Rennsport: Free-to-Enter and Subscription-Based? | Discord Q & A (Part 1)

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The Short and Concise

Rennsport held a Discord Q&A session recently. In it, some questions were answered by Competition Company GmbH CEO Morris Hebecker and Game Development Lead Krzysztof Szczech. This is the first part of our Rennsport Discord Q&A Articles.

Before we get into the deep end let me give you an overview of the content of this article.

First, we have a paraphrased TL;DR and afterwards, the full answers as transcribed from a sound file will be shown. So prepare yourself, this is a long one.

The Short and Concise Paraphrasing​

1. Will there be a ranking system?
Krzysztof Szczech: Yes, this is one of the things we'll definitely have in our game

2. Is Rennsport considering a similar system for ranked racing as LFM?
Krzysztof Szczech: We are developing our own platform which will allow ranked racing, leagues, or whatever you want.

3. Will Rennsport have endurance races?
Krzysztof Szczech: Yes. Our goal, when we started Rennsport was to allow you guys to race however you want to race. Endurance racers will have the possibility to do endurance races and sprint racers do sprint races.

4. Endurance events in the past had problems with DDoS attacks, how will Rennsport handle that?
Krzysztof Szczech: We have a whole team working very hard to create the most robust and best possible system for online racing.

5. How do you plan to deal with punishments for dirty drivers?
Krzysztof Szczech: We are planning to implement an automatic penalty system, but server owners will have the chance to turn that off to do manual race directing.

6. What is the maximum amount of drivers that will be able to join a server?
Krzysztof Szczech: The beta will have a maximum of 12 cars. We aim for a much larger number for the final release.

7. Will Rennsport have built-in Broadcasting and Photography tools?
Krzysztof Szczech: Yes, of course. There will also be APIs to use the data in external tools and you will be able to configure everything as you wish.

8. Can we expect a sophisticated damage model for cars?
Krzysztof Szczech: Yes, of course. We hope you will be able to experience it soon.

9. What sets Rennsport apart from the sims already on the market?
Morris Hebecker: Integrate the external tools needed for running some events on existing sims into the game's ecosystem from the start.

10. Which cars and tracks will be in Rennsport?
Morris Hebecker: Hopefully, in 3 or 4 years, we will have hundreds of cars and hundreds of race tracks at the end. We're only starting with GT3 cars. Tracks like Nürburgring, Hockenheimring, Red Bull Ring, Monza and such are definitely coming. More unknown tracks will come as well.

11. Will there be oval support?
Morris Hebecker: At the moment, we are not working on it. It is on our list, however, to support it at the final release.

12. Will racers be able to compete in special events like 24 hours of Spa, 24 hours of Nürburgring, etc?
Morris Hebecker: All the famous race tracks will be included and you can race on these tracks however you want.

13. Will Rennsport support real-life series?
Morris Hebecker: Technically it's possible. We are not in negotiations or contact about that at the moment, though.

14. Will Rennsport be at the Sim Racing Expo?
Morris Hebecker: Maybe with 2 containers and some sim rigs.

15. Will Rennsport support some kind of API to get the car or session data to use in third-party software?
Krzysztof Szczech: Like I said earlier, yes.

16. Will we have the documentation for the API ready on time?
Krzysztof Szczech: Yes, of course!

17. Will there be a safety car?
Morris Hebecker: I would like to drive the safety car myself, but the development team tells me we don't need it. Technically that wouldn't be an issue to implement, however.

Krzysztof Szczech: Maybe, we'll add it as an optional feature.

18. How restricted, or not, will modding be?
Morris Hebecker: Modding is very important. We will do our best with tools and API to make modding as easy as possible.

Krzysztof Szczech: Yes, we want to make modding extremely easy while allowing you guys to use the same tools as we use to make the game.

19. Custom Liveries?
Krzysztof Szczech: Yes, custom liveries are planned and should be shared within the game's ecosystem. No need to worry about downloading external files.

20. Will Rennsport support DLSS and Raytracing?
Krzysztof Szczech: DLSS is already supported.

Morris Hebecker: We are experimenting with Raytracing, but are not happy with the current technology we are using. We are working very hard to implement it, however.

21. What are the limitations of UE5 as a game engine?
Morris Hebecker: We think Unreal Engine is our best choice for the game for the next 10 years.

Krzysztof Szczech: Many things are possible with Unreal 5.

22. Will there be Gridgirls?
Jokingly, both agreed to add it to their agenda.

23. Which hardware will be supported?
Morris Hebecker: All important hardware manufacturers will be supported for the beta.

24. What will the payment model look like?
Morris Hebecker: As I explained at the summit, it's important for us to have a free-to-enter system. Esports drivers and hardcore players will be able to jump into a subscription model and then have access to all tools and options in the ecosystem.

The Full and Uncut​

The un-paraphrased details of this can be found on the next page of this article.

Furthermore, part 2 of this article will soon follow.

What do you think of this outlook on this new sim racing title? Let us know in the comments down below!
About author
Julian Strasser
Motorsports and Maker-stuff enthusiast. Part time jack-of-all-trades. Owner of tracc.eu, a sim racing-related service provider and its racing community.

Comments

Premium
is it just me or did they dial down their tone on the whole "digital ownership" thing?
i think they might have gotten the memo that nft's are dead in the gaming space and might not want to push that message anymore?
A future QnA specifically dedicated to digital ownership is planned. Thats why there is nothing about that in here.
 
The interview reminds me of my old BlackBerry days, words like "coming soon, implementing, working hard on, and hopefully" give me pause.

If the answer to Question #9 is all that differs from what's already on the Market, I'll pass.
I of course wish Rennsport the best of luck but even at Subscription of say 4.99 a month I would not be interested in its upcoming suggested release status.

9. What sets Rennsport apart from the sims already on the market?
Morris Hebecker: Integrate the external tools needed for running some events on existing sims into the game's ecosystem from the start.
 
speculation time:
Unlock 'SA' rated race
Unlock access to Leagues
Unlock hosting races
Unlock servers allowance
Unlock more than 1 slot of custom livery
get the feature$ ON

If it comes this way, I know who would love to own a game like this:

EA
 
Rentsport: Unreal engine 5
Me: Deja vu, I've been in this place before... You guys have already lost me there
Rentsport: subscription model
Me: Fantastic!, Now I only have to pay another small monthly expense when I already live almost from paycheck to paycheck. It will go together with the netflix subscription, the formula 1 subscription, the heated seats in the car subscription, the adobe photoshop subscription, the playstation subscription, the youtube subscription, the formula 1 subscription to have live timing... You will own nothing and be happy they said, except that I'm not happy at all and people as usual are going to fall for it in the same way as they falled for paying the price of a second hand car for a graphics card.

Well, the bright side of it is that assetto corsa 2 is not that far away.
 
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I suspect mods will be submitted for quality approval, added to the store, and made available to the general membership at lower prices than official content, while Rennsport takes a cut. So you'll have to subscribe and pay for DLC mods. Any other possible ways to include mods and make money while doing it?
Late reply, but I think it might work similar to the Epic store where people can trade their user created stuff. No idea how how much of a cut Epic get's in that case but I guess with that platform they make enough money just buy market research. It's similar to Steam, Origin, Ubisoft Connect and all the other apps. The more people have it on their phones or PCs, the more the value rises as they gather more and more data.

Not sure if that works for a small company like the Rennsport guys but who knows. Selling mods has a little issue though: they need to lisence all the IPs for the mods if they want to sell them. And even if those mods get free content of their game, as the Alpine in rF2 for example. I also don't see the point of QC for mods. I know it's allways talked about and has allways been a topic, but essentialy you need to keep modding as open as possible to make it really work. Then the users rate and make their minds up on their own. And it works for the most part. Here on RD and in the workshop you can easily find the best quality mods simply by checking their rating. By now, everybody has understood that you need the DRM, VLM or Enduracers mod for rF2, P&G for GTR2 and Lilski or Fat Alfie tracks for AC for example. No QC needed, if you ask me.
 
21. What are the limitations of UE5 as a game engine?
Morris Hebecker: We think Unreal Engine is our best choice for the game for the next 10 years.

Krzysztof Szczech: Many things are possible with Unreal 5.


So they didn't actually answer the question did they.....annoys me when Devs swerve questions like that, they come across like Politicians and that ain't a good thing!
 
21. What are the limitations of UE5 as a game engine?
Morris Hebecker: We think Unreal Engine is our best choice for the game for the next 10 years.

Krzysztof Szczech: Many things are possible with Unreal 5.


So they didn't actually answer the question did they.....annoys me when Devs swerve questions like that, they come across like Politicians and that ain't a good thing!
Szczech: "Well, ACTUALLY UE5 is shite. We are stuck with it for the next 10 years and therefore so are all the users. It can't do X or it can't do Y without additional hardware and Z is right out. "
Is that what you were expecting a dev to say when they hope you spend money on their product for years to come?
 
Szczech: "Well, ACTUALLY UE5 is shite. We are stuck with it for the next 10 years and therefore so are all the users. It can't do X or it can't do Y without additional hardware and Z is right out. "
Is that what you were expecting a dev to say when they hope you spend money on their product for years to come?
I expect them to answer the question posed, it's not hard.
 
Szczech: "Well, ACTUALLY UE5 is shite. We are stuck with it for the next 10 years and therefore so are all the users. It can't do X or it can't do Y without additional hardware and Z is right out. "
Is that what you were expecting a dev to say when they hope you spend money on their product for years to come?
Kunos had absolutely no problem saying that the UE4 engine gave them a real headache and in part still does. And they said this even before v 1.0. was out. So don't act as if these devs had no choice how to answer.
They can still highlight the positive aspects of UE5 while at the same time highlighting where the engine still needs refinement. But he did neither, it was just a very lazy answer and there is no need to defend it.
 
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i'd like to pay for update. even not for DLC. Is it deal?
I don't know if it's a good or bad idea but I'll hand it to you, props for the novelty.

PS: If Reiza AMS 2 or Polyphony GT7 use this business model you'll go bankrupt guaranteed.
 

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What's needed for simracing in 2024?

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