SimHQ.com

Interview: Antoine Buob of Team Rallyesim

Back To Page 1

 

Dan: How did RSRBR come about? Whose idea was it?

Antoine: It started with 15 friends who played Colin McRae Rally ’04. They all found RBR better when it came out, but there weren’t any online championships. So at first, one guy Bicman worked to mod RBR, and founded the name Rallyesim. Aube, Phil63, Jim, Fabynou and Fifou join him to help and the core team was built. Beu-c and I joined two years ago, and this summer Arno-F & Flat-twin joined.

Dan: Has RSRBR become what you originally planned?

Antoine: Not really. We always said that some tricks weren’t possible, but we always find some loophole to mod our favorite sim, as evidenced by mix-mods, weather management, damage report, BTB management, etc. RBR is very closed, which makes it hard to mod. It’s like a quest, because we don’t have the source code.

Much improved scenery!

Dan: What do you think are the best features of RSRBR, and what are you most proud of in its development?

Antoine: I’m proud of the anti-cheat policy at Rallyesim; we’ve made some tools to check a lot of information, which helps identify multi-profile users or physics cheaters. We also have a team of commissioners who check your driving, if needed.

Damage report was a crazy thing to build, because we had to find all of the memory addresses of all damages (8000), also tire upgrading with 20,000 files to code…

Dan: What are some of the criticisms of RSRBR, if any, and do you plan to address them?

Antoine: We’re always listening to our drivers. At this point we just completed RSRBR 2010, and I can say: it is a new simulator, because physics are completely rebuilt, with new tires for all cars and new FFB management. The only mistake in development was on sounds management, but it’s solved; now you can built your own custom sound configuration for each car.

SimHQ: Are you surprised with the longevity of Richard Burns Racing and of course RSRBR?

Antoine: Yes, of course! We have an average of 400 drivers in each rally! And the game is six years old now! I think it‘s still the best of is kind, and I don’t think that game editors will make another game like it; it takes too much development.

Also, the original RBR teams were some freaks; they just had to make something meaningful in simulator history. And they did it, but it was only 80% finished when it went to market!

Night time on the tarmac

Dan: How many drivers do you currently have signed up on the Rallyesim site, and does that meet your goals for the site and the championship?

Antoine: On the forum we have 1,361 members and 3,007 drivers in 2009 championships! We never thought it was possible to have this attendance. I hope more drivers join us for 2010.

SimHQ: How has support from Bob’s Track Builder Pro for RBR affected the future of RSRBR?

Antoine: I think it's a good thing for the future of RBR; a lot of drivers are ready to buy a new RBR II just to have new tracks. BTB gives you the possibility to build tracks easily, and the price is lower than buying a new game.

Brendon Pidwell did a really good job with BTB. I hope one day we’ll be able to manage real time track building, like the Zaxxon method. I hope Brendon finds a way to export BTB tracks in original RBR format so that weather and replay controls can be used. But it’s already a dream come true just to use this track editor! Thanks, Brendon.

I’ll be very happy when the first BTB championship could start. I’m working on a real France Hill Climb championship…

Dan: How is damage modeling handled in RBR and/or RSRBR? Are tire punctures modeled?

Antoine: Unfortunately, there no tire punctures. However, dynamic inflation, tread usage, and temperature are calculated. The damage modeling and repairing are really surprising in RBR. Just try an original Championship and repair after the first rally; you can repair and RBR explains how to solve your problem, as well as the time to proceed! Detailed damage modeling means that you can break the water pump, oil pump, turbo, suspension, clutch, transmission, brakes, etc.

Loeb on the dirt

Dan: I’m sure that your many fans are excited to hear of the recent release of RSRBR 2010. Can you tell us what can we expect in the new version and how it compares to the 2009 version?

Antoine: RSRBR 2010 includes a new RSCenter design, new teams and stables management, news car packs, new track textures, new physics, news tires, new sound management, new FFB… and more!

Dan: Are there any other PC or console based rally simulations or games that you enjoy driving?

Antoine: I like I-way by Hexatec simulators, but the physics could be harder!

Dan: Is there anything else that you would like to say to fans of RSRBR?

Antoine: I'd like to thank all RSRBR fans and drivers. We’re at this point because we have a good, solid community. Thanks to all those who give your time and patience, and stay productive for RBR. Special thanks to Black-f and Piddy.

Dan: Antoine, thanks so much for taking the time for this interview, and thank you from RBR fans for the continued development of RSRBR.

Antoine: You’re welcome. Thanks for giving us your interest. We wish all simulator drivers the best for 2010, and we will see you on the track!


We want your Feedback. Please let us know what you thought of this article here.


 




Privacy Statement | SimHQ Staff

Copyright 1997-2010, SimHQ Inc. All Rights Reserved.