SimBin has released their latest Dev-Blog, offering insight into the going-ons at the studio. The big news is the “big patch” arriving in 2-3 weeks featuring the multiplayer alpha for Season Pass Holders and a slew of updates to RaceRoom Racing Experience (R3E).
Lets start with the multiplayer. After the brief multiplayer test a couple weeks ago, the studio has decided to implement a few changes. Some will be included at launch while others will be added later. Here are a few of the multiplayer features that will arrive in 2-3 weeks:
- We’re adding start lights in HUD as players could not see the actual lights on the tracks from distance.
- The MP Browser is now sorting by player count in a server. A lot more filtering/sorting options will come later.
- We’re adding an information box to the MP Browser which shows the settings (flag rules, fuel usage, tyre wear, mechanical damage etc.) and if you have any friends playing on that particular server.
- We’re implementing new cut track rules that will have 3 different levels.
- We’re going to add an information screen (e.g hold TAB to see who is on the server, their ping times etc.)
- Various improvements to our Wrecker Prevention system.
- We are making some small HUD changes to better inform the player about which session they are in.
- And a lot of fixes.
Besides multiplayer alpha, there are a good number of improvements and fixes coming to R3E in the patch. A few of the updates can be seen below:
- We’ve made a lot of improvements to our water and road shaders.
- We’re adding the ability to adjust the amount of head movement in cockpit. We know a lot of you asked for this as it was disorienting for some.
- We’ve made various improvements and fixes to steering. Fixed jittery/jerky steering when taking corners.
- We’re adding the ability to scroll the car/class/livery selection wheels in the main menu. We ran out of space so we had to add a scroll. This of course will be replaced with WEB based menus in the future.
- We refactored the code further and improved the performance issues that occurred when certain overlays appeared.
- We refactored the AI code to improve their performance and to avoid having to have “workarounds” to get them to behave properly on certain occasions.
- Various fixes to the sound engine.
- Various art fixes to cars and tracks.
- Various improvements bug fixes in the code.
Lastly, SimBin shed some light on future projects. This includes continued work on the temporary R3E user interface for the multiplayer alpha as the title transitions to a web based menu interface. Work is also being done on force feedback and road feel improvements (Yay!).
With holiday in July (North America says, “What’s that?”), June is going to be a busy month for SimBin and for us testing the updates.