True Motion V 3. 6 | Update
๐ข SUSPENSION SLAM
๐น Purpose: to convey a sharp suspension โimpactโ when a wheel hits a pothole / joint / curb hard
๐น Principle: detects fast and strong suspension compression and generates a short impulse in the camera
๐ Previously โ SUSPENSION SLAM:
๐น Was calculated mostly through a general โimpactโ on the car body
๐น Often reacted unevenly: the rear felt stronger, the front weaker
๐น There was less clarity about which wheel actually produced the impact
๐ Now โ SUSPENSION SLAM:
๐น Calculated per wheel
๐น Now itโs much clearer where the impact occurred (front/rear, left/right)
๐น Synchronized with Dynamic Pitch, so camera movement looks more natural when the camera shifts downward along the Y axis over sharp bumps
๐ข ADVANCED BUMP OSCILLATION
๐น Purpose: to add a short โafter-effectโ of the car body after an impact, like a spring/damper settling
๐น Principle: not just a single jolt, but a small decaying oscillation after the bump
๐ Previously โ ADVANCED BUMP OSCILLATION:
๐น There was a single global oscillator for the entire car
๐น The source was mostly shared, so the effect felt โaveraged outโ: it wasnโt always clear how the front and rear axles moved relative to each other
๐ Now โ ADVANCED BUMP OSCILLATION:
๐น Calculated separately for each wheel
๐น Takes suspension travel changes for each wheel, then combines them into a final signal
๐น As a result, bumps feel more alive and more accurate across the axes
๐น Also synchronized with Dynamic Pitch
๐ Previously โ Y ROAD REACTION:
๐น Worked as an additional layer on top, partially damping Y-axis movement (Y axis = vertical camera movement)
๐น Sometimes behaved inconsistently and could conflict with other Y-based systems
๐น Could produce strange effects at speed or in real-time โ usually chaotic up/down jitter
๐ Now โ Y ROAD REACTION:
๐น The old overlay system has been removed
๐น Y behavior is now built into the main pipeline (XYZ / Y ROAD REACTION)
๐น Fewer conflicts, easier to tune, and more predictable results
๐น This results in a much more natural camera compression effect over both small and large bumps, and also decouples the camera from body tilt
๐น This is especially noticeable during longitudinal load โ hard acceleration and braking
๐ Previously โ wobble:
๐น Was a more โsyntheticโ effect: mostly sine/noise at a fixed frequency
๐น Weakly tied to what the car was actually doing
๐น Could look nice, but not always believable โ which is why it was disabled
๐ข Wobble
๐น Purpose: to introduce subtle, natural head/camera vibration so it doesnโt feel like the camera is โmounted on a tripodโ
๐น Principle: blends micro-movements from the road, suspension, and body into a constant but controlled background motion
๐ Now โ wobble:
๐น Tied to physics: takes into account body motion changes, road noise, slam, and bump
๐น The shaking is no longer timer-based, but driven by real suspension/road events
๐น The effect is now more โaliveโ:
calmer on smooth roads
more active on impacts and bumps
๐น In simple terms, it adds subtle extra motion that makes the camera feel more alive
๐น The effect is still not very strong โ Iโm continuing to fine-tune it
๐ Z-axis updates (forward/back movement)
๐น Several new systems have also been added for the Z axis (longitudinal camera movement โ forward/backward)
๐น This idea might not appeal to everyone, but you can always disable movement along this axis
๐น In short:
during a hard launch, the camera slightly lags behind the car, creating a noticeable jolt
a damping effect has also been added to simulate the head settling into the seat
๐น This is still an early version, and I will continue adding more effects to better convey vehicle power through the camera
๐ Special thanks
๐น Huge thanks to ADoseofReel for sharing their NeckFX preset, which helped me look at certain aspects of camera behavior from a different perspective
๐ Future goal
๐น In the future, Iโd like to get closer to a result that fully conveys that intense acceleration feeling in very powerful cars
๐ Currently available for Tiers 2 and 3 subscribers - Download๐ฝ
Comments (15)
hi man i tried to contact you on the discord server general chat about me not seeing the settings in csp other than the dynamic fov
Hey! Yeah, I've already replied to you. If you want, feel free to message me directly. I just don't always get notifications from the server
hi.. just purchased motion 3.6 and also need a step by step guide please. above instructions dont result in any change in neck effects....thanks
how to install it
Copy the contents into the root folder of the game Then enable NeckFX and activate โReplace old CSP implementation with a custom scriptโ, after performing a NeckFX reset. If that doesn't work, message me on Discord - vacokevgenii, and I'll take a closer look at what the problem is
can some on teach me
Looking good my man
Looking good man!
create a discord server, to ppl shares presets
I have a Discord server - https://discord.gg/WcPYb2xyA but I don't know how to implement custom presets within the subscription tiers, since the settings in the script are accessible to everyone and it's simply not possible to create a preset separately from the script
amazing stuff
Looks great on video. Is this an app which works for all cars, or? How does the installation looks like?
Yes, it works for all cars, but there are a few exceptions where the camera shifts further or shifts less. These aren't issues that can be resolved, but I included a limiter offset in the script to ensure the camera works properly on all cars
to me, for drifting, its so wide rage of look around. if we can fix it less wide, perfect
i subscribe tier 3 now.i just download it. i will test it. from what i see on yotube is just amazing . most important part is, what about drifting. i will let you know so if you can fix it for me.
