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]
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.
Applies a force proportional to the lateral acceleration experienced by the vehicle. This additional torque is mixed on top of the regular torque from the steering rack, and might help gauge the vehicle behaviour.[br][br]In real life, this force isn't felt through the hands at the steering wheel, but through the body being pushed when cornering.[br][br]Using this setting will lead to forces that would be unexpected in real life (such as unrealistic self-centering effects in some situations), so it's down to personal preference.
Helps reduce oscillations when the vehicle is parked (or rolling slowly).[br][br]If in doubt, enable this setting. If your driving style is mostly rock-crawling (or similarly low speed maneouvers) you may prefer it disabled.[br][br]Note: if the steering wheel is not being held, oscillations are likely to happen even with this setting enabled.
Allows to choose between two internal methods of sending the force feedback requests:[list][*]'[i]{{'ui.controls.ffb.updateType.fast'|translate}}[/i]': [b]if in doubt, use this[/b].[*]'[i]{{'ui.controls.ffb.updateType.slow'|translate}}[/i]': this slow alternative can reduce the framerate. It should only be used as a workaround for some rare buggy steering wheels.[/list]If your steering wheel works better when using '[i]{{'ui.controls.ffb.updateType.slow'|translate}}[/i]', please search for firmware and driver updates. If the issue persists, contact our support team.
Allows to customize how the steering wheel will respond to various torque requests.[br][br]For example, increasing response of lower torques and decreasing response of higher torques, compensating for a non-linear response, etc.[br][br][b]Please check the Steering Wheel Setup documentation page for details.[/b][br][br]Quick guide: once this setting is enabled and applied, place a curve file in your [code]settings/inputmaps/[/code] directory, press <code>ctrl+L</code>, click <code>Apply</code> and reopen this menu. The inputmap <code>.diff</code> file will be automatically updated with the new curve data.[br][br]Accepted filenames:[list][*]wheel.csv (universal format, each line having a <code>force</code>,<code>response</code> pair of values; header lines are ignored, and any numeric scale can be used, as it will be automatically normalized and sanitized)[*]wheel.lut (compatible with Assetto Corsa™<code>ff_post_process</code> curves)[*]wheel.log (compatible with iRacing™ WheelCheck csv files using <code>log-2</code> option)[*]wheel.fcm (compatible with Project Cars™ Force Curve Modifier exported files using <code>linear force response</code> option)[/list]