Raceroom experience

GTR1 & 2, GT Legends etc
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Re: Raceroom experience

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Sector3 Studios deployed a new update for their RaceRoom title and added some highly anticipated classic content to the RaceRoom car portfolio.
Fans of the Group C era will be pleased with the release of the legendary Team Joest Porsche 962 C and the Nissan R90CK group C cars while the Porsche fanatics will surely love to drive the classic Porsche 911 Carrera Cup (964) car.

You can purchase the RaceRoom Group C Cars for $12.35 USD. Or purchase the Nissan R90CK with 11 liveries for $6.70 USD, while the Porsche 962 C with 8 iconic skins for $6.05 USD.
While the Porsche 911 Carrera Cup 964 pack is available for $8.75 USD. The RaceRoom Porsche 911 Carrera Cup 964 features 25 unique liveries representing some of the most noticeable cars in the series.

The RaceRoom update includes a healthy list of fixes and improvements and ads some interesting new features.

Update Changelog:
Update details:

Download size = ca 15 GB
Client version = 0.3.0.6544
Client BuildID = 3708189
Dedi version = 50.0.906
Dedi BuildID = 3708152

Content
Added Group C car class with Porsche 962 C Team Joest and Nissan R90CK
Added Porsche Carrera Cup Classic car class with Porsche 911 Carrera Cup (964)
Modified parts of the Porsche 934 RSR to remove certain after-market elements such as the exhaust pipe.

Game
Dedicated server – Added a list of currently connected players, with live counter of their incident points and a Kick button.
Dedicated server – Added a session information block with a “Next Session” functionality.
Dedicated server – Added a ban functionality.
Dedicated server – Color tweaks to the UI for better readability when server is running.
Dedicated server – The results json now includes the userID of the other player involved in a car to car collision.
Implemented a more discrete notification block on the HUD to replace the big and intrusive overlays that warn of penalties.
Added loads of new telemetry and various data to Shared Memory block, bringing it to v2.6 and breaking backward compatibility with 3rd party applications and drivers. See https://github.com/sector3studios/r3e-api for shared memory block mapping.
Added r3e-data.json inside ..\Game\GameData\General\ for easier access by 3rd party applications
Introducing Tyre Pressure in car setup for the cars released today as well as a selection of older cars (see below)
Added support for in-gameplay overlays, allowing for custom HUD widgets using web. See Sector3 Forums [forum.sector3studios.com] and github[github.com] for full details.
Multiplayer – Fixed the vibrating opponent cars in pitlane and grid
The player can now adjust the brake bias even in fixed car setup conditions
Spectator overlays – changed r3e.getVehicleInfo.drsLeft to use the amount of DRS activations left, instead of just true or false
Single Player – Grid Position selector now takes into account multiclass and will place the player in the selected position within the same car class or same performance index classes.
Fixed an issue on Sepang South when using VR
Fixed Brake assists showing up in the wrong order in the Gameplay Settings selector
Fixed sometimes incorrect lap counts or session timers when watching replays
Fixed a multiplayer issue on Timing screen where the player with the fastest lap would leave the server and would result in broken split time calculations
Fixed ADAC 2018 drivers not changing during pitstops
Oschersleben – New set of Static cameras (“Pg Down” key to switch to TV cameras, then “End” key to cycle through camera sets)
Paul Ricard – New set of Static cameras
Silverstone – New set of Static cameras
Slovakiaring – New set of Static cameras
Shanghai – New set of Static cameras
Stowe – New set of Static cameras
RaceRoom Raceway – New set of Static cameras
RedBull Ring – New set of Static cameras
Road America – New set of Static cameras
Sachsenring – New set of Static cameras
Salzburgring – New set of Static cameras
Suzuka – New set of Static cameras
GTR1 car class – Added set of action cameras (“Home” key to cycle)
Sounds – Replaced some suspension samples
Sounds – Implemented a new set of samples and triggers for sounds of pedals being pressed in Aquila, Audi 90 GTO, Audi R18, BMW 320 Turbo, Chevrolet Daytona Prototype, DMD P20, DMD P21, Fabcar 935, Mistral M530, Mistral M531, Nissan Silvia Turbo, Nissan Skyline 2000RS, Nissan 300ZX, Nissan R90CK, Nissan Skyline GTR R32, Porsche 934 RSR, Radical SR9 Turbo and V8, Ruf CTR3, Volvo 240 Turbo, Zakspeed Capri.
Sounds – Reduced volume of drones in aerial cameras
Sounds – Chevrolet Corvette C6 GT2 – Improved volume balance between external and internal sounds.
Sounds – Chevrolet Corvette Greenwood – Increased volume of the engine startup and engine idle (both interior and exterior)
Physics – Added Tyre pressure to Formula RaceRoom Junior
Physics – Added Tyre pressure to GTR2 cars
Physics – Added Tyre pressure to GTR4 cars
Physics – Added Tyre pressure to Mercedes DTM 1995, along with all-around handling improvements
Physics – Added Tyre pressure to Pagani Zonda R
Physics – Added Tyre pressure to Porsche 911 GT3 Cup
Physics – Added Tyre pressure to Porsche Cayman GT4 Clubsport, tweaks to transmission, gearshifts, and dampers
Physics – BOP adjustments to GTR3 cars
Physics – BOP adjustments to GTO cars, Updated friction values, Updated oscillations, More accurate Mustang front suspension joints
Physics – BOP adjustments to Group 5 cars.
Physics – Aquila – Tweaked upshifts and bbehavioron pit limiter
Physics – Audi TT RS VLN – Fixed some tyre marks left on the tarmac when changing gears, updated engine and transmission rod stiffness, improved behaviour on pit limiter and the automatic gearbox logic.
Physics – Formula RaceRoom Junior – Imrpoved behaviour over bumps, curbs and crests. Improved dog box shifts behaviour. Adjustments to transmission oscillations.
Physics – NSU TTS – Fixed AI sometimes overshooting the pitbox, the car now also has its own set of pitstop timers
Physics – Porsche 934 RSR – Improved behaviour over bumps, curbs and crests. Adjustments to transmission oscillations.
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Re: Raceroom experience

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We at Sector3 Studios were very proud when Volkswagen Motorsport entrusted us with carrying a project that consisted in several firsts for us: It is the first appearance of a fully electric race car in the RaceRoom simulator, and our team has worked miracles to deliver physics and sound engines modifications to support this. It is also the first time that we have worked on creating a virtual rendition of a car that didn't exist yet. We have worked hand in hand with the Volkswagen team, looking at the data and telemetry from the Pikes Peak ID.R, and extrapolating the new handling characteristics that this brand new long tail / low drag version of the ID.R would bring.
Image
Once the real car has been on the Nordschleife, we will receive actual telemetry and will be able to fine-tune the simulation of all its characteristics.
Sadly for us, the DRS unit was added to the real car in the last weeks and couldn't possibly be added in-game in time for the start of this competition. We will however bring it in a later RaceRoom update.

You can now judge the result of all this work in the Time Attack challenge that is now available in RaceRoom : http://game.raceroom.com/competitions/900/leaderboard
You will find Romain Dumas in the leaderboard, as he could record some laptimes in the brand new RaceRoom 3Motion rig from the Nürburgring Boulevard ( https://twitter.com/volkswagenms/status ... 1134607360 )
Dumas is also an avid simracer and you'll probably need to work hard to beat him on that leaderboard! He's waiting for the challenge.


Update details:
Download size = ca 100 MB
Client version = 0.3.0.6552
Client BuildID = 3764446

Content
Added Volkswagen ID.R "Long Tail".

Game
Added support for electric engines with energy regeneration under braking
Fixed the suspension damage icon that had found its way into yesterday's update
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Re: Raceroom experience

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I have to say I have really enjoyed running the VW ID. R Challenge, if this simulation of the car is anywhere near as realistic as the real thing then this car is some beast.
The added bonus is it makes you learn Nords in FFWD so any traditional ICE race car lap feels much easier.
by the way it's a free comp so you don't need to own Nords to try it. :happybanana:

Some info on the car in case you do give it a go.
Some things to know as it might be weird at first :

This is probably not relevant as the car is currently only available in competition mode, with rolling starts, but the startup of the car is something very particular. It is a 20 seconds (-ish) sequence of fans spooling up and battery turning on.
You can try turning it off and on again to hear it, put the volume up to hear the true startup sequence of the ID.R.

The gearbox has 4 modes: R, N, D, S.
D = normal drive
S = drive with energy regeneration (under braking) (not so relevant in competition mode for now)

The car is artificially limited to 250kph as it's not efficient for the battery to attempt to fight the drag at higher speeds than that.
The current simulation and physics are based on theoretical data as it's only been existing on computers until today. In the last days they decided to also throw in a DRS system that we didn't have time to implement.
This means that after they actually have their real life record attempt done, we'll get the actual data and update the car accordingly. It will be interesting to see how far we end up.
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Re: Raceroom experience

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Fark yeah!!!

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Re: Raceroom experience

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It has the best game sounds of all the sims I reckon. The gearboxes in some of the cars are so loud.
Sarc ; my second favourite type of gasm.
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Re: Raceroom experience

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Here you go norbs... :kangaroo:
Image
Sector3 Studios deployed a new update for their RaceRoom Racing Experience title. Besides a healthy list of fixes and improvements for the simulator, this latest update also adds some new DLC content in the form of the Formula RaceRoom 90 car which is an open-wheeler roughly based on a selection of Formula One cars from the ’90s.

The FR 90 takes you back to an era of open-wheel racing that undeniably featured some of the most beautiful designs in motorsports history and the times of raw engine power producing an incredible sound environment, that to this day makes the hair stand up on every true motorsport fan. The FR 90 comes with three different engine types: V8, V10, and V12. Each with its own handling characteristics and of course unique engine note.

The FR X-90 CUP pack DLC is available via the RaceRoom Store for USD $10.13 (899 vRP) including 3 car versions and 34 liveries.
The individual cars are available for USD $4.50 (499vRP) with individual liveries priced at USD $0.33 (29 vRP) each.

Changelog:
Update details:

Download size = ca 975 MB
Client version = 0.8.0.6561
Client BuildID = 3889446
Dedi version = 52.0.945
Dedi BuildID = 3889460

New content
Added the Formula RaceRoom 90 V8, V10 and V12 cars.

Game
Added a key assignment to Move&Scale HUD elements. Once pressed, the mouse cursor will appear. Left click will drag a HUD element around while a Right click will scale the size of the element up or down.
Added a key assignment to reset the HUD elements positions and scale.
Updated to Fanatec SDK 3.8
Added default profiles for Fanatec Podium DD1 and DD2.
Added support for the flag LED’s on Fanatec rims
Added a key assignment to turn the displays and LED’s on rims and wheelbases off.
Added Tyre loads to shared memory (using a reserved data holder to preserve backward compatibility)
Added support in physics engine for different shift times depending on the gears being shifted.
Fixed an issue where brake disks were pre-heated to optimal temperatures when spawning the vehicle in sessions other than Time-Attack.
Fixed an issue where in-game web overlays settings would be lost with every game update.
Changed the amount of analog input required to register a key assignment from 50% to 25% of the axis range. (this is relevant when assigning an axis to an on/off toggle control)

Content
AMG-Mercedes 190 E 2.5-16 Evolution II 1992 – Sounds improved
Porsche 911 Carrera Cup (964) – Tweaked some logos on livery #15
Volkswagen ID. R – Various visual upgrades to match the final design of the real car.
Circuit Zandvoort – Fix for a TV camera on the straight that was sitting a bit high.
Circuit Zolder – New static TV cameras
Moscow Raceway – Changed 3 trackside banner billboards so they show on both sides. Upgraded HUD track maps for FIM and Full layouts to higher resolutions.
Zhuhai – New static TV cameras
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Re: Raceroom experience

Post by Duke »

Even includes the recently released FR X-90 cars... (go grab em norbs)

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Re: Raceroom experience

Post by norbs »

As much fun as they are, I just dont play it often enough.

After the fun of a 6 hour race at Le Mans, I am currently doing a 6 hour at Sebring in RF2. 50 cars, day night, LMP2 and GTE.
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Re: Raceroom experience

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I know many here don't like the business model of RaceRoom has. But they also have the Nürburgring Legends Pack on Steam.
It is currently heavily discounted as part of the Summer Sale for A$ 5.98. It is also the only way you can get the RUF RT12R GT3 as it is no longer available in their official store
For this price it is an awesome deal given the Nürburgring is laser-scanned and the cars are not only iconic but also considered some of the best in RaceRoom.
The Nürburgring Legends DLC includes the Nürburgring GP track + the famous Nordschleife, bundled with 7 iconic cars that wrote history on the longest, most beautiful & challenging race track of the world.

Cars:

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

Tracks:
Nürburgring GP (3 Layouts)
Nordschleife (4 Layouts)
Also remember the base game is free and has official support for triple screens & VR.
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Re: Raceroom experience

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Image
Sector3 Studios deployed a new update for their RaceRoom Racing Experience title and released the 2019 WTCR / OSCARO car pack.
This new DLC contains seven cars, including new liveries, a new Alfa Romeo bodykit and the most recent addition to the WTCR grid, the Lynk & Co 03 TCR., All the cars are closely matched due to tight regulations and Balance of Performance.
The WTCR / OSCARO car pack DLC is available via the RaceRoom Store for €14.96 including 7 cars and 26 liveries. The individual cars are available for €3.98 & liveries €0.29 each.

July 10 Update Changelog:
Download size = ca 860 MB
Client version = 0.8.0.6577
Client BuildID = 3998534
Dedi version = 53.0.964
Dedi BuildID = 3998571


New content
Added the WTCR 2019 car class with 7 cars and 26 liveries.

Game
Now allows to bind up to 128 different button ID’s on a controller.
Now allows to bind each traction control preset individually instead of only Next / Previous TC level controls.
The HUD notifications (aka “butterHUD”) can now be moved around as well using the “move&scale HUD elements” binding.
Increased the rear view mirror y-resolution.
Prevented the HUD position bar from automatically scaling to gigantic sizes on ultrawide monitors by limiting its width to 1920px.
Changed the default steering lock value for Mouse controls from 8 degrees to 13 degrees
Slowdown penalties and giving back of the time illegally gained have been reworked. Added a progression where the more penalties you have received, the longer the penalty will get. Each clean lap will reduce the penalty count by one.
Change so the Pit stop menu elements such as Preset and Tyre Compound selectors no longer wrap around when trying to go beyond the last possible choice. (Meant to improve CrewChief’s[forum.sector3studios.com] voice commands)
Possible improvement for players reporting issues on the game menus (cursor flickers, video freezes, etc)
Fixed a broken start procedure of a leaderboard challenge on Stowe layouts.
Fixed rev LED’s that were not lighting up on Logitech steering wheels
Fixed a case where the messages about switching modes for LED displays were not always clearing
Fixed a case where the “delayed start from pitlane” message wasn’t clearing when french localization was used.
Fixed so the MiniHUD can now be moved further on ultrawide monitors
Fixed broken bindings on the default Mouse control profile

Content
WTCR 2019 has received new and improved physics. The 2018 car class will be updated to match in a later update (required BOP for the Peugeot)
WTCR 2019 features a new bodykit for the Alfa Romeo
WTCR 2019 features a new steering wheel for the CUPRA TCR.
Porsche 911 GT3 R – New cockpit sound recordings with separated transmission and engine channels.
Porsche 991.2 GT3 Cup – New cockpit sound recordings with separated transmission and engine channels. Improved external sounds.
Porsche 991.2 GT3 Cup – Updated physics and tuned dampers. Suspension geometry is now more accurate.
Saleen S7R – New sound recordings for both cockpit and exterior
Silhouette car class – Made cars a bit less tail happy under braking, improved FFB
Cadillac (GTR2 car class) – Fixed the default final drive being too long at Spa-Francorchamps
GTR1 car class – Implemented different shift times depending on the gears being shifted
GTR2 car class – Implemented different shift times depending on the gears being shifted
Aquila Cup – Implemented different shift times depending on the gears being shifted
Audi TT Cup – Implemented different shift times depending on the gears being shifted
Audi TT VLN – Implemented different shift times depending on the gears being shifted
Hillclimb Icons – Implemented different shift times depending on the gears being shifted
BMW M235i Cup – Implemented different shift times depending on the gears being shifted
WTCC 2013 – Implemented different shift times depending on the gears being shifted
WTCC 2014 – Implemented different shift times depending on the gears being shifted
WTCC 2015/16/17 – Implemented different shift times depending on the gears being shifted
Zonda Cup – Implemented different shift times depending on the gears being shifted
AMG-Mercedes C-Klasse DTM 1995 – Tuned dampers and Implemented different shift times depending on the gears being shifted
Paul Ricard – Added one additional TV camera in the start/finish straight as the elevation was hiding the cars at race starts.
Red Bull Ring – Resurfaced and made a higher resolution HUD track map for the GP layout.
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Re: Raceroom experience

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RaceRoom Racing Experience has been updated today, including an update to the physics of 2018 specification WTCR cars within the sim. Of other changes to come as part of the small build release, the AI for the WTCR cars has been improved and further improvements have been made to the audio Formula RaceRoom V8 and V10 cars!

Update details:
Download size = 190 MB
Client version = 0.8.0.6579
Client BuildID = 4021994

Game
Fixed some elements being offset to the left on Ultrawide resolutions

Content
The 2018 WTCR car class physics have now been brought equal to the freshly released 2019 cars, and the Peugeot has been balanced accordingly. The Alfa 2018 older bodykit suffers from a bit less downforce and increased drag but this was compensated in BOP (power and weight)
Formula RaceRoom Junior - default setup adjusted
Hillclimb Icons class - Smoothed gear changes
WTCR AI - Improved behaviour
Cupra TCR 2019 - Adjusted gearshift sounds
Formula RaceRoom 90 V8 - External sounds improved
Formula RaceRoom 90 V10 - External sounds improved. A bit more aggressive at high revs and removed an excessive oscillation in mid revs.
CUPRA TCR - Added a horizontal structural bar between the rearwing supporting arms.
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Re: Raceroom experience

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Update details:
Download size = 726 MB
Client version = 0.8.0.6581
Client BuildID = 4026381

Content
Fixed the Lada Vesta TCR (esport competition) that mistakenly had received WTCR 2019 physics in yesterday's update. The Lada Russia Round 4 competition will re-open shortly after this push. All my apologies for this terrible oversight! The leaderboard laptimes recorded during the period have been erased.
WTCR 18/19 - Further improvements to AI behavior. They should now be a tad quicker.
Porsche 991.2 GT3 Cup - improvements to AI behavior. Less rolling over from high sausage curbs, slight improvement on car to car collision detections. Reduced their tendency to overdrive the car.
Porsche Cayman CS - improvements to AI behavior. Less rolling over from high sausage curbs, slight improvement on car to car collision detections.
Mercedes AMG GT3 - Fixed the right side mirror
AMG-Mercedes C-Klasse DTM 1995 - Fixed the rearview mirrors that were showing a tilted world.
Spa-Francorchamps - Modified trackside advertisement banners for upcoming competitions
Nuerburgring GP - Modified trackside advertisement banners for upcoming competitions
Updated a set of banners for upcoming competitions
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Re: Raceroom experience

Post by Duke »

End of Summer 2019 - Development notes
Summer is short in Sweden, so we try and make the best out of it, and that means quite a lot of vacation days have been taken, and therefore a significant slowdown in development for a few weeks. But here we are, back at it, skin maybe still peeling off from sunburns. I hope everyone had or might still be having a nice time out! I for one visited family and friends back in Belgium. Is this relevant for these development notes? Well, sort of, as I landed in Belgium the very week of the Spa 24H. I went there on the practice days, 23rd and 24th in order to collect references for no less than 7 or 8 cars.

Anyway... Here is a quick rundown of the items listed in the notes from May, and where we stand for each:
1. Cars : The WTCR 2019 car class that we were working on is out and the esport season has started. We had a couple small updates since the release, and also WTCR 2018 car class received their physics update to match and be raced alongside the 2019 cars.
What we still have not shipped is the BMW M1 Group 4, which is awaiting liveries, and the updated Volkswagen ID.R, remade according to actual telemetry for which I also need liveries. Discussions are to resume soon with Volkswagen Motorsport regarding livery designs and final sign-off of the new physics. As you may have seen, Romain Dumas and the VW crew have been busy breaking records in China as well!
2. Tracks : Two of the tracks we've been working on are now finished and being prepared for public use, so expect announcements and previews in the coming weeks. Our artists will immediately move on to new projects as we have reached agreements for four more in the meantime.
3. Force Feedback updates : Static friction and pneumatic trail effects have been in testing for a while now and I have to hold them back for now as we have to wait for a gap between two competitions before we push changes that affect handling and performance of the cars. Those effects are physics based and the pneumatic trail effect has an impact on the car handling, especially coming out of corners. The next period between esport competitions is December 2019.
4. Moving / resizing HUD elements : Issues reported on ultrawide monitors are considered fixed. Let us know if you still have any.

So, what's new?
1. @Thomas Jansen has been recruited to help in the physics and AI department. After proving his worth as a betatester and delivering flawlessness™ in BOP, Thomas is now a consultant, working hand in hand with @Alex Hodgkinson . He is tasked with things ranging from damper tuning to critical AI physics improvements, such as preventing AI of recent cars from losing the rear so often.

2. Renato Lipi has been recruited as our new web backend developer. Renato will have a lot on his table with very big tasks awaiting him, such as a migration to AWS, development, along with the rest of the team, of the scheduled multiplayer / rating / career features, improvements to competitions, menus, and so on. I'm confident that his skills, in combination with a true passion and excitement for the projects, will help bring RaceRoom much further.

3. @Anthony Monteil and @Robert Holm are cooking up some nice updates to the tyre sounds. A completely new set of recordings from Anthony, along with some code changes in the engine from Robert (allowing tweaks per car but also more randomness in the samples) should bring you a lot more information regarding grip levels while you are driving. I tried to demonstrate the progression in this video :


4. AI improvements: We acknowledge that the more demanding physics we have been delivering are likely too much for the AI to handle properly. There are plenty of places where AI now easily gets in trouble, so we're addressing this issue from an AI physics point of view.
What we need to avoid is for this job to put us in a spot where AI cars differ quite a lot from the player's car, making racing feel unfair as AI appear to have much better cornering grip, braking or power.
To prevent this but also improve AI in general, @Robert Holm has experimented and came up an interesting self-learning AI. The way it works is that we take a car and we throw it on a track, then we tell the AI to drive and run tests to autotune itself. It all happens in a few seconds and the following measures happen:
DECELERATION / BRAKING
Performs brake tests and compares measurement with what AI thought would happen. Useful for preventing AI from hitting you in the back.
ACCELERATION|
Performs acceleration tests and compares measure against prediction, this will for example improve the calculation of slowdown penalties or the decision of when to issue a stop-and-go penalty after cutting the track.
LAP
AI performs a timed lap and logs it for developers to gauge the effects of their changes (for example, matching real world laptimes)
CORNERING
Keeps track of how far off the line the AI went and the amount of understeer. Used to prevent AI from cornering too early or too late.
RADIUS
A complex set of tests for grip levels per corner radius, allowing AI to be fine-tuned so they are not dead slow in hairpins or lightning fast in medium radius corners.

I'm very much looking forward to seeing what the team achieves with this new tool. Watch it in action here:


5.Physics - Current projects are:
GT3 overhaul (Release December 2019)
DTM 92 / Touring Classics (Release TBA)
VW ID.R modifications for an eventual release in store (Release TBA)
Working on new cars as well that I can't disclose.

6. Art - Always complicated to talk about what our talented artists are working on as they're always the ones with the top secret stuff in their hands... Just know that we have 7 or 8 cars in the pipeline at the moment, along with official liveries of the 2019 season of three racing series (for cars that we already released). As touched above, two tracks are in their final development phase. Two more are lined up afterwards, currently receiving art polish and tweaks.

7. Damage - As you know from previous notes, we have suspension damage and flatspots in beta, and the only thing that was holding it back was the need for a modification of how damage options are handled. Right now, you have two settings to set for damage: visual and mechanical. That will go away and in the future you'll only have one damage setting with three choices: "Off" - "Minimal" and "Full". If you want suspension damage and flatspots, you'll have to go on "Full", while "Minimal" will give you damage like you currently have it. That modification is now done and we only have to wait until a gap in esport to push these game-changing updates. The next gap is in December. So that is when we'll push those.

8. Dedicated Server - The following doesn't require a gap in esport competitions and therefore will hit your server machines very soon.
a. Chat box - The server admin can now read and send chat messages. Messages from the server admin will be shown as originating from 'SERVER', like in this example:
In the server interface:
Image

And in-game:
Image

b. MOTD - The server can now be set with a Message Of The Day, a text-only short message that will be shown to players joining the server (in practice and standing start qualifying). Communities can now use this to show server rules or their website / Discord URL, etc.
There is some basic html formatting available. For example, the following:

Code: Select all

Welcome and thank you for testing.</p><p>Do not forget to report bugs on <FONT color="#f75ee8"><b>bugtracker.sector3studios.com</b></p></FONT>
Will result in this aspect:
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c. Weight Manager - We're adding an example of what can be done using the Dedicated Server's API with this tool. Feed it with a results file from a previous race and in a matter of a few clicks, you can set success ballast for the next championship round, saving you the trouble of manually going through their ID's and usernames.
We're adding a field to input a formula allowing for quick automated weights attribution. Example here with this RRVLN race result where we give ballast based on the finish position in class, with a maximum of 50kg:
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Another example of a formula that doesn't have such a drop in ballast between 1st and 2nd:
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Here's a list of the helpers currently in testing, allowing for creativity in the formula:
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d. Pre-determined starting grid - As I write these lines, I'm not sure yet if it works as we added it this week and we haven't managed to organize a race with the betatesters yet. The goal of this feature is that you should be able to set the starting grid of your MP race and skip qualifying altogether. Either set the grid manually, or point the tool to a leaderboard with your league's team name and it will fetch all the players with that team name on that leaderboard and automatically generate the starting grid. Hopefully it passes QA swiftly.
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An example import with a WTCR championship round from https://www.racingfr.net of how the starting grid can be imported from a leaderboard and then edited manually with a couple of clicks.

9. Discord : Let's mention it every month: Check out the RaceRoom Discord channel. Link here --> http://discord.gg/raceroom
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Re: Raceroom experience

Post by Duke »

Sector3 Studios officially announced that the Dubai Autodrome is coming to the RaceRoom Racing Experience title with 4 different layouts & 90 garage spots!.
As the preview screenshots reveal, we can expect an up to date high-quality track recreation of the famous UAE endurance track.
At the time of writing, no official release date was mentioned, but when Sector3 Studios says ‘very soon’ they usually mean very soon.
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Re: Raceroom experience

Post by Duke »

Beside the release of the wonderful Dubai Autodrome (499vRP/$5.44USD), our first update after the summer break is also heavily focused towards league racing and your communities as we're continuing on our goal to deliver more tools to organize and manage events and championships.
We hope you will enjoy today's server additions and that they will allow you to make even greater competitions. We are very curious to hear your feedback on those and any wishes for further improvements of the dedicated server app for the future.
Of course let's not forget to mention the physics overhaul of various car classes as well as the introduction of needed AI improvements for some of the most problematic cars that AI has been having trouble managing.

Update details:
Download size = 2.1 GB
Client version = 0.8.0.6592
Client BuildID = 4249150
Dedicated server version = 55.0.1028
Dedicated server BuildID = 4249152

Dedicated Server:
Added ability to determine the starting position of the race. When a starting grid is defined on the server, qualifying session will be skipped entirely. The server will place players on the grid in the exact order defined by the server administrator and will not perform any sorting by performance index.
Added ability to import users from a given leaderboard and a given team name to pre-populate the starting grid.
Added a chat box in the dedicated server interface to allow the broadcasting of messages to all players from the server admin.
Added a Weight Manager tool to easily manage the administration of success ballast for a large amount of players throughout a league championship. The manager can be pointed at the result of a past race and all players can be assigned weight following any kind of regulation with the help of custom formula's.
Added a latency indicator next to each of the connected players. It shows an average value that is calculated over a full minute.

Game:
Adjustments to Slowdown penalties that have been too harsh since the previous update, especially in high speed corners.
Increased connection timeouts from 30 seconds to 60 seconds in the hope to reduce the amount of disconnects from multiplayer sessions.
Improved automatic choice of graphic settings (at first start) based on the detected hardware.
Improved visibility of the message stating a game restart is required after switching to another monitor in fullscreen mode.
Attempt at getting rid of weird laser weapon sounds when cars transition from track to their garage position ( example )
Fixed saving of two identical screenshots when pressing the screenshot key while on a menu

Content:
Dubai Autodrome is now available with 4 layouts ( Grand Prix ; International ; National ; Club )
Audi R8 LMS - Fixed cockpit camera that was slightly off center
Audi TT cup - Fixed underbody feelers that were 2,5cm too low and made the car scrape the tarmac when it in fact should not.
Formula RaceRoom 90 - Updated physics (suspension and differential, rev limiter logic, increased oil cooling slightly); Improvements to AI behavior
GTR1 car class - Updated physics (aerodynamics, turbo buildup, rev limiter logic, tuned dampers) ; Improvements to AI behavior
GTR2 car class - Updated physics (Traction Control logic, dampers tuned, improved gearshifts) ; Improvements to AI behavior
Honda Civic TC1 - Fixed an issue where this car couldn't easily alternate between forward and reverse gears.
NSU TTS - Improvements to AI behavior (no more rolling over big curbs)
Pagani Zonda R - Updated physics (Traction Control logic, ABS improvements, dampers tuned, improved gearshifts)
Porsche Cayman GT4 Clubsport - Updated physics (tuned dampers, tyre model, Traction Control and ABS improvements; Improvements to AI behavior
Porsche 911 GT3 Cup - Updated physics (tyre model refinements to have much more response to tyre pressures, tuned dampers and rear camber, differential tweaks) ; Improvements to AI behavior
Porsche 934 RSR - Tweaked rearview mirror UV
Porsche 911 Carrera (964) - Updated physics (rev limiter behavior, differential, suspension and dampers, tyre model, ABS improvements); Improvements to AI behavior
WTCR - Improvements to AI behavior

Road America - Updated the high resolution road surface, fixed a misplaced curb at turn 11. Added ambient occlusion from walls.
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Re: Raceroom experience

Post by norbs »

Remember gang, never buy direct through STEAM.

ALWAYS buy discounted VRP here - https://www.raceroomstore.com/shop_en/list_page?cat=24
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Re: Raceroom experience

Post by Duke »

^^^ +1

And also make use of the sales they have regularly. :yes:
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Re: Raceroom experience

Post by Duke »

Update details:
Dedicated server beta branch : "preview" (*)
Download size = 55 MB
Dedicated server version = 55.0.1029
Dedicated server BuildID = 4257598

Dedicated server:
- Added ability to import a starting grid from a past result file.

(*) - To switch to this beta, right click the dedicated server in your Steam client and select "Properties". In the window that opens, click the "Betas" tab and select "Preview" in the dropdown selector. Steam will download the new version. You might have to restart your Steam client for the beta branch to show up.
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Re: Raceroom experience

Post by Duke »

Sector3 Studios announced that the Bilster Berg circuit will be available in RaceRoom very soon.
The Bilster Berg Drive Resort is a permanent road course in Bad Driburg, North Rhine-Westphalia, Germany.
The 4.2 km ((2.6 miles) circuit is situated on a former NATO ammunition depot facility and has been designed by the famous Formula One circuit designer Hermann Tilke.
The 19 corner track is used for testing, track days, and club races. It features big elevation changes, blind corners, and swooping curves.
For more info, check out www.bilster-berg.de.
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Re: Raceroom experience

Post by Duke »

Sector3 Studios have released the Bilster Berg Circuit, it is available via the RaceRoom Store for 499 vRP / $5.48 USD & features 5 different layouts.
Gesamtstrecke: 4.274 km
Gesamtstrecke Schikane: 4.3 km
Ostschleife: 2.4 km
Ostschleife Schikane: 2.425 km
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Re: Raceroom experience

Post by norbs »

Holy fuck, what a track!
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Re: Raceroom experience

Post by Duke »

Not sure how much longer this will be available, so get to it if you want more content at a discount.
Halloween Sale has started at RaceRoom! - 20% discount on selected cars, tracks & packs! - http://game.raceroom.com/store/
For additional discounts get your vRP packages from https://www.raceroomstore.com/shop_en/list_page?cat=24
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Re: Raceroom experience

Post by Duke »

Norbs, slow, Box & I can help if you want to know what content we would recommend but honestly it is all decent.
This thread is a great reference to understand what is old & new and what physics each car is using: Raceroom Car Class Lookup List: October 2019
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Re: Raceroom experience

Post by Duke »

We are proud to bring the BMW M4 GT4 to RaceRoom.
​The car made his debut season in 2018. It is powered by a straight-six engine with M TwinPower Turbo technology which produces breath-taking acceleration and a brilliant engine roar.
The car is being entered in series all around the world, including European, American and Asian championships. It was crowned “Race Car of the Year” at the 2018 Professional MotorSport World Expo Awards, in recognition of its impressive successes.
The M4 makes the fourth GT4 spec car in RaceRoom, adding a lot of value to its class. We made sure to include as many liveries from different series as possible. Coming to you in the December update!

Specifications
Length: 4.67m
Wheelbase: 2.82m
Fuel tank: 125L
Carbon fibre doors, roof, bonnet
Minimum racing weight (pre-BOP) 1430kg
Weight distribution: 52F/48R
Engine: 3.0L straight-6 S66 M TwinPower turbo
Torque approx 550nm from 2000-5500rpm
Power approx 440hp @ 7200rpm
Motorsport ABS
Motorsport Traction control
Wheels: 18" x 11" all round
Tyres: 300/660 R18 all round
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Re: Raceroom experience

Post by Duke »

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http://game.raceroom.com/store/

Up to 50% discount on individual cars & tracks and 25% additional discount on content packs!

Save even more by purchasing vRP Packages from: https://www.raceroomstore.com/shop_en/list_page?cat=24
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