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F19_CoNa

R3E easter release

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F19_CoNa   

Seems like we are close to release of the new build, hopefully just before easter.

Man they have a lot of things cooking!

https://forum.sector3studios.com/index.php?threads/wtcc-2015-car-pack.4499/

WTCC 152016-02-11_00019ttrs42016-03-01 1602 0189Bentley1

Then add some new FFB, tyre physics and general updates to it and of course NS!

Hope most of it will be released so I can have some fun all weekend long.:boing:

 

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Piotr   
Quote

Then add some new FFB, tyre physics

This is all that matters to me at this point. Content wise it's already more than I can chew :yep:

 

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F19_CoNa   

Seems we have to wait until next week according to last evenings interview on ISRTV.  However, some good part like saving setups, fuel consumption with different engine settings were verified. All in all, great steps in the right direction.

 

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F19_CoNa   

Finally released.

31-03-2016

What’s New (Summary)

  • Massive physics overhaul for GT3-Specs classes, Prototype classes, GTO class. (Please note that the leaderboards of these classes have been wiped due to the overhaul)
     
  • Compact HUD to replace the mini hud.
     
  • FFB additions. Minimum force, slip effect, ffb meter, ffb multiplier per car.
     
  • Load/Save Car setups. Players can now save and load their car setups.
     
  • Bigger Grids. Maximum opponents on certain tracks can now go up to 100.
     
  • Fuel management in car setup
     
  • Oh, and new content too.

Game:

  • Added support for Logitech G29. Please note that all Logitech users need to get the latest drivers from Logitech to have wheel ranges working properly.
     
  • Implemented Compact HUD which replaces the minimalistic HUD.
     
  • Added Bigger Grids, allowing tracks to have more than 24 opponents. The maximum number depends on the track and can go up to 100. (SP only for now)
     
  • Implemented FFB Meter which can be used to check the ffb output for clipping.
     
  • Implemented FFB Minimum Force which allows player to amplify small FFB forces. This is mostly for players that have the “dead center” problem when driving straight.
     
  • Implemented FFB Slip effect which simulates when the tires struggle for grip during wheelspin, understeering, sliding, heavy braking.
     
  • Implemented stationary friction in FFB to solve wheels that rotate by themselves while the car is stationary.
     
  • Implemented FFB Multiplier per car in the car setup, allowing player to adjust the overall FFB strength for a car individually.
     
  • Added a new Steering Animation Setting in Vehicle Settings. Player can now set the steering animation rotation to be a custom degree or to match what’s in car setup under steering settings.
     
  • Added Load/Save in Car setup. Also reorganized the settings a bit.
     
  • Removed old auto saving of setup when leaving car setup screen and related logic. Car setup will no longer auto save and the unsaved changes will disappear when leaving the game session.
     
  • Added fuel to car setup.
     
  • Implemented lap invalidation for wallriding.
     
  • Fixed some threading exceptions that could trigger a crash.
     
  • Fixed some camera related rendering thread issues that could trigger a crash.
     
  • Fixed random crash that could occur when pulling out of pits in single race practice session.
     
  • Fixed an issue where the game was only seeing the integrated graphics card on laptops with NVIDIA Optimus.
     
  • Changed fallback null texture format to better support older low end graphics cards that were getting crashes on startup.
     
  • Fixed an issue where start lights could get stuck on screen on certain occasions.
     
  • Fixed an issue where the game would spawn the player at an incorrect garage spot.
     
  • Improved Shadow split calculation
     
  • Added a potential fix for parts falling off car at race restart.
     
  • Fixed so that pitmenu, pit window and pit related overlays don’t show up post race.
     
  • Fixed a crash that could occur while using instant replay.
     
  • Fixed cars flickering in replay.
     
  • Changed so ambient sounds for tracking cameras are initialized after the loading is done to fix some wrong calls.
     
  • Optimized the logic performance.
     
  • Fixed issue with test drive losing audio when alt-tabbing and going back to the game.
     
  • Fixed an issue with returning to garage after pause.
     
  • Fixed cars popping in and out on occasion.
     
  • Fixed error messages in the new menus appearing as white text on white background.
     
  • Revised several controller profiles according to the new ffb additions.
     
  • Added Logitech G29, Fanatec CSR and Thrustmaster T300 F1 Wheel addon profiles.
     
  • Tweaked keyboard default profile for better steering at higher speed.
     
  • Fixed issue with ffb gain only being updated on device initialization which meant that changing it in options didn’t change anything).
     
  • Fixed so wheel range, rev lights and led display are reset when game is closed.
     
  • Added supplemental controller type so that devices such as shifters and pedals trigger the right dialogue when initialized.
     
  • Changed so control set evaluation is only done on controller that's not supplemental. This fixes the with wrong control set being selected by pedals etc and removes extra dialogs asking the player if he wants to create a profile for them.
     
  • Fixed a crash that could occur in driver logic.
     
  • Fixed a freeze that could occur after the initial track load.
     
  • Fixed gear damage that was occurring when downshifting on cars with downshift prevention.
     
  • Changed LiveTimings, Race Monitor and Session Info to be part of the Menu System instead of being static variables/singletons. This is an attempt to clear up some of the mess and to hopefully fix the issue with menu being broken sometimes after session switches.
     
  • Fixed so “Visible Cars” feature applies on any camera, including free cam.
     
  • Fixed so only timing and position overlays are disabled when the tv overlay setting is off.
     
  • Changed so low fuel, push to pass and drs overlays are not shown if the compact data display is active.
     
  • Fixed a crash that sometimes occurred when bringing up the pit menu.
     
  • Fixed issue with PitPresets not being shown if they're created mid race through the pause menu.
     
  • Added menu music and music volume setting in sound options.

Multiplayer:

  • Added bigger grids in company dedicated servers for testing. We will set up few servers with more than the usual grid size (up to 100) to test and would like you all to join to help us testing.
     
  • Various potential fixes for a crash that was occurring when switching from qualifying to race in Multiplayer.
     
  • Increased stack size for game to fix the stack overflow crash that could have occurred when joining MP.
     
  • Fixed small issue with garage screen not refreshing after session switch in MP (still showed old session type name if player was in the menus during switch).

Sounds, Cameras, Physics & AI:

  • AI now better respects track limits.
     
  • AI now visually use default steering settings for their car. Player’s car under AI control now also uses player’s steering settings.
     
  • AI cars now properly use the correct Final Ratio for their gearbox on the current track.
     
  • Updated chase cameras for all so player can feel the car better and be able to see enough of the road ahead
     
  • FallOffDistances (distance at which sounds can be heard) adjusted so replay volume on TV Cameras are balanced with gameplay volume. Engine sounds now have a longer audible distance
     
  • Ambient sound samples on old tracks are now starting at random moment in the samples.
     
  • RoadFeel Effects and Suspension Squeak sound option levels are now set to 40% by default.
     
  • Helicopter cameras now play a constant Helicopter sound sample (was using a fixed area before)
     
  • Wind sound sample (open cockpit cars) updated, volume decreased for a better balance in Stereo setups
     
  • New sound sample for rumblestrips
     
  • Fuel Estimates adjusted for all cars and tracks
     
  • FFB Multiplier adjustments for various cars
     
  • Audi 90 GTO : Massive physics update, cranked idle engine volume to 11
     
  • Chevrolet Greenwood (Gr.5) : Suspension sounds were missing.
     
  • Formula RR2: Fixed rearview camera in triple screen
     
  • GT3-specs cars: Massive physics update, new external sounds for the Z4 and P4/5, improved standing starts for AI’s
     
  • Prototype cars: Massive physics update, new sounds for all, action cameras added.
     
  • NSU TTS : Fixed a floatiness feeling, AI’s should now be better at standing starts
     
  • Hockenheim GP : TV camera files updated
     
  • Indianapolis: merged cut track rules
     
  • Macau : Tweaked AI lines around the hairpin, Fixed a couple TV cameras that were affected by guardrail / tree objects
     
  • Paul Ricard : TV Cameras updates
     
  • Salzburgring : AI tweaks
     
  • Spa-Francorchamps : TV camera files updated
     
  • Suzuka : AI tweaks
     
  • Zandvoort : TV cameras cleanup

Art:

  • Added new content
     
  • P4-5 : swapped liveries in GTR3
     
  • Mercedes SLS GT3 : Fixed weird polygon on hood when damaged
     
  • New sky textures ( global )
     
  • Minor livery fixes
     
  • Audi 90Q GTO : fixed a weird keyhole in taillight
     
  • Brands Hatch : Reduced bumpiness

Portal:

  • Added Improved Newsfeed system which now works as a standalone application.  
     
  • Added fallback functionality on timeouts on steam callbacks to ensure the transaction gets cancelled if Steam store times out as it did during holidays.
     
  • Fixed a purchase processing issue that could have triggered “nothing to buy” message, buying twice, and things not appearing as purchased problems.
     
  • Fixed a store content filtering issue in competition launcher and game menu.
     
  • Fixed so player can challenge other cars in a class where they own one of the class if they filter by class in LB (All cars in LB list).

 

 

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Jon_Uyan   

Yes some essential but missing features are in place finally. I like the MP large grid ability.

Conny how about driver swap feature in this sim? You know any insider info on that?

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18 hours ago, Jon_Uyan said:

Conny how about driver swap feature in this sim? You know any insider info on that?

It's been around for a while, though I haven't tested it myself...

Here's an article from last year stating it's existence within the sim...

https://www.carthrottle.com/post/awesome-90s-dtm-and-2014-gt3-cars-released-for-race-room/

 

The only thing holding this sim back is it's pricing model...

The bones are there for some great endurance fun... That said I can't remember what pit stops are like in this...

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Jon_Uyan   

Yeah that does sound like swapping with AI but not 100% sure. Kinda like GTR2 was. But then again modders made it possible (I think) to swap between two PC's (humans).

I was hoping somebody at least knew a rumor :) that they have future plans to make it possible.

It is amazing that sim racing titles have such a contrast when it comes to MP features compare to FPS games for example. They somehow think that the inter action between 2 (or more) players is not important. Being able to "share" the same car and spectate should always be available. If you can have 99 cars on the server this should not be that hard to code, don't you guys think?

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4 hours ago, Oqvist said:

I think they are reffering to driver swap with AI

That's not how I read this paragraph...

"The most exciting features of the new content are the improved AI and the driver swap. The improved computer opponents will learn from your driving and adapt to your skill level, constantly pushing you to get better. In each of the ADAC GT Masters races there is a driver swap that takes place during a pit stop. You will need to team up with another driver who has the skill to hold up your team while you aren’t in the cockpit."

I read that as human to human... 

But if it is just between human and AI at least the bones for driver swapping is there... 

With GTs and the Audi R18 on it's way there's enough there to suggest this could be where endurance racing takes off... 

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Oqvist   

That comment is for sure referring to AI not sure what he mean with the highlighted text as you can´t choose what AI personality to run. Maybe he got it on his backfoot thinking you could do real driver swaps other then on LAN events. But yes it has the classes for multiclass racing and it could be coded in could happen I suppose.

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Oh well, at least the bones are there for human to human driver swaps in the future... 

And with the developments of AC over the past week/year, AMS dealings with FOM, pCARS being what it is, and my failings to find grip in rF2, there's little choice but for me to navigate this terrible pricing model and see what I can join in on... Might take me the rest of the year to get into a good spot with it, but with the state of of the other sims I have little choice...

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Jon_Uyan   
3 hours ago, Pumbaa666 said:

Oh well, at least the bones are there for human to human driver swaps in the future... 

And with the developments of AC over the past week/year, AMS dealings with FOM, pCARS being what it is, and my failings to find grip in rF2, there's little choice but for me to navigate this terrible pricing model and see what I can join in on... Might take me the rest of the year to get into a good spot with it, but with the state of of the other sims I have little choice...

So the short version of what you are saying is; There is some hope.. ;)

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Oqvist   

Some formula junior released. A bit annoying gearbox but seem to have potential. I don´t really understand raceroom suggest I get a 900 vrp rebate but I don´t know why. A single car cost 250 vrp and it´s a single spec series. Why should I pay 890 vrp just for the liveries?

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gongo2k1   

Yeah, it doesn't make sense to me, that's the same thing that I thought with the Audi Sport TT Cup 2015 car, it's a single car spec series, so I'm good to go with a single livery. For WTCC 2015 each car is 279 vRP and I wanted the Honda and the Citroen so I just got the pack since it's not much more anyway. I'm glad I did because I really like the Lada now!

I'm on the fence about the Formula cars since I already have Automobilista for all of my open wheel racing needs. Between Formula Vee, Retro, Classic, and the upcoming Historic series, I've got more open wheel content than I can handle with Automobilista.

The main draw of R3E for me is the GT3 series, though I'm loving the Audi Sport TT Cup 2015 and WTCC 2015 series too.

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