Raceroom experience

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Re: Raceroom experience

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Sector3 Studios published a preview in-game screenshot of the WIP McLaren 650S GT3 and Silverstone circuit for the RaceRoom Racing Experience simulator. At this time, no release date has been communicated for both the car model or track, but judging by the looks of the screenshot it might be soon. (The Silverstone track was hinted to be scheduled for a December release)
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Re: Raceroom experience

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Sector3 Studios have released new content and a new update for the RaceRoom Racing Experience title including a complete refresh of the RaceRoom Racing Experience web-portal.

This rather substantial update contains a host of improvements and fixes for the front and back-end of the simulation, including the graphics, sound, physics, AI, and multiplayer parts. On the hardware front, owners of the SimXperience Accuforce Direct drive steering system will be pleased to hear that the AccuForce wheel is now fully supported.

The update also adds DTM Experience 2016 pack and the 2016 Audi TT Cup to the content list. When you purchase the 2016 DTM Experience pack you will get all the 24 cars from the 2016 DTM Championship including the Mercedes-AMG C63 DTM, BMW M4 DTM, and Audi RS 5 DTM. You will be able to use the cars on every RaceRoom track you own.
The 2016 Audi TT Cup addon contains all the drivers and teams of the 2016 Cup season and features 20 liveries.

RaceRoom November 15 Update Changelog:
Game:

Added new content for upcoming releases and competitions.
Unified Experiences and moved some of the experience specific settings to R3E.
Added “Depth of Field” visual effect. Active in TV cameras, Hood camera, Action cameras and Free Camera. CTRL-M enables a simple UI to adjust the blurring effects and focus position.
Shared Memory API overhaul, added various additional data and potential for backward compatibility starting this patch.
Added support for SimXperience Accuforce steering wheel.
Extended freedom of movement for the freecam and added two modes for it: “Attached to the car position and its rotation” and “Attached to the car position only”. Pressing the key bound to free cam will cycle through the three modes.
When under a slow-down penalty, collisions with the car are disabled.
When under a slow-down penalty, the amount of speed the player is still allowed to carry has been increased, but keep in mind you will be giving back any time gained at a slower rate by driving faster.
Fixed an issue where the ghost car was producing audio while waiting for the player’s car at the S/F line.
Fixed so compact data display shows fuel in gallons if mph/imperial units are selected.
Fixed replays missing the first 60 seconds of a race by pausing replay recording during garage phase.
Re-enabled hud during garage phase while waiting on the grid.
Changed position bar so it doesn’t display information during garage phase.
Fixed the issue where you would get disqualified immediately after the lights in hillclimb tracks.
Fixed using arrow keys for increase/decrease in pit menu going through settings very fast.
Fixed a crash that was occurring when leaving a Hillclimb session after finishing a run.
Fixed rear lights flashing when pressing the headlights button
Ensured that certain reset commands are sent to DirectInput devices when effects are disabled.
Changed “off” steerForceVibe period to be 2000000.
Increased maximum execution time for all communications from 30 seconds to a minute or higher.
Disabled FFB when reaching the spring based lock if it’s active.
Cleaned up the ffb code a bit while fixing the above issue. Removed mimic code and made sure all ffb effects are turned off during AI control.
Fixed game crashing while navigating in the portal while in a competition session.
Fixed an issue with damage when downshifting without clutch.
Disabled foreground window lock when playing fullscreen.
Disabled game minimizing when losing focus.
Fixed game crashing/freezing when pressing pit request button while no audio device is connected.
Changed throttle pedal zero magnitude and vibe slope default values to 0.

Multiplayer:
Added 2 race format and reversed grids.
The net code is now IPv6 compatible.
Removed some unused functions from net code that were somehow triggering crashes for some players.
Potentially fixed an issue where cars not within Peer to Peer range would become invisible.
We now allow duplicate server names to avoid admins not being able to access their settings if a condition such as their IP changes. (Also means we no longer have to remove their names from the associated server list manually).
Added so the associated server list clears names that have been inactive for 30 days.
Removed the grid walk camera phase since it’s irrelevant with the introduction of garage phase.
Fixed issue with xinput controllers ending up in an unusable state after disconnect/reconnect/usb port switch etc.
Fixed issue with opponent cars briefly disappearing during starting light phase.

Sounds, Cameras, Physics, AI:
Significant AI logic improvements.
Added punctures to the tire model. Past the lowest possible wear value, tires have a chance to puncture.
It is now impossible to disable auto-clutch aid on sequential gearbox’d cars
DRS effects on the aerodynamics of the car have been reworked
DRS allowance is now 3 activations per lap with a gap detection of 1 second at the S/F line.
Push 2 Pass is now disabled in qualifying and competitions to comply with the changes made in 2016 to the Audi Sport TT Cup official rules and regulations.
Downshifting without clutch on a H-Pattern gearbox now properly damages the gearbox.
BMW 635 : Interior cockpit texture update
BMW M1 Procar : Better standing starts for AI, made AI less easily roll up on curbs.
DTM : DRS adjustment to previous seasons so they also benefit from DRS aerodynamics improvements.
DTM 1992 : Removed Traction Control ranges
Ford Mustang GTO : Coast revs sounds adjustments in cockpit.
Formula cars : New internal gearshifts sounds (except the Junior which is H-pattern)
Silhouette class cars now have new action cameras
WTCC 2015 : AI optimizations for new code
Hockenheim : AI optimizations for new code
Indianapolis : New sets of TV cameras (reminder : use End key to cycle through them)
Laguna Seca : New sets of TV cameras
Lausitzring : New sets of TV cameras
Macau : AI optimization for new code. Hairpin is a no-overtake zone (for AI only for now, until we have a flag system for players)
Monza : New sets of TV cameras
Moscow : AI Optimizations for new code on the FIM layout
Norisring : New sets of TV cameras, AI optimizations for new code
Paul Ricard : AI optimizations for new code, tweaks to cut corridors
Portimao : New sets of TV cameras, AI optimizations for new code
Slovakiaring : Sector gates are now matching the real track
Sonoma Raceway : AI Optimizations for new code
Spa-Francorchamps : Runoff tarmac areas now properly have lowered grip, fixed faulty cut rules near the pit exit on Combined and Classic layouts
Zandvoort : AI optimizations for new code

Art:
LOD system improvements on many cars
Adjustment of distances for the fog effects for smoother transitions on zoomed cameras
DTM tracks have received their 2016 season advertisement dressing as well as various bug fixes
Audi TT cup : adjustment to the invisible collision box of the car, size adjustment of the drop shadow area under the car.
BMW 635 : Fixed a hole in the engine bay when the front of the car is damaged
Chevrolet Camaro GT3 : Fixed a slight blurb of paint on the trunk of livery #16
Mercedes SLS GT3 : Fixed an issue with the visual damage on the hood, fixed a few issues on various liveries
Volvo 240T : Interior textures update
Hockenheim : Updates of the 3D curbs, various bug fixes
Hungaroring : Updates of the 3D curbs, various bug fixes
Oschersleben : Updates of the 3D curbs, slight tweaks to camber and elevation in certain areas, reduced some nasty bumps on the track surface.
Macau : Resurfaced the track to be less bumpy, various bug fixes
Monza : Visual tweaks
Nuerburgring : Distance markers for the chicane are now visible, various bug fixes.
Spa-Francorchamps : Fixed various bugs, added one advertisement location at La Source.
Zandvoort : Made the exit curb at turn 4 (Hugenholtzbocht) 20 meters longer.

Portal & Backend:
Revamped Portal Store with new theme and new structure.
Fixed some issues with certain special characters causing issues in initial username on new accounts.
Implemented Essential Packs and Car Class Packs.

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Re: Raceroom experience

Post by Duke »

Following the major update and subsequent connection issues in RaceRoom Racing Experience, Sector3 Studios have released a couple of quick fire hotfix patches aimed at eradicating the issues encountered by a number of players post update.
"We are aware of the connectivity issues many of you are experiencing with the latest update.
Our team has been working day and night and so far managed to minimize those problems, but we will keep pressing on until the issues are completely resolved.
Thank you all for your continued support and patience during this time."​
11-17-2016 Hotfix
Portal:

Some optimizations, to reduce load times

Game:
Added files for upcoming KTM competition

Sounds, Cameras, Physics, AI:
Fixed the excessive damage when using H-Box shifting with manual clutch
DTM 2013, 2014 and 2015 : Fixed DRS bug introduced with the new aerodynamics system.
Bathurst : AI tweaks
Nordschleife 24H layout : adjusted some AI corridors
Paul Ricard Solution 3C : Fixed a wrong cut track detection

18-11-2016 Hotfix
Multiplayer

Fixed an issue where “Race Finish Duration” setting couldn’t be saved to values above 30.
Fixed the disappearance of the “Non Ready Pitlane Start Delay” setting.

Sounds, Cameras, Physics, AI:
Fixed the broken behaviour of some 4WD cars
Nordschleife 24H layout : AI speed tweaks for Turns 1 and 2
Zolder : New set of TV Cameras
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Re: Raceroom experience

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Re: Raceroom experience

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The Game is back live & #BlackFriday Sale starts now!
➤50% discount on all individual cars and tracks
➤25% additional discount on all Packs Stock up on content still missing in your garage and complete your collection, or get the All-In-One Premium Pack for an unbeatable price.
Save even more by visiting raceroomstore.com and purchase one of our vRP Packs ➤http://bit.ly/RaceRroom_vRP
The offers are valid from 25.11.2016 - 28.11.2016
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Re: Raceroom experience

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On November the 15th Sector3 Studios released a major RaceRoom update bringing us a big list of new features and improvements. Unfortunately, the update introduced a few unexpected issues. The most noticeable where the server problems, and long loading times. The development team went straight to work on a hotfix to resolve the most urgent issues. Yesterday the dev team released yet another patch to iron out some of the remaining problems while optimizing the backend to improve the loading times. Check out the changelog for the full list of fixes. If you experience some more problems, you can help out by posting a message on the official RaceRoom forums.
Changelog:
Game

Fixed an issue with rules presets not functioning in Single Event Mode.
Made the Manual Control of Depth of Field bindable in control settings.
Fixed so the mandatory pitstop window is now defined by a percentage of the total race time.
Fixed a rare crash that was occurring when coming back to main menu.
Added support for Thrustmaster TS-PC Racer steering wheel.

Multiplayer
Fixed so Race 2 / Race 3 sessions are working as intended.
Fixed so reversed grid option in MP is working as intended.
Made a potential fix for cars that would disappear and remain invisible for long periods.

Sounds, Cameras, Physics, AI
Bathurst : New sets of TV cameras

Art
Hungaroring : Resurface job to reduce bumpiness.

Portal & Backend
Various fixes and further optimizations in the backend to improve loading times caused by certain packs containing too many items.
Changed so the packs are no longer re-purchasable after it gets a new content added.
Added so the Car Class Packs appear under Packs section.
Fixed cancel and close buttons on some portal popups not working.
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Re: Raceroom experience

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Sector3 Studios has released another small update patch for their RaceRoom Racing simulator.
As with the previous update, this patch addresses some issues, features some minor improvements and adds support for Thrustmaster TS-PC Racer steering wheel. Before you start to swear, make sure to check out the Known Issues in the changelog below.
Changelog:
Game
:
Disabled “Peer 2 Peer” functionality in Multiplayer for the time being while investigating a problem with opponents disappearing.
Fixed a rare crash that could occur due to bad data.
Fixed a crash when loading ADAC championships.
Fixed a rare crash that occurred due to the background video in menus.
Updated localization.
Added support for Thrustmaster TS-PC Racer steering wheel.
Made the Manual Control of Depth of Field bindable in control settings.

Sounds, Cameras, Physics, AI
Bathurst : New sets of TV cameras

Art
Hungaroring : Resurface job to reduce bumpiness.

Known Issues:

In multiplayer player may not be able to refuel. To avoid this issue, please ensure that the dedicated server is set to use “Custom/RRE” for “Race Series Format”.
In multiplayer players may experience Disqualifications. To avoid this issue please ensure the dedicated server has “Flag Rules” set to OFF and “non ready pitlane start delay” to 0 (OFF).
In multiplayer players may experience issues with reverse grid working incorrectly. To avoid this issue please ensure the dedicated server has “Reverse Start Order Places” set to OFF.
These are temporary workarounds until we provide you with another hotfix patch hopefully next week.
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Re: Raceroom experience

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Re: Raceroom experience

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Sector3 Studios have today announced the new Formula RaceRoom 3 series will be coming to the simulation shortly, adding a Formula Three style single seat racing car to the simulation as the studio look to expand their junior single seater career ladder in RaceRoom.

The Formula RaceRoom 3, or FR3 for short, is a low power high downforce racing vehicle designed to sit somewhere in the middle of the Formula RaceRoom career ladder, just above the Tatuus F4 released a few weeks ago.

Car Data:
2 liter inline 4, naturally aspirated
240hp @ 6300 rpm
300Nm @ 5000 rpm
Redline at 7300 rpm
6 speed paddle shift
565 kg including driver
Maximum theoretical downforce is 780 kg @ 250 km/h

The announcement from Sector3 doesn't give any indication of price, number of liveries included or when players might expect to see the car in the in game store, however judging by the provided screenshots a release for this machine cannot be far away and may possibly see release following the proposed December update to the game.
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Re: Raceroom experience

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Re: Raceroom experience

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Together with the Formula RaceRoom 3 car, Sector3 also deployed a new update for their racing sim platform.
The new update addresses some of the known issues and contains a few multiplayer improvements.
Changelog:
Game:

Fixed an issue where the game would get stuck after skipping a session in a custom championship.
Fixed an issue where the car setup file was being saved in the wrong directory after loading championship.
Fixed an issue with cars being too spread out in rolling start and almost going off the road.
Fixed an issue where tyres were changing regardless of player choice during pitstop.
Fixed so brake bias etc. can only be changed as long as the player’s car hasn’t finished the race.
Reduced FFB slip effects for default xBox gamepad control sets.

Multiplayer:
Removed RaceSeriesFormat from multiplayer (now it always use custom/RRE format).
Disabled full lap time syncing upon joining a dedicated server. It now only requests the best lap time of each opponent instead of all of them. This should help with people experiencing problems when joining a server at the end of a long practice or qualifying session.
Fixed an issue where opponents driving certain cars such as Audi TT Cup would appear to have a bad stance, appearing taller.
Fixed an issue with garage countdown timer still being visible in menus after leaving a MP session during garage phase.
Fixed an issue with dedis not reporting results to the backend.
Fixed issue with dedis not using correct race length for race 2 & 3.

Sounds, Physics & AI:

Reduced engine sensitivity to side contacts in mid and rear engine cars
Sachsenring: Fixed AI hitting the tire wall at pit exit
Red Bull Ring Spielberg: Added alternative layout Südschleife National Circuit
Finalized Formula RaceRoom 3 physics and AI for release

Portal & Backend:
Added option to hide password-protected servers to MP browser.
Added a quick search field to MP browser.
Fixed an issue with competition end countdown being inaccurate for players in different timezones.
Fixed an issue with an essential pack already owned appearing as purchasable when looking at a car in car selection menus.
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Re: Raceroom experience

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Sector3 Studios shared some new previews of the upcoming BMW M6 GT3 for their RaceRoom Racing Experience title.
The in-game screenshots show us the car in action at the RaceRoom Nordschleife wearing the Schubert Motorsport livery as raced in the 2016 Nürburgring 24h race. For the moment, no release date is known, but we expect the car to be available in RaceRoom early 2017.
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Re: Raceroom experience

Post by Duke »

"Happy New Year!
We have plenty of new content already lined up for you to race next year and some exciting new game features in the works.
R support is well on its way, as well as a flag system, manual pitstops, AI improvements, different tyre compounds, new data displays and constantly evolving physic updates. The Multiplayer mode will be expanded with player rankings, a license system and scheduled races in official online championships to provide you the best virtual Motorsport Experience.
Thanks to all of you for the support this year, and see you on track again in 2017!"​
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Re: Raceroom experience

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Today Sector3 Studios has published a new set of in-game preview screenshots showing us the Swedish Volvo S60 Polestar TC1 touring car in action on the track. Incidentally, the featured track is a surprise on its own. Sector3 Studios proudly announced they will soon be releasing a RaceRoom version of the Swedish Karlskoga aka Gelleråsen circuit.
The Karlskoga Motorstadion, also called Gelleråsen is the oldest permanent motorsport race track in Sweden. The 2.4 km circuit is located 6 km north of Karlskoga. The venue is host to a selection of spectacular racing series such as the Scandinavian Touring Car Championship (STCC), Porsche Carrera Cup, Camaro Cup and various Historic Racing Series.
There is no official release date set, but Sector3 hinted that the track will be available #soon.
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Re: Raceroom experience

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Today Sector3 Studios has revealed the first in-game pictures of the Swedish Mantorp Park racing circuit for RaceRoom.

Mantorp Park is a permanent racing circuit situated near the town of Mantorp in Mjölby Municipality, Sweden. The track was built in 1969 as a permanent road course but also features an NHRA format drag strip. The Mantorp Park circuit features tricky Chicanes, long straight and fast sweeping corners. It can be configurated in four different layouts from which two are regularly used. The 1.950 km/1.212 mile short config and the 3.125 km/1.942 mile long track. The track can be configurated in four different layouts from which two are regularly used. The 1.950 km/1.212 mile short config and the 3.125 km/1.942 mile long track.
From 1971 until 1973 the venue hosted the European Formula Two Championship. Besides being used for club events, drag racing, and a driving school, the venue also hosts the Swedish Formula Three Championship and Swedish Touring Car Championship.

As usual, there is currently no official release date set.
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Re: Raceroom experience

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Sector3 Studios has deployed a new update and new content for their RaceRoom Racing Experience title.

New Track
On the content side of things, Sector3 added the famous British Silverstone GP circuit to its track lineup. The virtual circuit features four layouts being the 5.89 km Silverstone GP, 2.979 km International, 2.639 km National and the 5.892 km Historic Grand Prix version. The track is available at the RaceRoom Store for 499 vRP. (USD$5.35).
As a great surprise, Sector3 Studios also added the self-contained short but quite demanding 1.281 km Silverstone Infield Stowe Circuit as a free bonus for all RaceRoom members, effectively adding 2 layouts to the base content.

New Build
The new patch for RaceRoom contains a substantial amount of fixes and new features such as manual pitstops, AI Stress factor feature, DTM seasons updates, Leaderboard divisions, Multiplayer Browser update and more.
Today’s patch also contains the first support part for the long awaited OpenVR implementation. Keep in mind that the development team made clear that this feature is not yet optimized and shall be undergoing some more performance updates. (Check out How to start RaceRoom in VR mode below.)
We are aware this first pass is not the most optimized experience in terms of performance, but we reached a point where we feel having more users providing feedback upon the VR experience within RaceRoom can only be beneficial to our improvements.

Update 25-01-2017 Changelog:
What’s New (Summary)

First pass of VR support
Leaderboard divisions.
Multiplayer Browser Revamp.
Manual Pitstops in Get Real.
AI Stress factor.
All DTM seasons updated to latest physics.
Silverstone and Stowe.

Game:
Added a first pass of support for OpenVR. Read more about it HERE.
Fixed an issue where turning the virtual wheel in vehicle settings on/off would not apply in game until session restart.
Tweaks to Memory usage of Instant Replays and changed so instant replays always request 300 seconds length. Memfiles are now written to disk when becoming too large.
The Player is now allowed to pit in non-race sessions (to practice pitstops, change tires, refuel…). Before, the player would automatically be brought to garage menu after entering pitlane.
Fixed issue with timing on single lap layouts (ie Nordschleife Tourist) when starting from garage in non-race sessions.
Fixed issue with best individual sector times being calculated incorrectly.
Fixed a case where enabling Manual Depth of Field mode wouldn’t always lock the focus plane on the currently selected car
Fixed AI pitting in last lap on certain occasions by adding precision to calculations for refueling.
Fixed incorrect stance for certain cars, fixed this for replays as well now.
Updated the Fanatec SDK to version 2.2
Added support for Fanatec CSL and added a default profile.
Moved the message area used for displaying current camera, chat messages etc. down a bit so they don’t overlap with the text field that displays which leaderboard division the player is in.
Fixed issue with mouse steering resetting to zero position when looking left/right in cockpit & hood cams.
Fixed an issue with race position overlay sometimes missing entries if they get processed in the wrong order.
Fixed an issue where the player would see pit lane speed window when off track on certain areas.
Fixed an issue in timing screen where multiple entries of the same driver would appear.
Minor tweaks and fixes to protocol that communicates to backend and the web to support the additional data in the MP browser.
Fixed DQ on late penalties being treated as it was ON when it was OFF.
The Pit menu and Pit In Now overlays should now be hidden when restarting a non-race session.
Fixed an issue where cars could remain ghosted after receiving a slow-down penalty
Fixed a crash occurring when game attempted to save pit presets on certain occasions.
Fixed a rendering issue with cars that would occur when changing visual preset from low to custom and changing shadows from off to lowest.

Multiplayer:

Fixed issue with the dedicated server writing a backend log file in the wrong folder when too many liveries were allowed on the server.
Fixed an issue in timing screen where multiple entries of the same driver would appear.

Sounds, Cameras, Physics & AI:

Introduced “Stress factor” for AI. AI’s can now be pushed into making mistakes when under pressure. Likelihood of those mistakes increases from being chased and from collisions.
Improved AI awareness of opponents on their sides.
When two AI’s are side by side reaching a braking point, one will brake 3% earlier and the other 2% later, depending on longitudinal position and relative speeds
Increased awareness for AI when under blue flag and upon leaving pitlane for incoming traffic
Punctures : occurrence of tire punctures are now tied to wheel rotation speed rather than vehicle speed.
Reduced the bouncing off certain cars upon spawning in their garage location
Fixed a case that would cause 4WD cars to run with differentials wide open
Fixed a case where DRS could disengage when driving over bumps
Audi TT Cup and TT RS VLN : Added rear downforce to AI cars to keep them more stable in high speed weight transfers where they are often caught losing control. Tweaked AI versus players collisions to be more fair to the player
DTM: Ported 2016 physics and sounds to all past seasons of the DTM.
GTR 3: AI update, Improved standing starts for all cars, AI versus player collisions tweak to be more fair to the player
Mercedes C63 DTM 2016 : Fixed the noisy suspensions and increased engine volume
Raceroom FR3: updated sounds
RedBull Ring GP: Cut rules update for more strict rules

Art:

Chang: Adjusted IBL to match the new light setting
Zandvoort Circuit : fixed missing terrain, fixed missing generics, fixed terrain normals, redone sets for generics/audience, swapped 2d audience with latest models, fixed underpass shadow on track
BMW Alpina B6: Fixed incorrect windscreen banners in certain liveries.

Portal & Backend:
Revamped Multiplayer Browser.
Implemented Leaderboard Divisions. Leaderboards with over 100 entries will now divide into divisions.
Added thumbnail support to MP Browser. Dedi admins can now upload their custom image to represent their servers (PS: Servers with offensive images will be removed.)
Fixed some scrolling issues in certain sections of teh portal.
Fixed an issue where clicking the race button in MP browser while it is grayed out would lock the game.

How to start RaceRoom in VR mode (using SteamVR):

In your Steam client library, right click RaceRoom and select “Properties”.
In the Properties pop-up window, under the “General” section, click the “Set Launch Options…” button.
In the dialog box that opened, just type in “-vr” (without the quotation marks) and it will use the default value for render target multiplier, which we currently have set to 1.5.
To experiment with different render target multipliers, you can simply add the desired value after the argument, for example: “-vr 2.0” will start the game with the multiplier at 2.0. This multiplier can go as low as 0.5 and as high as 4.0 which is very high, so we recommend small steps here.

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Asynchronous Reprojection
We recommend to allow asynchronous reprojection in the SteamVR settings, like so:

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In-Game tweaks

– Certain graphic settings are not available while in VR mode:
Depth of Field
Field of View
Motion Blur
Contact shadows under the cars are currently disabled
vSync
Resolution (done through startup argument)
– A new control can be bound to any key or controller button of your choice to reset the VR position.
– Remember you can adjust the default seating position in-game through the Secondary Controls option menu : Adjust Seat Forward, Adjust Seat Backward, Adjust Seat Up, Adjust Seat Down
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Re: Raceroom experience

Post by Righteous »

Wait... They've got VR support now?
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Re: Raceroom experience

Post by GT VIRUS »

Righteous wrote:Wait... They've got VR support now?
re-added in this patch. I'll try it when it updates
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Cursed
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Re: Raceroom experience

Post by Cursed »

Gave this a go again on the weekend.

+1 is no longer flat. Rendering in the Rift seems pretty good
-1 the limited on-screen steering wheel rotation is really disorienting when your real wheel rotates 900 degrees

Not sure if I want to spend any $$ on it yet.
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Re: Raceroom experience

Post by Duke »

Cursed wrote:Not sure if I want to spend any $$ on it yet.
You don't really need to as all the cars are free to test drive, that's if you're happy with the time limit put on them & the few free tracks on offer to use them on.

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Re: Raceroom experience

Post by Duke »

Two weeks ago, Simbin Studios UK surprised the sim racing scene by announcing GTR3, a new racing game that will be used on the Unreal 4 engine.
The newly-founded offspring of Sector 3 Studios won’t be the only ones using the Unreal 4 engine though as Studio Head Chris Speed confirmed that RaceRoom Racing Experience will ultimately switch to the new platform as well.

"We know with R3E the game engine is old in comparison to the competition, there is no doubt we are missing certain elements and eye candy the others have. We took the decision that Unreal is the way to go. Eventually RaceRoom will move across to this new technology, but first and foremost it’s GTR3. Then we look into what we can do with RaceRoom afterwards. There is no doubt that the work that is going on for GTR3 we will see in RaceRoom when we make that decision to switch, which means day night cycle, weather, improved physics, AI and visuals. All these goodies will be coming across when the time is right,” Speed said in an interview with RaceDepartment.

However R3E users shouldn’t be holding their breath for this major update though as the partner-studios will be focused on GTR3 first and foremost, while R3E will be continued to be equipped with new features & content in the meantime as Sector 3 Studios promise to stay committed to the title.
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Re: Raceroom experience

Post by Duke »

KTM X-BOW GT4 Coming to RaceRoom. This version of the KTM X-Bow competes in the European GT4 championship and Pirelli World Challenge.
The GT4 version will be powered by a 2ltr VW FSI engine producing around 316bhp+ at the rear wheels, It has a carbon monocoque body for strength and weight saving, this car in race trim is around 999kg, so power to weight ratio will make this a fun car to drive. To control all this power will be a sequential 6 speed paddleshift gearbox.
The KTM X-Bow GT4 has a very unique looking rear-end, which KTM are hoping the rest of the competitors in the GT4 field enjoy looking at!
The KTM X-Bow GT4 is due out this Spring in RaceRoom
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Re: Raceroom experience

Post by Duke »

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Sector3 Studios has confirmed that the Formula RaceRoom US car for the RaceRoom racing simulator will become available next week. The new R3E open wheeler is modeled after the Dallara Indycar as raced in the American 2016 Indycar Series Championship. While we can’t confirm it, we expect that besides the new content Sector3 will also roll out a new RaceRoom update.
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Re: Raceroom experience

Post by Duke »

Sector3 Studios have released the Formula RaceRoom US open wheeler for their free to play racing title.
The car is now available in the RaceRoom store, selling for $3.70 USD. or you can choose to purchase the full pack of 20 liveries for $7.73 USD.
Alongside the new car, the studio has also released a new update for the game which has introduced plenty of fixes.

RaceRoom Changelog:
Highlights of this update include:

Formula RaceRoom US is now available!
VR updates
First appearance of new data displays
Various track updates

Game:
Shared Memory: Added information on upcoming flag system, updated minor version number. Flag system is currently awaiting UI implementation and made unavailable to players.
Shared Memory: Changed how tire wear is reported so it matches the tire wear text in data displays (1.0-0.0 range when tire wear was between 1.0-0.94).
Added support for starting the game on any detected screen. The option resides in General Video Settings. Fullscreen changes are only applying after a game restart.
Fixed an issue with updating a profile avatar with the game in fullscreen where the dialogue box would appear behind the game
Added a possible fix for a rare case where only the car shadow of a car would be rendered after switching focus from car to car or from camera set to another
Implemented Reputation System that will run and track player incidents. This is in alpha stage and we’re gathering data in the background. Nothing will be visible for players just yet.
Fixed bug where opponents session data sometimes caused championship files to be broken due to conflicting ids.
Fixed so the game doesn’t crash when trying to load championships affected by the bug above.
Fixed issue with game window using the wrong style when going from fullscreen to windowed in a resolution that’s lower than the default resolution.
Fixed a menu issue with percentage stepper buttons not being enabled when switching from minimum<->maximum allowed values.
Broadcast: Fixed a case where camera selection requests were resulting in the game cycling through cameras instead.
Added an upper deadzone setting for the throttle axis in advanced controller settings.
Fixed an issue with DRS getting disabled before the race ends in timed based race sessions.
Fixed an issue where the race was starting without the player if Race Monitor was clicked instead of “Drive” at race start.
Fixed an issue where the DRS wing animation would remain deployed after the race.
Fixed an issue where on certain tracks the result timing was showing A.I. cars doing an extra lap.
Made lap times go invalid if player is speeding in the pitlane, so you can’t get fastest lap that way. New HUD overlay to signal it. (Stowe Long is a good example of where pitlane could be exploited to shortcut the first chicane)
Fixed a crash that happened in Single Player championships if the player clicked the pit preset button and then the continue to next race button before game entered the pit preset menu.

Multiplayer:
Fixed the issue where a player’s contact shadow was being left on the track after disconnecting from the server.
Fixed an issue where a time penalty for a non-performed drivethrough had no effect on results.
Various fixes to some inconsistencies that was occurring on certain IPv4 to IPv6 mappings.
Fixed issue with MP results taking a long time to arrive when running a dedi locally where backend communication fails.
Fixed issue with DRS animation not working in race sessions for opponent cars.
Fixed so multiplayer replays are now marked as such in the Media Hub.

VR:
As of the moment of this post, the current SteamVR Beta is causing some issues on one of the eyes in RaceRoom. We recommend that you opt out of SteamVR Beta for now.
Rendering through coupled draw calls to improve performance while also taking care of the issue reported that objects and cars would appear 2D from time to time.
Multi-threaded some of the rendering to improve performance
Added three bindable keys to modify the user’s headset translations multiplier, which alters in-game head movement and eye-to-eye distance. Default value is 0.9.
Fixed an issue where the Startup Argument that was set for RaceRoom in the Steam client wasn’t being used when launching game from an external link. (ie a competition webpage)
Shortened the distance at which lower poly car models are used.
Temporarily disabled the rendering of particle clouds. They’re bugged at the moment in VR

Sounds, Cameras, Physics & AI:
Fixed a bug where H-pattern gearbox cars would receive delays for both up and downshifts.
Fixed TV cameras at the bridge and gantry areas for Nordschleife Tourist layout
Cars no longer hover a few cm above the track
Formula RaceRoom 2 and Formula RaceRoom US have a special pitting system allowing them to perform fast pitstops.
Reduced bigly the probability of stress induced mistakes by AI’s
Fixed an issue where AI’s were accumulating stress by being followed by an opponent in the pitlane.
AI’s now ignore cars in the pitlane entrance lane if they’re not on it themselves.
Improved AI navigation in the pitlane.
Fixed an issue where AI would never start a qualifying lap around Nordschleife 24H when fuel multipliers were enabled.
Fixed so only damaged AI or AI’s on their inlap will use the Nordschleife VLN / 24H pitlane entrance by the start/finish straight
Fixed an issue where an AI going back to garage during a practice or qualifying session would never go out on track again
Fixed AI using up their P2P in the beginning of a race without saving them
Many more AI code tweaks to improve awareness
Formula Raceroom 3 : Improved the blending of the sound samples
Turbo cars : unloaded turbo pressure increased to deliver a better boost from a standing start.
Laguna Seca : Tweaks to AI lines
Mid Ohio GP and Chicane : Tweaks to AI lines
Moscow : added TV camera sets
Suzuka GP : Tweaks to AI lines

Art:
Bentley Continental GT3 : added data display
DTM cars : added data display
Formula RaceRoom 2 : added data display
McLaren MP4 12 C : added data display
Tatuus F4 : added data display
WTCC TC1 cars : added data display (except Lada Granta)
Hockenheim : Smoothed out bumps
Laguna Seca : Smoothed out bumps, audience update, updates and tweaks
Lausitzring : Smoothed out bumps, audience update, fix to vegetation
Monza : Smoothed out bumps, updated the track to match 2016 season
Norisring : Smoothed out bumps
Nuerburgring : Smoothed out bumps
Sachsenring : Smoothed out bumps
Sonoma : Smoothed out bumps
Zandvoort : Smoothed out bumps

Portal & Backend:
Made optimizations to code handling content in portal.
Implemented individual car packs system which includes all liveries of a car. Livery packs will roll in very soon. For testing purposes we will start with just one in this case the FR US.
Changed so the livery clusters show how many liveries there are in total and how many you own in parenthesis.
Added so the essential packs that are purchased show date of purchase when hovering over them.
Added so we show prices in real currency based on player currency preference.
Changed so cars in which there are still liveries to purchase, the car does not appear as fully owned in store.
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Re: Raceroom experience

Post by Duke »

Sector3 Studios have confirmed the immense Anderstorp Raceway will be available to purchase "very soon" for RaceRoom Racing Experience.
The 2.505 mile Swedish race circuit located in the Gislaved Municipality is yet another Scandinavian location made popular amongst sim racing fans by former SimBin products Race07 and STCC The Game.
Upon release, the track will feature two variants: GP and South Layout & eagle eyed sim racers might already have noticed the track was included in the recent update to RaceRoom Racing Experience.
So expect the track to be deployed to the game store in the near future.
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