Thanks for the bug reports and suggestions which I will look into. I also found a bug. If your car is damaged in a way that moves the central mirror (e.g. damage to roof) then the mirror image can become corrupted.
I was hoping to release this weekend but decided to let the test patch settle a bit, have a more relaxed week doing a few fixes then release next weekend.
There are some complications with allowing virtual mirror at the same time as real mirrors in the new system. Mainly because it is no longer possible for them to use the same rendered image. The central mirror is narrower than a virtual mirror and its direction depends on the head position, so it is not compatible with the virtual mirror. A virtual mirror would have to be drawn as a separate image.
It's possible but not easy and I'm not really keen on doing it. I can't do it for this coming official version because I hope to release it very soon and get back to the tyre physics.
Many of you already know but some probably haven't seen it yet...
There is a new, realistic, mirror system available for testing.
The interior mirror and the side mirrors are rendered from separate viewpoints and you can see your own car in the mirrors. In 3D modes, the mirrors are fully stereoscopic, which is a really nice effect with a VR headset.
I've tried the G27 now and it seems to be working as normal.
Ah... I've just thought of one thing that might be causing your problem. The button numbers have been changed (in P2). They did start at zero before but now they start at 1. So that means if you have any scripts (data\scripts) that use the /axis or /button commands, you need to increase the axis or button numbers.
e.g. /button 8 gear_1 should now be /button 9 gear_1
From my research, the interior mirror fitted to road cars by default is always flat, so that the distance perception is unchanged and you can see a long way behind. In the USA, the driver side exterior mirror must also be flat, though this is not the case in Europe. In the USA, the passenger side mirror (which must be convex because otherwise it is useless) has text on it saying "objects in mirror are closer than they appear". My understanding is this is the only mirror allowed to be convex on a car for the US market.
I agree the shape of the interior mirror is often tailored to suit the shape and size of the rear window.
I have seen the wide angle curved ones that are often fitted in racing cars, but up to now I have avoided the additional work of coding for a convex mirror option for interior mirrors. Instead, we just put some wider flat mirrors in the GTR cars.
That is strange. I'll plug in the G27 tomorrow and see if it happens to me. Does anyone else have any controller problems?
Mirror adjustment is now possible (in View Options)
Raceabout passenger seated positions were missing
Various steering animations included some unwanted leg movement
Internal mirror setting was overwritten by external setting on load
Helmet in mirror no longer moves with view when using a custom view
The real problem with that idea is it would usually reflect the sky, but in reality you would not often see the sky if you look at a mirror from outside the car. For example if you looked into the mirror from behind a saloon car, you should really see the driver's eyes as seen from the mirror's location, through the car's side window. From a wider angle you would just see another part of the car's window. So it seems to me the car's environment map would not really give reasonable results.
Thanks for the feedback. The most important thing so far is that we need adjustable mirrors to allow for adjusted seating or mirror positions. Also the bug with the RAC animation and some leg movement in some other steering animations.
asyed : If you revert to P2 and want to go online you will need the old versions of MR / FZ / FX vob files in your veh folder. Attached to this post.
Mirrors are now realistic and include your own car in the image
A separate viewpoint is used to draw each mirror's view
Minor updates to some car models to improve visibility
Mirrors now use the same LOD setting as the main view
Virtual mirror is now available in follow view
Mirrors now use a full 3D view
Minor graphical updates :
Corrected downward ambient lighting colour (was too bright)
Slight reduction in near clipping plane distance
Unfortunately from DirectInput I don't think there is any degrees information. Just a value from a set minimum to maximum (e.g. -1000 to 1000) and that is the same minimum and maximum in all cases, regardless of how many degrees the wheel really turns. So we have to rely on the user setting the correct value.
People who prefer to use a smaller range of motion should set that in the driver settings, and set LFS "Wheel turn" to match, then they can use the "Wheel turn compensation" which is a user preference type of setting.
The "Wheel turn" setting in LFS must exactly match the actual amount your game controller wheel can turn. It's not really a user preference, it's either right or wrong. So for a G27 that should be 900 degrees (if the wheel is set to allow 900 degrees in the driver software). Otherwise there is no hope of LFS matching up your wheel with the in game car wheels.