RaceRoom Racing Experience: Development News...

Paul Jeffrey

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RaceRoom Racing Experience Developer Update.jpg

Sector3 Studios have revealed something of their plans for the future of RaceRoom Racing Experience.. with plenty of information revealed.


Having not quite managed to keep up the tradition of regular developer video streams, Sector3 have taken the decision to open up to the community their plans for RaceRoom in the near future - revealing plenty of very interesting and exciting things coming to the sim soon..

The blog post in full:

Back in the days when we were SimBin, we had a dev blog. Then later we had dev streams. The downside is that it all takes a long time to prepare and we're busy making RaceRoom better! So we figured a written and more modest update from time to time was probably the best approach.

So I'll be posting every now and then to update you about what we have in the works. I need to make it clear that the fact we have something cooking that gets presented here does not mean it's around the corner, or that it will definitely come out in the next patch.

Without further ado, here's your March 2019 dev update !

1. Adjustable tyre pressures

Yes. You've read this right. We're finally adding it.

As you can understand, this means a lot of development and testing of the physics engine and its variables to ensure the effects of pressure adjustments are proper and do not lead to exploits.

As a result, we will be turning this feature on following a per car basis, after each has passed QA tests.
Priority is set on the new car as well as car classes that are receiving a physics overhaul or are just popular.

The sub-optimal aspect of this feature is that we haven't had the opportunity to re-design the car setup menu yet. Therefore you'll find the buttons for it have been crammed in there. The way this menu is laid out at the moment didn't really allow for a clear presentation of asymmetric pressure settings. You'll have to pay close attention that you're adjusting the correct tyre. We want to re-design this menu altogether whenever we have time.

S3 Blog Post 1.jpg


Here's the list of the car classes currently in beta with tyre pressures:
  • Formula RaceRoom Junior
  • Unannounced Formula car
  • Touring Classics
  • WTCR
  • Porsche 911 GT3 Cup (991.2)
  • Porsche 911 Carrera (964)
  • GTR2
  • GT4 Clubsport Trophy
  • Group C
  • Group 4
  • Mercedes DTM 1995

2. Flat spots

When locking a tyre for too long, the caused friction can eat through your rubber and create a flat surface on the wheel.
This not only has an effect on the grip and wear but will also induce some vibrations depending on the size and depth of the spot. Flat spots usually get worse over time as you will find that the affected tyre will lock up even more easily, eventually leading to a puncture.

Here's the list of the car classes currently in beta with flat spots:
  • DTM 1992
  • Formula RaceRoom Junior
  • Group 4
  • Group C
  • GT4 Clubsport Trophy
  • GTR2
  • Porsche 911 Carrera (964)
  • Porsche 911 GT3 Cup (991.2)
  • WTCR
  • Touring Classics
  • Unannounced Formula car
S3 Blog Post 2.jpg


This new feature is currently being tested for bugs but also feedback is being collected regarding how easy it is to get one, how much the wheel should vibrate, how it sounds like, and so on. Currently considering making it optional, which you will read about in chapter 4 below.

3. Suspension damage

Back in 2013, RaceRoom wouldn't let your wheels come off your car, no matter the force of the impact.
In recent RaceRoom updates, you might have read about optimizations to the damage code, improvements to the collision detection and its effects on mechanical components.

S3 Blog Post 3.jpg


And if you play regularly, you probably noticed we have some bugs to fix with regards to that. (Debris on track not clearing out from the track for example)

We're not done yet. What we have in testing at the moment is a brand new system designed to accurately render effects of bent axles and broken springs.

Impacts will deform the alignment of individual suspension parts and affect the handling of the car in sometimes dramatic ways.

This is of course another feature that needs to sit in beta long enough to ensure you won't suddenly receive unwanted camber or toe-in from harmless door to door racing.

Look at this driver... Will he even make it back to the pits to repair?

We are reviewing the code deep down, making changes such as damaging your powetrain if the impact affects a powered wheel. Also, the more worn your tyres, the bigger risk of getting punctures from collisions with other cars, from driving on dirt, gravel or grass, but also from driving over pieces of sharp carbon fiber left on the track by your fellow racers. For that, we'll also have a caution flag warning to signal the presence of debris.

4. Revisions of damage settings

Because the above mentioned features can lead to added frustration for the least hardcore simracers among us, we will make sure those new ways of ending your race prematurely are optional.

One of the early design choices from back in 2013 that we're now set to overcome is the way damage settings are defined. Right now there's a separation between Visual Damage, and Mechanical Damage in the menu. This doesn't make much sense any longer and we'll change to have something like this instead:


  • Damage setting: None - Minimum - Complete
    • None = no visual damage, no mechanical damage, no punctures, no flat spots, no parts falling off.
    • Minimum = mechanical damage and visual damage are on. No punctures, no flat spots, no suspension damage or wheels falling off
    • Complete = everything on

5. Dedicated server features

Our dedicated server has been lacking when it comes to features you'd expect as part of a base package.
We're fixing this, and adding more.

Here is what we're working on adding:


  • Session info block:
    • Added list of connected players with their user ID, with a live count of their incident points.
    • Added ability to kick a certain player out
    • Added current session and timer
    • Added a "Next Session" button and a "Restart Session" button
  • Car selection list:
    • Added car specific weight ballast (for your personal BOP adjustments)
  • User management block:
    • Added user specific weight ballast (for leagues with success ballast)
    • Added management of banned users

S3 Blog Post 4.png
S3 Blog Post 5.png
S3 Blog Post 6.png


The weight penalties will also be visible from the game itself, through the addition of a ballast column in the timing screen.
S3 Blog Post 7.jpg


6. Shared memory API - Massive update.


As I've touched somewhere on the forum, our next update will break 3rd party applications that use our shared memory block.

If you are a developer of such applications, please have a look at the attachment " r3e_sharedmem_preview_march2019.zip " to get an early look at the changes.

The goal of this update is to expose all the possible telemetry you can dream of, and extend the possibilities for apps and overlays.

7. Support web-based in-game overlays

If you have watched or streamed a multiplayer race with your game client started as spectator, you are probably familiar with the fact that the overlays showing are done via web. We are adding a transparent web page on top of the game and we make it show whatever feels relevant at the time.

With this ability to overlay webpages on top of the gameplay and thanks to the sheer amount of data we're adding to our shared memory block, we are experimenting with fully customizable HUD's.

Just like for the broadcast overlays, we will ship the feature with an example app that will showcase some of those new possibilities.
S3 Blog Post 8.jpg


8. Oschersleben - New layouts


We wanted to get this out in time for the ADAC esport championship, but with the time constrains and the track being featured early in the series, we couldn't make it happen in time. But good news is that it will come eventually, and for free to anyone who already owns the track.


  • A Course (already available)
  • "Motorcycle" A Course (fast turn 1 chicane)
  • B Course (shortcut after turn 3)
  • "Motorcycle" B Course (fast turn version)
9. Physics updates

@Alex Hodgkinson is always busy. When it's not about upcoming cars, it's of course about bringing improvements to the ones that are already out there, to re-ignite interest in them as the often suffer from the comparison to the feel of the newly released cars.

One of the updates currently in development is the DTM 1992 & Touring Classic classes.
In order to respect the true specs of these cars, we had to sacrifice the balance of performance between those two classes. This means that the BMW M3 E30, present in both, will eventually be present in two different flavours. More on that will come from Alex himself when we're closer to release of these.

We are also busy adding support for electric vehicles in both the physics and sound engines in very close partnership with a major player in the industry. More on that soon!

A lot of things have to change when you suddenly don't have more than one gear and no fuel to burn!

10. Fanatec SDK updates

We are spending time with our friends from Fanatec to implement their latest SDK and make use of nice features they offer on their hardware such as special switches or ability to show yellow flag warnings through the steering wheel LED's.


RaceRoom Racing Experience is a PC exclusive racing simulation, available now.

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Are you sure you'll get over it? You seem to mention your issues in every Race Room thread.:D And why did you spend money? You could've tried it for free to see if it worked on your system???
I did try it for free back in April 2016 thank you. I loved it, and then spent a lot of money on cars and tracks. And it ran without problems for the longest time, until it became unusable sometime last autumn, without me doing anything at all.
And no matter what I did, I couldn't get it to start any more. The support couldn't help me either. That's why I was hacked off. Especially as every other sim I ran on Steam just worked, without any hick-hack or messing around.
Yesterday, quite by chance, I found the cause of my problems. I've described it elsewhere in this thread: if you're interested, you'll be able to find it. Now at least it runs provided I open another sim first. If I try to open it as the first sim in Steam, it freezes, and won't open. I have to kill it manually in the task manager to get back out again. Why it can't run like rF2 or PC2, or AMS, or AC, or any of the other applications I have with Steam ( 15 altogether ) I have no idea. It is the only application that I've ever had trouble with on Steam. At least now I've found a workaround, even if it's a bit clunky. Life goes on.
 
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Guys, please drop the ridiculous insults. If you can't agree on an issue then agree to disagree, and move on. I really don't want to lock yet another thread because a tiny minority can't have a discussion in a mature and civil manner. We're all adults here, right? So please act like it. Thank you.
 
  • Deleted member 637371

[QUOTE Also see how Codemasters and Toyota apparently have some kind of beef between them (or Toyota doesn't like them or whatever), so as much as the devs would love to license the classic Corollas for their rally games, they do not seem to be able to, and if you mention Toyota in front of a CM dev, he/she will run away screaming.
[/QUOTE]

Thats interesting Martin, I never knew of this beef between Toyota and Codies.

Perhaps Toyota (Being one of the worlds Leader's in TQM) realised that it would be negative to their brand image to rub shoulders with a company who thinks Quality is the name of a sweet that appears around Christmas?

Sorry I cant help but throw a dig in a Codies...still not over my disappointment with DR 2.0
 
  • Deleted member 637371

On the posts relating to damage models.

I was playing with BeamNG.drive , the crash physics look great in that game, probably the best i can think of anyway.... It would be cool to see this in Racing Sims at some point. That said; damage/crash modeling isn't high on my list of needs for a racing sim, rather a nice to have feature.

EDIT - Also, just on BeamNG.Drive while still early access and perhaps not yet fully optimised, it seems very hardware intensive. I cant imagine it would be possible to use their level of detail in damage physics and manage to balance a solid racing sim with multiple cars on a server all at once. Not sure the hardware is available for that, and if it is, probably only a small minority of the market has such hardware.
 
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At 113 you're still leaving the pack behind and adaptive is too hard? I guess you need to find that sweet spot where its still challenging for you.
For me, from 95-110 I have to start doing little tweaks to the car just to stay competitive and keep up.

No for close racing depending on the car and track the best difficulty for me is between 105 and 113.
 
I did try it for free back in April 2016 thank you. I loved it, and then spent a lot of money on cars and tracks. And it ran without problems for the longest time, until it became unusable sometime last autumn, without me doing anything at all.
And no matter what I did, I couldn't get it to start any more. The support couldn't help me either. That's why I was hacked off. Especially as every other sim I ran on Steam just worked, without any hick-hack or messing around.
Yesterday, quite by chance, I found the cause of my problems. I've described it elsewhere in this thread: if you're interested, you'll be able to find it. Now at least it runs provided I open another sim first. If I try to open it as the first sim in Steam, it freezes, and won't open. I have to kill it manually in the task manager to get back out again. Why it can't run like rF2 or PC2, or AMS, or AC, or any of the other applications I have with Steam ( 15 altogether ) I have no idea. It is the only application that I've ever had trouble with on Steam. At least now I've found a workaround, even if it's a bit clunky. Life goes on.
Yes I read your post yesterday. I'm glad you sorta got it working. :thumbsup: Back in August when it started messing up did you go to your Windows Event Viewer to see what might have triggered it? Also are you on your default DNS server or are you using a service like Cloudflare?
 
That is what it was doing. It did it several times. This was a couple years ago so maybe it was improved, but I would go from winning easily to DFL after a few races because the difficulty ramped up so quickly.
Your complaint is 2 years too late, if you're going to moan, at least make it relevant to this time period. S3 update the AI with every patch, been a lot of patch's the past 2 years. Try again and report back!
 
Yes I read your post yesterday. I'm glad you sorta got it working. :thumbsup: Back in August when it started messing up did you go to your Windows Event Viewer to see what might have triggered it? Also are you on your default DNS server or are you using a service like Cloudflare?
Nope, nothing fancy: default ISP ( o2 Telefonica Germany ) I have a 25mbit unlimited Data contract, my router is a Fritzbox 7490, and my gaming box has an ASUS 1300mbit networkcard, and is connected to the router over WLAN. Fast, stable, no dropouts.
I'm still trying to find out what or how something on my system periodically switches the
manual Proxy on, in the background, and without me doing anything at all.
I've looked everywhere on the system I can think of, that didn't take for ever as I only use the box for gaming and surfing around on the net, and apart from the virus scanner ( NOD32 ) there is not much on the box apart from Steam with all my sims, and associated programms like Crew Chief etc.
As a temporary solution I now check that the uninvited Proxy is switched off before I start Steam, and if I want to use R3E, then I open rF2 or PC2 first, and then close it and then start R3E. Weird, huh?
But WTF, it works :thumbsup:
 
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Nope, nothing fancy: default ISP ( o2 Telefonica Germany ) I have a 25mbit unlimited Data contract, my router is a Fritzbox 7490, and my gaming box has an ASUS 1300mbit networkcard, and is connected to the router over WLAN. Fast, stable, no dropouts.
I'm still trying to find out what or how something on my system periodically switches the
manual Proxy on, in the background, and without me doing anything at all.
I've looked everywhere on the system I can think of, that didn't take for ever as I only use the box for gaming and surfing around on the net, and apart from the virus scanner ( NOD32 ) there is not much on the box apart from Steam with all my sims, and associated programms like Crew Chief etc.
As a temporary solution I now check that the uninvited Proxy is switched off before I start Steam, and if I want to use R3E, then I open rF2 or PC2 first, and then close it and then start R3E. Weird, huh?
But WTF, it works :thumbsup:
Are you using Hola by any chance? I think that plugin changes all your network settings
 
@GuitarTech And what is the proxy set to? That might give you a clue. Send me a message if you don't want to post it publicly.

Don't think it can do any harm posting it here, my computer is sitting behind a router with a hardware firewall using state full packaging protocols and also there is also no port number set.
It's the manual Proxy setting, in Start / Settings / Network and Internet / Proxy / Manual Proxy Setup. It turns itself on at regular intervals, without me doing anything, and in the address box is: http:127.0.0.1:8082;http. No Port number entry.
If I delete the entry in the address box, the next time I open it up, it's back again :(
NOD32 can't find anything on the system either.....go figure..
 
@GuitarTech 127.0.0.1 is localhost, so in other words, your own PC (so you are correct that this information is harmless to post publicly). So something on your PC is redirecting website traffic through itself. Problem is it's hard to tell if it's malicious or not - it can be both. For example, a quick search says that a program called "Video Downloader Ultimate" will set the proxy like that. Then again virus/malware can do it as well, so...yeah, not easy to tell just from this information alone.

Again, I would certainly investigate more, and not rely on just a single program regarding malware/virus detection.
 
@GuitarTech 127.0.0.1 is localhost, so in other words, your own PC (so you are correct that this information is harmless to post publicly). So something on your PC is redirecting website traffic through itself. Problem is it's hard to tell if it's malicious or not - it can be both. For example, a quick search says that a program called "Video Downloader Ultimate" will set the proxy like that. Then again virus/malware can do it as well, so...yeah, not easy to tell just from this information alone.

Again, I would certainly investigate more, and not rely on just a single program regarding malware/virus detection.
Oh sir, you are a veritable genius :thumbsup: That's it ! Video Downloader Ultimate! I have that installed as I save a lot of music videos from You Tube, as a part of my job. I had it set to " start with my browser ", but I've changed it now to " start manually " Problem solved :thumbsup: No wonder that NOD32 couldn't find anything on my computer.
Thank you for taking the time to troubleshoot my problem, now if I only knew why I can't start R3E directly, instead having to start some other sim first, then that would be perfect. But at least it works sort of now, it's just a bit clunky :D
 

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