis control - there IS a supported neck axis on the gamepad right stick of course, and i HAVE successfully mapped it to the TrackIR axes via X360CE; the problem is that acceleration on the axes can only be turned down, not entirely disabled, which means sync is lost within a few seconds, going from 1:1 perfect to being locked fully left or right and impossible to look straight ahead.. in short, if it was possible to fully disable acceleration on the right stick look axis, then this could be used for stable head tracking.. I'll have a look into it myself, see if that's set in a config file, but if it's hard-coded in the binary my only other option would be CheatEngine, with low confidence of success..
Love it, indispensable, currently using it in conjunction with PS3 Eye camera tracking via AITrack + OpenTrack, using the latter's mouse emulation, and it's the best, most-stable head-tracking i've yet had in game.
You know what i'm gonna suggest tho - the icing on the cake - how about exposing a vJoy axis for the neck, instead of having to rely on mouselook? Mouse polling and filtering is obviously lossy, causing centering creep over time, especially when making large movements such as shoulder checks of the rear view, whereas an analogue axis can maintain perfect 1:1 sync with the TrackIR or FreeTrack axis; you'd finally have perfect head-tracking in GTA (not asking for full 6DoF, just yaw and pitch obvioushly)..?
Horrible clunk in the steering's center - whenever the wheel angle passes the center position while a car's rolling, there's a hard thump from the FFB.. has anyone found a way to tune this problem out? I've tried changing all the exposed settings..