RaceRoom | Porsche, BMW, Ningbo International & New Features!

Paul Jeffrey

Premium
A large new update for RaceRoom Racing Experience has been deployed - and it contains plenty of new content and feature improvements - including amongst others a first iteration of daylight progression within the system.

Surprise! The new December build update of RaceRoom Racing Experience contains more than a few new feature enhancements for the title when it dropped earlier today - with new time of day effects, a fresh look for car setup screens, various physics and AI changes and plenty more besides!

Of course the new build release is exciting stuff in its own right, however today also marks the release of some interesting new pieces of content, namely the already previewed Porsche Pack DLC #3, a nice new GT4 car from BMW, the BMW M1 Group 4 machine, the WTCR hosting Ningbo International Speedpark circuit and a free Nürburgring Grand Prix Fast Chicane layout update for owners of the circuit!

Update details:

Download size = 4.5 GB
Client version = 0.9.0.911
Client BuildID = 4480845
Dedicated server version = 56.0.1058
Dedicated server BuildID = 4480917

New content:
  • GTR4 car class - Added BMW M4 GT4
  • GTR4 car class - Added Porsche 718 Cayman GT4 Clubsport
  • GTR3 car class - Added Porsche 911 GT3 R (2019)
  • Group 4 car class - Added BMW M1 Group 4
  • Added a new car class - Porsche Motorsport GT2 Supersportscar, with the Porsche GT2 RS Clubsport
  • Tracks - Added Ningbo International Speedpark with 5 layouts
  • Tracks - Added new layout: Nürburgring Grand Prix Fast Chicane, free for all owners of the track.

Features:
  • Added a first iteration of daylight progression, from morning to evening. A multiplier is available to set progression from x0 (static sun), up to x25.
  • Sun position is now astronomically accurate for each of our tracks as per a typical summer solstice day.
  • Dedicated server - Added possibility to set a "Message of the Day" that all players will be presented with upon joining. The message can be dismissed by pressing the brake, or leaving the pitlane. The message can be formatted using very basic html tags.
  • Damage overhaul - The old settings separating Visual and Mechanical damage have been merged into just one Damage setting which can have the following values:
    - Off (cars will not take any damage)
    - Limited (this is equivalent to having both mechanical and visual damage enabled before today's update)
    - Full (Suspension can get damaged, and tyres can have flat spots after lock-ups)
  • Damage model - New deformations and systems for detachables parts, cracks in windshields, etc.
  • Damage model - Tyres can now get punctured from collisions or from driving off track, and the probabilities of getting a puncture increase with the wear.
  • Car Setup Menu - One of our goals is to modernize the user interface and the first menu that we decided to tackle is the car setup. It is reflecting the future look and feel of the RaceRoom interface as we head into 2020.
    It is divided in three areas, the left will display some telemetry data from your last laps, the center has all the possible changes sorted into tabs, and the right side is dedicated to display helper texts and the steering settings.
  • Force Feedback - Added Pneumatic Trail to the physics engine, which results in self-centering forces on corner exits.
  • Force Feedback - Added Stationary Friction effects
  • Global AI behavioral improvements, with car specific tweaks using a self-learning algorithm.
  • Sounds - Improvements to tyre sounds (skid and scrub).
  • Added an option to display opponents of other classes in the HUD position bar
  • Added an option to force the HUD track map to remain static and not rotate with the player's car orientation
  • Added an option to show or hide the chat messages in Multiplayer
  • Added extra bindigs for Shift Up and Shift Down, allowing to mix paddles and a sequential shifter

RaceRoom Car Setup Screen.jpg


Content updates:
  • DTM 1992 - Updated physics ( Details @ Sector3 forums )
  • Touring Classics - Updated physics ( Details @ Sector3 forums )
  • GTR3 - Updated physics ( Details @ Sector3 forums )
  • GTR4 - Updated physics ( Details @ Sector3 forums )
  • Hillclimb Icons - Updated physics ( Details @ Sector3 forums )
  • BMW M1 Procar - Updated physics ( Details @ Sector3 forums )
  • Performance index values of all car classes have been readjusted (DTM 1992 and Touring Classics are no longer merged)
  • Brands Hatch - Updated curbs, advertisement, vegetation
  • Gelleråsen Arena - The last turn has been modified, but the starting grid is still located on the old stretch.
  • Knutstorp - Updated with 2019 modifications
  • Macau - Improved performance
  • Mantorp - Updated with 2019 modifications
Fixes:
  • Dedicated server no longer loses its settings when the IP address of the hosting machine changes.
  • Loads of bug fixes and improvements overall


RaceRoom Racing Experience is available now exclusively on PC.


Want to learn more about the tips and tricks of RaceRoom Racing Experience? Ask a question to our awesome sim racing community at the RaceRoom Racing Experience sub forum here at RaceDepartment.


RaceRoom Update 1.jpg
 
And I explained that, given the wildly varying preferences in FFB, who decides what the baseline is? According to you it should be higher, according to me it should be lower. Who is right and who is wrong? Nobody, because it's personal preference and there is no "best" when it comes to FFB strength.
If you are getting the same FFB I am with the default settings, then saying it should be lower is absolutely objectively wrong, because only using a third of the available FFB range is quantifiably, objectively wrong. I really don't know what else to tell you.

There is certain amount of personal preference, but there is also a large part that is objectively wrong to have as a default setting. It's as simple as that.

Have a nice day, this is pointless.
 
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Lots of excellent "feedback" <pun intended> about the latest update.

Just wondering which car/track combo shows the most physics/FFB improvement for you. (I'm not trying to start a p_ssing contest here. But there are so many damn combos available, that I don't know where to start! I have a TS=PC Racer wheel if that matters.)

Thanks!
 
Alex, my understanding is that Granite Devices reached out to the guys at Sector 3 but didn't really get anything back in terms of wanting to work together.

If so, that's a real shame. It would have been nice for us Simucube users if you guys could have received a unit to work with so that would we could have had some better baseline settings to work from.

At the moment we are a little in the dark, settings wise and you may have noticed that although we really want to love the game, quite a few of us have found it slipping towards the bottom of our played Sims due to the difficulty with dialing the ffb in just right.

I'm not trying to/can't speak for all Simucube users but I do feel I'm safe in saying that this is the general type of feedback that I've seen.
here is mine paul ,but i have the older 30 nm osw it may help ,and i must say the guys have done a great job does not feel simcade anymore
 

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WOW I just loaded RRRE for the first time in months and what a difference! I always complained that the cars steered like a boat (rotated from the centre point of the car, not the front wheels), but I'm happy to say that the cars I've tried so far feel amazing after the physics and FFB update. I tried a quick race around Motegi in the BMW Z4 GT3 and it was controllable, great FFB, stable under braking, AI were competitive but not overly aggressive. Then off to Spa in the Porsche 911 GT3, just fantastic, you notice the light front end, and the typical rear engine feel being transmitted through the new FFB. Amazing job Sector 3, keep up the great work.
 
I've been running the Audi TCR......currently not a big of the new ffb.
Lots more feedback and vibration in a straight line and over curbs, but very little body transfer and load effects under braking and cornering? FFB seems to go lighter during that portion with zero initial bite or tire load under braking.
Racerooms audi compared to the iracing version, seems pretty glued to the road with very little understeer and stable under braking.
The older version of touring cars in raceroom were a lot more challenging to drive as you had to balance the car and keep the rear from coming around under heavy braking while managing the throttle to keep it from understeering

Slightly questioning the new damage model aswell......drove straight into a wall...on purpose than went back out on track and the car drove fine for a lap and a bit, steering was straight as a aero, drove over a small rumble strip at zolder and the car self destructs lol
3 times now I've had suspension damage or blown tires from driving over rumble strips.

Using a Thrustmaster TX with 100% everything in TM profile
a new profile mostly stock 100% ffb with damper increased to 30% and slip effects 5%....car multiplier x2
using the ffb monitoring tool the ffb hardly ever goes above 60% usage...if I keep cranking the multiplier it just increases the road and curbs effects which I don't really want more of.
 
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To those with t300, make sure everything is at 100 in your TM setup. Add 30 damper in game. Keep other settings as default. You have to adjust the ffb multiplier per car to feel right. For example try 1.9x on the gt3 AMG. Once you get the feeling of steering weight correct for a car you feel the understeer as quite a subtle effect. It's not dropping off a wall like it used to. It's very natural. For reference I'm a tester at S3 and we've been working on these settings really hard, once you get dialled in its really good. Lots of new information on the S3 forums.
inc damper in the tm profile settings?? and 100 on overall strength too ??
 
@kamackeris Yes, including damper. That's how you should have it anyway, it's a default setting for a reason. For the overall strength, default is 75, only go to 100 (or generally higher above 75) if you know what you're doing and if you have the fan forced mode turned on.

BTW I have posted my current T300 setting/tweaking recommendations (that should also apply to TSPC and with a slight adjustment also to T500, and the general approach should be applicable to all "consumer" wheels) in several places yesterday, for example here: https://forum.sector3studios.com/index.php?threads/ffb-guide-december-2019.14067/page-6#post-191542

I recommend a somewhat different approach to what some of the devs have recommended, specifically not touching the car multipliers until you have everything else set properly, and only touch them if it's really needed to adjust the FFB output for a specific car that doesn't work with your general settings well.
 
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@Kevin Troschinski There's no reason to run damper and spring at 0. They're not some effects applied by the wheel itself on top of the game's FFB like you've likely been (wrongly) told, they are just additional forces for the game to use (or ignore). All setting them to the default 100 does is telling the games "hey, these forces are now available to you, do you want to do something with them?". And then it's up to the game to either use them for something (like Raceroom now uses the damper for the resistance of the wheel on a static car, an effect that goes away once the car starts moving - AC has been doing that for a long time as well, but not a lot of people probably even know due to them running damper at 0), or not use them, in which case the FFB will be exactly the same as it would be with your damper set to 0.

Many people would tell you that FFB is so much better if you set damper at 0 in your wheel's CP. It's not true. If the game doesn't actively use these forces for something (Dirt Rally series, for example, uses the damper forces for some of the grip feel), then the FFB feels exactly the same with it set to 100 as it does with it set to 0, and we're simply entering placebo land if someone feels any difference.
 
@Kevin Troschinski There's no reason to run damper and spring at 0. They're not some effects applied by the wheel itself on top of the game's FFB like you've likely been (wrongly) told, they are just additional forces for the game to use (or ignore). All setting them to the default 100 does is telling the games "hey, these forces are now available to you, do you want to do something with them?". And then it's up to the game to either use them for something (like Raceroom now uses the damper for the resistance of the wheel on a static car, an effect that goes away once the car starts moving - AC has been doing that for a long time as well, but not a lot of people probably even know due to them running damper at 0), or not use them, in which case the FFB will be exactly the same as it would be with your damper set to 0.

Many people would tell you that FFB is so much better if you set damper at 0 in your wheel's CP. It's not true. If the game doesn't actively use these forces for something (Dirt Rally series, for example, uses the damper forces for some of the grip feel), then the FFB feels exactly the same with it set to 100 as it does with it set to 0, and we're simply entering placebo land if someone feels any difference.
Thanks for this, I'm practically an idiot and didn't really know what the damper did. Now I know.
 
ok i tried evenything @100% except main gain of course (75%)
AC, ACC, PC2 i felt no difference BUT in R3E. I don`t know how to discribe with damper and spring @ 0 it felt more "alive" but i with 100% i think it was more realistic. I could feel the weigt of the car better.
Feels very similar to ACC for me now:unsure: And i don`t know if i like it :D
 
Hello.

Since the automatic installation of the last update on RaceRoom Experience (the new interface is really pretty),
I can no longer change the tire type on cars. I tried all the buttons and joysticks on the XBOX360 controller, I couldn't choose a tire profile.
The DTM are for example condemned on the "prime", the Porsche 911 GT3-R on the "Hard"... etc.
Therefore it makes me doubt because I bought the full game very recently.
Can I actually assign other types of tires to these cars or am I stuck with the new interface ?

Thanks in advance if you have an answer to my problem.
 
Anyone finds the new GT3s significantly more unforgiving? I mean oversteer behavior, especially while turning over crests when rear tires unload. For instance Mercedes AMG GT3 on Raceroom raceway theres especially one slow right hand corner.
Also tires’ sliding sound is one weird. Try Porsche gt3 Cup car.
 

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