That´s a very good point. All the big recent updates to ACC and AMS required mutliple hotfixes to broken features and it is not fun to have some bugs or issues that take weeks or months to fix. Of course everyone has a right to their holdays and family time, which is why it is better to release earlier (or later) than the vacation period so issues can be tackled ASAP.
The end of the year celebrations people consume. A developer has every interest in releasing something before Christmas. This isnt the problem with R3e. People ask questions and speculate because there is no communication. It's the sleepiest sim around
But most are still there. This is not how a dead game looks like: (blue is twitch viewers) Even if the game will die soon (as in, stops being developed further) it didn't happen yet. You can already make a list of content that was announced or leaked, there are hints that the devs still work on the game. It's not clear when we get a new update, but it will happen some day.
Development is still happening. Lots of projects ongoing. Can't say anymore than that. The game isn't dieing.
Its very frustrating but lets all calm down. Just a few weeks left and we will know what this silence was all about. Fingers crossed we will be impressed
This game now has the best ffb/physics on the latest cars that have been recently upgraded (F4, F3, etc..). Hopefully, GT1 and other series will get this physics upgrade, and nothing happens to this beauty of a sim. Also hoping that KW suspension, the parent company of RRE is financially doing well.
Agreed!! The tyre model is top notch as well. Glad to hear they are working on projects for the sim. The recent updates to ACC and AMS2 have not moved me. They visually stunning I give them that but a sim for me is more about the physics, driving and handling mechanisms. This is where RRE shines best. Hopefully they keep upgrading the sim on this engine.
Of course it isn't. Wondered about but also appreciate you Beta Testers kept your mouths shut so far ...hehe
[QUOTE = "VFX Pro, Post: 232265, Member: 14016"] This game now has the best ffb / physics on the latest cars that have been recently updated (F4, F3, etc). Hopefully GT1 and other series will get this physical update, and nothing will happen with this simulator beauty. Also pending the suspension of KW, RRE's parent company is doing well financially. [/ QUOTE] I wish it were true, my ffb got worse, now they are real like the steering wheel of my real car
Since we're deep into silly season anyway, couple of interesting things happened today on that steamdb page: - They removed two branches called "rrevo" and "rrevo2" today. I noticed them couple of days ago, but they weren't updated for a long time (like 2 years if I remember correctly) - They added new branch called "beforejune" and it's description is "compare perf" There is a branch called wip2021 that was created in August with description "testing", beforehand there was also branch called "secret" that stopped being updated with creation of "wip2021" and was later deleted in October. That doesn't say too much, but at the same time seems to hint that there are big things happening behind scenes
Maybe they just realised that people are trying to draw conclusions from the names of beta builds they push and are naming them like some random BS to obscure what they are actually doing. And maybe they took a lesson from past years when a big December update was pushed to public with nobody there to fix the bugs for another month or so because of holidays. I mean, really, a big Christmas present is a nice thing, but big updates always carry the potential of a lot of bugs in them. It's actually not really best practice to push big updates directly before the holidays. They still did it in the past years and it backfired quite a few times.
I agree this did happen - and more than once! But I think it’s fair to say the devs learnt from those mistakes and it has been much better over the last 2-3 years…
Unreleased content in the game files: audi_rs3tcr2021 hyundai_elantrantcr2021 mclaren_720sgt3 (Drive this car in the DTM Esports) assen Indianapolis2021
Update details: Download size = 5.1 GB Client version = 0.9.3.081 Client BuildID = 7906845 Dedi version = 78.0.1331 Dedi BuildID = 7906604 Changelog: Prepared for upcoming content releases and competitions New CEF version with hardware acceleration. To enable hardware acceleration of web menus, the game can be started with -cefEnableGPU (however, depending on GPU and driver, the performance can be disappointing, sometimes even worse) Web overlays performance - If resolution is higher than 1080, the in-game browser is restrained to 1080. Web textures are scaled up to fit the screen. Optimized browser textures to be between 20% and 50% faster. Allowed access to display settings also while in VR (except true fullscreen mode) Made VR restart with new resolution if altered in menus Added a setting to define the maximum resolution of web UI elements Improvements to AI controlled rolling starts to further reduce potential gaps between cars Improved audio for drivetrain oscillations - this update deploys the changes to most popular cars. The same improvement to the rest of our cars will be deployed in future updates. Fixed Free Camera losing ability to zoom in/out when enabled while inside the cockpit. Fixed camera not always resetting the camera state when disabled Removed ability to switch to other cars via numpad + and numpad - Fixed AI thinking they were running out of battery when driving electric engines Fixed position bar setting not being applied properly Fixed a case where AI could get a valid laptime without doing any lap on Tourist layout of the Nuerburgring Fixed AI selecting the wrong engine power map when switching race sessions Audi TT cup - Reduced to 2 spark emitters between front wheels and 2 more between the rear wheels. (side skirts and sills were wrongly emitting sparks before) Audi TT RS VLN - Reduced to 2 spark emitters between front wheels and 2 more between the rear wheels. (side skirts and sills were wrongly emitting sparks before) BMW M235i - Reviewed and updated spark emitters DTM 1992 - Improved AI at low speed and fine tuning of their braking for BMW and Mercedes DTM 2003 - Added spark emitters DTM 2005 - Added spark emitters DTM 13-16 - Fixed front axis breaking at highest steerlock angles Formula RaceRoom 2 - Reworked the base setup to be a bit less edgy, Reviewed and updated spark emitters Formula RaceRoom 3 - Allowed 3 more degrees of steerlock to go around Macau’s hairpin, Reviewed and updated spark emitters Tatuus F4 - Allowed 3 more degrees of steerlock to go around Macau’s hairpin. Moved to a single central spark skid block/spark emitter Formula RaceRoom 90 - Fixed caster that was giving 0.1 degree too much by default. Tweaks to AI in slower turns, Reviewed and updated spark emitters Formula RaceRoom U.S. - disallowed mixed tyre compounds, tweaked friction and wear rates to give slightly bigger differences between compounds. Improved automatic gearbox/AI gearbox behaviour. Tweaks to AI in slow corners. Reviewed and updated spark emitters Formula RaceRoom X-17 - disallowed mixed tyre compounds Group C - AI improvements, ironed out some issues with braking and locking brakes GT3 - Reconfigured spark emitters so that rocker panels and side sills no longer generate sparks. All cars now have spark emitters between the front wheels and between the rear wheels. Some cars have spark emitters at side exhausts. GT4 - Spark emitters between the front wheels and between the rear wheels Improved automatic gearbox/AI gearbox behaviour so car remains in higher gears in slow turns for: TCR, Group C, Group 4, Touring Classics, DTM 92, GT3, GT4, Hillclimb, DTM 2020, Carrera Cup, DTM 1995, Formula RaceRoom X-17, Formula RaceRoom 90, BMW M235i, Aquila, TT cup, TT RS VLN, 911 GT3 Cup, Silhouettes, Group 5, GT2 IMSA GTO Classics - Complete physics overhaul Porsche 911 RSR GTE - Fixed undertray feelers and added spark emitters between the axles. Touring Classics - Fixed a bad spark emitter on the Volvo 240 WTCC TC1 - BOP adjustments to close up differences in aero and power to weight ratios across all cars. Increased drag for the Citroen. Equalised fuel use and updated fuel estimates for all cars. Brands Hatch - Tweaks to AI cornering Daytona - Moved the rolling start spawn locators back a bit. Moved some waypoints to reduce AI sway during rolling starts. Dubai - Tweaks to AI cornering Hockenheimring - Moved the time attack spawn location to a part where the track is straighter Hungaroring - Tweaks to AI cornering. Fixed wrong lighting of the cars when real time reflections were disabled. Imola - Track updates to 2021, added the Ayrton Senna wall painting, updated curbs and runoffs. AI improvements. Indianapolis - Reviewed cut detections Lausitzring - Fixed AI wobbling at the start/finish line Monza - Tweaks to AI cornering at Ascari and Lesmo 2 where they were seen running wide and having trouble Norisring - Tweaks to AI cornering in first and last turns Nuerburgring Muellenbach - TV camera and pit sounds Nuerburgring - Moved the time attack spawn locators to a part where the track is straighter. Tweaks to AI to sort their tendency to mix the apex at turn 4. Nuerburgring Spring Chicane - Moved some waypoints to reduce AI sway during rolling starts RedBull Ring - Tweaks to fuel estimates Road America - Fixed a cut detection that was a bit too harsh on the outside. Suzuka - Tweaks to AI cornering Zandvoort - Tweaks to AI cornering in slow turns Zhuhai - Reworked the AI lines and fuel use values. Tweaked the position of the time attack spawn Zolder - Tweaks to AI cornering