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❗lights-patch-v0.3.0-preview622-full is required for proper operation

🎥 Pitch V3

Previously, Pitch was a single "camera tilt" rather than a combination of different physical sources that affect camera movement in different ways.

It has also been completely rewritten using a spring-based system instead of simple offset changes caused by G-forces and other physical indicators.

⚙️ Pitch is now built from multiple components:

Regular body pitch

Acceleration / braking response

Suspension response

Road bump response

Landing Pitch

Shift / Rev Cut Pitch

🔄 Main Difference

Previously, a single global damper could suppress virtually all camera movement.

Now, some reactions have been separated into independent systems.

In other words, Pitch has become much more modular.

For example, you can make road bumps feel calmer while keeping acceleration and braking responsive.

💥 The Best Part

🛬 Pitch Land

This is a dedicated system responsible for the camera's impact tilt when landing.

It doesn't simply check whether "the car jumped."

Instead, it monitors each wheel individually.

For every wheel, it evaluates:

Whether the wheel became unloaded.

How long the wheel remained unloaded.

How sharply the load returned.

How quickly the suspension compressed.

If the wheel simply reacts to a small bump, the system tries to filter it out.

If it detects a genuine heavy landing—where the wheel becomes unloaded, remains unloaded long enough, the load returns sharply, and the suspension compresses rapidly—a Landing Pitch impulse is generated.

🛣️ Y Ignore

Y Ignore no longer works as a general ignore for the entire Y axis.

Instead, it specifically ignores road surface irregularities.

📌 Simply put:

⬅️ Previously

The system roughly evaluated the overall suspension travel and decided when the camera should detach from the car body.

➡️ Now

The system is much smarter.

It calculates the front and rear axles separately (with stronger ignore applied to the front axle).

The code now detects road irregularities by comparing fast and slow filters while also taking wheel contact and wheel load into account, preventing the camera from becoming weightless during jumps.

🔧 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.

💬 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 3 — download now

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