- #Gameplay raceroom racing experience for free
- #Gameplay raceroom racing experience update
- #Gameplay raceroom racing experience code
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.
#Gameplay raceroom racing experience for free
But good news is that it will come eventually, and for free to anyone who already owns the track. 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. Just like for the broadcast overlays, we will ship the feature with an example app that will showcase some of those new possibilities. 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. We are adding a transparent web page on top of the game and we make it show whatever feels relevant at the time. 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.
#Gameplay raceroom racing experience update
The goal of this update is to expose all the possible telemetry you can dream of, and extend the possibilities for apps and overlays. 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. Added user specific weight ballast (for leagues with success ballast)Īs I've touched somewhere on the forum, our next update will break 3rd party applications that use our shared memory block.Added car specific weight ballast (for your personal BOP adjustments).Added a "Next Session" button and a "Restart Session" button.Added ability to kick a certain player out.Added list of connected players with their user ID, with a live count of their incident points.Our dedicated server has been lacking when it comes to features you'd expect as part of a base package. No punctures, no flat spots, no suspension damage or wheels falling off Minimum = mechanical damage and visual damage are on.None = no visual damage, no mechanical damage, no punctures, no flat spots, no parts falling off.Damage setting: None - Minimum - Complete.This doesn't make much sense any longer and we'll change to have something like this instead: Right now there's a separation between Visual Damage, and Mechanical Damage in the menu. One of the early design choices from back in 2013 that we're now set to overcome is the way damage settings are defined. For that, we'll also have a caution flag warning to signal the presence of debris.īecause 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. 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.
#Gameplay raceroom racing experience code
We are reviewing the code deep down, making changes such as damaging your powetrain if the impact affects a powered wheel. We want to re-design this menu altogether whenever we have time. You'll have to pay close attention that you're adjusting the correct tyre.
The way this menu is laid out at the moment didn't really allow for a clear presentation of asymmetric pressure settings.
Therefore you'll find the buttons for it have been crammed in there. The sub-optimal aspect of this feature is that we haven't had the opportunity to re-design the car setup menu yet. Priority is set on the new car as well as car classes that are receiving a physics overhaul or are just popular. We're finally adding it.Īs 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.Īs a result, we will be turning this feature on following a per car basis, after each has passed QA tests. Without further ado, here's your March 2019 dev update ! 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. So I'll be posting every now and then to update you about what we have in the works. 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. Back in the days when we were SimBin, we had a dev blog.