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📍Patch note

🔧 Micro Patch Changelog❗lights-patch-v0.3.0-preview622-full is required for proper operation

🛬 Pitch Land Improved

Previously, the logic was roughly like this:

The wheel became unloaded

The wheel received load again

So we trigger a Pitch impact

The problem: if the wheel slightly bounced and softly touched the road, the system could also think: “oh, a landing.”

⚙️ Now the logic is smarter:

The wheel became unloaded

Enough time has passed

The load returned

The suspension compressed

The damper was triggered

The wheel had noticeable vertical speed

The overall impact energy was sufficient

Only then does Pitch Land trigger

Simply put, the system now checks how sharply the damper was triggered.

An impact force filter, PITCH_LAND_MIN_IMPACT_ENERGY, was also added, which filters out Pitch Land activation if there was not enough impact energy.

🛣️ Y Road Ignore Block Retuned

The intensity of the camera ignore has been reduced. Now it moves around less on micro and macro bumps.

The ignore intensity for longitudinal camera tilts has also been reduced, so the camera is now somewhat more connected to the body roll.

All of this removes the car dancing around the camera and creates the effect that the camera is actually inside the car, rather than simply floating in it.

↕️ Vertical Displacement — Y Axis

Inertia and damping have been increased.

The camera now reacts much more responsively to road irregularities.

🔧 Patch Changelog V2❗lights-patch-v0.3.0-preview622-full is required for proper operation

⚙️ True Motion — Pitch Rework

The Pitch system has been reworked. It is now fully modular and consists of several layers:

Pitch Long — reacts to longitudinal G-forcesPitch MicroPitch MacroPitch ImpactPitch LandPitch Dynamics

▪️ Pitch Micro

One of the main movements that brings the camera to life is Pitch Micro.

The camera now smoothly tilts up and down, creating additional dynamics and giving the feeling that the camera is detached from the horizon, while not interfering with driving the car in any way.

If the dynamics feel excessive to you, you can simply reduce the PITCH_MICRO_GAIN value.

▪️ Pitch Impact

This is now a separate layer that reacts to sharp road irregularities, creating short, physical impacts.

Previously, Pitch Land was responsible for this.

A small delay has also been added to the synchronization of Pitch + Y Road movements.

▪️ Pitch Land

Pitch Land has been significantly improved, and I would call this its first stable version.

It now reacts correctly to serious impact loads on the wheels and suspension while avoiding reactions to small road joints and irregularities.

A bug has also been fixed where Pitch Land could cause strong camera shaking after impact loads, as well as during collisions.

▪️ New Physics Data in CSP 622

The updated CSP 622 provides access to new vehicle physics data, which has made camera movement calculations — for now, only for Pitch — more accurate than before.

CSP can now provide data about what type of surface the wheels are currently interacting with, how much a particular surface can generate vibrations, as well as how strongly the surface can additionally create a damping effect.

▪️ TrackIR

Interaction with TrackIR has been fixed. It is now a separate layer.

Previously, camera movements from TrackIR interfered with the camera physics calculations, which caused the movements to be very sharp and unresponsive.

❗ Manual installation only

Copy the contents into the root folder of the game

Then enable NeckFX and activate “Replace old CSP implementation with a custom script”, after performing a NeckFX reset

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