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🚀 Update Preview

A spring mechanic has been added to the overall camera behavior across the X, Y, and Z axes.

At the moment, I am still in the testing phase, so it is possible that some parameters will be adjusted later through a micro patch.

⚙️ What's Next?

The next step is to integrate this spring mechanic into several of the existing camera systems.

🎥 How Does It Feel?

In my opinion, the difference in camera behavior is very noticeable, but just to clarify:

The camera now feels much more alive, especially during acceleration. When the camera shifts backward, it now slows down smoothly before slightly returning toward its original position.

Previously, the camera would move backward abruptly and stop just as abruptly. Those movements lacked any meaningful resistance and often looked unnatural.

With the introduction of this mechanic, the camera now partially simulates the behavior of the human body, resulting in more natural motion and weight transfer.

🏎️ Test Videos

I've recorded footage using several different cars so you can better feel the difference between vehicles with stiff suspension setups and those with softer suspension.

As usual, I also showcased the camera on a laser-scanned track, where camera movement is at its most dynamic — something that unfortunately is often missing on many modded tracks.

🖥️ Triple Screen & Drift Support

Starting with this update, there will be full support for Triple Screen presets.

There will also be dedicated Drift presets, which will initially be available for Tier 3 supporters.

Support for Tier 2 will be added later.

🔄 Real-Time Preset Switching

Presets can be switched in real time without leaving the game.

You can do this directly through Content Manager:

Settings → Custom Shaders Patch → Camera → Cockpit Camera NeckFX

🔧 Micro Patch Changelog

🚗 Y Road Ignore

Adjusted several parameters after introducing the new spring mechanic to reduce unnecessary camera movement and excessive shaking.

Added a smooth movement limiter. The camera now gradually slows down when reaching its movement limit instead of stopping abruptly.

🔄 Road Roll (Head Roll)

Completely reworked the camera roll calculation.

Camera roll now responds based on both the duration of the corner and the vehicle's speed, with a subtle delay for more natural movement.

⚙️ Z Revcut

Reduced vibration intensity.

Improved synchronization between camera pitch and the Z-axis camera movement.

Replaced the previous filter with a spring and damper system for camera pitch, resulting in smoother and more natural motion.

💬 Join the Discord

Don't forget to join the Discord server to stay up to date with the latest updates, development progress, and upcoming announcements.

⬇️ Update available for Tier 2,3 — download now

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