Ideas And Suggestions! (features and game mechanics)

Discussion in 'General Discussion' started by heppsan, Mar 10, 2015.

  1. Alex Hodgkinson

    Alex Hodgkinson Sector3 Developer

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    Actually, they did race in such a configuration, see here. Unrestricted would be great, but the problem is what could they race against?
     
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  2. JyriK

    JyriK Well-Known Member

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    Why always the need for other makes, is my question? There would still be the BoBed version available, I'd imagine.

    No time to check it atm, but most of the cars you provided in the link were from N-class.
     
  3. JyriK

    JyriK Well-Known Member

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    Oh, and it could race against Ford Sierra RS500 Cosworth.;) Now there's a car it could be BOBed to.

    E: and I mean GrA-version, not DTM!
     
  4. SVG BIOSPORT

    SVG BIOSPORT Member

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    I have an idea! ...
    But I will publish it in parts!
    In order not to steal ...
     
  5. Leigh

    Leigh Active Member

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    Idea for Single-player Multiclass Game Mode for Raceroom 2020 and beyond - Final Stint.

    In one of his videos, @Georg Ortner made mention of the fact that it sometimes takes quite a lot of time before you’ll meet traffic when racing in multiclass on tracks like the Nordschleife. As he demonstrated, using the “Practice” option instead of “Race” means that you can just wait for a few minutes for a bunch of cars to get out on track and then head out and immediately get amongst it. That left me wondering if it’s possible to begin proceedings with a race already underway. If it’s possible (either now or in the future), races might be a bit more like the practice sessions but the player also gets the satisfaction of completing an actual race.

    Imagine, if you will, the player loads up and can spend as much times as they need in the menus doing their usual car setup stuff, and also get to grips with where their car currently is on track – in relation to other cars and classes, etc, etc. The player’s vehicle will never be far away from coming into the pits so that the driver swap can happen fairly quickly once the player is ready. You could have an animation of the drivers doing a swap and then the player takes control. Perhaps the player can set how long the final stint will last (laps or time-based), or perhaps what position their car will be in when it enters the pits. Then they can finish the last part of the race with all the joys and headaches multiclass traffic can bring.

    Just a thought.
     
  6. olikre

    olikre New Member

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    In addition to this, it would be nice to set up 3 different starting groups. Like in real life.
    This spreads up the traffic already before the start.
    When the GT3s are on the start finish line, the 2nd group could be at the beginning of the Döttinger Höhe. The 3rd group could start at Pflanzgarten.
     
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  7. Leigh

    Leigh Active Member

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    Exactly. That's precisely what I was trying to communicate. May have failed a bit...
     
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  8. Viggdred

    Viggdred Well-Known Member

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    Some things to add in a (not so :D) near future:
    # Ability to change drivers in endurance races.
    # Possibility to have "personnal" skins, like it is in all sims.
    # Day/night cycle.Would be great in endurance races...;)
    # Tyres physics.
    # Sparkles, when bottoming.
    To be continued..... :)
     
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  9. FeltHλt

    FeltHλt Well-Known Member

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    So current tyres work without physics?
     
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  10. Brototype

    Brototype Member

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    S3 studios, thank you so much for the most important tools for singleplayer endurance racing!
    Now what about a mid session save and / or a driver swap with the AI function? :)
     
  11. WozzaUK

    WozzaUK Member

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    I requested this in a separate thread ages ago but I feel it's time to try again. It's to do with realistic damper values in the setup screen instead of the roman numeral values. In rfactor/gtr etc etc there was always the option in the PLR file for it.

    Hi,
    In rFactor there has always been the option to switch from roman numeral values in the setup screen (i.e. 1, 2, 3 etc) to the real-world values (in N/M/S). In rFactor 2 you do this by editing the "Damper Units":true, line in the player.json file. I much prefer this approach for proper setup work. I was hoping it would still be there because Raceroom is a development of the ISI motor engine. However the PLR file is protected and I can't see the value.

    If not is it possible this could be added? The roman numeral values mean nothing to me and I can never tell what proportion of bump/rebound I have.

    Thanks. :p
    Pretty please.
    Anyone agree with me on this?
    :)
     
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  12. DaniloE31

    DaniloE31 Well-Known Member

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    When I see videos of racing teams setting up their cars (bike), I hear them always speaking of "clicks"...
    So I believe there is no really a unit, which is practically used in the real world.
     
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  13. WozzaUK

    WozzaUK Member

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    But what is a 'click'? The problem I have is there is no way of knowing if one value, say bump, is higher or lower than the other one. In Assetto Corsa I've noticed I can have bump set to 1 and rebound set to 2 but when I look in the engineer app rebound is actually a lower value. Therefore they are not proportional values. It would just take out some of the guess work and if we had it before I don't see why we can't have it now. :)

    However what would be nice is if a dev could actually confirm that setting rebound higher in the setup screen always means it's higher in real terms. And that means across all cars. That would set my mind at rest. If someone could confirm that I wouldn't need the option. :)
     
  14. Alex Hodgkinson

    Alex Hodgkinson Sector3 Developer

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    That isn't how the relationship between bump and rebound works. Rebound is usually higher than bump damping, and the adjustment ranges of bump and rebound are quite different. So typically, if you set bump to 1 and rebound to 1, the rebound rate is 25% higher. Then, if you go full up with say 16 16 - or whatever the maximum allowed is - rebound rate may then be 50% higher than bump.

    The point therefore is that bump and rebound perform different jobs and therefore are usually quite different. We could put the numbers in game, but unlike spring rates it's highly unusual to deal in those values. Every race team I've had dealings with talks in clicks and not n/mm or damper coefficients.
     
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  15. ravey1981

    ravey1981 Well-Known Member

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    I'm just here to ask for a dirt build up layer on the cars and windscreens (like race07) and working wipers to go with them. Thanks.
     
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  16. Johnny Turbo Guttman

    Johnny Turbo Guttman Well-Known Member

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    I want clean windscreens :D They are dirty on some cars :cool:
     
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  17. AlexBlob

    AlexBlob Member Beta tester

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    While dirt up is cool, you don't want to use the wipers with the sort of dirt that you pick up off a racetrack unless you like smears over your windshield. There a reason that cars have those tear-offs.
     
  18. ravey1981

    ravey1981 Well-Known Member

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    Whatever, same thing, just use really strong detergent, the stuff that ends the planet within weeks.
     
  19. SVG BIOSPORT

    SVG BIOSPORT Member

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    All - Happy New Year! Relax Christmas ...
    [​IMG]
     
  20. WozzaUK

    WozzaUK Member

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    Yes, but that's really the point I'm making - there is nothing in-game that tells me how much higher the rebound setting is. If I set 4/4 I might assume they are equal because there is nothing to tell me otherwise. If we had the option for the realistic values we could actually see it.

    However, thanks for confirming that the values are not proportional. :)