True Motion V 4.3 | Update (Patreon)
Content
🟢Completely reworked Road Roll (Head Roll). The old version was not satisfying because of its instant reaction to turns, and the intensity was not adjustable for high and low speed. There was also one of the strangest details that stood out - the camera rotation around the center of the axis, which created very unrealistic movement. The problem was solved very simply, I moved the camera center lower, so it creates a tilt effect instead of rotation🔹Increased the intensity of Yaw Lag (responsible for delayed view movement toward the direction of the turn) 🔹Increased Max Offset for lateral movements (camera shift left or right, X axis) 🔹Added camera reaction to manual gearbox shifts through camera pitch, but the version is very early and not scalable by intensity. You can disable this effect if you want, it is called shiftjolt (press ctrl+f to search by name) All these changes give a nice increase in cornering dynamics
✅ A small upgrade for Road Noise 📍 Previously road noise It was more “direct” noise from vertical oscillations. It worked in a simpler way, giving a signal from suspension/acceleration. Because of this, it sometimes looked repetitive and could give strange jolts in realtime. 📍 Now road noiseIt is part of a more general physics chain (together with slam, bump, wobble, XYZ).The signal depends more strongly on how the body and suspension are actually moving at the moment.More filtering and separate contributions (micro/macro), so the noise feels more “alive”: calmer on a smooth road, more active on bumps
🧩 Code refactoring
Centralization of parameters into a single Tune layerScattered local constants were collected into a structured settings block, giving one accurate source for gains, filters, clamps, deadzones and curves
🔁 Normalization of the signal pipeline.Effects (Y/Z, pitch, bump/slam/wobble, drift/yaw) were brought to a common scheme:raw source → shaping (curve/deadzone) → filtering → clamp/limit → mixBecause of this it became easier to see exactly where the signal is being “eaten” or over-amplified
🧱 Separation of channels and rolesBasic camera movement and reactive/impact effects were logically separated, this reduced cross-influence between blocks (when one edit breaks another)
🧠 Runtime states moved into a separate layer (ext/state)Storing the "memory" of effects not in random local code variables, but in one separate object
🎬 Reusability for replay/modesCoefficients and scale factors became easier to scale separately for replay/runtime without rewriting formulas
🎛️ Preparation for UI/presetsThanks to Tune, parameters became more convenient to export/import as presets and show in the UI
🧹 Removed/collapsed duplicate parts where several blocks were doing similar filtering in different ways 📦 In places where there were Lua limits (locals/upvalues), the code was compacted without changing the physical meaning ✅ All settings blocks have been moved to the TUNE section, except suspension slam and engine vibration
🔒Currently available for All Tiers - Download