The Last Garage: May Dev Blog And Q&A With Marcel Offermans

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Images: The Last Garage
Ex-rFactor 2 developer Marcel Offermans unveiled his new project in early 2024. Now, the May dev blog for The Last Garage highlights its progress - additionally, Offermans gives more insight in a Q&A.

After its January announcement and hands-on trial at Sim Formula Europe 2024, @Marcel Offermans' The Last Garage project has advanced quietly, but steadily. The former Managing Director of rFactor 2 developers Studio 397 has set out to create a highly-detailed engine that simulates even unconventional suspension layouts and car configurations accurately.

More on that in the May dev blog, however - over to Marcel! For more info on the project, head over to the The Last Garage website.

The Last Garage - May Dev Blog​

As the days are getting longer and warmer, the Sim Formula event last January seems like a long time ago. A good memory. The positive feedback there has led to quite a few people getting in touch. Some expressed an interest in somehow using or licensing the engine, others just to learn about its progress. From those discussions, the idea arose to provide a quarterly update to keep everybody who is interested in the loop on the current developments.

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Vertical Slice​

What was shown at Sim Formula is what, in software development, is often called a “vertical slice”. It’s a technique to develop software where you build the essential and minimal parts of all the subsystems to end up with something you can run and evaluate. The primary aim was to get feedback on the “driving feeling” as ultimately every racing simulation is as good as the feeling you get when behind the wheel. Given the positive and constructive feedback we got, we can definitely conclude it was a success.

For the continued development that meant that the next phase is to look at all these different subsystems and “finish them”. That’s still a lot of work, and not every part of it is as visible or exciting as that first time when you can start driving the simulation, but it is crucial and a modular physics engine consists of many small building blocks that give you an almost infinite amount of elements you can add and refine over time.

So what have we been up to?​

One area where a lot of progress was made was in the modeling of vehicles and how those different physics elements can be linked to various parts of the 3D model. Due to the modular nature of the physics, it is possible to model all kinds of non-standard vehicles, such as a historic F1 car with six wheels that works and steers exactly like in real life.

Taking that car as an example, you end up with a vehicle that is difficult to model as you suddenly need to handle non-standard steering and suspension setups and that is something that trickles through to all different areas of the simulation.

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For example, your telemetry now needs to be able to handle a vehicle with six wheels, and in multiplayer you need to position all of them. Same goes for sounds, any data overlays you might show on a broadcast, and many more things you would not even think about initially.

Starting from scratch means there is an opportunity to properly deal with such variations and this is one of the things that has been worked on over the last few months. The development is not done yet, but there is a framework in place that allows us to deal with the variations per vehicle.

To test this system, we are modeling a couple of completely different types of vehicles to push different aspects of the engine. From high-downforce modern prototypes to karts to classic cars.

Physics Modules​

Another area where things moved ahead is the different available physics modules. As mentioned before, this is a huge topic as there are a lot of different things you can and need to model.

Since the first demo, the whole drivetrain has been significantly upgraded. The manual gearbox received some updates, improving amongst other things the clutch handling. The engine itself gained a couple of features that make it behave more like an internal combustion engine. It can now stall and you can start it using either a starter motor or by simply letting the vehicle roll and engaging the clutch. It will also correctly run idle.

The vehicle brakes also gained a few new features as they can now heat up and cool down. Their stopping power is now dependent on their temperature, a relationship that can be specified as a bespoke graph based on available real-world data. Brake cooling ducts are modeled and even affected by wind direction and strength, so if you park your car with its nose in a strong headwind, those brakes will cool down quicker.

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We’ve also added different steering mechanisms, supporting either a rack and pinion setup or a pitman arm, both with force feedback that is calculated by measuring the torque response on the steering column as calculated by the physics engine. The steering angle can be configured to match the real car, using software-based end stops, provided of course your wheelbase can actually turn that far. If not, we’ll just use whatever maximum is available.

Suspension Kinematics​

A substantial part of vehicle simulation is the correct recreation of suspension kinematics. This directly influences the rotation and translation of the wheels relative to the chassis and therefore also the road surface while driving. As the suspension is “working” values for camber and toe are constantly changing. So, to simulate a vehicle correctly it is necessary to simulate the kinematic correlations as correctly as possible.

In recent months we spent a lot of time creating different types of suspensions to make sure that we can simulate all of them. Those who’ve been at Sim Formula Europe 2024 or watched the videos from that event have probably already seen the two cars there. The classic red “tintop” was using a solid leaf spring rear axle, while the 70’s F1 car used a traditional double wishbone suspension.

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A double wishbone suspension setup.

For pre-war Grand Prix cars, we’ve modeled the De Dion, Swing Axle and Parallel Trailing Arm suspensions. On the other side of the spectrum, for modern prototype, formula and GT cars, we have both Push and Pull Rod suspensions, optionally including a third spring.

The McPerson suspension was added to be used in compact cars, and for the modern road and sports cars we have Multi-Link suspensions.

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A McPherson suspension layout.

Besides all those, we have modeled a typical Solid suspension as seen on karts and finally a Solid Three Link Axle suspension as seen on off-road race cars.

Of course this list does not cover everything, so fundamentally we have the ability to assemble any suspension from individual parts using linear or torsional springs and dampers and connecting them to different types of joints and arms! We also added the ability to optionally hook up and configure anti-roll
bars.

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A third spring suspension setup.

Wrapping It Up​

Some of the physics features described above have been donated back to Chrono::Vehicle and a few days ago a new major release of the whole Chrono project, version 9, was published with an impressive set of changes ranging from adding new visualizations to updated tire models, a generic template allowing you to freely model arbitrary suspensions and various other smaller physics improvements.

Similarly, a few of the graphics features and bug fixes were donated back to Godot. From a simracing point of view Godot is a great engine as it uses a Forward+ renderer which is well suited for “fast moving” games. It uses Vulkan as a graphics API, which makes it platform independent, keeping the door open for builds that run on Linux, the Steam Deck or Mac OS X. An upcoming new feature in the next Godot release will be support for DirectX 12, which will open the door to deployments on the XBox console platform.

That wraps up the blog for now, but not before answering a question we get asked a lot: What simulation will you be building? What features will be in it, and what content? The honest answer right now is “We have not decided yet”. There are many ideas floating around and we’re definitely looking to provide some unique experiences, but for now the focus is on the core technology. We’ll provide another update near the end of summer, and by then we hope to also have news about Sim Formula. From our little garage, we wish you all a great summer and we hope to meet you again soon!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Premium
I appreciate the suggestion @VFXPro but I don't believe Steam would be the best place to start releasing early prototypes (if it would be allowed at all). That said, more people have asked if there is an opportunity to test it, certainly after being in Maastricht earlier in the year. I'm looking at ways to do that. Maybe the new Overtake community launch events would be an opportunity to do something like that. Definitely open to suggestions!
 
OverTake
Premium
I appreciate the suggestion @VFXPro but I don't believe Steam would be the best place to start releasing early prototypes (if it would be allowed at all). That said, more people have asked if there is an opportunity to test it, certainly after being in Maastricht earlier in the year. I'm looking at ways to do that. Maybe the new Overtake community launch events would be an opportunity to do something like that. Definitely open to suggestions!
we would be more than happy to host an event here to gather feedback from the community. Have some sims with different wheels set up and then let everyone have a go on it :)
 
Premium
This is how development should be done. Congratulations on your approach @Marcel Offermans ! You include the racing community by testing in controlled environments, and you work with the open source community to use great open source code in the project and also give code back to the OS developers. Quarterly updates sound fantastic as well, so we nosy folks out there have something to look forward to without any weird marketing-speakish "sooooon".
So far this is one of the best ways to develop something. Hope you'll stay on that path!
 
Good to read what progress is made and curious about what it all is leading to. This could become the next evolution in sim racing games.

One textual remark about the article: In the “Verical Slide” the 2nd paragraph is a repeat of the last 2 sentences of the 1st paragraph.
 
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Meanwhile, rf2 is still a broken mess with missing/broken features and Marco gets a pass while people are still bashing Ian Bell (deservedly or not).

Not personal, just an observation (AKA the truth)
 
This is very exciting to know about, but we also must exercise patience. Core technology under development means that we are some years away from having a consumer-ready simracing title based on it :)
 
Best of luck with all of this @Marcel Offermans !!

I'd certainly buy into a paid demo/lite version, if it helped your dev process. Whilst I appreciate you're building a platform for others to use end-to-end, a working demo would be cool. It would also be a good marketing tool too.

It would be exciting to see something sooner rather than later, as it'll be a long time of course until 3rd-party studios are able to use the tech to bring their own titles.

:)
 
Meanwhile, rf2 is still a broken mess with missing/broken features and Marco gets a pass while people are still bashing Ian Bell (deservedly or not).

Not personal, just an observation (AKA the truth)
Marcel left S397 2 years ago.

A better analogy would have been, that Stephen Hood has basically done diddly for sim-racing his whole life - and point stuff in his direction. Oh wait, the same Stephen Hood whose team who in 10 years - only came up with 2 or 3 "ok" versions of the F1 license.

He's the Head of Motorsport Games, so he's the one getting the pass here. The book stops with him alone. Stephen hasn't just failed S397, he's caused major issues with several MG projects on top. Of course now, rF2 advancements have stalled - whilst resources refine the engine for LMU. Which oddly enough is also not the savior of sim-racing either.

If Stephen doesn't extract his finger, there will be no more rF2! The company is in a dire position and isn't out of the woods yet. It's a guess on my part, that LMU won't save MG from the impending doom they created.

I appreciate rF2 wasn't perfect, and still isn't - but at the point when Marcel stopped being involved (more than 2 years ago) - you had a much healthier game than the state it was handed over to him in.

Also not personal, also the truth.
 
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Interesting reading that the engine covers many suspension solutions, and btw, de-dion is not a pre-war only solution, it was used by Alfa Romeo in the 116 chassie in the late 90's with double wish bone in-front :)

Even if this seems to be a modular approach, but how is this different from current engines? Double wishbone and mc person most be one of the most common solutions together with multi-link on modern cars. There is a few different schools how to calculate the behavior of these solutions but more of how this solution is different from current sims would be interesting read as well.

Most high-end engines "claims" to be accurate and provide "real" forces only, and well, anyone who been with a car on a track can confirm it's not an accurate description in most cases, some more close than others.
 
This is very exciting to know about, but we also must exercise patience. Core technology under development means that we are some years away from having a consumer-ready simracing title based on it :)

I like this way of building a sim... I'm also very intrigued to where this engine ends up, and I very much like that other developers will be able to try their hand at it...

We've seen titles struggle with core updates after they've piled on the content time after time...

It'll make the moment that it's a consumer-ready simracing title a lot more obvious to us consumers as a result... May not be the 1.0 moment like we all wish they were these days, but at least the core stuff should be keeping the game safe from the "game changing" update cycles that are a running joke to the tubers out there...
 
Premium
It'll make the moment that it's a consumer-ready simracing title a lot more obvious to us consumers as a result... May not be the 1.0 moment like we all wish they were these days, but at least the core stuff should be keeping the game safe from the "game changing" update cycles that are a running joke to the tubers out there...

Hoping that @Marcel Offermans single-handedly reforms social media hyperbole is a big ask....
 
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Premium
Sounds awesome, and if the community can get behind and invest in Project cars then there should be plenty of support for this engine.

Something small and focused like the above mentioned Goodwood Revival: The Sim! would allow us to provide support without the baggage of being investors.
 

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