I bought the Premium pack of the Game in 2018.keep hoping it will happen and sorry but I am not holding my breath anymore, seldom touch the game now even after the Graphical updates. I wish you a good Raceroom experience though
Gameplay - An option to have randomized pitstop duration, at least in single player. Identical pitstop times feel very unrealistic.
We could use the following features in hotlaping, either competitions or leaderboard challenges: --Since there's always a time to beat, whether it's your previous record or a challenged driver's mark, If we had that lap time preloaded on the dashboard we could actually see how much our delta deviates from that mark and where, so we can focus on the track and not the ghost, which is not always the wisest thing to do. --Sector times. If we could know in advance not only a driver's total lap time but alse each sector's mark it wuld make a difference when choosing a driver to challenge.
Entry level GPU support on DirectX 12 update I appreciate numerous environmental tweaks currently in R3E for reducing GPU requirements. Cardboard barriers / trees / buildings… is the best compromise. Full environmental modeling is good but it substantially increases player’s hardware cost and reduces player community. I hope the developer keeping these tweaks as an option in DX12 graphics update.
Hello, one thing that really bothers me when trying to recreate real racing series like the DTM 1995 is (apart from missing tracks - that's another topic) that the drivers in the sim are - in relation to each other - not as fast as in real life. I had a race in the DTM 1995 cars with Bernd Schneider (champion of this season!) qualifying P20 or so and finishing last, without any incidents, while some no-name driver won the race. That is something that destroys a lot of immersion for me. What I would appreciate a lot is a (toggleable?) feature that takes the set AI strength and adds some Delta to the stronger drivers of the grid and subtracts some strength from the weaker drivers on the grid. I guess this is already done, as the AI always shows a range of pace in Qualifying and Race. Instead of doing this randomly, I'd suggest assigning some fixed values for the drivers, so that race results are somehow realistic as well.
no ; but if we are demanding a race by race realism for the ai drivers then we just have to accept that if we achieve that realism , then you as a player should finish dead last Andi
He's talking about their pace relative to each other. As in, faster IRL drivers should also have faster AI in the game.
Technically the player should always finish last, regardless of which ai drivers end up winning races (perhaps leaving aside some gentlemen ai drivers ). But thats what we have the strength setting for. Getting the ai drivers in a somewhat realistic order amongst themselves doesnt suddenly make changing their overall strength any more or less realistic.
Isn't that the case anymore, I remember I did lots of AI races with the WTCC 2013 cars, and the positions where mostly the same as in real life, so Rub Huff for example was mostly a front runner.
so ill come back to this with a little more time what i was trying to say was this , if x driver in real life won that race was fastest etc , ok i understand but how do you do that in ai , yes you can give it some tweaks in its ai file , but and for me its a huge but , this doesnt guarantee it will do that , other ai and the crazy variable of the player are there . you cant script the whole race , for every round , every track (what about the ones they never raced on) you cant stop the ai getting it wrong and killing that car in t3 etc there has to be some random, some chaos etc the best that can be done is to try and keep the cars within a decent spread and try to get the ai and the physics as close to real life times as possible and the most important things , that its balanced and fun Andi
Of course some randomness is normal even in real life and presumably some extra randomness is inevitably introduced by the ai interacting with the player (and some more through additional ai faults like being unable to properly handle yellow flags for example) but that shouldnt lead to results that seem almost completely random or completely go against what real life driver/car strengths would have you expect (i dont do enough ai racing to know to which extent this is the case in raceroom but ive certainly also had moments where things seemed rather unlikely, say an amateur driver winning a carrera cup race which just doesnt happen in real life). Now i dont know how ai paces are "set" but say the whole field is generally supposed to do 1:51s and 1:52s in the race (when not going side by side/defending/whatever on that lap) for a given combo and strength, then itd sound reasonable to have the best real life drivers/cars do low 1:51s, the worst do high 1:52s and the rest somewhere in between. The race results might not be an exact reflection of this driver/car strength assessment but it should be highly unusual for a lower rated driver/car to end up in say the top 5 or for a highly rated one to end up outside of the top 10 or so when it wasnt involved in any incidents. How easy or not thatd be to actually implement is of course beyond my knowledge but it doesnt sound too unrealistic to me
Gameplay: - If you have a drive-through or stop-and-go penalty and you open pit menu, automatically highlight "Perform penalty" option
Here is one I already put a year ago : - A more precise time of the day settings. By that, I mean setting a session to start at 3:00 PM for example instead of the traditionnal settings like "morning", "noon", "afternoon"...
VR experience: In the Mazda MX-5, the net on the driver's door starts to clip when turning your head to the left. It should be possible to hide all things that might interfer with the VR headset, just like it is possible to hide the steering wheel and the driver.