Cars always proposing and how to stop it

BACKUP your PLR incase you muff this
up... you can always do it again from the original one.

Cockpit Vibration

Cockpit Vibration Mult1="0.00000"
Cockpit Vibration
Mult2="0.00000"

Add to plr and test

Head Roll Copy and paste this section over the original section.

Leanahead
Angle="0.35000" // Angle to lean head (roll) w/ steering in radians (=
degrees / 57)
Look Roll Angle="0.35000" // Angle to lean head (roll)
w/ controller in radians (= degrees / 57)
Glance Angle="0.75000" //
Angle to look left/right (yaw) w/ controller in radians (= degrees / 57)
Lookahead
Angle="0.20000" // Angle to lookahead (yaw) w/ steering in radians (=
degrees / 57)
Head Physics="1.00000" // Fraction of head physics
movement applied to cockpit view (position AND rotation)
Head
Rotation="1.00000" // Additional head physics multiplier affecting
rotation only
Exaggerate Yaw="0.80000" // Visually exaggerates the
heading angle of the vehicle by rotating the head (which may improve
"feel") Source https://tripp.forumotion.com/t17-rfactor-tweaks
 
Sorry for the late reply to this one, but there may be anothet reason for your porposing.

Most RF1 tracks have a variable in the track .TDF file called 'roadbumpamp' meaning: 'road bump amplitude'.

This simulates a rough surface on the road so it is not perfectly smooth.

The value is normally 0.010 meaning 10 millimetres.

This works in conjunction with the value
'Roadbumplength' (I might be spelling that one wrong). This specifies the length of the road roughness, normally between 8 and 10 metres.

This creates a road with perfect 10mm bumps every 10m for example (or whatever the track creator set it as).

On especially stiff cars, like Carerra's 1988 mod it is super distracting and you can even see the car jostling on replays.

You can also see this in some sand traps where the road bump value can be much higher and you can see the car moving up and down while you drive over it slowly even though the surface is visibly flat.

Track creators also make other random bumps allover the track as they please but 'roadbumpamp' and its corresponding length variable add a perfect corrugated carpet onto the entire road surface.

You can zero out the 'roadbumpamp' value to eliminate this and you are left with the specific bumps placed by the track creator, unfortunately in some cases there are no other bumps and the track is smooth as glass.
 
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