Released Game update - 8th April 2020

Discussion in 'News & Announcements' started by J-F Chardon, Apr 8, 2020.

  1. Ami_M3

    Ami_M3 Member

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    Agreed
    Also, big thumbs up to Alex Hodgkinson for his mastery in physics department.
    These dudes have some serious chops
     
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  2. CrimsonEminence

    CrimsonEminence Well-Known Member

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    Thanks for the answer.^^
    I missed the explanations, i probably wasn't even registered in the forum at this time. :D'
    I definetly understand the issue here and i have to say, it is reassuring to read that last part of your post. :)
    There i have to agree. It's pretty hard to eliminate unwanted frequencies. Without too many losses.
    The thing is, this solution can also come with other problems, when using headphones with relatively high impendance (Studio-Headphones for example), because the overall experience can be too low in volume, if you don't use a strong amplifier.
    I also already thought about changing engine sound volume and making the mix dependent on that, but i'm lazy. :D
     
  3. MiyazonoKaori

    MiyazonoKaori New Member

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    no one can help me?
     

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  4. FeltHλt

    FeltHλt Moderator Beta tester

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    did you try usual "verify integrity of game files" and erasing documents folder?
     
  5. CrimsonEminence

    CrimsonEminence Well-Known Member

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    Make sure, that your router/firewall/antivir etc. is not interferring with/blocking R3E for some reason.

    Also i've read, that sometimes an outdated Adobe flash player could cause the issue, but this is oooold.

    Verifying Steam/game files and assuring a healthy installed steam itself could also be a solution.

    This is annoying, to get these error codes without knowing the issue, yeah. Maybe you should contact support directly, i'm sure, they can help you way better there! :)
     
  6. ducman888

    ducman888 Well-Known Member

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    I am enjoying the update, the AI is improved in multi class being able to maneuver much better around each other, although they seem to be unaware of my existence on many occasions regardless of class. I have always noticed the AI flash their lights at me either in the same class only a position behind, or right after I pass a lower class. Do the AI have any idea as why they are flashing the lights? Do AI react at all to flashing lights from a faster class as an example?
     
  7. CrimsonEminence

    CrimsonEminence Well-Known Member

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    I have to agree with the reports about higher engine volume while shifting in the modern DTM cars. This is really strange. :D
     
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  8. Thxave

    Thxave Member

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    The AI does seem much better. I don't fully know how it works though. Are all AI cars at the same level/speed?
    Is their difference in speed just down to different cars? or does the AI give the cars different setups?
    It would be nice if you could have the AI cars running at different strength level's in the same race as an option.
    Like a multipayer race. Some slow cars, a middle pack and the aliens you can't catch but hope to one day.
     
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  9. CrimsonEminence

    CrimsonEminence Well-Known Member

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    Every car in the ISImotor-like AI systems has different driver abilities and AI is also using setups at higher levels in strength.
    The difference in driver abilities in such sims is depending on something called "talent-files". That's the reason, why you often see similar/same names at the top of the field and opposite.^^
    This is already the case, just not adjustable, but you will always have around 1-3 cars in the field, that are blasting some top-times, on some tracks you can simulate alien times perfectly by the AI and also 1-3 cars in the field, that are driving on a pretty slow pace....and the mid-field.

    rF2 has something called "AI-Limiter", that increases the time differences between each AI driver. So theoretically, this is possible for games like R3E to implement something simlar. But to really "per car adjust" something could be a little bit harder to get this into the game, i assume. But an interesting idea, nevertheless.
     
  10. Anthony Monteil

    Anthony Monteil KW Studios Developer

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    Well, the revlimit has alway been atrocious in R3E soundwise. And this is something I tried to improve since I started to work back in SimBin basically.

    Though, it's still not good, first because it's impossible to get the revlimit recorded, it happens very rarely in real cars, and if so I'll use it ingame, but most of the time, we won't get this sound in the recordings and we won't find it anywhere (especially for track cars, rally cars is easier though). Considering we need it for every cars in the game, you understand that getting these sounds from the real cars becomes a problem.

    We tried to improve the physics and code in order to get a more credible revlimit sound but all attempts failed basically.
    Therefore, generating the revlimit sounds through audio effects becomes the only available option, but the result is very variable as you already found out in the last update. Some cars are good or acceptable while some others are not very good.
    At least, there's some progress as before the update, all the revlimits were very bad to hear.

    So, this is where we are now, and we're still looking for a way to make it sound better, but I'm almost out of ideas on the audio side.
    The only way is probably through physics or code like most of the others games do, but for now we don't have the solution and I'm neither a physics specialist nor a programmer :p

    Sorry that the current revlimit sounds won't satisfy you guys, but I'm really willing to fix it as soon as possible and I won't stop looking for solutions.
    And again, the revlimit sounds were much worse before the update, so we will get there, step by step ;)
     
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    Last edited: Apr 14, 2020
  11. CrimsonEminence

    CrimsonEminence Well-Known Member

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    What about something similar like for example the pit limiter sound (for now)? It sounds less crackling and gives the necessary feedback. (Even if it's not technically accurate)
     
  12. Anthony Monteil

    Anthony Monteil KW Studios Developer

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    Actually, we used to do that a few years ago, before we started to use some specific samples.

    The problem is that we're already using this pitlimiter sound for the traction control aswell, and also it wouldn't be
    realistic for the revlimit sounds.
    The revlimit is the engine reaching its maximum rev, so it needs to sound like an engine, not like a splutter ;)
     
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  13. Ami_M3

    Ami_M3 Member

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    Yeah, like I said, headphones are a different animal and you have to play a little more with settings and see what works for you, but I think it's still doable
     
  14. RampageRacing

    RampageRacing Well-Known Member

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    You can add ballast to cars on a multiplayer server but as far as I know you cannot do so in a single player series. Is it possible to add this feature? The reason I ask is because I would like to run some practice races that are similar to SRO America GT4. Currently the offering in Raceroom are pretty limited with only 4 cars and no American cars. I would like to add ballast to the Mustang and Camaro along with the McLaren and Audi R8 to flesh out the field. Without ballast or HP restriction they just run off and hide from the GT4 cars. Just a thought. If there are a gaggle of new GT4 cars coming this year then just ignore me. ;)
     
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  15. Olaf Hülse

    Olaf Hülse Well-Known Member Beta tester

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    Would also be cool to level the TCR with the GTR4. Then they could race against them like 24h Nürburgring without Blue Flags making all weird

    Greetings
     
  16. ndwthx1138

    ndwthx1138 Well-Known Member

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    So I actually think this is a great update idea - However it was taken to a real extreme. If you land in the grass (or worse dry dirt) coming back on track is complete ice and so dangerous, chances of looping or losing control is more than 85% for me (if I am being gentle on throttle).. It feels like less than 10% traction, literal ice patch. The formula jr (for example) is very very difficult to even get rolling again in a straight line and it has very little torque.. I understand what was being done here conceptually - I even think off main track surfaces could use some of this (like going off track wide where all the marbles would be), but the current implementation is very extreme in my opinion. Especially at places like Sonoma where if you ran off into dry dirt it would certainly reduce traction - but not turn it into black ice..

    I've also noticed there are now sand pits that you literally cannot escape from. Is this intentional? If so there should be a "call the toe truck/crane" button to at least dump you back in the pits and end your day - versus sitting out there causing a yellow flag the entire race?

    And again, I very much like the idea and even wish it was being expanded upon (love to see lack of traction for running wide at red bull for example) -
     
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  17. Cheeseman

    Cheeseman Well-Known Member

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    Seconded this, GT4 and TCR are roughly the same performance. It would be nice if they are arranged as mixed field than 2 separate classes.

    Endurance Brazil also have both TCR and GT4 in one class.
     
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  18. Jason Carlson

    Jason Carlson Member

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    I do like the new extra slippery tires after going off track, more incentive to stay between the lines for a clean lap. Wish it was dialed back just a little from where it is though, at times it's hard to even get going again. I don't like that the same doesn't apply to the AI cars, as they pick up speed while off track and come back on track with no ill effects and pull away from me. I seem to get passed more by the AI while they are off track than on. Seems like the collisions with the AI are less than before, though I would like them to crash after bumping me as many times as I do. Can't tell you how many times I've bumped or been bumped and I'm the only one paying the price, as they drive off into the sunset. Those couple things frustrate me the most.
     
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  19. J-F Chardon

    J-F Chardon KW Studios Developer

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    Update details:
    Download size = 600 MB
    Client version = 0.9.0.937
    Client BuildID = 4909373



    Changelist:
    • Reduced grip loss from having grass on your tyres.
    • Reduced grass bumpiness and rolling resistance properties.
    • Fixed an issue in championship game mode where AI could be seen not always leaving the pits during practice and qualifying sessions
    • Fixed the data display used in cars such as the Callaway C7 that would fail to show the tyre wear percentage under a certain level as the background turned into the same color as the lettering.
    • Further improvements to AI behaviour in banked corners
    • Simucube support - Reduced Stationary friction for Simucube 2 default profiles
    • Simucube support - Previously reported as a known issue, the bug where forces would continue to be applied even after pressing ESC is gone.
    • DTM 03, 05, 14, 15, 16 - Improvements to gearshift timers and drivetrain oscillations.
    • Group 4 & Procar - Updated default gear ratios for certain tracks
    • GT3 - Porsche 911 GT3 R (2019) - Fixed low fuel warning on the data display that was wrongly showing a low battery state of charge. Fixed a wrong spelling of "Mannheim" on liveries #17 and #18.
    • GT4 - Tweaks to AI behaviour to reduce occurences of AI's losing control
    • WTCR - Fixed mirrored logos on Alfa Romeo's driver gloves
    • WTCR - Improved visibility of the CUPRA brakelights
    • Hungaroring - Improved AI behaviour around certain corners.
    • Ningbo - Fixed the broken cut detection that was previously reported as a known issue.
    • Nordschleife - Improved AI behaviour around certain corners.
    • Scandinavia Raceway (Anderstorp) - Improved AI behaviour around certain corners.
    • Zhejiang - Fixed a waypoint for AI to make sure they behave correctly during a rolling start
     
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  20. fischhaltefolie

    fischhaltefolie Well-Known Member

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    Did I miss the green down for update banner?