Board Thread:Game Discussion/@comment-31526827-20180319185353/@comment-31526827-20180320154858

Sirebel wrote: So lets discuss that fix. The reason it is so easy to hack the performance of a car in RR3 is because it can change. All you need to do to hack it is search the application memory whilst it is running for the current value (say top speed of 103) and then upgrade the car and look for the new value (e.g. 105). You can then poke a different value into this area of memory (say 205) and your car is instantly faster.

If the application stored the maximum values for each of the cars somewhere else in the application then this data would be static and much harder to find. Then the application could check the car against these value and automatically ban any player who has changed the values. That is exactly how it's done. Application space is searched for exact match on, say, top speed. A new value is overwritten. And off the car goes, faster than ever. Values for cars are always dynamic, they are read in from a database into application workspace and reread from there. You wouldn't want to hard code the entire car database into static memory, a huge waste of space! There are other solutions but the one I propose is very simple, easy to implement, nearly impossible to bypass and used by other multiplayer systems to defeat cheating.