Raceroom experience

GTR1 & 2, GT Legends etc
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Re: Raceroom experience

Postby Duke » Sat Jan 23, 2016 9:34 am

Today the Sector 3 team has posted a small set of preview screenshots showing us the in-game car model in action on the Spa-Francorchamps circuit.
Furthermore, the RaceRoom development team also announced that they are hard at work upgrading the physics of all the already available prototype cars.
The RaceRoom prototype’s will be grouped in two performance classes, being P1 and P2.
P1: Audi R18 / DMD P20 / Mistral M530
P2: Chevrolet Daytona Prototype / DMD P21 / Mistral M531 / Radical SR9 Judd / Radical SR9 AER

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Re: Raceroom experience

Postby Duke » Fri Feb 12, 2016 9:36 am

Sector3 Studios revealed a new set of RaceRoom Racing Experience previews of the Bentley Continental GT3 and Formula RaceRoom Junior open wheeler.
Both of the models have been in the works for a couple of months now, and will soon be joining the RaceRoom content line up.

The Formula RR Jr is an entry-level single seater with no front and rear wings comparable to the real life Formula Ford. Incidentally, the technical specs of the engine somewhat resemble the 1800cc Zetec engines used in the Formula Ford. Weighing 545 kilograms, the car is powered by a 145hp four-cylinder engine and should make for some very close racing, especially in multiplayer races.

Furthermore, Sector 3 also shared a few in-game captures of the Bentley Motors Continental GT3 model that is currently in beta-test. Developed by M-Sport Ltd, and based on the road-going Continental GT3, the Bentley Continental GT3 is powered by a 4.0-litre twin turbo V8 engine that delivers 600 bhp. All that power is transferred to the rear wheels by a Xtrac six-speed sequential racing gearbox.

The RaceRoom development team also informed us that they are busy implementing important functions like Saving Setups, Force Feedback, Physics updates and that they are testing various stability improvements.

Sector 3 Studios did not yet reveal a release schedule for the update or the new content.

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Re: Raceroom experience

Postby Duke » Sat Feb 20, 2016 10:43 am

Sector3 Studios has released the nimble NSU Prinz TTS racer for their RaceRoom Racing Experience title.
Grab the NSU Prinz TTS pack from the RaceRoom Store for 249vRP (USD$2.76). The pack comes with 21 car classic liveries.


Back in the seventies, the NSU 1200 TT competition cars were very popular, small but agile compact racers. The most famous one is without a doubt the orange #71 Jagermeister sponsored NSU 1200 TT driven by Willi Bergmeister. ( Father of current racing drivers Joerg and Tim Bergmeister) Besides being successful on the racing circuit, between 1971 and 1974 the small but great-hearted NSU TT and NSU TTS were the most successful German cars on the national Hillclimb scene.

The original NSU Prinz was an automobile produced in West Germany by the NSU Motorenwerke AG. The car was built from 1957 to 1973. Somewhat later the NSU Prinz evolved into the larger bodied NSU 1000, NSU 1000TT, NSU 1200TT and NSU TTS models. The NSU 1200 TT and TTS outperformed many sports cars of its time.
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Re: Raceroom experience

Postby Duke » Fri Mar 04, 2016 7:58 am

Sector3 Studios are proud to announce that another Formula car will be joining the RaceRoom Openwheeler lineup.

They have now officially licensed the Tatuus F.4 single seater to bridge the gap between the previously announced Formula RR Jr and the Formula RaceRoom 2. Sector 3 Studios did not yet anounce a release date, but we are sure more information will become available soon.

Today, the Tatuus F.4 is used in several Formula 4 series across Europe such as the German ADAC Formula 4, Italian F4 Abarth Series, British BRDC F4 and Spanish Formula 4 series. The named series are utilising different engine types such as the Fiat Abarth 414 TF, 1,4 l Turbo and the 2 liter 230Bhp Cosworth.

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Re: Raceroom experience

Postby Duke » Wed Mar 09, 2016 7:16 pm

Sector3 Studios are getting ready to deploy their biggest track release ever. When we say “Hatzenbach”, “Brünnchen” or “Schwalbenschwanz” most motorsport fans will instantly recognise it as the world famous Nordschleife, also known as the “Green Hell”

The RaceRoom Nordschleife circuit for RaceRoom Racing Experience will be Sector3′ first ever track project using laser scan technology, ensuring a close to perfect virtual copy of the famous endurance track. Besides the laser scan data, the Sector3 Studios development team also received suspension data from their closely affiliated partners at KW Suspensions. This way the team was able to fine-tune the road properties of the track resulting in a highly accurate driving surface, including all the elevations, cambers and bumps matching the real track to the highest degree possible.

The RaceRoom Nordschleife release will include 4 track Layouts including the Nordschleife, Nordschleife Tourist, Nordschleife VLN, and Nordschleife 24h. It has now been confirmed that the Nordschleife track will be included in the upcoming RaceRoom update.

As a bonus, the dev team also hinted that they did use the acquired suspension data to update some of the cars in RaceRoom. No further details where shared, but we can assume that the updated physics will also be part of the new update patch

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Re: Raceroom experience

Postby Duke » Wed Mar 16, 2016 9:02 am

Updated RaceRoom Force Feedback coming

The development team has officially announced that the upcoming RaceRoom patch will contain a selection of Force Feedback updates and new features as requested by the R3E community. At this time, there is no exact release date announced.

Upcoming FFB features:
FFB Meter

In the secondary controller settings, you will find an option to bind a key for the FFB Meter.
Once enabled, the yellow line marks your minimum force setting, and the red line shows the maximum force.
The green graph displays the steering forces sent to your wheel.

If the graph exceeds the red line you are experiencing “Clipping“
Clipping means, that your wheel has reached the maximum output force and you won’t feel any difference above that limit.

Minimum Force
The minimum Force Setting can be found in the FFB Settings Menu, and will allow you to amplify all the small FFB forces that your wheel might not be able to put out. That means small bumps and steering forces will be increased to a point where you can actually feel them through your wheel and thereby adding more details to your FFB.
This will also help eliminate the “dead center feeling” occurring with some of the wheels.

Slip Effect
This Effect simulates the shuttering of your tires as they struggle for grip, which occurs for example during wheelspin, understeering, sliding and even on heavy braking.
Depending on the amount of grip as well as the rotation speed of your tires you will feel a vibration indicating that your tires are slipping.
The higher the rotation speed of your tires, the higher the frequency of the vibrations is.
The more grip your tires loose, the higher the amplitude of the vibration will be.

Stationary Friction
This will deal with the problem of wheels rotating by themselves if the car is stationary, for example in the garage or on the starting grid.
This won’t be an option you will find in the menu, and it only takes effect, if the car moves slower then a couple of meter per second.

FFB Multiplier
Since the FFB in R3E is based on the car physics (Tire load & grip + suspension geometry), different cars result in different FFB strength.
So in the past you might have found your perfect FFB settings for one car, only to find out they don’t work as well with another car.
To avoid this, you are now able to adjust the cars individual FFB strength by changing the FFB Multiplier.
You will find this new Setting in the Car Setup>Steering Settings.
Increase the FFB Multiplier if a particular car feels too weak.
Decrease it, if the FFB of the car is causing heavy clipping.

Recommended Settings
1. Start by choosing the new default profile for your wheel in the Controller Profiles Menu. It contains presets for all the new settings.
2. To adjust the FFB strength individually per car, change the FFB Multiplier in the Car Setup>Steering Settings Menu
3. Depending on the Wheel you own, choose how much Clipping you want to allow.

If you, for example, own a Logitech G27, you should aim for Mild Clipping values, in order not to loose too much of the overall FFB Strength.
If you own a high-end, direct driven wheel you can easily set it up for Zero Clipping, for the maximum amount of detail.

Important Note:
Logitech users will need to upgrade their drivers, or the automatic wheel range adjustments might not work anymore after the patch: http://support.logitech.com/en-us/software/lgs

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Re: Raceroom experience

Postby Duke » Wed Mar 16, 2016 9:05 am

Following yesterday’s leak of Sector3’s Unreal 4 graphics engine work, the Swedish studio has reacted with a statement clarifying some details:

"What I can confirm is that we have a very small team investigating and evaluating newer technologies for the future as we always need to keep ourselves up to date with what’s out there and consider our options for whatever the future may bring. We are not working on a new game at this moment and RaceRoom remains our primary focus.
The leaked image is a very early and quite honestly not a very flattering one so it’s only right that I share with you something more recent and up to date."


To go along with this, a new preview has been released, showing the BMW Z4 GT3 at Spa Francorchamps at night.

As the studio points out, there’s no new title currently in the works as the studio remains committed to RaceRoom Racing Experience so sim racers shouldn’t be holding their breath for the new graphics engine to arrive anytime soon.

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Re: Raceroom experience

Postby Duke » Tue Mar 22, 2016 7:50 am

Sector3 Studios posted a set of beautiful screenshots of the upcoming WTCC 2015 Car pack for RaceRoom Racing Experience. The majority of the screenshots show us the cars in action on the Nurburgring Nordschleife circuit that will also become part of the RaceRoom track portfolio. At this stage no exact release date has been communicated.

The R3E 2015 WTCC Car pack will contain all the cars and drivers that competed in the 2015 World TouringCar Championship. The Citroen WTCC C-Elysee, Lada Vesta WTCC, Honda Civic WTCC, and the privately run RML team Chevrolet Cruze WTCC will all be available wearing the official liveries, including the special Sabine Schmitz Chevrolet Cruze design that ran on the Nordschleife. Furthermore, all the included cars will feature updated physics.

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Re: Raceroom experience

Postby Duke » Sat Mar 26, 2016 12:28 pm



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Re: Raceroom experience

Postby Duke » Sat Mar 26, 2016 12:29 pm

This year the WTCC Sporting Regulations will change. The FIA World Touring Car Championship introduces “Manufacturers Against the Clock” or MAC3 for short.

For MAC3 , the WTCC’s registered car brands will nominate three drivers who will take part in a Team time trial. MAC3 will take place straight after the completion of Qualifying Q3. This way the teams and brands will score points towards their WTCC Manufacturers’ Championship totals and benefit from an extended live broadcasting, live streaming and digital coverage package to drive more value to the Manufacturers’ Championship.

Interestingly, the official introduction video trailer makes use of Sector3 Studios excellent RaceRoom WTCC 2015 simulation to illustrate the new initiative. WTCC drivers Rob Huff, Yvan Muller and Tiago Monteiro share their opinions and expectations concerning the new format.

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Re: Raceroom experience

Postby Duke » Sun Mar 27, 2016 8:55 am

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Re: Raceroom experience

Postby Duke » Tue Mar 29, 2016 8:56 am

Sector3 Studios have released a small new video teaser of their upcoming Nürburgring Nordschleife for RaceRoom Racing Experience.
The video shows a mixed grid of cars passing the track’s iconic and challenging Adenauer Forest section. Interesting, the video reveals an extended grid size as we get to see 35 cars on track at once.
The legendary Green Hell will be R3E’s first-ever laser-scanned track addition, coming with four different layouts: Nordschleife, Nordschleife Tourist, Nordschleife VLN & Nordschleife 24h.
Aside from working with laser-scan data, Sector3 also had access to suspension data from the experts over at KW Suspensions to further refine the replication of the track’s challenging track surface.

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Re: Raceroom experience

Postby Duke » Wed Mar 30, 2016 9:27 am

The next update for RaceRoom Racing Experience will introduce the ability to run very large grids as confirmed by Sector3 Studios. So select tracks will be able to run up to 99 cars (including Spa Francorchamps and the soon to be released Nürburgring Nordschleife), provided sim racers have a machine that is able to handle such large grids performance wise.
Furthermore, the studio has also released a new teaser of the upcoming Nürburgring Nordschleife, also allowing us to listen in on the car sounds, undoubtedly R3E’s standout feature.

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Re: Raceroom experience

Postby Duke » Mon Apr 04, 2016 8:14 pm

A few days old news now... (As I'm catching up after a few days away & PC free.)
Sector3 Studios have released the Nürburgring Nordschleife for their RaceRoom Racing Experience title.
The Nordschleife is R3E’s first-ever laser-scanned track, coming in four different layouts; Nordschleife, Nordschleife Tourist, Nordschleife VLN & Nordschleife 24h:
The track is selling for 999 vRP, equaling about $11.50 USD.

Furthermore, the studio has also released the WTCC 2015 carset, adding the most recent season of the World Touring Car Championship to R3E.
The WTCC pack is selling for 899 vRP, equaling about $10.00 USD but offers additional discounts if users own any of the content that is part of the WTCC 2015 pack.

To round it all out, the new content items have been accompanied by a big new patch that introduces big grids, improved GT3 physics and more!
Changelog
Game:

Added support for Logitech G29. Please note that all Logitech users need to get the latest drivers from Logitech to have wheel ranges working properly.
Implemented Compact HUD which replaces the minimalistic HUD.
Added Bigger Grids, allowing tracks to have more than 24 opponents. The maximum number depends on the track and can go up to 100. (SP only for now)
Implemented FFB Meter which can be used to check the FFB output for clipping.
Implemented FFB Minimum Force which allows the player to amplify small FFB forces. This is mostly for players that have the “dead center” problem when driving straight.
Implemented FFB Slip effect which simulates when the tires struggle for grip during wheelspin, understeering, sliding, heavy braking.
Implemented stationary friction in FFB to solve wheels that rotate by themselves while the car is stationary.
Implemented FFB Multiplier per car in the car setup, allowing the player to adjust the overall FFB strength for a car individually.
Added a new Steering Animation Setting in Vehicle Settings. The Player can now set the steering animation rotation to be a custom degree or to match what’s in car setup under steering settings.
Added Load/Save in Car setup. Also reorganized the settings a bit.
Removed old auto saving of setup when leaving car setup screen and related logic. Car setup will no longer autosave and the unsaved changes will disappear when leaving the game session.
Added fuel to car setup.
Implemented lap invalidation for wall riding.
Fixed some threading exceptions that could trigger a crash.
Fixed some camera related rendering thread issues that could trigger a crash.
Fixed random crash that could occur when pulling out of pits in single race practice session.
Fixed an issue where the game was only seeing the integrated graphics card on laptops with NVIDIA Optimus.
Changed fallback null texture format to better support older low-end graphics cards that were getting crashes on startup.
Fixed an issue where start lights could get stuck on-screen on certain occasions.
Fixed an issue where the game would spawn the player at an incorrect garage spot.
Improved Shadow split calculation
Added a potential fix for parts falling off car at race restart.
Fixed so that pit menu, pit window and pit related overlays don’t show up post race.
Fixed a crash that could occur while using instant replay.
Fixed cars flickering in replay mode.
Changed so ambient sounds for tracking cameras are initialized after the loading is done to fix some wrong calls.
Optimized the logic performance.
Fixed issue with test-drive losing audio when alt-tabbing and going back to the game.
Fixed an issue with returning to garage after pause.
Fixed cars popping in and out on occasion.
Fixed error messages in the new menus appearing as white text on white background.
Revised several controller profiles according to the new ffb additions.
Added Logitech G29, Fanatec CSR and Thrustmaster T300 F1 Wheel addon profiles.
Tweaked keyboard default profile for better steering at higher speed.
Fixed issue with ffb gain only being updated on device initialization which meant that changing it in options didn’t change anything).
Fixed so wheel range, rev lights and led display are reset when game is closed.
Added supplemental controller type so that devices such as shifters and pedals trigger the right dialogue when initialized.
Changed so control set evaluation is only done on controller that’s not supplemental. This fixes the with wrong control set being selected by pedals etc and removes extra dialogs asking the player if he wants to create a profile for them.
Fixed a crash that could occur in driver logic.
Fixed a freeze that could occur after the initial track load.
Fixed gear damage that was occurring when downshifting on cars with downshift prevention.
Changed LiveTimings, Race Monitor and Session Info to be part of the Menu System instead of being static variables/singletons. This is an attempt to clear up some of the mess and to hopefully fix the issue with menu being broken sometimes after session switches.
Fixed so “Visible Cars” feature applies on any camera, including free cam.
Fixed so only timing and position overlays are disabled when the tv overlay setting is off.
Changed so low fuel, push to pass and DRS overlays are not shown if the compact data display is active.
Fixed a crash that sometimes occurred when bringing up the pit menu.
Fixed issue with PitPresets not being shown if they’re created mid-race through the pause menu.
Added menu music and music volume setting in sound options.

Multiplayer:
Added bigger grids in company dedicated servers for testing. We will set up few servers with more than the usual grid size (up to 100) to test and would like you all to join to help us testing.
Various potential fixes for a crash that was occurring when switching from qualifying to race in Multiplayer.
Increased stack size for the game to fix the stack overflow crash that could have occurred when joining MP.
Fixed small issue with garage screen not refreshing after session switch in MP (still showed old session type name if the player was in the menus during switch).

Sounds, Cameras, Physics & AI:
AI now better respects track limits.
AI now visually use default steering settings for their car. Player’s car under AI control now also uses player’s steering settings.
AI cars now properly use the correct Final Ratio for their gearbox on the current track.
Updated chase cameras for all so player can feel the car better and be able to see enough of the road ahead
FallOffDistances (distance at which sounds can be heard) adjusted so replay volume on TV Cameras are balanced with gameplay volume. Engine sounds now have a longer audible distance
Ambient sound samples on old tracks are now starting at random moment in the samples.
RoadFeel Effects and Suspension Squeak sound option levels are now set to 40% by default.
Helicopter cameras now play a constant Helicopter sound sample (was using a fixed area before)
Wind sound sample (open cockpit cars) updated, volume decreased for a better balance in Stereo setups
New sound sample for rumble strips
Fuel Estimates adjusted for all cars and tracks
FFB Multiplier adjustments for various cars
Audi 90 GTO : Massive physics update, cranked idle engine volume to 11
Chevrolet Greenwood (Gr.5) : Suspension sounds were missing.
Formula RR2: Fixed rearview camera in triple screen
GT3-specs cars: Massive physics update, new external sounds for the Z4 and P4/5, improved standing starts for AI’s
Prototype cars: Massive physics update, new sounds for all, action cameras added.
NSU TTS : Fixed a floatiness feeling, AI’s should now be better at standing starts
Hockenheim GP : TV camera files updated
Indianapolis: merged cut track rules
Macau : Tweaked AI lines around the hairpin, Fixed a couple TV cameras that were affected by guardrail / tree objects
Paul Ricard : TV Cameras updates
Salzburgring : AI tweaks
Spa-Francorchamps : TV camera files updated
Suzuka : AI tweaks
Zandvoort : TV cameras cleanup

Art:
Added new content
P4-5 : swapped liveries in GTR3
Mercedes SLS GT3 : Fixed weird polygon on hood when damaged
New sky textures ( global )
Minor livery fixes
Audi 90Q GTO : fixed a weird keyhole in taillight
Brands Hatch : Reduced bumpiness

Portal:

Added Improved Newsfeed system which now works as a standalone application.
Added fallback functionality on timeouts on steam callbacks to ensure the transaction gets canceled if Steam store times out as it did during holidays.
Fixed a purchase processing issue that could have triggered “nothing to buy” message, buying twice, and things not appearing as purchased problems.
Fixed a store content filtering issue in competition launcher and game menu.
Fixed so the player can challenge other cars in a class where they own one of the cars in the class if they filter by class in LB (All cars in LB list).

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Re: Raceroom experience

Postby Duke » Mon Apr 04, 2016 8:20 pm

Sector3 Studios added a laser-scanned Nürburgring Nordschleife to their R3E title on Thursday, becoming the fourth virtual racing title to offer a laser-scanned version of the Green Hell, joining Forza Motorsport 6, Assetto Corsa & iRacing.

What would have only been a sim racers’ wet dream a few years ago is now starting to shape up to become an industry standard, helped by the fact that developers don’t actually have to conduct their own scanning to create tracks based on laser-scan data.

With all developers working from the same reality-based set of data, who’s result is most impressive? We can find out by watching FTRRacingTv’s comparison video below, showing all four laser-scanned Nordschleife’s side by side with the real thing.

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Re: Raceroom experience

Postby Duke » Mon Apr 04, 2016 8:53 pm



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Re: Raceroom experience

Postby Duke » Tue Apr 05, 2016 10:40 am

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Re: Raceroom experience

Postby Duke » Wed Apr 06, 2016 10:25 am

In the latest RaceRoom patch, Sector3 Studios have updated the physics of the Prototypes and reorganized them into a P1 and P2 class. Soon a new car will be added to the P1 class in the form of the 2011 Audi R18 TDI Ultra. The famous Le-Mans winning LMP1 is powered by an Audi TDI 3.7L V6 turbocharged diesel engine that can easily develop 532 bhp and will therefore become one of the fastest cars yet in the RaceRoom Racing Simulator.

The new preview screenshots show us the beautifully crafted Audi R18 TDI Ultra 3D-model while the video is showing us some in-game action during a RaceRoom AI multi-class race at the Laguna Seca circuit.



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Re: Raceroom experience

Postby Duke » Fri Apr 08, 2016 10:19 am

Sector3 Studios has released the 2011 Audi R18 TDI Ultra for the RaceRoom Racing Simulator. The car will join the P1 prototypes class as one of the fastest cars available in RaceRoom.
To promote the release, Sector3 Studios has published a new announcement trailer showing us the Le-Man winning prototype in action at the Nürburgring.

You can purchase the Audi R18 TDI Ultra for 299VRP ($3.40 USD) at the RaceRoom Store.
Remember that Players who have installed the free2play RaceRoom Racing Simulation are able to test the car free of cost by visiting the RaceRoom Store.

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Re: Raceroom experience

Postby Duke » Wed Apr 13, 2016 12:07 pm

Sector3 Studios announced that they have licenced the BMW M6 GT3 for their RaceRoom Racing Experience title.
We can already admire the car model in the included set of renders. At this time, no release date or further details are communicated, so stay tuned for more information.

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Re: Raceroom experience

Postby Duke » Thu Apr 14, 2016 9:20 am

Sector3 Studios have released new preview footage of an upcoming open-wheel addition to their RaceRoom Racing Experience title – The Formula Junior.
Inspired by Formula Ford-style open wheelers, the Formula Junior will flesh out the title’s growing open-wheel ladder with an entry-level vehicle.
Weighing 545 kilograms, the car is powered by a 145hp four-cylinder engine and should make for some very close racing, especially in multiplayer races.
The preview video below shows the car in action during a race in Brands Hatch.

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Re: Raceroom experience

Postby Duke » Fri Apr 15, 2016 11:19 am

Sector3 Studios has released the Formula RaceRoom Junior pack for their RaceRoom Racing Experience Simulator.
The Formula RR Jr is an entry-level single seater with no front and rear wings comparable to the real life Formula Ford. Incidentally, the technical specs of the engine somewhat resemble the 1800cc Zetec engines used in the Formula Ford. Following the already released Formula RaceRoom 2 car, the Formula RR Jr is the second open-wheeler added to the R3E car portfolio.
The car pack includes 1 car model and 20 custom liveries. You can purchase the Formula RaceRoom Junior pack at the RaceRoom Store for 299 vRP (~$3.40 USD).

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Re: Raceroom experience

Postby Duke » Thu Apr 21, 2016 2:01 pm

Sector3 Studios have announced an upcoming new content pack for their RaceRoom Racing Experience title – The IMSA GTO pack.
The pack will include three cars from the legendary mid-80s IMSA GTO era, two of which are completely new to the game.

Included Cars
- Audi 90 quattro
– Ford Mustang IMSA GTO
– Nissan 300ZX Z32

While the Ford and Nissan are brand new additions, the Audi 90 had already been available in R3E before and will be equipped with further refinements in this pack.
The IMSA GTO pack is scheduled to become available later this week!



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Re: Raceroom experience

Postby Duke » Fri Apr 22, 2016 11:30 am

As expected after yesterday’s final teaser, Sector3 Studios has released the IMSA GTO pack for RaceRoom Racing Experience.

Crank up the volume!
The IMSA GTO pack includes three classics of the loudest, wildest and most memorable American racing series from the 80’s and early 90’s. Get ready to drive the Audi 90 Quattro, Nissan 300ZX Z32 and Ford Mustang IMSA GTO. The cars in the pack are dressed with 18 beautiful liveries representing a selection of famous cars that competed in the GTO class.

From 1978 until 1994, IMSA GTO cars were situated somewhere in between traditional GT cars and full-on prototypes. The IMSA GT Series grid was divided into two racing classes. The IMSA GTO’s were Grand Touring cars with 2.5-liter engines or more while the GTU cars where Grand Touring racers under 2.5-liter. From 1992 on, the premier GT category was renamed to GTS.

You can purchase the IMSA GTO pack at the RaceRoom Store for 699vRP (~$8.00 USD).
However if you already own the Audi 90 Quattro the pack is further discounted by approx 20% to ~560vRP (~$6.50 USD).



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Dukester

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Re: Raceroom experience

Postby Duke » Tue Apr 26, 2016 11:34 am

Sector3 Studios have announced the Nürburgring Legends Pack, bundling up the recently-released Nürburgring Nordschleife with a selection of cars.

Aside from the laser-scanned Nordschleife that comes in different layouts, the Nürburgring Legends Pack also includes the Nürburgring Grand Prix track.
Furthermore, the pack includes seven cars that have a connection to the Nordschleife in some form or another, ranging from the current cars like the Chevrolet Cruze TC1 WTCC car to classics like the BMW M3 E30 and the Zakspeed Capri.

Included Cars:
Chevrolet Cruze TC1 WTCC 2015
Zakspeed Capri
BMW Z4 GT3
RUF RT12R
BMW E30
BMW M1 Procar
Pagani Zonda R

Included Tracks:
Nürburgring GP (3 Layouts)
Nordschleife (4 Layouts)

You can only purchase the Nürburgring Legends Pack direct from STEAM for $16.99 USD.

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