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True Motion is a custom script for NeckFX that uses advanced physics based on calculations of G-Force, head mass, inertia, and damping, thanks to the latest achievements in reverse engineering the source code in CSP.

This opens up many possibilities for various mechanics.

I didn't stop at the calculations mentioned above, and at the moment the script calculates camera movements based on G-Force, head weight, inertia, damping, spring mechanics (to simulate body muscles and resistance to movement), longitudinal and lateral body roll, vehicle weight, suspension compression speed for each wheel, as well as impact loads on the wheels, which makes this camera probably the most realistic in the racing segment of the gaming industry.

At the same time, regular NeckFX doesn't use any of the above. It is simply a smoothing system used to simulate camera physics, and it was a pretty good temporary solution. However, some functions work very well, so some NeckFX mechanics are present in the script.

🟣No Hesi

At the moment, there is no support for cars with arcade physics from No Hesi. The camera will work worse than shown in the video. The gameplay was recorded using cars with realistic physics.

🖥️ Triple Screen & Drift Support

It's also worth mentioning that the script supports Triple Screen monitors (where head turns to the right and left are disabled) and drifting.

You can switch between their versions in the content manager without leaving the game, or through the free in-game NeckFX application by Garry Real.

⚙️ Technical Nuances of the Script

The camera fully reveals itself on standard laser-scanned tracks and tracks with lots of surface irregularities, which regular modded maps usually don't have.

However, I take this into account while working on the script and run many tests on different maps. Overall, the script performs quite well on modded maps, which can be seen in the video.

Another huge downside for the camera is replays.

Physics in real time is generated at a frequency of 333 Hz, while in replays the maximum physics frequency currently reaches only 64 Hz. Because of this, most camera movements are simply cut off, and this cannot be compensated for.

So if you want to edit the camera settings, do it in real time.

You can configure the camera without leaving the game, since AC loads the code on the fly after saving changes with the Ctrl + S combination.

I use Visual Studio Code.

🚀 Future Plans

I'm gradually reaching the limits of what can currently be done with the existing code, and in the future I will move toward movement simulation, because right now it is only an imitation — movement along the axes from point A to point B in a line.

There are also plans for a UI that will allow you to configure the camera without messing around with the code.

However, I will start implementing it once I decide on the list of mechanics that I still want to introduce, because CSP still doesn't provide access to the code required to implement certain mechanics.

⚠️ Important Clarification

I mentioned realism, but my goal is to make the camera not only realistic, but also comfortable, responsive, and most importantly — playable.

🔵 Discord

Also, don't forget to visit my Discord to stay up to date on the latest news

🧩 Current List of Mechanics

And finally, I'll leave a list of the mechanics that are currently present in the script:

1. Dynamic FOV / GT7 FOV

Dynamically changes FOV based on speed and G-Force.

2. Direction Look / Drift Look / Velocity Align

Turns the camera view in the direction of movement, sliding, and drifting. This also includes SLIDE_FOLLOWING, VELOCITY_ALIGN, drift zone, and head limiter.

3. Steering Align

Adds camera reaction to steering wheel movement.

4. XYZ Core Dynamics

Basic physical camera displacement along the X/Y/Z axes from acceleration, suspension, and G-Forces. This is the foundation of head movement in space.

5. Head Physics / Spring-Damper

General head physics: spring, damper, inertia, and displacement limits.

6. Impulse Mass-Suspension Layer

An additional layer of sharp impulses along X/Y/Z from G-Forces and suspension. Needed for impacts, collisions, and fast physical inputs.

7. Road Noise

Road noise from per-wheel suspension changes. Adds small movements from the road surface, joints, and irregularities.

8. Downshift Vibration

Vibration during downshifts at the moment of a sharp increase in engine RPM.

9. Y Road Reaction

A separate vertical camera reaction along the Y axis from the road and suspension. Makes the camera feel more alive on uneven surfaces.

10. Y Road Ignore

Ignores irregularities along the vertical axis. Needed to slightly detach the camera from the car, redirecting excess dynamics from the camera to the movement of the car body.

11. Y Road Pitch Ignore

A separate ignore mechanic for the longitudinal camera tilt. Simply put, it detaches camera pitch from body pitch. It can be noticed during acceleration or smooth road irregularities.

12. Road Roll

Camera roll in corners with a slight delay.

13. Road Roll Bump

Micro-roll from bumps and vertical impacts during long corners.

14. Wobble

Slight rocking, roll wobble from road noise, suspension slam, bump wave, and suspension dynamics. Adds a bit of dynamics to camera movement. The higher the speed, the more dynamics.

15. Bump Oscillation

Oscillation from per-wheel suspension impacts. The camera reacts with vertical displacement to smooth, large irregularities on the road.

16. Yaw Lag

Delayed view/head movement along yaw (movement to the right and left). Used to create the feeling of head inertia in corners.

17. Dynamic Pitch

The main camera pitch. Calculates tilt from longitudinal acceleration, suspension, suspension compression speed, angular velocity, wheel loads, and road micro and macro signals.

18. Pitch Long

Separate pitch from longitudinal acceleration/braking. Needed to keep acceleration and braking responsive even if the overall pitch is heavily damped.

19. Pitch Land

A separate pitch impact system for jumps and sharp loads on the wheels.

20. Pitch To Z Link

Links pitch with the Z axis (longitudinal movement). Slightly synchronizes head tilt and longitudinal camera displacement on long, smooth irregularities.

21. Shift Jolt

A separate soft block for a head nod and slight vibration during gear shifts, only on H-shifters.

22. Compact Z Dynamics

A separate longitudinal block along the Z axis. Needed to create the feeling of a sharp vehicle launch, when the car feels like it is being pulled out from under the camera.

23. Z Revcut

Camera jerking along Z at the rev limiter when there are real longitudinal jerks of the vehicle. Also synchronized with pitch.

24. Z Seat Hit

Simulates the head/body hitting the seat along the Z axis when the camera reaches its displacement limit.

25. Suspension Differential Ignore

An ignore/displacement system based on suspension differences between the wheels, for longitudinal body roll on small bumps.

26. Replay / DT Stabilization

Stabilizes the camera in replays to prevent sharp camera jumps.

Files

What is True Motion?

Comments

SiqeSoliq

Best purchase ever.Resetting everything just to not work at all XDXD....and not getting any help just sayin:(((If you encounter any other problems, you can write to SRP support - https://discord.gg/shutokorevivalproject They are knowledgeable and know how to solve many problems))) its so disgusting

CHILL N RACE

Read the post you commented on, as well as the post where the NeckFX preset is for sale - maybe then it'll click for you. I also have a Discord server: https://discord.gg/dpFRXzdgsc And you can always message me. When I created the preset for NeckFX, I didn't have a Discord server yet

coc

WHERE IS THE FILE ?

Anddy Bandicoot

Hey, i just subscribed to 1 tier and im not able to download True Vision

CHILL N RACE

Hi. Yeah, that happens a lot these days. Message me on Discord—vacokevgenii and I'll send you the file

Mike Benejan

I have the same issue. it still says locked even though i upgraded

CHILL N RACE

Yeah, it works, but there's one thing I haven't finished yet — disabling the Pitch for VR. If you decide to buy it, just message me on Discord after the purchase and I'll send you a fixed version specifically for VR. My Discord: vacokevgenii

Tyler Kanner

okay thank you i just reached out to your discord my discord is sluxxhiii