Feature wishlist/request

Discussion in 'General Discussion' started by Maskerader, Jun 4, 2023.

  1. Maskerader

    Maskerader Well-Known Member

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    I think the formulas were corrupted when you saved it in a plain text format.

    BTW, what's your wheelbase and wheel rim?
     
  2. Andi Goodwin

    Andi Goodwin Moderator Beta tester

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    i have passed this on , but i cant tell by looking but our ffb code was completely changed a few years ago , and im not sure it still follows rf norms , remember although it started as rf1 v2.54 this was 20 years ago and has been heavily modified since in many aspects. including complete graphics engine change , tyres , suspension ffb and more with less than 10% of original code still left
    edit:
    yep our ffb isnt at all like what you have proposed, it was completely re-written , as confirmed by the devs
    a quick description of our ffb can be found here
    https://forum.kw-studios.com/index.php?threads/from-old-to-new-ffb-tips-info.17116/

    Andi
     
    Last edited: Sep 15, 2025
  3. liconoque

    liconoque Member

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    There's a lack of a few tracks that are iconic or important :
    Magny-Cours in France, hosting a lot of racing events (F1, GT, Touring, etc...)
    Maybe Dijon-Prenois, a really fun track to drive, very fast, but not an easy one.
    Fuji Speedway, it seemed to be the time with the LMDh :p
    COTA, a really enjoyable track, adapted for a lot of series to my opinion.
     
  4. Nico Kunze

    Nico Kunze Well-Known Member

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    Might be more fitting here https://forum.kw-studios.com/index.php?threads/community-circuit-wishlist-top-3.2369/ since thats content rather than features. But absolutely agree on magny cours, underrated but super fun track
     
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  5. MS_Racer03

    MS_Racer03 Well-Known Member

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    Yesterday, I wanted to suggest matching the pit stop times to the real-life times in each series. However, I decided to take a look first, afraid to request something that is already implemented.:D

    Well, the FR-X22 actually has a pit stop time of around three seconds, which is very nice. Sadly, it took me 29 seconds to change four wheels on the DTM 2024 Lamborghini, which is around three times as much as it takes in real life.

    It would be very nice to have the times matched, at least in series which contain pit stops in real life (DTM, Hypercar etc.).
     
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  6. Maskerader

    Maskerader Well-Known Member

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    If I understand it correctly, they had a very strict limit on how many people are involved in changing tyres. And I suppose this differs depending on the series and maybe even year. But since all GT3 cars in Raceroom are supposed to be able to race together, I don't think it can be solved by just adjusting pit times, they need to either add more settings in the game or add some logic that would syncronize pit times of different GT3s if they are in the same race.
     
    Last edited: Sep 22, 2025
  7. MS_Racer03

    MS_Racer03 Well-Known Member

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    Well, that's why I added the series and year together with the real pit stop times. ;) Between six and eight seconds are usual in DTM nowadays.
    Ah, I didn't think about that. I guess it could be solved with a series preset like the ones already existing for old GT Masters and DTM. The pit stop time could then be set for all the cars racing in the same 'category' (e.g. in results, GTR3 and DTM24 are grouped together, I call that a category) that the player participates in according to the preset. That way, in a GTR3-DTM24-FRX22 multiclass race with a DTM24 preset selected, the pit stop times of all GT3s in the field could be set to a 'DTM24 value' of six to eight seconds, while the FR-X22 have their lightning stops of two to three seconds.
     
  8. Nico Kunze

    Nico Kunze Well-Known Member

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    Yeah gt3 is a bit of a difficult one overall. But even something like the mazda dpi has weird pit stop times/procedures and that only ever raced in one series in real life. In game changing tires alone takes around 29 seconds while in real life 15-20 might be more accurate even when pit crews were not in a hurry. In turn fuelling might be a bit too fast (iirc) compared to real life. Furthermore in game you cant refuel and change tires at the same time which in real life was allowed (and hence obviously always done). That means that in terms of pit stop times changing tires was free in real life while it costs you half a minute in r3e.. . Would be nice if they could take another look at pitstops for all classes and where possible make them closer to real life
     
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  9. ShortyBuzzGER

    ShortyBuzzGER Well-Known Member Beta tester

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    When DTM95 released i took a look at all the dtm classes and their pitstop times and also ended up in a dilemma for gt3 dtm. So it stayed at 29 seconds for one by one tire change for game play reason.
    After tomorrow's update, i might want to look into it again and suggest something like a choosable way of pitstop sort of thing. Like when you drive gt3 you may choose between normal one by one pitstop or performance pitstop (2 by 2 tires). Msybe that is doable somehow.

    Also, i guess refuling can be done during tire change. Right now, we already have suspension fixing during tire change, so who knows.
    So, you may want to post some of your findings, such as with the dpi class here, so i can take a look and take them into account :D

    But all in all, devs would have to program many more pitstop presets if they go with those suggestions.
    I think right now there are 3 different tire changing times (about 3 seconds for all 4 at once, then about 8 seconds for 2 by 2 and 29 seconds for one by one).
     
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  10. Daniel Marshall

    Daniel Marshall New Member

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    hi sorry for not getting back to you. i use an ffbeast project wheel found on github there an sdk if you wanted to help improve compatablity for it. also i put togther somes files for you from my universal ffb project in a pack its on google drive but i can't post a link so if you could dm me i cane send it over it has my whole physics based ffb engine and some guides plus a guide for integrating the tire feel which could be on a slider in game.
     
  11. Daniel Marshall

    Daniel Marshall New Member

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    oops forgot to hit reply lol

    hi sorry for not getting back to you. i use an ffbeast project wheel found on github there an sdk if you wanted to help improve compatablity for it. also i put togther somes files for you from my universal ffb project in a pack its on google drive but i can't post a link so if you could dm me i cane send it over it has my whole physics based ffb engine and some guides plus a guide for integrating the tire feel which could be on a slider in game.
     
  12. MS_Racer03

    MS_Racer03 Well-Known Member

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    Hello,
    rolling starts in RaceRoom are not really working like in real life.
    In singleplayer, handing the car over to the driver on the start finish line would be ok in my eyes if each car started to accelerate at the same time.
    In multiplayer, there should either be a manual positioning (guided by graphical elements like in ACC or LMU) or every driver should get control when the lights go green. However, I can see the point of keeping the order in multiplayer to make starts safer and cause less chaos.
    Maybe there is a way to implement 'realistic' starts in singleplayer and 'safe' starts in multiplayer? An option to choose between the one and the other in singleplayer could also be a solution for both people racing AI trying to get clean starts and people trying to recreate real series accepting that chaos is almost certainly ahead. :D
     
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  13. ASIceman

    ASIceman New Member

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    I know it is bit of long shot, but I think it would be nice you could make your own TV / Track side cameras, like the Camtool app in AC does.
    Some of the current track side cameras could be better, so I would like that feature.
     
  14. Bađi

    Bađi New Member

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    I haven't read through the whole thread, maybe it's been said already but I would like to see updated DDUs. So many cars in the game have such iconic and recognizable dashboard layouts IRL and yet here we are with a same generic one for multiple cars and classes even.
     
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  15. ShortyBuzzGER

    ShortyBuzzGER Well-Known Member Beta tester

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    Team knows it. Problem: it's written in ancient code (scaleform) that no one uses anymore (or knows anymore). So it needs a whole rewrite and it has not a high priority currently.
     
  16. Mike Kara

    Mike Kara Member

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    I would like to being able to turn off the in-game dashboard by some bind or setting in the menu
    we all know that these dashboards looks kinda bad especially in the modern cars and won't be replaced anytime soon seems like
    I use simhub dashboard, many people use them also or some other stuff anyway so would be nice to being able to turn it off to not see these pixelated dashboards at all underneath :p
    I don't even know if something like this would be "easy" to implement but would be nice feature
     
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    Last edited: Oct 2, 2025
  17. reneaun

    reneaun Member

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    Introduce an option to the dedicated server SW to have drivers outside a user-set percentage limit of the pole position time disqualified out of the race. E.g. pole time is 60 s and the limit is set to 110 %, therefore drivers with a time more than 66 s would be disqualified.
     
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  18. X-Vector

    X-Vector Member

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    Visually, I'd say this should have the highest priority now, as it looks absolutely terrible and frankly downright amateurish.
    However, it's possible that this low priority status is due to the fact that KW still has no clue how to fix the problem as it has been sticking out like a sore thumb for years without any solution on the horizon.
     
  19. VFX Pro

    VFX Pro Well-Known Member

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    RRE Offers the best and most logic UI of any sims when it comes to setups (default, current, default) values all showing on one screen to support proper experimentation iterations. Yes, there is a really strange behavior that I would like see change...

    RRE:
    Increase TC value to decrease TC traction.
    Other Sims: Increase TC value to increase TC grip and lower values reduces TC.

    Suggestion: Don't change the internal code, instead of change add a "switch" to flip the TC if needed so it just changes the UI values (not the code), where the lowest value (like 1 is the weakest TC).
     
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    Last edited: Oct 4, 2025
  20. Lince

    Lince New Member

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    I like how LMU does it of having to press both paddles. Of course, other options like disable neutral from 1st gear and requiere a button or long press would be nice too.
     
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