Rennsport Beta Update 1.8.5 Adds Surprise LMDh Car, Rolling Starts

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Image: Rennsport
The latest beta release is here: Rennsport update 1.8.5 adds two current endurance prototype cars, multiple new features and a new circuit.

After first being announced as a future addition to the sim almost a full year ago, Beta Update 1.8.5 now makes the Porsche 963 available in Rennsport. The car, running in its second season of IMSA and WEC, respectively, marks a departure from the content on offer thus far - it is one of the first high-power, high-downforce vehicles in the sim.

Note the wording, though: It is not the only car of its kind to be added, as Rennsport also threw in the BMW M Hybrid V8 as a surprise for the update. Competing in the same GTP/Hypercar class as the Porsche in IMSA and WEC, the BMW prototype now also takes the fight to the 963 in Rennsport. The title follows the trend of adding the current top-flight prototypes that multiple other sims have set with this release.


Meanwhile, the two cars also received a new playground in the sim: The Fuji Speedway makes its debut in the beta. The Japanese circuit is raced in WEC, so it fits well with the prototypes - although only the Porsche has raced there in 2023, as BWM only made its WEC debut with the M Hybrid V8 in 2024.

Meanwhile, Rennsport also added a few basic features to the sim with the new update. Pit stops are now available, although without visible pit crews which are supposed to be included later. At the same time, multi-class racing and rolling starts are now possible, the latter even featuring a safety car.

Further fixes and improvements, as well as a "mega key drop", as Rennsport put it in a Tweet, are also part of the update. You can find the full changelog below.

Rennsport Beta Update 1.8.5 Patch Notes​

New content​

  • Added Fuji Speedway track
    • Grand Prix layout
  • Added new car: Porsche 963
  • Added new car: BMW M Hybrid V8

New features​

  • Added Pitstop mechanics
    • In the current version pitstops are without any pit crew or animations, these will be included in a future update
  • Added multi-class race mechanics
  • Added safety car to rolling starts

General​

  • Implemented new suspension animation system for better visual experience of car suspension workings
  • Changed DLSS preset settings to reduce problems with “ghosting” behind cars when moving fast

Gameplay​

  • Improved rolling start logic

SFX​

  • Implemented electric motor sounds logic

Damage​

  • Implemented damaged parts replication and improved overall damage system

UI​

  • Implemented relative track positions table on in-game UI
  • Implemented rolling start radar
  • Implemented per-class game summary screen
  • Added tire wear to game HUD
  • Adjusted fuel remaining display to show how many laps player has left before running out of fuel
  • Added damage status to in-game HUD
  • Improved experience when binding controls in the input settings screen

New day-night system Updated​

  • Road Atlanta
  • Fuji Speedway
  • More tracks getting the night time treatment in a future update

Bug Fixes​

  • Fixed problem with Fanatec wheels sometimes not being recognized correctly by the game
  • Fixed issue with first flying lap sometimes being invalidated for players for no reason
  • Fixed bug with players receiving pit speed limit penalty just after exiting pit lane
  • Fixed some crashes occurring when scrubbing replays
  • Fixed some problems with day/night system giving random light changes when joining a server
  • Fixed some problems with engine / ignition sounds
  • Fixed potential crashes occurring by incorrect drafting-related structures initialization in physics engine
  • Fixed problem with time trials sometimes giving black flag penalty when they shouldn’t
  • Fixed issue with game giving more incident points than a max value allowed in contest settings
  • Fixed issue with lap times sometimes showing last 2 fractional digits instead of first 2 instead
  • Fixed bug with players receiving DSQ when standing in pit garage at night

Known Issues​

  • Using Vulkan can cause the game to crash
  • Nvidia Reflex can cause stuttering. Recommendation is to disable it for now
  • Potential client crash related to DirectX12
  • Curb sounds can disappear after pit stops
  • Replays can crash when scrolling through longer replays
  • Time Trial delta is only shown when PB is set
  • Ghost car does not move in Time Trial Replays
  • In online races, if a car crashes at very high speeds into a wall, it can cause a mini-freeze for all connected clients
  • Getting a black flag in Time Trial will soft lock the player. You have to leave the Time Trial and go back to the Main Menu
  • Updating your profile name will not update your name in any Time Trial leaderboards unless a faster time is set with the new name
  • EV has wrong TC sound, fix in future patch

What are your thoughts on the Rennsport Beta Update 1.8.5? Let us know on Twitter @OverTake_gg or in the comments below!
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About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

VR is overrated, i have vr, but reverted to a nice 2d Screen at 1440p. only a tiny fraction of players use vr, and unreal engine is amazing for the rest of us. you are able to play rennsport, just put your vr down!
Nah. I gladly miss Rennsport. I have no idea what VR you have? But you don't seem to have used it properly. If you have low res VR/with stutters, yes; then I would also go back to screens.
 
I don't care about selling points...
Just tried it for 30min, I had enough. This game IS really bad in all aspects. Physics & FFB are the worst .
agree, i am not getting into a game based on a rational or intellectual decision because i see a "selling point" that another game does not have. For me its all about emotion and whether i click with the game. We have currently 5-6 ARPGs for example that do basically the same thing, there is not really a unique "selling point" if you exclude visuals. They are still different though in their own way without a clear "selling point". It comes down to whether or not you click with one of them on an emotional/fun level.
 
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Trees though are awful in MotoGP series, 10x worse than in Madness engine.
Ride feels so close to the reality, on youtube most of the videos are with the tag "real life" for the comparaison, for the Madness engine, on youtube we find the word" cartonish"....and it's my humble feeling;)
Milestone is the proof we can have a very beautiful game with the UE if wee know how to use it.

Can we give the Tourist trohpy Isle of man licence to Milestone please ?
For example with ride, there is no texture or shadow or vegetation popping, with the engine.ini file we can all tweak, in ACC, we can't, simply cause the game is not as good coded as milestone ;)

UE is the best engine of the market, far far far better, just the devs who use it are not all good;)
 
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Ride feels so close to the reality, on youtube most of the videos are with the tag "real life" for the comparaison, for the Madness engine, on youtube we find the word" cartonish"....and it's my humble feeling;)
Milestone is the proof we can have a very beautiful game with the UE if wee know how to use it.

Can we give the Tourist trohpy Isle of man licence to Milestone please ?
For example with ride, there is no texture or shadow or vegetation popping, with the engine.ini file we can all tweak, in ACC, we can't, simply cause the game is not as good coded as milestone ;)

UE is the best engine of the market, far far far better, just the devs who use it are not all good;)
Yes, in Ride trees are OK! In MotoGP series it's different (possibly to save some FPS ?).
 
Yes, in Ride trees are OK! In MotoGP series it's different (possibly to save some FPS ?).
I need to test MotoGP, really not a fan of MotoGP licence...yeah Codemasters trees are for each game more more ugly, last good trees was with dirt rally/Grid autosport, after that, they are so awfull
 

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