If there is an rF3...

Chris Lesperance

Registered
Hopefully this won't go too far off the rails. I figured since there was some initial talk about a possibility of an rF3, what would you like to see implemented or improved? After working on the Swift project and starting to dabble into track conversions and edits, there's been a few things that would make life better and easier if implemented in a possible new rF release.

Car Physics:

- Ingame debug - Being able to edit the physics data directly ingame with out having to exit out and reload into the track or game in some circumstances, would help out greatly. Change weight. Edit a wing. Add an additional spring. Etc. Also having a visual debug of "why my car is on stilts", or why it flies in the air when making contact. Trying to trouble shoot those issues was pretty difficult.

- In game wind tunnel - In the experience I had, there seems to be a discrepancy between what the physics sheet listed as the results and the results provided ingame via the Mod Dev display and telemetry. Having to have a straight track to get and maintain a speed, document the info, then go back and change data to do it again, really kills the work flow. I could imagine seeing the first 16 rows of the Aero tab on the physics spreadsheet as being a menu in Mod Dev, where you could enter values.

- In game Dyno - Similar to wind tunnel. Unless if I am missing something, the only way to get a turbo HP number is running it in game at the correct RPM. The Mod Dev information displayed would only show a live number. Having a "dyno" and the ability to edit values would help

- Hybrid - I would imagine the improvements to the hybrid would come into rF3. Having the ability to turn hybrid 100% off, ICE 100% on, and then having hybrid 100% on and ICE 100% off. The LMDh of starting on electric power, then bump starting the ICE. These options would be a great to have.

- Suspension - Better support for other various different suspension types. I heard you had to do a few "cheats" for live axles. Things like Macphereson and de Dion suspension. I had to do a lot of creative things to get rocker arms and motion ratios to match the IRL data. ARB blade options. A lot of cars have a fixed number of options that rotate a blade. They change the blades in order to get different ARB rates. Being able to have those blade options in the setup is more authentic.

- Wings and wickers - Ability to add multiple/infinite wings planes. The Swift 014 had an adjustable mainplane and adjustable winglets. The Swift 014 had an adjustable lower wing plane, that would affect the upper wing plane (lower element was fixed to the endplates, upper was independently adjustable but only had 5 options). I had to make some concessions to have it work ingame. Wickers are a vital part of the setup. This isn't currently implemented as a separate item.

- Tire maker - redapg's tire tool has been a God send. While things are great to have a lot of real data to make tires, that information is not readily available. I could imagine a way to import the tire 3d model and putting in some information to have it produce a decent working tire. Having some types of templates or have slider options of sidewall stiffness, grip, tread percentage, wear rates, slip angles, etc. Just throwing things out there. Having something like that get things 90% there. That would open up a lot of time and possibilities. If a person has some addition real information, that can be changed or added.

- Differential values - Very minor. Everything I see on gearboxes and differentials has everything based on ramp angles. Being able to have the game information align to the documented information would help.

- Having cars be decrypted - Being able to see how things are done or being able to borrow some assets. Even if the cars that are decrypted are generic cars and real cars are encrypted. Some assistance on that helps a lot.

Graphics:

- Car suspension - I feel like the rF1 suspension movement is not up to current day standards. Being able to utilize 3d points of what bends, what's fixed, what moves up and down, etc. Being able to implement rotating axles would add to the realism.

- Additional 3d modeling support - Blender has been a really good benchmark of things over the last several years. It's free, lots of support, continually improving. I have to say that the Assetto Corsa way is pretty good. Well, I haven't actually done it, but I've been looking at how its done recently. Being able to load an FBX model an in between application to be able to import into the game format and vise versa to export from the game is a big thing on why that game is as big as it is. The ease of having people use what ever program works for them helps.

- Shader support - I've been able to kind of figure out the rF2 way with the .json. I'm not the best. A little bit better ingame camera support would help. Example if you are adjusting trees on the opposite side of the track, you shouldn't have to try and drive up to it.

- Animation support - Goes back to the Blender idea. Pop up headlights, more active aero, seeing wing angles change based on setup, driver hand gear change, pit crews, etc.

- Dirty tires when going off track - Another thing that is not up to current day standards.

Off topic ramblings:

- If there is a button or switch for it, it should be in the game - At some point there should be a MS Flight Sim racing game. Beam NG is getting there. Everything that is on the steering wheel or every switch, does something to the car. There should be a way to program those things.

- Things that move and shake in the wind, really adds to the immersion

After seeing the hype around Grand Pro Circuit:
- Having the track be more alive. Having crew vehicles come out to rescue a crashed car.
- Lots of hype having an actual career mode.

I think that is it for now. Just wanted to get a few things listed out there. If there is an actual rF3, I do hope that it goes back to how rF1 was. Being a sandbox of great racing vehicles and tracks.
 
Dear Santa, I've been very good this year, and all I ask is that all CPU cores be usable. It would be fantastic to be able to assign a CPU to each wheel and run the tire simulation at the maximum possible GHz ;-)
I hate to say it… but that wouldn’t work. You’d need those threads to hook up every 1/2400 of a second so that the suspension can interact with the tyres.
 
I hate to say it… but that wouldn’t work. You’d need those threads to hook up every 1/2400 of a second so that the suspension can interact with the tyres.
Are you assuming Santa Claus doesn't exist? He can make it happen ;-)
 
I have a txt note file where I have been collecting things that to me makes rF2 worse, most of them perhaps are easy fixing, maybe some of them only I experience. But I don't think that rF3 would be rF2 upgraded, it probably would be vastly different, boosted at some aspects, and nerfed on others just to make it better game for most people, grab those 10s of thousands players that are now in other "variety" sims.
 
I hate to say it… but that wouldn’t work. You’d need those threads to hook up every 1/2400 of a second so that the suspension can interact with the tyres.
I know almost nothing about tire simulation, but couldn’t such thread synchronization be done, say at 360Hz? I.e. internal tire calculations (exact contact patch at given moment etc.) could stay at 2400Hz ( if it really needs to) , but suspension interaction could be synced at much lower frequencies?.
 
I know almost nothing about tire simulation, but couldn’t such thread synchronization be done, say at 360Hz? I.e. internal tire calculations (exact contact patch at given moment etc.) could stay at 2400Hz ( if it really needs to) , but suspension interaction could be synced at much lower frequencies?.
The suspension runs at 2400Hz (now), so I think you'd want to have it updated with each tyre update to avoid messy feedback loops etc. Maybe it wouldn't be the end of the world if the suspension did run at 400Hz instead, but would need someone much more intimate with the system to judge that one.

Anyway, I think most modern CPUs can handle the whole physics load for the player car. Moving AI and other processing off to other threads would probably suffice.

Even at 400kph, 2400Hz is an update every 5cm of travel. Probably well past the point of diminishing returns already...


For me the bigger issue currently is what happens when something makes the game fall behind. Slow motion or stutters offline is one thing, a car freezing on track online is another entirely.
 
Hopefully this won't go too far off the rails. I figured since there was some initial talk about a possibility of an rF3, what would you like to see implemented or improved? After working on the Swift project and starting to dabble into track conversions and edits, there's been a few things that would make life better and easier if implemented in a possible new rF release.

Car Physics:

- Ingame debug - Being able to edit the physics data directly ingame with out having to exit out and reload into the track or game in some circumstances, would help out greatly. Change weight. Edit a wing. Add an additional spring. Etc. Also having a visual debug of "why my car is on stilts", or why it flies in the air when making contact. Trying to trouble shoot those issues was pretty difficult.

- In game wind tunnel - In the experience I had, there seems to be a discrepancy between what the physics sheet listed as the results and the results provided ingame via the Mod Dev display and telemetry. Having to have a straight track to get and maintain a speed, document the info, then go back and change data to do it again, really kills the work flow. I could imagine seeing the first 16 rows of the Aero tab on the physics spreadsheet as being a menu in Mod Dev, where you could enter values.

- In game Dyno - Similar to wind tunnel. Unless if I am missing something, the only way to get a turbo HP number is running it in game at the correct RPM. The Mod Dev information displayed would only show a live number. Having a "dyno" and the ability to edit values would help

- Hybrid - I would imagine the improvements to the hybrid would come into rF3. Having the ability to turn hybrid 100% off, ICE 100% on, and then having hybrid 100% on and ICE 100% off. The LMDh of starting on electric power, then bump starting the ICE. These options would be a great to have.

- Suspension - Better support for other various different suspension types. I heard you had to do a few "cheats" for live axles. Things like Macphereson and de Dion suspension. I had to do a lot of creative things to get rocker arms and motion ratios to match the IRL data. ARB blade options. A lot of cars have a fixed number of options that rotate a blade. They change the blades in order to get different ARB rates. Being able to have those blade options in the setup is more authentic.

- Wings and wickers - Ability to add multiple/infinite wings planes. The Swift 014 had an adjustable mainplane and adjustable winglets. The Swift 014 had an adjustable lower wing plane, that would affect the upper wing plane (lower element was fixed to the endplates, upper was independently adjustable but only had 5 options). I had to make some concessions to have it work ingame. Wickers are a vital part of the setup. This isn't currently implemented as a separate item.

- Tire maker - redapg's tire tool has been a God send. While things are great to have a lot of real data to make tires, that information is not readily available. I could imagine a way to import the tire 3d model and putting in some information to have it produce a decent working tire. Having some types of templates or have slider options of sidewall stiffness, grip, tread percentage, wear rates, slip angles, etc. Just throwing things out there. Having something like that get things 90% there. That would open up a lot of time and possibilities. If a person has some addition real information, that can be changed or added.

- Differential values - Very minor. Everything I see on gearboxes and differentials has everything based on ramp angles. Being able to have the game information align to the documented information would help.

- Having cars be decrypted - Being able to see how things are done or being able to borrow some assets. Even if the cars that are decrypted are generic cars and real cars are encrypted. Some assistance on that helps a lot.

Graphics:

- Car suspension - I feel like the rF1 suspension movement is not up to current day standards. Being able to utilize 3d points of what bends, what's fixed, what moves up and down, etc. Being able to implement rotating axles would add to the realism.

- Additional 3d modeling support - Blender has been a really good benchmark of things over the last several years. It's free, lots of support, continually improving. I have to say that the Assetto Corsa way is pretty good. Well, I haven't actually done it, but I've been looking at how its done recently. Being able to load an FBX model an in between application to be able to import into the game format and vise versa to export from the game is a big thing on why that game is as big as it is. The ease of having people use what ever program works for them helps.

- Shader support - I've been able to kind of figure out the rF2 way with the .json. I'm not the best. A little bit better ingame camera support would help. Example if you are adjusting trees on the opposite side of the track, you shouldn't have to try and drive up to it.

- Animation support - Goes back to the Blender idea. Pop up headlights, more active aero, seeing wing angles change based on setup, driver hand gear change, pit crews, etc.

- Dirty tires when going off track - Another thing that is not up to current day standards.

Off topic ramblings:

- If there is a button or switch for it, it should be in the game - At some point there should be a MS Flight Sim racing game. Beam NG is getting there. Everything that is on the steering wheel or every switch, does something to the car. There should be a way to program those things.

- Things that move and shake in the wind, really adds to the immersion

After seeing the hype around Grand Pro Circuit:
- Having the track be more alive. Having crew vehicles come out to rescue a crashed car.
- Lots of hype having an actual career mode.

I think that is it for now. Just wanted to get a few things listed out there. If there is an actual rF3, I do hope that it goes back to how rF1 was. Being a sandbox of great racing vehicles and tracks.
Far better and adaptive AI is must, too.

There currently are 0 AI crash recovery mechanics, no ghosting system, and it's usually race over when an AI car crashes and gets stuck. All these features are good, but when the AI sucks, everything will be dead in the water from the get-go.
 
The suspension runs at 2400Hz (now), so I think you'd want to have it updated with each tyre update to avoid messy feedback loops etc. Maybe it wouldn't be the end of the world if the suspension did run at 400Hz instead, but would need someone much more intimate with the system to judge that one.

Anyway, I think most modern CPUs can handle the whole physics load for the player car. Moving AI and other processing off to other threads would probably suffice.

Even at 400kph, 2400Hz is an update every 5cm of travel. Probably well past the point of diminishing returns already...


For me the bigger issue currently is what happens when something makes the game fall behind. Slow motion or stutters offline is one thing, a car freezing on track online is another entirely.
Ok , If modern CPUs can handle player’s whole car physics on single thread, then at least for now , it’s an academic discussion. Let alone probably no one here has access to gMotor 2.5 source code and be able to understand the algorithms behind TGM. Couple years ago , I stumbled upon a master thesis regarding rF2 tire model and quickly realized it’s indeed like rocket science:) I may find it and link it here soon .

Edit, here it is: https://www.politesi.polimi.it/retrieve/a81cb05d-9cd9-616b-e053-1605fe0a889a/Optimisation of the tyre model in rFactor2 environment for AVEHIL professional simulator.pdf

Regarding 2400Hz update rate , I think other well regarded sims (ACC , iRacing) have much lower physics calculation rate, but still e.g. GT3 pro drivers said that in ACC and iRacing( at least since few years) they are much more realistic than in rF2. Now With LMU it not that obvious , but it’s not like physics calculation rate increased. Instead, they tuned things like grip falloff in LMU GT tires, so you could no longer slide them through corners without losing time etc.
As usual, people focus on numbers so like higher = better. iRacing FFB still runs at embarrassing 60Hz ( with pseudo 360Hz mode added only just couple years ago) . AMS 1 FFB was much later ( like at least 5 years after release) discovered by Neils or other dev, to be tied 1:1 to FPS. And of course there were people claiming that say, 360Hz vs 180Hz mode in AMS is so much better:)
 
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A great thread so far from the concise feature sets to an extremely well written Master's Thesis.
Thermodynamics is the chaotic one, predictable to point where it falls off before it should.
My stocks always worked that way LOL.

Keep up the good dialogue and Happy Holidays to all!
 
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