I'm finishing the whole thing today and submitting for tests, and there will be some minor adjustments right after. The operation affected much more things than I planned initially, and it ended up in a complete refactoring of the gearshifts, backfires, traction control and brakes sounds, involving more than 350 new audio samples, + individual volume and backfire patterns adjustments for each cars. And not only for replays but also for the external and cockpit views. It explains why it took a bit more time but it's coming and I must say that I'm very happy with the result as I wanted to update all these things for a long time.
Apparently there are no plans to incorporate AI aggression, something requested a long time ago by many many users.
Exactly J-F Chardon. Incorporate the option to regulate AI aggression would be the best idea and each player choose. In my case it would lower the aggressiveness. Thanks
Yeah and that nissan gtp and the Formula Raceroom classic. But most of these project will just pop up eventually would be my guess like zhuhai.
??? https://en.wikipedia.org/wiki/Image_Space_Incorporated Without a further development of the engine, then it isn't "future proof", for sure. iRacing still use their old NASCAR Racing 4 engine with a lot of new features and it works. ... Nevertheless, I am excited about the first finished screenshots of the new look of R3E ...
the ISL engine is getting old now, there a reason that the AMS devs are moving to a new engine as well. The iRacing has had little improvement over time, it so old now that to make the changes they have to use a huge amount of resources to rewrite most of it. There no point keeping to use old tech if the new stuff is just better.
https://en.wikipedia.org/wiki/RaceRoom RaceRoom is built utilising Image Space Incorporated's[3] isiMotor2 racing simulation game engine. Unlike prior SimBin & Sector3 Studio releases, RaceRoom uses its own proprietary RendR graphics engine[4] which is capable of different times of day, features commonly used post-processing effects and has native support for rain. RaceRoom also features a custom audio engine[5] and is often cited as the benchmark sounding racing simulation on PC.[6] In a March 2016 interview with Inside Sim Racing, Sector 3's Jean-François Chardon stated the original ISI code remaining in RaceRoom is "less than 20 percent
It's probably the Astra as that car is already well established in TCR racing and would have been expected to be on the WTCR grid.
Not sure why you link to ISI. We are only using core physics from them. Rest is our own and we did bring a lot of updates to it all.
Spot on. Astra would have continued in WTCR but PSA (who acquired Opel last year), decided to push the 308 model from Peugeot.
Sorry buddy, but that's wrong. Trust me, I was a Papyrus nerd ;-). The last old engine game was "NR3" from 1999. "NR2002" and "NR2003" were only (car and track) updates of "NR4", which had a brand new rending and physics engine in comparison to the predecessor. (more information: https://en.wikipedia.org/wiki/NASCAR_Racing_4) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - http://www.imagespaceinc.com/#engine We know all the facts: ... and we know that the look of R3E isn't really up-to-date for modern racing sims, but I doubt that the UE4 is a good choice, for the reasons which I have already mentioned - UE4 has a limited life time ... like R3E maybe??? ... Back to topic: R3E updates