RaceRoom Racing Experience: Development News...

Paul Jeffrey

Premium
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.


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I've re-installed it three times, after deleting every folder from R3E on my computer. How come all the other sims work without problems? Why should I have to jump through hoops and f*ck around for hours just to get it to run? Life is too short to waste my time getting badly-written software to work on my modern and state-of-the-art gaming computer.
rF2 has better physics and FFB anyway, I'll get over it ...;)
Edit: their support is a joke too, no help at all.
Considering this is the first time I've seen or heard about this issue, I don't think the issue is badly written software :rolleyes:
 
Sorry, it should've been 502 " bad gateway ", I just tried it again just to be sure

I would think you may have a firewall setting either on the router or at the ISP level you can update in the front end settings.

Try a free VPN, connect and the try again as a process of elimination as that should bypass any blocking restrictions.

Alternatively try connecting from your phone using your mobile network tethering via wifi
 
This, along with LFS are probably the two least used sims I currently own.
I honestly can't remember the last time I ran it.
Rfactor2 was in a close third, as far as lack of use...until S397 started updating content.
It is nice to see them making and effort to keep up with the other development houses where updates are concerned.
I never even realized you couldn't adjust tire pressures...go figure!
Hopefully with these changes, I'll fine more time to fire it up.
It is great to be a simracer today....so much choice....not enough time to cover all of them.
 
Oh, absolutely. You know how lazy devs are. They basically just sit around all day in their fancy offices, thinking about new ways of avoiding work today. And when they're done with that, they just go home.
Haha yeah I can see how my comment may have come across like that.

What my point actually was meant to be...I wish devs would say they don't want to do that particular bit of work rather than say the manufacturers won't let them....it's like they think we're blind and can't see other Sims implementing a proper damage model.
 
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Lots of goodies which is great obviously, but why still no Dynamic Track? I've tried before with RaceRoom but I just cannot race on a static surface anymore, it's like a bug knawing at the back of my brain, other sims have spoilt me in this regard!

No Dynamic Track , No Play :(
 
Lots of goodies which is great obviously, but why still no Dynamic Track? I've tried before with RaceRoom but I just cannot race on a static surface anymore, it's like a bug knawing at the back of my brain, other sims have spoilt me in this regard!

No Dynamic Track , No Play :(

Sector 3 dev here. The track surface does not offer equal grip across it's width. On line there is more grip, and the further off line you go, the more tyre dirt pickup you'll experience. You can even hear the audio ques of debris hitting the wheel arches to let you know what's going off.
 
Sector 3 dev here. The track surface does not offer equal grip across it's width. On line there is more grip, and the further off line you go, the more tyre dirt pickup you'll experience. You can even hear the audio ques of debris hitting the wheel arches to let you know what's going off.

That's interesting thanks, when was that introduced? I may of missed the news on this (my bad), it's still not a Dynamic Track by the sounds of it but at least it's something :)
 
Haha yeah I can see how my comment may have come across like that.

What my point actually was meant to be...I wish devs would say they don't want to do that particular bit of work rather than say the manufacturers won't let them....it's like they think we're blind and can't see other Sims implementing a proper damage model.
Manufacturers don't like having people see their cars smashed up in really badly game, reason why Forza damage is so limited to twisted bumpers
 
Explain how other sim/games are allowed to do it then.
Which ones? I don't know of a current sim involving real cars that has fully realistic damage to be honest. Losing a wheel, nose cone, or bonnet, setting your engine on fire, sure, but fully deformable cars that crush and fall apart on impacts a la Wreckfest? Nope, unless I'm missing something?
 
2) the AI bunch up and end up driving defensively the whole race. Example after an hour of gt3 racing the whole field were within a few seconds of each other. If you get out in front you're not getting caught.
Literally the opposite is true, I did a ADAC GT Masters 2018 race, and the field was spread out by 2 minutes after 1 hour.

multiple tyre compounds
Multiple compounds are in the game for 1.5 years now for those cars that use them in real life.
 
  • Deleted member 637371

Very welcome news from Sector 3 and always nice to have some idea what they are currently working on. So far in 2019, i haven't played much R3E but anytime i do play it, I always enjoy myself. Like others, the update I wait on the most is dynamic weather, day/night etc but I appreciate any updates Sec3 make between now and then. Keep up the good work chaps.
 

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