The right side of the image is the "SkinExample_palette_uv1.dds". This image is used to define which parts of your skin can be coloured by the colour selector. Red is the first colour, Green is second colour and blue is the third colour. If it is transparent it will not be coloured.
The right side of the image is the "SkinExample_palette_uv1.dds". This image is used to define which parts of your skin can be colored by the color selector. Red is the first color, Green is second color and blue is the third color. If it is transparent it will not be colored.
In order to improve future development for BeamNG.drive, we would like to collect application session data such as the length of sessions, scenarios played and whether you have certain features enabled. This data is sent to our servers, where it is anonymiszed and stored in a manner that does not allow identification of individuals. For the list of collected data types and your rights click [url=https://go.beamng.com/privacyPolicy]here[/url].
In order to improve future development for BeamNG.drive, we would like to collect application session data such as the length of sessions, scenarios played and whether you have certain features enabled. This data is sent to our servers, where it is anonymized and stored in a manner that does not allow identification of individuals. For the list of collected data types and your rights click [url=https://go.beamng.com/privacyPolicy]here[/url].
ui.options.camera.cameraCollision
CollisionAllow some cameras (like orbit) to collide with walls and surfaces
Allows to improve sudden inputs (such as pressing the brake key, or quickly pushing the steering thumbstick) into smoother, more realistic, more controllable requests.[list][*][b]{{'ui.controls.filters.-1'|translate}}[/b]: the simulator will make a reasonable guess and choose one of the options below for you. [b]Choose this if in doubt[/b][*][b]{{'ui.controls.filters.0'|translate}}[/b]: tailored for digital controls like keys or buttons. It will gradually apply your input over a few tenths of a second. Advanced drivers can constantly tap the button to control the amount of input. [i]In the case of steering keys, some additional logic will make it slightly easier to stay close to optimum cornering forces.[/i][*][b]{{'ui.controls.filters.3'|translate}}[/b]: like '{{'ui.controls.filters.0'|translate}}'. [i]In the case of steering keys, some additional logic will speed up response when oversteering, at the expense of smoothness.[/i][*][b]{{'ui.controls.filters.1'|translate}}[/b]: geared towards small analog controls, such as thumbsticks or finger triggers. It provides a faster response than previous filters, with less smoothing. [i]In the case of steering bindings, it will slightly speed up countersteering.[/i][*][b]{{'ui.controls.filters.2'|translate}}[/b]: no filter is applied, your inputs will reach the simulation instantaneously and with complete transparency. [b]Choose this for the steering axis if using a steering wheel[/b].[/list]
If you are using a steering wheel, choose the same angle that your connected steering wheel is configured to (often 900 or 1080 degrees).[br][br]It's recommended to configure your steering wheel drivers to the maximum possible angle that your hardware allows, and then choose that same angle here, in this menu. That will allow you to drive a wider range of vehicles using realistic steering inputs (whether they are a quick-steering rally car or a large-steering truck).[br][br]Setting the angle:[list][*]Allows the vehicle steering wheel to match the angle of your real steering wheel (see '{{'ui.controls.lockType'|translate}}' setting).[*]Allows the '{{'ui.controls.ffb.softlockForce'|translate}}' setting to work (requires force feedback).[*]Forces the '{{'ui.controls.filter'|translate}}' setting to '{{'ui.controls.filters.2'|translate}}', for convenience.[/list]Note: if you are [b]not[/b] using a steering wheel, choose 0 degrees.
Different vehicles have different lock-to-lock steering wheel angles. For example trucks use large angles, while racecars use small angles.[br][br]This means that your connected steering wheel might turn too little or too much, depending on the particular vehicle you are driving.[br][br]This setting lets you decide how that mismatch is handled:[list][*][b]'{{'ui.controls.lockTypes.2'|translate}}'[/b] *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncMeh1'|translate}}[*][b]'{{'ui.controls.lockTypes.3'|translate}}'[/b] *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncMeh2'|translate}}[*][b]'{{'ui.controls.lockTypes.1'|translate}}'[/b] *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckBad'|translate}}[br]{{'lockType.syncOk'|translate}}[*][b]'{{'ui.controls.lockTypes.0'|translate}}'[/b][br]{{'lockType.raceBad'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncBad'|translate}}[/list]** requires a correct '{{'ui.controls.angle'|translate}}' setting*
Use this if your wheel force is acting on the opposite direction it should.[br][br]For example, if a parked vehicle tends to steer by itself into full lock left or full lock right.