Raceroom experience

GTR1 & 2, GT Legends etc
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Re: Raceroom experience

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I can't wait to try out the triple screen support. :D
Sector3 Studios has released the November update for their RaceRoom racing simulator. Besides the usual fixes, this substantial update also brings us a list of new features and improvements and will add three new cars to the RaCeRoom GT3 class.

RaceRoom fans can now purchase the Mercedes-AMG GT3, 2016 Audi R8 LMS, and Callaway Corvette C7 GT3-R at the RaceRoom store for €3.98 each, or get all GT3 Class cars in the GTR 3 car pack for €19.95.

The new RaceRoom update also introduces a new 64-bit executable which can allocate more ram and therefore allows more simultaneous cars on track. Users of a multi-monitor system will be pleased to hear that Sector3 Studios implemented the first attempt at true Triple Screen support. For more detailed information, check out the full changelog below.

Changelog:
Game:

64-bit executable to allow the game to use more memory
First pass for true triple screen support. Right now handled through startup arguments. Full details and instructions on the forums. ( Link )
The game is now providing more information to all players present on a Multiplayer server whenever the server is waiting for players who are still loading into the game.
Added a bindable key to reset FFB while driving.
Hud_options.xml residing in My Documents is no longer encrypted, allowing players to edit and move HUD items around.
Video settings: Car Reflection Quality on High now draws reflections at full framerate.
Added support for Thrustmaster TS-XW Racer wheel
Updated Fanatec SDK to v3.2
Xbox One controller – changed default keybindings to match the Xbox 360 pads
Game no longer allows driving a sequential gearbox car with an H-shifter. H-Shifter users no longer need to change the H-Pattern gearbox option manually depending on the car they picked. They can now always leave the option always enabled and let the game decide when to use it or not.
Damage system – Fixed a case where the point of impact would not translate properly to the visual damage (for example formula cars were hard to damage visually)
Damage system – Fixed an issue where car deformations could sometimes switch on and off when going backward in a replay
Damage system – Prevented detachable parts of the cars from detaching when mechanical damage is disabled (to prevent loss of downforce after losing a wing)
Damage system – Fixed detachable parts randomly disappearing in replays or being visible when they shouldn’t.
Damage system – Fixed damage not being visually repaired for opponents in multiplayer after the opponent returned to the garage to fix it.
Fixed some issues with the 8-shaped layout of Suzuka where cameras or blue flag detections could be confused by the crossing section.
Fixed an issue where the game would fail to restart the engine if the player canceled the pitstop right after confirming it.
Fixed an issue where the game could start stuttering when playing long replay files.
Fixed an issue where a traffic cone would be sometimes visible in a seemingly odd location when playing a replay
Fixed car class specific pitstop actions that could sometimes not trigger in multiplayer
Fixed a case where Fanatec CSW 2.5 would be listed twice in controller profiles menu and would not be recognized after being turned off and on again while driving.
Fixed so Opponent Strength setting is now properly used in Free Practice mode (was always using adaptive AI setting)
Fixed missing results at the end of a race session on single lap layouts such as Nordschleife Tourist.
Fixed an issue where lap timer would randomly stop on a Hillclimb run after restarting several times in a row.
Fixed an issue where performing a pitstop at Anderstorp could sometimes result in a cut track penalty.
Fixed a case where the game could sometimes show an Off-Track Warning (Black and white flag) for a split second.
Fixed a case where the player could on some occasion be wrongfully asked to give back one position for overtaking under yellow.
Fixed visual suspension vibration of NSU TTS opponents in Multiplayer
Fixed a label on the HUD during warmup session that was wrongly stating “Position”
Fixed a case where attempting to close the game window while in a replay would prevent exiting the game normally.
Fixed an issue with the Bosch DDU7 data display where its white variant would feature some data in green that was hard to read.
Fixed an issue with the Bosch DDU8 data display where the gear indicator could sometimes remain red.
Fixed an issue with the data display in the BMW M235i Racing where fuel amount wouldn’t show the proper unit until player adjusted fuel. Fixed the fuel gauge not matching up.
Fixed an issue where the Pitlane limiter notification wasn’t showing on the KTM data display
Fixed an issue where a white flag warning would show during rolling start procedures
Removed “Allowed to overtake” related text from yellow flag HUD elements since many users reported the extra information led to confusion.

Sound, Physics & AI:
AI – Improved overall behavior when racing in a pack. Stress factor reduced and improved on the tendency to sometimes turn into the player car.
AI – Rate for AI calculations is now increased for AI’s in the direct vicinity of the player
AI – Fixed an issue on tracks like Zolder where an AI willing to enter the pitlane would easily disregard the presence of other cars on the racing line.
AI – Modified the DRS activation logic to allow DRS on all tracks
AI – Increased pace of AI in qualifying sessions
AI – If an AI car breaks down, it now clears the ideal racing line and slows down once safe to do so. If coming to a full stop within 7 meters of the track, the game will remove the car after 20 seconds.
AI – No longer ignoring other cars at the end of race sessions
AI – More respect for track limits during rolling start procedures
AI – Shouldn’t be caught slowing down for cars exiting pitlane anymore
Grip level in Practice sessions has been increased.
All cars now have reworked gearshift volumes and reverb effects.
Fixed a case where gearshift sounds were missing when driving with AI’s.
GTR3 Car class – Updated physics and tire model
Reduced the rate at which tires get dirty when driving on dirty tarmac (10% slower) and when driving on carpets, astroturf, tarmac runoffs etc (80% slower)
Tires now get clean at the same rate, regardless of what kind of dirt is on the tire.
P4/5 Competizione – New cockpit sounds, Fixed the cockpit camera that wasn’t looking straight horizontal.
H-pattern gearbox cars driven with Autoclutch enabled no longer get an automatic drop of throttle input upon gearshift.
Hockenheim – Tweaks to cut track detection
Indianapolis – Tweaks to cut track detection
Laguna Seca – Tweaks to cut track detection
Lausitzring – Tweaks to cut track detection
Portimao – Tweaks to cut track detection and some AI speed tweaks.
Paul Ricard – Tweaks to cut track detection and some AI speed tweaks.
RaceRoom Hillclimb – Fixed TV camera showing the opposite end of the course when using the reverse layout and looking at the car at the starting position
Sepang GP – Fixed a cut track warning when taking the last turn a bit wide. Added all alternative camera sets.
Sonoma Sprint – Fixed a cut track warning in the final turn

Art:
All cars aside from modern DTM now benefit from 360 degrees steering animation. DTM cars will have to be updated at a later point due to the need for retexturing branded driving suits and helmets.
All tracks using the hot weather light settings (ie: Paul Ricard) have received light adjustments
Bentley Continental GT3 – Moved the data display up in the cockpit
BMW M235i Racing – Car no longer produces visual backfires
BMW M6 GT3 – #7 now has its golden rims and #97 received some color balance tweaks
Formula RaceRoom U.S. – Reduced reflectiveness of the rims
KTM X-Bow RR – Car no longer produces visual backfires
Spa-Francorchamps – Some optimizations to improve performance on this track.
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Re: Raceroom experience

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Re: Raceroom experience

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Sector3 Studios has deployed a new update for the RaceRoom racing simulator, in preparation for tomorrows Porsche DLC #1 release.
For the first time, the RaceRoom simulator will feature officially licensed car models from the famous Stuttgart Sportscar brand.
The first Porsche DLC will contain three new Porsche’s in the form of the Cayman GT4 Clubsport, 911 GT3 Cup and 911 GT3 R.
Besides the usual enhancements and fixes the new RaceRoom build features some tweaks for VR and Triple Screen users and also adds further improvements to the AI system.

Changelog:
Game:

Added a default profile for Fanatec CSL Elite PS4
Added a new selector for the strength of the collision effects in the FFB options menu
VR – Added an optional start-up argument to make the monitor presentation of the VR session be toggled on from the start, without needing to use the keybind. Mostly used for events or regular streamers. Add “monitor” to your VR start-up argument, for example “-vr 1.5 monitor” to toggle on the monitor presentation.
VR and Triple Screen – Fixed an issue with skydome being offset vertically as well as appearing broken in rearview mirrors on large track scenes like the Nurburgring.
Triple Screen – Tweaked clip plane value for a camera to avoid seeing cut objects, at the cost of some flickering in the distance.
AI – further improvements to make AI more careful around pit-entry, decreasing risk of AI overtaking a pitting car on the wrong side of path
AI – further improvements of AI side-by-side logic
AI – Improved their decision making in changing tyres or not when having to refuel in a non-mandatory pitstop race
Potential fix for a 64-bit crash when entering a race with triple screen enabled, after applying changes to graphics options.
Fixed a crash reported when using an OSW / DD wheel with MMOS FFB 2014 in 64-bit
Fixed a wrong Bosch label on the Callaway C7R virtual display.
Fixed an issue where the front headlights would turn off if the taillights were broken by an impact.
Code reworked to attempt and get rid of an issue where some controllers are sending throttle and brake inputs constantly until the user moves the wheel or a pedal.
Fixed a case in Spa Combined when the game would thinks a player has left the pitlane i the player was leaning against the exterior wall at La Source.
Changed replay comment field in media hub to be multi-line. Increased max length when renaming replays to 128 and comment to 256.

Sound, Physics & AI:
BMW M6 GT3 – Made 5th gear a bit longer
BMW B6 Alpina – Bop adjustments and fuel use adjustments. Leaderboards entries with this car are wiped.
RUF RT12 GTR3 – Fuel use adjustments
Knutstorp – AI tweaks to stop them from messing up in last turns. Also made them behave better in first lap or a race.
Lakeview Hillclimb – Helicams (drone style) added
Nordschleife 24H + VLN – Fixed Action cameras switching to empty GP area in the first meters of the Nordschleife.
RaceRoom Raceway – Adjusted Cut Rules and AI speed tweaks for all layouts (leaderboards are wiped)

Art:
Brands Hatch – Fixed a hole in the ground in turn 2.
BMW M6 GT3 – Various matte finish tweaks
McLaren 650s GT3 – Various matte finish tweaks
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Re: Raceroom experience

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Re: Raceroom experience

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Sector3 Studios has deployed a new update for their RaceRoom Racing Experience title and added new track content in the form of the Road America circuit.
The new build release for RaceRoom brings us the usual list of fixes and improvements focusing mainly on the Multiplayer and AI aspects of the simulator. Check out the full changelog below for more details.
While in the past, the Sector3 Studios track team has already made a name for itself developing stunning virtual versions of real-world racing circuits, it seems they have raised the bar once more. In our humble opinion, the RaceRoom Road America version is easily the most impressive and visually pleasing virtual recreation of the track yet.
Road America is available at the RaceRoom Store for €4.98.

Changelog:
Game:

Multiplayer – Garage assignment should now result in a lot less spawning inside several other cars.
Multiplayer – Fixed for a second time the gear selection that resets on starting grid after everyone is ready (aka “the Franconen bug”)
Multiplayer – Fixed a case where a close finish between two players with latency (ping) higher than the gap between their cars would result in one of them not registering the race finish and allowed one more lap.
AI – Further improved spatial awareness
AI – AI cars now embark varying amount of fuel in practice and qualify sessions.
AI – Improved their pitstop strategy decisions (starting fuel, number of stops)
AI – AI drivers now have a random performance factor to avoid having always the same AI’s winning most championships.
AI – Nordschleife Tourist AI cars finishing a lap now longer remain idle in the parking area.
Thrustmaster – Updated API version / Added support for LEDs and automated the fetching of the wheel range
Removed the Pitstop cancel button if the player is in the pitlane to prevent mistakes.
Pit menu navigation – “Menu Up” and “Menu Down” command no longer wrap vertically
Further improved performance when changing values on the car setup screen.

Sound, Physics & AI:
Porsche 911 GT3 R – External sounds improvements
Porsche Cayman GT4 CS – Reduced lift-off oversteer (engine braking)
GTR3 Car class – BOP adjustments. Leaderboards were cleared.
WTCC 16/17 – More stability in the rear, reduced braking power. Also reduced the domination of Citroen by AI.
Audi TT cup – AI has been slowed down
Ford GT1 – Gearbox is now properly marked as sequential
Saleen S7R – Gearbox is now properly marked as sequential
Formula RaceRoom 2 – Now has a maximum steering lock
Zandvoort – AI strength adjusted

Art:
Chevrolet Daytona Prototype – Fixed a very bright cockpit when looking at a certain LOD level of the car
Porsche 991 GT3 Cup – Fixed missing labels/texture on the steering wheel
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Re: Raceroom experience

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Seriously considering trying SRS with R3E;
On February 25, the popular RaceRoom Racing Experience title by Sector3 Studios has been added to the SRS racing service portfolio.
RaceRoom fans will be able to use the SRS ranking and matchmaking system to compete in 5 different RaceRoom rotating series, offering racing on an hourly basis.
Check out the official SRS website for detailed instructions, needed apps, and the latest racing schedule.
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Re: Raceroom experience

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R3E is a seriously good game, ruined by a ridiculous price structure.
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Re: Raceroom experience

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I own it all!!! hehehe...
Well except for the Road America track that just got released. I never paid full price for any of it & just waiting for special offers / deals.
But but yes it is expensive for what it is.
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Re: Raceroom experience

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Sector3 Studios has deployed a new update for their RaceRoom Racing Experience title bringing a small list of improvements and fixes. Furthermore, the Zhuhai International Circuit is added as part of the RaceRoom track portfolio.

The Zhuhai International Circuit is located at Jin Ding town in Zhuhai City, Guangdong Province, China. The 4.3 km FIA Grade II circuit is designed by Australian company Kinhill Engineers Pty Ltd, the same group which created the Formula One circuit in Adelaide. The venue hosted its first official race in 1996 and became China’s first permanent racing track. In 2004, the track was upgraded by the world-famous Tilke GmbH circuit design company with Formula 1 in mind. The single layout of the track features 14 corners combining fast sweepers and slow hairpins that provide plenty of good overtaking opportunities.

The Zhuhai International Circuit for R3E is available in the RaceRoom Store for €3.98

Changelog March 15, 2018:
Game:

Added support for Thrustmaster TS PC Racer in “Advanced Mode”
Added support for colored rev LED’s on Fanatec CSL Steering wheel P1 (Xbox & PS4)
Game now properly clears the digits shown on the display of Fanatec rims upon closing.
Turned off Fanatec’s built-in auto-centering of the wheel.
Increased the default steering lock for gamepad users to 13 after feedback that 8 was too low.
Cut penalties are now decided by the game when the car has rejoined the track at racing speed, preventing cases where a penalty could sometimes be handed out to a car in an unfair manner.
Fixed incident reporting in Multiplayer results that would list all incidents in one and unique lap.
Fixed a case where a player could sometimes be handed a penalty upon spawning on the grid for the race start.
Fixed a case where “DRS Activated” HUD message could remain stuck on screen when manually shutting DRS off.
Fixed a case where player was unable to repair a broken front wing in Formula X-17, US or 2.
Fixed a timing issue on tracks like Nordschleife VLN / 24H that would occur when player did an outlap after pitting.
AI – Improved fuel calculations for pitstop decisions
AI – Improved tyre wear calculations for pit decisions
AI – Fixed a wrong AI behavior where it would fail to brake when caught out of fuel
AI – Further improvements to their behavior when cars are on different lines.
AI – Improved pitlane entering behavior on tracks such as Silverstone where AI could be sometimes seen braking in the middle of the track to make it into the pitlane entrance.
AI – Various DRS and Push to Pass logic improvements
AI – Fixed a case where, on track layouts like Nordschleife VLN, AI could sometimes be seen having trouble avoiding cars coming out of pitlane.
AI – Fixed a case where, in a replay, the data display in the cockpit camera would not match what the AI is doing.
AI – Fixed so refueling is always allowed in practice/qualifying, no matter the car class, preventing AI’s of classes like DTM being caught running out of fuel on longer sessions
AI – Allowed AI to enter pitlane through any entrance if more than one exists (i.e. – VLN / 24H Nordschleife)
Reduced the dropping/bouncing that could occur when car is spawning on track
Triple Screen – Improvement to the balance between clipping through objects close to camera and flickering of distant textures.
VR – Fixed a case where shadows would not render within a certain perimeter around the player.
VR – Fixed some window textures not showing transparency when they should
VR – Race ending phase no longer shows a moving TV camera
Massive update to French localization in both game and portal sides.

Sound, Physics & AI:
Audi V8 DTM ‘92 – Fixed an issue with the rate at which the tires were getting worn
BMW M1 Procar – Adjusted AI braking distances
Group 5 cars – Adjusted AI braking distances
GTO cars – Adjusted AI braking distances
Formula RaceRoom X-17 – Fixed engine that could easily overheat and take damage.
Formula RaceRoom 2 – Improved AI’s respect for opponents.
GTR 3 cars – Fixed engine temperature and damage from overheating. Reduced fuel usage.
Porsche 911 GT3 R – Adjusted placement of the hood camera in triple screen
WTCC 2013, 2014, 2015, 2016 & 2017 – Reduced fuel usage
Laguna Seca – Fixed AI cutting through the sand when exiting the pitlane through the turn 1 road.
Lausitzring GP – Fixed AI that was always a bit slow on the newly added GP layout
Macau – Improved speed at which AI enters pitlane.
Road America – Moved starting position for leaderboard challenges further towards the S/F line to avoid getting next lap invalidated when doing a mistake in turn 12.
Zandvoort – Improvements to cut rules to prevent getting penalties when exiting pitlane and rejoining track in a wild fashion.

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Re: Raceroom experience

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Re: Raceroom experience

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Sector3 Studios has deployed the May Update for their RaceRoom Racing Experience title.
esides a good list of fixes and improvements, the new update adds the AMG-Mercedes C-Klasse DTM 1995 which is featured in round 3 of the 2018 RaceRoom Mercedes-AMG Motorsport eRacing Competition.

The AMG-Mercedes C-Klasse DTM, a car that was truly ahead of its time, using more advanced technology than it was common in Formula One at the time. There were strong opponents with the four-wheel-driven Alfa Romeos and Opels, but the rear-wheel-driven C-Klasse was more than a match for it. Ludwig secured another title in 1994, before the time of Bernd Schneider began, who claimed both the DTM and ITC drivers championship in 1995 in his silver car with the neon yellow mirrors.

Changelog:
Game:

Pitstop menu now automatically confirms the requested changes upon entering the pitlane.
Added an input meter graph showing steering and pedals axes and a keybinding to toggle it on/off from the HUD. It was made to also be working in replays and render no matter the camera. Position and scale of this new HUD element are up to user’s preferences through hud_options.xml. Default has been aligned with FFB meter.
Added a “Fixed Setup” option to dedicated servers. When enabled, players are only allowed to modify the fuel and the brake pressure.
Added support for upcoming “Fixed Setup” time attack competitions.
Cockpit steering animation setting now has an extra option to render the steering wheel in a static position. Useful for cars featuring a data display on the steering wheel (ie. BMW M235i Racing or Formula cars)
Added more data to Dedicated server results .json: StartPosition, StartPositionInClass were added to Session. Sector Times, PositionInClass and a boolean stating if the lap was valid or not were added to Lap.
Updated to libcef 3.3282.1742 / Chromium 64.0.3282.119. Should help with certain crash reports and users reporting black screens.
The game now waits a full minute for HTTP requests and ghost uploads after some users reported failed upload of leaderboard entries.
Changed so laps completed, invalid laps & best lap time statistics are not sent to the backend if cut track rules are disabled.
Changed so driving at high speed on grass (ie: on the side of a straight) now triggers a yellow flag event.
Changed so a car causing a yellow flag event is allowed to overtake other cars inside the yellow zone.
Fixed LED’s of the Fanatec CSL Elite that was lighting up by a group of 3 instead of 1 by 1.
Fixed a bounce of the vehicle that could be observed with certain cars upon spawning on track.
Fixed a case where some users would still receive penalties upon spawning on the starting grid.
AI – Fixed a reported game crash related to DRS / PTP zones.
AI – Fixed a case where AI would sometimes be caught pitting before the pitlane opened.
AI – Added some variations to their tyre management to increase pitstop strategy differences.
VR – Added a loop for VR initialization so it tries 3 times before returning failure. In case it’s just a temporary error.
VR – Fixed an issue where some system chat messages could not be seen (such as “user has joined the server” messages)
VR – Fixed a reported game crash
VR – Fixed an issue where the head position would move erratically when transiting to another racing session.
Tweaks to the rev limiter code to get more of a dogtooth effect in the rpm.
Tweaks to pitlane speed limiter to reduce some bouncing over the speed limit in certain cars. Just like in a real car, it is recommended to not apply full throttle while on the limiter.
Tweaks to the slow-down penalty messages to make it more explicit that the user has to give up a certain time advantage.

Sounds, cameras, physics & AI:
All Tracks – Tweaked AI pace in qualifying versus race
Audi RS 3 LMS – Triple screen cockpit camera is now properly positioned
Formula RaceRoom 2 – Tweaks to AI braking ability to better match player’s
Formula RaceRoom U.S. – Sound adjustments to the idle and low revs
Mistral M530 – Improvements to cockpit sounds
Nordschleife – Fixed AI scraping the apex guardrail during a race start on the Nordschleife layout
RedBull Ring – Tweaks to cut corridors
Sachsenring – Tweaks to cut corridors
Silverstone – Fixed AI braking in an unsafe manner to enter the pitlane.
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Re: Raceroom experience

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Re: Raceroom experience

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Re: Raceroom experience

Post by Duke »

Sector3 Studios deployed a new update for their RaceRoom Racing Experience title and added a new WTCC circuit to their track portfolio.
The Japanese Twin-Ring Motegi circuit is now available in the RaceRoom store for €4.98 EUR / $5.83 USD.
The 4.3 GB update is bringing us a complete overhaul of various cars, merging the GTR 1 and GTR X car classes while supplying them with updated physics and a better balance of performance. The Nissan GTR GT1 is now added to the GTR 1 class. The Pagani Zonda R has received some updates and is now featured in its own single-make cup class.

Changelog:
Update details
:
Download size = 4.3 GB
Client version = 0.3.0.6411
Client BuildID = 2936158
Dedi version = 44.0.684
Dedi BuildID = 2936171

Game:
Added a Volume slider in Sound Options for Brake Squeal volume.
Skidmarks left on the track are no longer a fixed width but instead match the size of the tyre that suffered for it.
Reduced the floating above ground of the skidmark decals when seen from a low angle camera.
Underbody scraping sounds are now played in replay sessions. Also adjusted volume and fade for them.
FFB Multiplier in Car Setup menu now allows going up to 10.0 (was 5.0)
Autoclutch assist is now forced ON when H-Pattern option is enabled but no direct gear buttons are mapped.
Modifications to Clutch and H-pattern cars logic, making it required to lift throttle in order to upshift.
Fixed mini data display in HUD that was using a slightly different logic for rev warnings.
Fixed a game crash reported upon exiting certain replay sessions
Fixed Input Meter HUD tool that would wrongly appear at the beginning of a race session.
Fixed a lack of shift backfires when watching replays and on remote cars in multiplayer
Fixed so skidmarks left on the tarmac are now properly erased when restarting a session or rewinding a replay.
Fixed an issue reported with replays or ghosts failing to save if a folder did not exist.

Sounds
350 new gearshift/backfire/shift backfire samples were added.
Various modifications to the backfire patterns and speed.
Adjusted the hearing distance for gearshifts, backfires and shift backfires
All cars – Brake squeal sounds improved. Better pressure versus volume fading, hearing distance adjusted for external cameras. Pitch adjusted to match recent recordings.
BMW M1 Procar – Coast transmission volume adjusted in the cockpit
BMW M3 DTM 2013 – Transmission volume adjusted in the cockpit
BMW M4 DTM 2014/2015- Transmission volume adjusted in the cockpit
Chevrolet Camaro GT3 – Main volume increased in the cockpit. Transmission volume adjusted. Transmission pitch adjusted for both cockpit and external sounds.
Chevrolet Corvette Z06 GT3 – Coast and Throttle volume balance adjusted
Mercedes AMG C-Coupe DTM 2014 – Transmission volume adjusted in the cockpit
Mercedes 190 DTM 92 – Transmission volume adjusted in the cockpit
Mistral M530 – Transmission volume adjusted in the cockpit
Nissan GTR GT3 – Engine volume increased. Rev blend improvements. Transmission sound in cockpit adjusted.
Nissan 300ZX – Transmission volume adjusted in the cockpit
Nissan GTR R32 – Transmission volume adjusted in the cockpit
Opel Omega DTM 92 – Transmission volume adjusted in the cockpit
Formula RaceRoom X-17 – New traction control external sounds
Formula RaceRoom 2 – New traction control external sounds
Formula RaceRoom Junior – Transmission volume adjusted in the cockpit
Ruf CTR3 – New sound recordings to match the GTR 1 specs.
Saleen S7R – Rev blending improved for external sounds
Volvo 240 Turbo – Transmission volume adjusted in the cockpit

Physics
Pagani Zonda R – Physics upgraded. Moved to a single-make cup car class.
Saleen S7R – Physics upgraded
Ruf CTR3 – Physics upgraded, BOP for GTR1 car class
Koenigsegg CCGT – Physics upgraded, BOP for GTR1 car class
Gumpert Apollo – Physics upgraded, BOP for GTR1 car class
Ford GT1 – Physics upgraded
Formula RaceRoom Junior – Physics upgraded
All H-pattern cars – Shifting modifications to match the new clutch code implementation
Swapped the performance index of the Audi TT cup and the Formula RaceRoom Junior

Art
Ruf RT12R (GTR2 and GTR3) – Updated rev light logic
Ruf CTR3 – Upgraded to a new data display
Paul Ricard – Track resurfaced for bumps, swapped old 2D audience, added a normal map to the guardrail.
Ford GT1 – Some dimension tweaks
Mercedes DTM 2015 – #6 (Wickens) showed a wrong cockpit numberplate.
Saleen S7R – Fixed headlights and brake lights that were not working after a recent update
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Re: Raceroom experience

Post by Duke »

RaceRoom Racing Experience has returned from maintenance with seven new cars available to purchase.. WTCR 2018 is here!
Featuring seven brands of car from VW, Audi, Alfa Romeo, Peugeot, Hyundai, Honda and Seat, the new WTCR pack comes with 25 liveries and can be purchased from the RaceRoom Racing Experience store for $17.90 USD, or individual cars can be purchased separately for $4.50 USD.

Update details:
Download size = 634 MB
Client version = 0.3.0.6416
Client BuildID = 3033701
Dedi version = 45.0.695
Dedi BuildID = 3033704

Content:
Alfa Romeo Giulietta TCR
Audi RS 3 LMS
Honda Civic TCR
Hyundai i30 N TCR
Peugeot 308 TCR
Seat Cupra TCR
Volkswagen Golf GTI TCR

Game:
Added "Launch Control" key mapping. WTCR cars are currently the only cars featuring it.
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Re: Raceroom experience

Post by Duke »

Sector3 Studios has deployed a new update for their RaceRoom Racing Experience title, bringing some performance balancing to the 7 cars within the WTCR 2018 class.
Besides the 2018 WTCR class balance of performance adjustments, the RaceRoom development team, also deployed a few art fixes which were not yet included on the WTCR DLC release day.

Update details:
Download size = ca 235 MB
Client version = 0.3.0.6417
Client BuildID = 3056970

WTCR 2018 – Balance of Performance
Alfa Romeo Giulietta TCR – Reduced ballast weight
Audi RS 3 LMS – Reduced ballast weight
Cupra TCR – Reduced ballast weight
Honda Civic TCR – No change
Hyundai i30 N TCR – Reduced ballast weight
Peugeot 308 TCR – Reduced ballast weight
Volkswagen Golf GTI TCR – Reduced ballast weight

Sounds
Volkswagen Golf GTI TCR – increased cockpit coast volume and external gearshifts volume

Art
Added the remaining suits and helmets textures to all WTCR cars
Alfa Romeo Giulietta TCR – Various tweaks to the cockpit, attached the window net a bit higher, fixed over-reflective objects in the cockpit.
Cupra TCR – Fixed over-reflective objects in the cockpit. Added missing logo on the flanks of car #66.
Honda Civic TCR – Data display modified to MoTec C127 (Black), fixed over-reflective objects in the cockpit.
Hyundai i30 N TCR – “H” logo now sits on the upper radiator grid. Shift lights in the cockpit are now better adjusted.
Volkswagen Golf GTI TCR – Tweak to the position of the driver’s fingers
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Re: Raceroom experience

Post by Duke »

Sector3 Studios has deployed a new update for their RaceRoom Racing Experience title, and have also made the 2003 AMG-Mercedes CLK DTM and the 2005 AMG-Mercedes C-Klasse DTM cars available for purchase.
The AMG-Mercedes C-Klasse DTM 2005 is the successor to the AMG-Mercedes CLK DTM and led Gary Paffett to become champion of the DTM 2005 season in a nail-biting duel for the driver’s crown. With a score of 5 : 3 race victories, the title went to Paffett, who switched to Formula 1 as a test driver after the season.
The AMG-Mercedes CLK DTM 2003 absolutely dominated the season with 9 wins out of 10 races. “Mister DTM” Bernd Schneider managed to secure the championship ahead of Christijan Albers and his teammate Marcel Fässler, making it an all AMG-Mercedes Top 3.
Both car models are available at the RaceRoom Store for $4.54 USD each. There is also a great selection of liveries available for $0.33 USD a piece.
Besides adding the newly available DTM content, the update also includes a list of fixes and improvements such as a revised slowdown penalty, updated Adaptive AI logic, optimized streaming function of multiplayer races, and better readable HUD elements in VR.

Update details:
Download size = 201.9 MB
Client version = 0.3.0.6424
Client BuildID = 3241815
Dedi version = 46.0.733
Dedi BuildID = 3241888

Game
The player can now serve a slowdown penalty anywhere and will not be forcefully slowed down. The time illegally gained has to be given back within 60 seconds. Failing to comply will result in a drive-through penalty.
Cars serving a slowdown penalty are no longer ghosted.
Slowdown penalties are now displayed as part of the flag HUD element.
Sorted the controller assignments by categories in Controls settings menu.
Removed “Clutch Biting Point” from Advanced Controller settings, as it is no longer used.
Adaptive AI logic now ignores laps that are clearly slower than player’s known pace. Any lap slower by at least 3% compared to player’s average lap time in a given race session is now ignored.
Improved network communications in cases of extreme saturation. Should solve some timing issues spotted by players who are hosting a multiplayer race, racing themselves and also streaming in HD on the same computer.
Some performance improvements for situations where many cars are leaving skid marks on the track.
Added key bindings allowing to move the cockpit camera perspective horizontally. This allows for setups with very large screens where the player isn’t sitting exactly in the center of the display. This setting is remembered per car.
VR – Improved readability of the various HUD elements
VR – Mirror to screen option is now remembered between two game startups.
Fixed HUD messages not dealing with UTF-8 (accentuated characters will no longer be missing).
Chat font color is now a tiny bit darker yellow for better readability.
Fixed a HUD overlay showing up when switching between cars in a replay.
Fixed an exploit where players would leave the pitlane in the opposite direction and be allowed to cut corners after completing 2 laps.
Fixed the centering of the mouse cursor when driving with the mouse as a controller.
Fixed success ballasts not being properly transferred or applied between two championship races.
Fixed a live timing issue during a race start on the VLN and 24H layouts.
Fixed input meter being visible while flying around in free camera
Fixed a failure to start the executable if installed inside a folder structure that has a \Game\ folder inside it.
Fixed various reported game crashes

Content
Audi RS 3 LMS – Updated the steering wheel to the 2018 version.
Various small visual fixes on WTCR cars
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Re: Raceroom experience

Post by Duke »

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Re: Raceroom experience

Post by Duke »

Sector3 Studios deployed a new update and added the GT4 class to their RaceRoom Racing Experience title including three new car models, the Porsche Cayman GT4 Clubsport MR, KTM Xbow GT4, and the Lotus Evora GT4.
The GT4 pack including the 3 cars and 58 liveries is available at the RaceRoom Store for $11.05 USD. The individual cars can be purchased for $4.52 USD each.
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Re: Raceroom experience

Post by Duke »

Sector3 Studios deployed a new update, weighing in at 2.8 GB and includes a healthy list of fixes, features, and improvements.

Changelog:
Update details:

Download size = circa 2.8 GB
Client version = 0.3.0.6514
Client BuildID = 3346300
Dedi version = 47.0.764
Dedi BuildID = 3346554Note : All leaderboard entries were reset for this update.

Content
Added GTR4 car class with KTM GT4, Lotus Evora GT4 and Porsche Cayman MR
Added the full grid of the Cayman Trophy by Manthey Racing for the Porsche Cayman Clubsport GT4
Added a GT2 version of the P4/5 Competizione

Game
Reworked our approach towards driving assists. In Single Player events, the player can now fully customize which assists are enabled and at what level. The assists available in multiplayer sessions will depend on the settings defined by the host. Competitions and leaderboards will still offer the familiar “novice”, “amateur” and “get real” options, enforcing equality in such competitive environments.
Dedicated server : Interface reworked for easier server management. Added settings for the driving assist, either enforcing specified assists levels or allowing connected players to freely pick and choose.
Dedicated server : Qualifying session timer is now frozen while the server is empty if there is no practice session and the “freeze session if empty” option is enabled.
Reworked the Multiplayer lobby page to better present servers overall. More filters are now available to narrow down a search we also added the required information regarding which assists are allowed or enforced for each server.
Introducing additional assists : ESP and Countersteer assistance.
Reworked the Assisted Braking to become more targeted towards not missing the braking points. Useful when learning a new track.
Implemented a weight ballast system for assists that do not naturally make the car slower.
Further tweaks to Slowdown penalties
Added Look to Apex, Pitch camera lag and Roll camera lag sliders to the options menu.
Reorganized the option menus for easier navigation.
Lowered default volume values for Roadfeel and Suspension Squeak sound effects
Cockpit camera now has some movement from G-forces by default.
Car selection menu no longer shows cars in order of their release dates but alphabetically.
Further improvements to serving of Slowdown penalties after all the great feedback from the last update.
In a Multiplayer session with “Wrecker Prevention” option enabled, a player sitting idle on the track without accelerating will be presented with a message asking “Are you still there?” and to press Throttle to confirm. Failure to comply will result in being brought back to the garage.
Reduced the distance at which the green flag is presented after passing a yellow flag incident.
DRS in a multiclass race will no longer become available from following a car having a different performance index.
AI no longer defends its position in the first turn of an s-curve
AI now makes better defensive decisions based on the type of corner ahead.
AI no longer goes defensive on the first lap of a race if there is a car in front.
AI should now respect a bit more distance to opponent cars

Physics / Sounds / AI / Cameras
All non sequential cars: Reworked the entire H-pattern gearbox and clutch management.
Introducing downshift blip on gearshifts when the clutch is set to automatic
Turbo spooling now drops more accurately on gearshifts
Tyre and brake disk temperatures are now pre-heated to their optimal temperatures when performing a rolling start (time attack, rolling start qualifying, race rolling starts)
Damage sensitivity tweaks for all cars
Added stone chips samples to replays
Added specific pitstop timers for GTR1 and GTR2 car classes
Changing a damaged front nose of the Formula RaceRoom X-17 no longer takes 30 seconds.
Audi R8 LMS – Improved behaviour when biting curbs
BMW M6 GT3 – Improved corner entry behaviour
Formula RaceRoom 3 – Improved base setup. Improved AI standing starts. Fuel tank now lasts 15 laps around Macau.
Formula RaceRoom U.S. – Prevented AI from performing a pitstop on a short race around Road America.
Formula RaceRoom X-17 – Improved AI standing starts
GTR2 – Complete rework on the physics, 2 tyre compounds
GTR2 – New sounds for the BMW M3 GT2
GTR3 – Adjustments to the balance of performance (power, downforce, fuel consumption, etc)
GTR4 – Introducing this class with 3 new cars.
Hillclimb Icons – Complete rework of the physics.
Mercedes C-Klasse DTM 2005 – Improved AI behaviour
Porsche 911 GT3 Cup – Overall improvements of the handling and of the AI behaviour
Porsche Cayman Clubsport – Overall improvements of the handling and of the AI behaviour
WTCR – Adjustments to the balance of performance (power, weight, gear ratios) and to the estimation of fuel consumption (affects AI decisions and car setup menu estimations)
New Static TV cameras brought to various tracks with a focus on atmospheric scenes and listenning to sounds of cars passing. Those cameras can be accessed with Page Down, then using End key to cycle through camera sets.

Bug fixes
Reduced vibration of opponent cars in multiplayer (mostly noticeable when standing still)
Fixed a case where the game would not validate the serving of a drivethrough penalty if the player stopped at the spot. Also removed the pit area markers if “serve drivethrough” is selected in the pit menu to stop luring players into stopping.
Fixed some rendering issue occuring after altering visual settings in the menus and letting the game revert the changes by not confirming.
Fixed a case where the game would stop the car at the spot if serving a drivethrough with AI assistance in the pitlane.
Fixed an issue where, in certain cases, some incident points would be missing from the results file generated by the dedicated server.
Fixed the lap time not being invalidated from driving in the wrong direction.
Fixed a Triple Screen rendering issue where smoke or dirt clouds would not appear properly.
Fixed a replay issue where sounds from cars could fail to play properly after switching quickly between cars.
Fixed an issue with the cockpit perspective shift feature that would make the cockpit camera act up in replays.
Fixed the cockpit perspective shift going the other way when looking back.
Fixed cockpit perspective shift affecting onboard cameras (accessible through Home key)
Fixed an issue where a spectator client started from a rrre:// link would fail to show the broadcast overlays.
Fixed some wrong live diff timing values on the first race lap around Nordschleife VLN and 24H layouts
Fixed an exploit where a player could serve a drive-through penalty by entering and leaving the pitlane from the same side.
Fixed tyre changes in GTR3 car class that played a very long loop of sounds.
Fixed “Time Left” being wrong when broadcasting a multiplayer event with 2 race sessions.
Fixed an issue where the player would lose control of the car upon entering a pitlane in the wrong direction if AI assistance in pitlane was enabled
Fixed spectator overlays showing wrong time left when joining an event with more than 1 race session.
Fixed a HUD timing overlay that would sometimes not go away after a practice run on a hillclimb.
Fixed pitstop menu being locked after entering the pitlane with no action selected.
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Re: Raceroom experience

Post by Duke »

Sector3 Studios deployed the December Patch for their RaceRoom Racing Experience and proudly announced that they will bring three iconic Porsche Motorsport models to the R3E racing simulator starting today.
The December patch introduces the famous Porsche 934 RSR as the first model, with the other two following early next year. The 934 is truly a classic and best remembered in its iconic orange/yellow Max Moritz Jägermeister livery.
The Porsche 934 RSR is available in the RaceRoom store for $4.54 USD. The Porsche 934 can be dressed up with 37 awesome liveries. The full livery pack is on sale for $8.87 USD, while individual liveries are available at $0.33 USD a piece.

Besides the usual fixes and improvements, the December patch also includes the long-awaited AI Selector for the single-player mode. Players now have control over the selection of cars they will race against on the track, down to the livery the AI will use. Sector3 Studios also improved the AI behavior to allow them to manage the slower traffic in multiclass conditions.

December 2018 Update Changelog
Update details:

Download size = 313.5 MB
Client version = 0.3.0.6526
Client BuildID = 3411532
Dedi version = 48.0.779
Dedi BuildID = 3411541

Game
Added AI Selector to Single Player event menus. Allows to pick and choose what AI’s will drive, down to the livery. You can save and load AI selections.
AI – Various improvements to AI behavior when navigating through slower traffic in a multiclass event.
Test Drive from the store now allows free choice of driving assists, and also allow access to the car setup.
Default driving assists preset is now Amateur instead of Novice.
Improved the Challenge Ghost download procedure to reduce download failure errors.
Fixed a misalignment of the text in the position bar after cycling through the position bar styles.
Fixed the multiplayer server list that wasn’t always updating even though new server information was available.
Fixed a Driving Assist issue where disabling the factory traction control in-car setup had the result of enabling the artificial traction control.
Fixed the wear/fuel multiplier ‘X4’ icon in the MP server list that was showing greyed out.
Fixed a motion blur issue with a triple screen when the vehicle was moving backward.
Fixed a crash on startup when the servers were in maintenance mode
Fixed a crash occurring while browsing through trackside cameras
Fixed a crash occurring upon multiple track loading sequences

Physics / Sounds / AI / Cameras
Porsche Cayman CS and MR: default car setup modified for better stability. Reduced the drop of downforce occurring when airflow isn’t directed straight on the rear wing (ie: when going sideways, rear wings are less efficient). / Smoothed out the upshifts to closer replicate the PDK gearbox. / Improved AI behavior all around.
Callaway C7R: Car was bottoming out a lot at turns like Eau Rouge, so moved the splitter feeler up a bit, increased high speed bumping, allowed another 5mm of ride height adjustment on the front.
Modified tyre change times for GT1, GT2, GT3 and GT4 classes
Added specific pitstop timers for GTO, Touring Classics, Group 4 and Group 5.
Formula RaceRoom X-17: Added track specific gear ratios
GT2: Improved AI behavior all around
Ruf RT12R GT2: BOP adjustment (leaderboard entries were cleared for this car)
GT4: added functional handbrake (because sometimes it’s useful)
Mercedes DTM 1995, 2003 and 2005: Improved AI behavior all around
BMW M235i Racing: Fixed AI sometimes struggling to leave the pitbox
Group 5 cars: Fixed AI sometimes struggling to leave the pitbox
GTO: Fixed AI sometimes struggling to leave the pitbox
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Re: Raceroom experience

Post by Duke »

Sector3 Studios is getting ready to add a new circuit to the RaceRoom track portfolio in the form of the Most Autodrom.
This challenging track will become available together with the next update patch for RaceRoom. At the time of writing, Sector3 Studios did not yet reveal an official release date. However, looking at their previous releases, preview screenshots usually indicate an imminent release.
In 1983, the Most Autodrom became the first permanent motor racing facility in the Czech Republic. The 4.2 km long circuit was built between 1978 and 1983 on the site of a former brown coal surface mine. Since its construction, the venue has hosted a series of domestic as well as international races ranging from motorcycles, trucks, to endurance and sprint races. In 2018 the Most Autodrom became a part of the German ADAC GT Masters calendar.
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Re: Raceroom experience

Post by Duke »

Sector3 Studios RaceRoom Racing Experience update is now available weighing in at 2.3GB while also introducing two new pieces of DLC that are purchasable in the RaceRoom store;
The Autodrom Most Track retails for around $5.69 USD
The ADAC GT Masters 2018 Pack retails for around $9.99 USD
(this price will very much depend on the linked discount system, as players who own related pieces of content will be subject to varying degrees of discount)

The 2018 ADAC GT Masters update sees S3S continuing its partnership with the series. With it comes a series of 2018 liveries and Balance of Performance fixes.
Unfortunately, the bad news is the likes of Acura, Ferrari, and Lamborghini won’t make the cut but as per the words of developer Georg Ortner, there’s still hope for 2019 and beyond.
Nonetheless, five GT3 machines make up the ADAC roster: the Audi R8 LMS, BMW M6 GT3, Chevy C7 GT3-R, Mercedes-AMG GT3, and the Porsche 911 GT3 R.

With regards to the game update, some of the key highlights from what is a reasonably sizeable new patch include physics changes to the GTR2 category of cars within the game, some welcome improvements to the Porsche 911 Cup GT3 car, and a raft of new camera sets for a selection of circuits within the simulation.

RaceRoom Racing Experience Update Notes:
Content

Added ADAC GT Masters 2018 car class
Added Most Autodrom
Modifications to MK Motorsport liveries present in RaceRoom, to celebrate their 40th anniversary : BMW M1 Procar #105, #151, #152. BMW M235i #308

Game
Traction Control now triggers over a minimum speed to improve standing starts
AI - Further mprovements to behavior while racing in a pack
Restarting a race session now lets you access to car setup menu.
Changed race results so they show each group's winner's laps instead of session's lap, since it can be lower for slower classes
Fixed an issue with "Rotate" pitstop order (ADAC rules preset) where left and right tyres wouldn't be swapped but instead replaced with fresh ones.
Fixed an issue with results in a Multiclass race event
Fixed a reported issue where the game could show a black screen during loading if the browser tab failed to load.

Physics, Sounds, Cameras, AI
Audi 90Q GTO : Improved standing starts, tweaks to turbo boost.
GTR2 class: Physics and AI behavior improvements (smoothed out gearchanges, improved automatic gearbox behavior, reduced effective slip angle of rear tyres under load, reduced Downshift Prevention intervention, Increased blip on downshifts, tweaks to fuel estimates. Grip of soft tyres increased by 2%.
GTR3 class : further balance of performance tweaks, smoothed out gearshifts
GTR4 class : Made AI quicker, reduced Downshift Prevention intervention, tweaked gearshifts, automatic gearbox behavior improvement. Tweaks to default setup of the Lotus, increased KTM drag a bit.
Mercedes C-Class DTM 1995 : Smoothed out gearshifts, made AI a bit less careful.
Porsche 911 GT3 Cup : Fixed AI rear instability. Smoothed out gearshifts and reduced Downshift Prevention intervention
Porsche 911 GT3 R : Cockpit sounds tweaked
Porsche 934 RSR : Stiffer springs on default setup
Porsche Cayman CS + Porsche Cayman CS MR : Smoothed the drivetrain
Chang (full) : fixed a blocked TV cam view
Laguna Seca : new static TV cams
Lausitzring (all layouts) : new static TV cams
Macau : new Static TV cams
Mantorp (GP + Short) : new static TV cams
Mid-Ohio (all layouts) : new static TV cams
Monza (full + junior) : new static TV cams
Moscow (all layouts) : new static TV cams
Norisring : new static TV cams
Nürburgring (full + dtm + short ) : new static TV cams

Performance Index have been modified:
FR X-17 Cup - 5
FR US Cup - 10
FR2 Cup - 15
P1 - 20
GTR X - 25
P2 - 30
DTM 2013 - 35
DTM 2014 - 35
DTM 2015 - 35
DTM 2016 - 35
C-Klasse DTM 2005 - 36
CLK DTM 2003 - 37
Hillclimb Icons - 40
FR3 Cup - 45
GTR 1 - 50
GTR 2 - 55
GTR 3 - 60
ADAC GT Masters 2013 - 60
ADAC GT Masters 2014 - 60
ADAC GT Masters 2015 - 60
Zonda R Cup - 62
C-Klasse DTM 1995 - 63
Group 5 - 65
GTO Classics - 70
Porsche 911 GT3 Cup - 73
WTCC 2014 - 75
WTCC 2015 - 80
WTCC 2016 - 80
WTCC 2017 - 80
Tatuus F4 Cup - 85
Procar - 90
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Re: Raceroom experience

Post by Duke »

Some upcoming DLC for R3E
Sector3 Studios proudly announced that the Porsche 911 Carrera Cup 964 will be coming to the RaceRoom racing simulator, confirming that the car will be available together with the upcoming RaceRoom update. The Porsche 911 Carrera Cup 964 pack will feature 25 unique liveries representing some of the most noticeable cars in the series.

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Sector3 Studios proudly announced that they will be adding the legendary Team Joest Porsche 962 C and the Nissan R90CK group C cars to the RaceRoom car content.
It has already been confirmed that the Group C cars will become available with the next RaceRoom update.

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The Porsche 962/962C is a sports-prototype racing car built by Porsche as a replacement for the 956 and designed mainly to comply with IMSA’s GTP regulations, although it would later compete in the European Group C formula as the 956 had. The 962 was introduced at the end of 1984, from which it quickly became successful through private owners while having a remarkably long-lived career, with some examples still proving competitive into the mid-1990s. The vehicle was later replaced by the Porsche WSC-95.
This specific 962 was developed by Joest Racing, who nicknamed it the “Doppelflügel”, “Double-wing”, in reference to its new rear wing, and is equipped with a 5-speed gearbox, a 750 HP twin-turbocharged engine at an approximate weight of 950 kg, producing top speeds close to 350 km/h.

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The Nissan R90CK appeared as an evolution of the R89C’s design, borrowing many stylistic elements which had been used before. The front end of the car was low, with two deep channels on either side of a slanted nose leading to radiator inlets on the sides of the cockpit. Small slated inlets would also be placed on the leading edge of the car, partially feeding brake cooling ducts. The cockpit would feature a longer raked windshield than the R89C, yet the areas around the cockpit would remain nearly identical, including the sides of the car. At the rear, the rear wing would be mounted high on exposed struts for better downforce.
The design and development of NPTI’s R90CK were conducted in association with Ray Mallock Limited and the cars were prepared and run out of RML’s workshop in 1990, before being shipped to the United States to take part in the 1991 24 Hours of Daytona.
The R90CK was powered by a 3.5-liter twin-turbo V8 that produces 770 HP, which in low-downforce configuration and a weight of 950 Kg can lead to top-speeds upwards of 350 km/h. The R90CK was developed from the R89C. The “K” letter that was added stands for “Kaizen”, which is Japanese for “Improved”.

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Re: Raceroom experience

Post by Duke »

From now on, every so often, Sector3 Studios Producer J-F Chardon will be posting a RaceRoom Development update in which he will inform everyone of the latest ongoings regarding the RaceRoom racing simulator development. In this new dev update he introduce some of the new RaceRoom features which are in the works such as Adjustable tyre pressures, Flat spots, Suspension damage, Dedicated server updates, and more.

"Back in the days when we were SimBin, we had a dev blog. Then later we had dev streams. The downside is that it all takes a long time to prepare and we’re busy making RaceRoom better!
So we figured a written and more modest update from time to time was probably the best approach.
So I’ll be posting every now and then to update you about what we have in the works. I need to make it clear that the fact we have something cooking that gets presented here does not mean it’s around the corner, or that it will definitely come out in the next patch."


March 2019 dev update
1. Adjustable tyre pressures

Yes. You’ve read this right. We’re finally adding it.
As you can understand, this means a lot of development and testing of the physics engine and its variables to ensure the effects of pressure adjustments are proper and do not lead to exploits.
As a result, we will be turning this feature on following a per car basis, after each has passed QA tests.
Priority is set on the new car as well as car classes that are receiving a physics overhaul or are just popular.
The sub-optimal aspect of this feature is that we haven’t had the opportunity to re-design the car setup menu yet. Therefore you’ll find the buttons for it have been crammed in there. The way this menu is laid out at the moment didn’t really allow for a clear presentation of asymmetric pressure settings. You’ll have to pay close attention that you’re adjusting the correct tyre. We want to re-design this menu altogether whenever we have time.

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Here’s the list of the car classes currently in beta with tyre pressures:
Formula RaceRoom Junior
Unannounced Formula car
Touring Classics
WTCR
Porsche 911 GT3 Cup (991.2)
Porsche 911 Carrera (964)
GTR2
GT4 Clubsport Trophy
Group C
Group 4
Mercedes DTM 1995

2. Flat spots
When locking a tyre for too long, the caused friction can eat through your rubber and create a flat surface on the wheel.
This not only has an effect on the grip and wear but will also induce some vibrations depending on the size and depth of the spot. Flat spots usually get worse over time as you will find that the affected tyre will lock up even more easily, eventually leading to a puncture.

Here’s the list of the car classes currently in beta with flat spots:
DTM 1992
Formula RaceRoom Junior
Group 4
Group C
GT4 Clubsport Trophy
GTR2
Porsche 911 Carrera (964)
Porsche 911 GT3 Cup (991.2)
WTCR
Touring Classics
Unannounced Formula car
RaceRoom Flat spots

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This new feature is currently being tested for bugs but also feedback is being collected regarding how easy it is to get one, how much the wheel should vibrate, how it sounds like, and so on. Currently considering making it optional, which you will read about in chapter 4 below.

3. Suspension damage
Back in 2013, RaceRoom wouldn’t let your wheels come off your car, no matter the force of the impact.
In recent RaceRoom updates, you might have read about optimizations to the damage code, improvements to the collision detection and its effects on mechanical components.

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And if you play regularly, you probably noticed we have some bugs to fix with regards to that. (Debris on track not clearing out from the track for example)
We’re not done yet. What we have in testing at the moment is a brand new system designed to accurately render effects of bent axles and broken springs.
Impacts will deform the alignment of individual suspension parts and affect the handling of the car in sometimes dramatic ways.
This is of course another feature that needs to sit in beta long enough to ensure you won’t suddenly receive unwanted camber or toe-in from harmless door to door racing.
Look at this driver… Will he even make it back to the pits to repair?



We are reviewing the code deep down, making changes such as damaging your powetrain if the impact affects a powered wheel. Also, the more worn your tyres, the bigger risk of getting punctures from collisions with other cars, from driving on dirt, gravel or grass, but also from driving over pieces of sharp carbon fiber left on the track by your fellow racers. For that, we’ll also have a caution flag warning to signal the presence of debris.

4. Revisions of damage settings
Because the above mentioned features can lead to added frustration for the least hardcore simracers among us, we will make sure those new ways of ending your race prematurely are optional.
One of the early design choices from back in 2013 that we’re now set to overcome is the way damage settings are defined. Right now there’s a separation between Visual Damage, and
Mechanical Damage in the menu. This doesn’t make much sense any longer and we’ll change to have something like this instead:

Damage setting: None – Minimum – Complete
None = no visual damage, no mechanical damage, no punctures, no flat spots, no parts falling off.
Minimum = mechanical damage and visual damage are on. No punctures, no flat spots, no suspension damage or wheels falling off
Complete = everything on

5. Dedicated server features
Our dedicated server has been lacking when it comes to features you’d expect as part of a base package.
We’re fixing this, and adding more.

Here is what we’re working on adding:
Session info block:
Added list of connected players with their user ID, with a live count of their incident points.
Added ability to kick a certain player out
Added current session and timer
Added a “Next Session” button and a “Restart Session” button

Car selection list:
Added car specific weight ballast (for your personal BOP adjustments)

User management block:
Added user specific weight ballast (for leagues with success ballast)
Added management of banned users.

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The weight penalties will also be visible from the game itself, through the addition of a ballast column in the timing screen.

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6. Shared memory API – Massive update.
As I’ve touched somewhere on the forum, our next update will break 3rd party applications that use our shared memory block.
If you are a developer of such applications, please have a look at the attachment ” r3e_sharedmem_preview_march2019.zip ” to get an early look at the changes.
The goal of this update is to expose all the possible telemetry you can dream of, and extend the possibilities for apps and overlays.

7. Support web-based in-game overlays
If you have watched or streamed a multiplayer race with your game client started as spectator, you are probably familiar with the fact that the overlays showing are done via web. We are adding a transparent web page on top of the game and we make it show whatever feels relevant at the time.
With this ability to overlay webpages on top of the gameplay and thanks to the sheer amount of data we’re adding to our shared memory block, we are experimenting with fully customizable HUD’s.
Just like for the broadcast overlays, we will ship the feature with an example app that will showcase some of those new possibilities.

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8. Oschersleben – New layouts
We wanted to get this out in time for the ADAC esport championship, but with the time constrains and the track being featured early in the series, we couldn’t make it happen in time. But good news is that it will come eventually, and for free to anyone who already owns the track.
A Course (already available)
“Motorcycle” A Course (fast turn 1 chicane)
B Course (shortcut after turn 3)
“Motorcycle” B Course (fast turn version)

9. Physics updates
@Alex Hodgkinson is always busy. When it’s not about upcoming cars, it’s of course about bringing improvements to the ones that are already out there, to re-ignite interest in them as the often suffer from the comparison to the feel of the newly released cars.
One of the updates currently in development is the DTM 1992 & Touring Classic classes.
In order to respect the true specs of these cars, we had to sacrifice the balance of performance between those two classes. This means that the BMW M3 E30, present in both, will eventually be present in two different flavours. More on that will come from Alex himself when we’re closer to release of these.
We are also busy adding support for electric vehicles in both the physics and sound engines in very close partnership with a major player in the industry. More on that soon!
A lot of things have to change when you suddenly don’t have more than one gear and no fuel to burn!

10. Fanatec SDK updates
We are spending time with our friends from Fanatec to implement their latest SDK and make use of nice features they offer on their hardware such as special switches or ability to show yellow flag warnings through the steering wheel LED’s.
Dukester

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