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AC Head Physics 1.3.4b

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INTRODUCTION
Your head, neck, body, inner ear, brain, and eyes together provide phenomenal vibration isolation and image stabilization. This is the one thing I have felt was missing from Assetto since day 1, especially in VR. I was thrilled to learn that CSP v0.2.0 provides full control over the head motion in Assetto Corsa, allowing me to finally create this. :)

AC Head Physics is a scratch-written physics engine that transfers g-forces and torques from the car to your head through a "neck", including all 6 degrees of freedom (3 displacement and 3 rotation axes). Each axis is characterized by an adjustable stiffness (i.e., how strong your neck is) and damping (how fast head movement slows down), and can be enabled or disabled. Rotations include optional additional stabilization to somewhat compensate for the lack of inner ear feedback from the game (we aren't in the matrix yet). Everything works identically with flat screens and VR.

For me, this enhances immersion, conveys acceleration, and reduces nausea (especially in VR), but it also allows my eyes to better follow the track so I can identify apices like a mf tryhard nerd. Compared to default behavior, the car will feel like it's "floating and rattling underneath you", not unlike the sensation in a real car (try watching with your periphery next time you're driving :)).

Note the default settings are tuned to something like a GT3 car. For something more intense, you may want to increase the stiffness, e.g., by increasing the global stiffness modifier. If you mouse over each parameter, you will see documentation in Content Manager.

INSTALLATION (NOT STANDARD!)
  • This physics engine requires CSP v0.2.0 or later.
  • You cannot just drag this zip file onto Content Manager.
Instead:
  1. Extract the "ac-head-physics" folder into ...\assettocorsa\extension\lua\cockpit-camera so that the "ac-head-physics" folder is sitting next to the "default" folder.
  2. Enable it in Content Manager by navigating to: Settings -> Custom Shaders Patch -> NeckFX, activating "Replace original CSP behavior", then selecting the script "ac-head-physics" at the end.
  3. If you want access to all the settings within Content Manager (note you can adjust these while the game is running!), you may need to get the latest untested Content Manager version by enabling Settings -> Content Manager -> Testing access.
Sorry it's so complicated! This is just the state of affairs right now.

ROADMAP
The basic physics engine is in place, but for completeness (i.e., for other people :) ) I would like this to eventually include the following:
  1. Option to link steering wheel to head turn.
  2. Option to look in the direction the car is drifting.
  3. Option to look ahead at the track as it turns.
I am literally a physicist with no time and two young kids, but will eventually chip away at these features. If you have coding skills and time, feel free to check out the git respository (I would check it out directly into the appropriate Assetto folder), add a feature, and submit a pull request. I can help here and there through the LoPeN discord server as well.

NOTE
Please don't review bomb to try and get what you want. I made this for me but thought others might benefit from it. If something is confusing, you find a bug, or want to discuss ideas, the best way to get in the discussion is to join https://discord.me/LoPeN and navigate to #dev-corner. You can also use the discussion tab of this website (though I check that less frequently).

CREDITS
Jack:
Physics nurd. Code nurd. Verbal punching bag at the League of Perpetual Novices.
Jordash: Wrote the original VR stabilization script that got my foot in the door. He also gave all kinds of technical help and troubleshooting with AC (and video editing! :)).
Rowin & his distinctive Duca shoes: Extremely fast driver with real-life track experience, gave lots of useful feedback about what default settings feel the most realistic (on a flat screen).
Damgam: Uncanny ability to break the physics engine. Provided valuable testing, videos and feedback that helped solve the problem.
The League of Perpetual Novices: Lots of testing and feedback. Lots of laughs and good times (now for more than 20 years!). Join https://discord.me/LoPeN for fun-focused, inclusive racing and more. Newbies and fasties welcome!

CHANGE LOG
v1.3.4b: Low-FPS stabilization

  • Spring-inertia physics now uses RK4 solver. This is more accurate than the original method, and is more stable at low frame rate.
  • Coded a hard ceiling on the damping of 1 (i.e., critically damped, no oscillations) for all 6 DOF. This will be imposed even if you set the damping higher in Content Manager.
  • Adjusted the "soft" limits in Content Manager sliders.
  • Added advanced option to limit the per-frame step size.
  • Minor code clarity improvements.
v1.3b: Initial release

Latest reviews

I've spent a lot of time (waaaaay too much!) in the past trying to decipher NeckFX's unfathomable settings, trying to find meaning in the completely meaningless descriptions of what each adjustment actually does. More through luck than judgment I managed to arrive at settings I was happy with, ones that work in VR but also add head inertia that complements the sustained g-forces from my G-Seat/G-Belt combo. The missing part from my settings was simulating the natural image stabilisation that our eyes and inner ear do so well in the real world. This app achieves that as well as the original Real Head Motion ever did, which is praise indeed.
I've already deleted all of my other NeckFX settings and will be using these ones from now on.
Thanks very much for sharing this @gurkesaft, you've obviously found NeckFX's Rosetta Stone. You've made my driving experience in AC much, much better.
You managed to make the head move a lot, smooth the bumps and never feel like the reaction for the track angle change is delayed. Absolute master work.

The only complaint I have, when the game stutters, the calculations go wild and the camera makes some sharp twitchy movement. Not a big deal, i don't get much stutters, but a problem that i did not have with any other NeckFX script so far.
G
gurkesaft
Thanks for your extensive testing and help! Seems we fixed this issue! :D
This neckfx script is just what I needed. Just the right amount of movement in the cockpit to convey useful feedback. Great job. I'm looking forward to the other functions, especially the "look into the turn" one. It helps a ton with vintage cars.
Again, amazing work
Must have, exactly what i was looking fo!
As a VR user who needs stabilization only and doesn't want any head movement effects, I prefer the VR-Stabilize by Jordash over this.
This comes with the head movements while braking/accelerating which I don't like.
G
gurkesaft
Yeah Jordash's script is good for just tracking the road, though some of the wiggles still come through. He and I worked on this together a lot, initially.

Note you can disable any of the degrees of freedom you like in AC Head Physics (just uncheck "enabled" on forward, sideways, and vertical inertia). Yaw is disabled by default, as it can make some people uncomfortable, but I like using this in VR, and don't even notice the car turning under me, as I turn my head anyway; this feature stabilizes the "left right wobble" as the car grips and ungrips in bumpy turns.

Cheers!
Very nice job! It really improves the immersion ;)
I'm really curious about Look At Apex future development :)
G
gurkesaft
Thanks! Me too!
This will be a must have in no time, such a fantastic mod, no overexagerated head movements. Looking forward for the future updates, amazing job!
G
gurkesaft
Wow thanks so much! I feel the same but I am super biased. :)
Absolutely useful for immersion! Much more natural!! Boss man did an amazing job!
Thanks!
LordYeezus
G
gurkesaft
Thanks man, see you on track :)
That's interesting but how you said it need the 3 options that you mentioned so that will be completed.
Nice work. :)
G
gurkesaft
You're biased ;)
I was a bit sceptical, but it's very promising. Is it somehow connected with G-forces? Noticed with F1 a lot of movements (I can see front antenna in the corners which is usually not possible to see because of HALO column). Great job indeed!
G
gurkesaft
It is a physics model that is 100% relying on the g-forces (and torques) applied to the head (through a flexible neck) to generate head inertia.
I've always used the default preset that comes with CSP because there aren't many custom ones to begin with, but they never looked the way I like it. This is different, it's incredibly realistic. The only thing that is missing for me personally is the head movement toward apexes. If you could add this, I think this preset would be perfect!
G
gurkesaft
Thanks! That is eventually in the plan, along with steering wheel and drift tracking, but I am literally a physicist with no time and two young kids on top of that.

I will post the github and maybe someone with more time can submit a pull request. Or I will get to it later...
I was a little skeptical about it, but it greatly improves the driver's experience, without any complaints so far, it's perfect for me, thank you very much
G
gurkesaft
Thanks! You must be a GT driver ;).
Awesome! Could be possible to make an F1 immersive version of this (like real helmet cameras onboards), with movements that follow corner apex, gear changes and vibrations due to asphalt surface imperfections? Would be my dream!
G
gurkesaft
Not sure what you mean. Maybe join the discord and post an example video in #dev-corner

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gurkesaft
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