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R3E: force feedback e circuiti migliorati


VELOCIPEDE

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Tramite Facebook, il team Simbin ci aggiorna sui miglioramenti in arrivo per il suo RaceRoom Racing Experience: molto lavoro è stato fatto per il force feedback, ma anche per il miglioramento tecnico dei circuiti, che saranno mano a mano aggiornati alla nuova versione, inoltre anche la fisica delle vetture è stata portata ad un livello successivo.

 

The last few months we have put a lot of effort into redoing our Force Feedback. The major part of the programming work is done! Improving the FFB is a lot more than some calculations and some line in the code, or having the right control set for the wheel. Additionally our track artists have developed a new technology to improve the presentation and feedback from our track´s road surface. By using a wide range of data, including CAD and telemetry, they have created a highly dense road surface that features small bumps and surface imperfections that increase the quality of the Force Feedback immensely.

The tracks that will be ready for this technology in our next R3E update are:

Nürburgring
Hockenheim
Oschersleben
Lausitzring
Zandvoort
Red Bull Ring

more to be added soon...

In order to get the best Force Feedback we will update our car physics. New car releases will have the new physics, older content will be updated over coming R3E releases.
Stay tuned!

 

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da Facebook:

Dev team working hard, build machines are spinning in the office and the test team is putting in great mileage in the latest build they received earlier today.

But even with the combined effort of everybody, we feel we are not there just yet. We have some very important testing left to be done, and we need positive results on those before being able to release it to you.

We ask for a little bit of extra patience, but know we are not planning to extend the wait much longer.

Tomorrow (Wednesday the 10th) is now booked as the day for the big RaceRoom Racing Experience update.

Cross you finger and see you on track tomorow!

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Il neonato Sector3 Studios (ex Simbin per intenderci) è partito subito in quarta: è infatti disponibile l'atteso e corposo aggiornamento già preannunciato da tempo per RaceRoom Racing Experience. L'update, già disponibile per il download tramite Steam, porta con sè moltissime migliorie, novità e bugfix ovviamente: ora possiamo disputare la gara singola, provare il multiplayer in versione alpha, un nuovo force feedback, alcuni tracciati ulteriormente dettagliati e perfezionati ed altri 4 completamente nuovi, le vetture della ADAC GT Masters 2013 e molto altro ancora. Qui di seguito il changelog completo.
 
R3E Has Been Updated

What’s New (Summary):
• New RRE menus and overlays.
• Single Race in R3E.
• Multiplayer Alpha for R3E.
• Pack system in store.
• Dynamic discount system.
• New Force Feedback
• New Road bumps in listed tracks below.
• AI difficulty can now be selected (R3E only for the moment)
• New skyboxes.

New Content:
New Class in R3E - ADAC GT Masters 2013 Car Class
• Ford GT GT3
• Chevrolet Corvette Z06.R GT3
• Audi R8 LMS Ultra
• BMW Z4 GT3
• Chevrolet Camaro GT3
• Nissan GT-R GT3
• Mercedes-Benz SLS AMG GT3
New Car in GTR3 Car Class
• Mercedes-Benz SLS AMG GT3
New Tracks in R3E
• Nürburgring
• Motorsport Arena Oschersleben
• EuroSpeedway Lausitz
• Red Bull Ring Spielberg
New Liveries
• 18 new Free liveries for Aquila CR-1 Sports GT
• 20 new liveries for BMW M1 Procar
• 10 new liveries for Chevrolet Daytona Prototype

Game:
• Added a new force feedback settings tab in options with modified and added ffb settings.
• Optimized loading performance
• Changed car reflection option to have Low and High settings.
• We now automatically center the window on screen in windowed mode.
• Changed default value for cockpit head movement from 0.5 to 0.1
• Added option to change AI difficulty in R3E.
• Added Single Race in R3E.
• Added Multiplayer Alpha in R3E.
• Optimized reflections and rendering.

Multiplayer:
• Fixed an issue where the player count wasn’t updating until player had actually joined the track which was resulting in wrong player numbers in the browser.
• Fixed an issue when a player comes from a session without damage and starts a new session in another game mode with damage, damage was off.
• Fixed incorrect wheels RPM for remote cars.
• Improved precision for wheels RPM for remote cars.
• Fixed off-by-one error when rendering remote cars.
• Added smoothing to velocity and rotation of remote cars for better collisions.
• Fixed an issue where the player would get a replay without thumbnail after exiting a MP game during practice.

Art:
• Updated skyboxes.
• Updated Oschersleben with new road shader, optimizations for performance and ffb.
• Updated Zandvoort with new road shader, optimizations for performance and ffb.
• Updated Lausitzring with new road shader, optimizations for performance and ffb.
• Updated Hockenheim with new road shader, optimizations for performance and ffb.
• Updated Red Bull Ring with new road shader, optimizations for performance and ffb.
• Updated Lausitzring with new road shader, optimizations for performance and ffb.
• Updated Portimao with new road shader, optimizations for performance.
• Fixed a flashing building issue in Mid Ohio.
• Updated RaceRoom Raceway with optimizations for ffb.

Camera & Physics & Force Feedback:
• Updated default profiles to the new FFB improvements. Note: Your old custom profiles will be renamed and backed up when you launch the game after the update. These profiles should not be used due to the new FFB changes.
• Added Thrustmaster T300RS Racing Wheel default profile.
• Added Thrustmaster TX Racing Wheel default profile.
• Modified grip on grass.
• Decreased opponent car volume for all GT3 cars.
• Fixed Brands Hatch Turn 2 camera.

Audio
• BMW 635 CSi - Adjusted external sounds.
• Fixed naming issues with DTM pitstop samples.
• Improved BMW GT3 Z4 external sounds.
• Updated GT3 car backfire sounds.

Portal:
• Added pack support. Store can now have content packs.
• Added dynamic discount functionality that gives additional discount on overlapping or owned content.



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Aggiornato e provato ieri sera per una mezz'oretta.

 

Hanno fatto un bel passo avanti e oggi ho comprato l'ADAC GT Master pack sfruttando l'82% di sconto....

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Chissà quando si decideranno di ottimizzarlo per coloro che hanno configurazioni multi gpu. Con il mio sli non ho alcun aumento prestazionale rispetto alla scheda singola e in più un flickering da paura.

Edited by enzocarbone
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qualcuno sa se esiste una configurazione decente per i tre schermi?? perche`cosi`e`inguardabile ....tutto sproporzionato,per il resto proprio niente male anche il multi bello stabile...

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WIP screenshots of the updates currently performed by feels3 to RedBullRing Spielberg. Notice the R&D on the fog, improved terrain textures and new shaders for the road and curbs!

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And the maintenance is over. Sorry about the delay folks.
- Fixed an issue where the linked discount was not applying to the linked car (e.g. ADAC 2013 Mercedes SLS <-> GTR3 Mercedes SLs for a while due to cache not refreshing after a pack purchase.
- Fixed an issue with competitions not launching if the content of the competition is of another experience. Re-enabled the DTM Lausitzring competition.
- Removed EvO (R3E Event Version) controller profiles that was uploaded by accident.
- Fixed an issue with the race length being 5 laps on most tracks.
- Fixed an issue where the user could not inspect the pack he/she purchased in the “Purchased Content” tab.

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qualcuno sa se esiste una configurazione decente per i tre schermi?? perche`cosi`e`inguardabile ....tutto sproporzionato,per il resto proprio niente male anche il multi bello stabile...

 

 

???  Io ho tre Monitor ...mi pare tutto nella norma.

Per il resto, come scrivi tu, davvero niente male  :thumbsup:

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Guest Playmax69

L'ho riprovato   :laugh:  :laugh:  :laugh:  :laugh:  :laugh: e mi sono sputato in faccia allo specchio . Secondo me non conoscete il significato di arcade oppure venite da esperienze di giochi tipo playstation ( scusate se semplifico così ma io non li ho mai usati ) o grid, dirt etc... per cui vi va bene una tipologia di questo tipo e certe str... straordinarie simulazioni  :laugh:  :laugh:  :laugh:

 

Non voglio neppure entrare nei dettagli, sensazioni auto sull'asfalto ( inesistente )  ,regolazioni del FFB ( dopo mezz'ora di regolazioni qualcosa di decente esce,ma sempre con effetti discontinui e poco fluidi )   fisica ( superficiale ed approssimativa ) ed AI (ridicola ) Anche dopo settaggi vari, regolazioni varie, essersi accertati di aver scelto get real danni meccanici e visivi , consumo pneumatici, basta una qualsiasi garetta al volo per capire in 5 secondi forse meno che siamo nell'arcade più totale stile PCars ( alcune sensazioni proprio identiche, con la differenza che su PCars l'AI è un po' più seria, qui siamo proprio in stile GRID  :asd: )

 

Le differenze con AC sono abissali forse di più... Magari non lo finiranno mai, ma io certo non lo sostituisco con sta roba, piuttosto il Curling !  :laugh:

 

PS: Il FFB sebbene molto più consistente ha caratteristiche simili a quello di PCars, quindi a questo punto comincio a dubitare che sia un problema mio e della mia periferica. Su AC e nel Power & Glory il mio FFB è perfetto.

Non so come spiegarmi ma non è fluido procede a "strattoni" da molto duro a debolissimo quasi assente l'attimo dopo, non si riesce ad abituarsi e ancora meno a capire il comportamento dell'auto. Sempre che ci sia qualcosa da capire in un piattume del genere. Delle due auto usate Aquila e Saleen l'unica cosa diversa era il sonoro  :asd:

Edited by Playmax69
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