RaceRoom Racing Experience Update Deployed

Paul Jeffrey

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RaceRoom Racing Experience Update November 2016.jpg
Sector3 Studios have deployed a substantial new patch for their RaceRoom Racing Experience title, adding a number of updates and enhancements to the sim alongside a redesigned front end experience.

Much anticipated by RaceRoom fans, the November 15th patch for the title is now live for players to download. For those expecting new content, today's patch adds the locked 2016 version of the DTM series and the Audi TT Cup from 2016. Highlights of the patch include the unification of 'experiences' within the game, bringing a selection of series specific rules and regulations into the full RaceRoom car spectrum, SimXperience Accuforce steering wheel compatibility, several crash fixes and the rather cool ability to run two race format events and reversed grids during multiplayer racing...

With the new patch now deployed and the game back online, fans can begin to pass the time before several new pieces of content are due to hit the game in the coming weeks. More on that later...


November 15th Patch Notes:

Game:

  • Added new content for upcoming releases and competitions.
  • Unified Experiences and moved some of the experience specific settings to R3E.
  • Added “Depth of Field” visual effect. Active in TV cameras, Hood camera, Action cameras and Free Camera. CTRL-M enables a simple UI to adjust the blurring effects and focus position.
  • Shared Memory API overhaul, added various additional data and potential for backward compatibility starting this patch.
  • Added support for SimXperience Accuforce steering wheel.
  • Extended freedom of movement for the freecam and added two modes for it: “Attached to the car position and its rotation” and “Attached to the car position only”. Pressing the key bound to free cam will cycle through the three modes.
  • When under a slow-down penalty, collisions with the car are disabled.
  • When under a slow-down penalty, the amount of speed the player is still allowed to carry has been increased, but keep in mind you will be giving back any time gained at a slower rate by driving faster.
  • Fixed an issue where the ghost car was producing audio while waiting for the player’s car at the S/F line.
  • Fixed so compact data display shows fuel in gallons if mph/imperial units are selected.
  • Fixed replays missing the first 60 seconds of a race by pausing replay recording during garage phase.
  • Re-enabled hud during garage phase while waiting on the grid.
  • Changed position bar so it doesn’t display information during garage phase.
  • Fixed the issue where you would get disqualified immediately after the lights in hillclimb tracks.
  • Fixed using arrow keys for increase/decrease in pit menu going through settings very fast.
  • Fixed a crash that was occurring when leaving a Hillclimb session after finishing a run.
  • Fixed rear lights flashing when pressing the headlights button
  • Ensured that certain reset commands are sent to DirectInput devices when effects are disabled.
  • Changed “off” steerForceVibe period to be 2000000.
  • Increased maximum execution time for all communications from 30 seconds to a minute or higher.
  • Disabled FFB when reaching the spring based lock if it's active.
  • Cleaned up the ffb code a bit while fixing the above issue. Removed mimic code and made sure all ffb effects are turned off during AI control.
  • Fixed game crashing while navigating in the portal while in a competition session.
  • Fixed an issue with damage when downshifting without clutch.
  • Disabled foreground window lock when playing fullscreen.
  • Disabled game minimizing when losing focus.
  • Fixed game crashing/freezing when pressing pit request button while no audio device is connected.
  • Changed throttle pedal zero magnitude and vibe slope default values to 0.
Multiplayer:
  • Added 2 race format and reversed grids.
  • The netcode is now IPv6 compatible.
  • Removed some unused functions from netcode that were somehow triggering crashes for some players.
  • Potentially fixed an issue where cars not within Peer to Peer range would become invisible.
  • We now allow duplicate server names to avoid admins not being able to access their settings if a condition such as their IP changes. (Also means we no longer have to remove their names from the associated server list manually).
  • Added so the associated server list clears names that have been inactive for 30 days.
  • Removed the gridwalk camera phase since it’s irrelevant with the introduction of garage phase.
  • Fixed issue with xinput controllers ending up in an unusable state after disconnect/reconnect/usb port switch etc.
  • Fixed issue with opponent cars briefly disappearing during starting light phase.
Sounds, Cameras, Physics, AI:
  • Significant AI logic improvements.
  • Added punctures to the tire model. Past the lowest possible wear value, tires have a chance to puncture.
  • It is now impossible to disable autoclutch aid on sequential gearbox’d cars.
  • DRS effects on the aerodynamics of the car have been reworked
  • DRS allowance is now 3 activations per lap with a gap detection of 1 second at the S/F line.
  • Push 2 Pass is now disabled in qualifying and competitions to comply with the changes made in 2016 to the Audi Sport TT Cup official rules and regulations.
  • Downshifting without clutch on a H-Pattern gearbox now properly damages the gearbox.
  • BMW 635 : Interior cockpit texture update
  • BMW M1 Procar : Better standing starts for AI, made AI less easily roll up on curbs.
  • DTM : DRS adjustment to previous seasons so they also benefit from DRS aerodynamics improvements.
  • DTM 1992 : Removed Traction Control ranges
  • Ford Mustang GTO : Coast revs sounds adjustments in cockpit.
  • Formula cars : New internal gearshifts sounds (except the Junior which is H-pattern)
  • Silhouette class cars now have new action cameras
  • WTCC 2015 : AI optimizations for new code
  • Hockenheim : AI optimizations for new code
  • Indianapolis : New sets of TV cameras (reminder : use End key to cycle through them)
  • Laguna Seca : New sets of TV cameras
  • Lausitzring : New sets of TV cameras
  • Macau : AI optimization for new code. Hairpin is a no-overtake zone (for AI only for now, until we have a flag system for players)
  • Monza : New sets of TV cameras
  • Moscow : AI Optimizations for new code on the FIM layout
  • Norisring : New sets of TV cameras, AI optimizations for new code
  • Paul Ricard : AI optimizations for new code, tweaks to cut corridors
  • Portimao : New sets of TV cameras, AI optimizations for new code
  • Slovakiaring : Sector gates are now matching the real track
  • Sonoma Raceway : AI Optimizations for new code
  • Spa-Francorchamps : Runoff tarmac areas now properly have lowered grip, fixed faulty cut rules near the pit exit on Combined and Classic layouts
  • Zandvoort : AI optimizations for new code
Art:
  • LOD system improvements on many cars
  • Adjustment of distances for the fog effects for smoother transitions on zoomed cameras
  • DTM tracks have received their 2016 season advertisement dressing as well as various bug fixes
  • Audi TT cup : adjustment to the invisible collision box of the car, size adjustment of the drop shadow area under the car.BMW 635 : Fixed a hole in the engine bay when the front of the car is damaged
  • Chevrolet Camaro GT3 : Fixed a slight blurb of paint on the trunk of livery #16
  • Mercedes SLS GT3 : Fixed an issue with the visual damage on the hood, fixed a few issues on various liveries
  • Volvo 240T : Interior textures update
  • Hockenheim : Updates of the 3D curbs, various bug fixes
  • Hungaroring : Updates of the 3D curbs, various bug fixes
  • Oschersleben : Updates of the 3D curbs, slight tweaks to camber and elevation in certain areas, reduced some nasty bumps on the track surface.
  • Macau : Resurfaced the track to be less bumpy, various bug fixes
  • Monza : Visual tweaks
  • Nuerburgring : Distance markers for the chicane are now visible, various bug fixes.
  • Spa-Francorchamps : Fixed various bugs, added one advertisement location at La Source.
  • Zandvoort : Made the exit curb at turn 4 (Hugenholtzbocht) 20 meters longer.
Portal & Backend
  • Revamped Portal Store with new theme and new structure.
  • Fixed some issues with certain special characters causing issues in initial username on new accounts.
  • Implemented Essential Packs and Car Class Packs.

RaceRoom Racing Experience is available via the Steam Network. You can download the game with limited content for free, and various track and car packs are available to purchase both in the in game store and on Steam.

Check out the RaceRoom Racing Experience sub forum here at RaceDepartment. We have some of the best conversation, all the latest news and of course our epic Racing Club, where you can take the sim out on track against your fellow R3E players.

Are you happy with the new patch? How are you finding the game post update? Looking forward to the new content? Let us know in the comments section below!
 
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First attempt at launching the game i got a 503 error. Rebooted and did a file integrity check and everything is working fine tho some of the menu buttons have a slight delay and the main menu loading screens take a bit longer to switch over asides from that the game is playable and havent had any more errors.
2016 audi tt is a blast....gonna give the dtms a try shortly :)
 
I am overall happy with the update, except the FFB with Fanatec CSW V2 has become very weak and the feeling of grip I had before has just seemed to have been reduced, a lot. Is anyone else noticing this and if so do you have any setup suggestions that could help.
One thing that I have noticed is, I have had to adjust the vertical and lateral tyre forces from 75% to 90%. Would really appreciate some feedback.
Cheers
 
The new packs are awesome. Planned to buy the rest of Group 5 cars which was ~8€, now it's under 5€ to complete the Legends Pack. Especially the 99€ full package is great, considering what games like Assetto Corsa will cost you with all DLC, this isn't half bad if you want the full experience.
 
The new packs are awesome. Planned to buy the rest of Group 5 cars which was ~8€, now it's under 5€ to complete the Legends Pack. Especially the 99€ full package is great, considering what games like Assetto Corsa will cost you with all DLC, this isn't half bad if you want the full experience.

You can buy that pack with €64.99 ;)
from here https://www.raceroomstore.com/shop_en/list_page?cat=24
 
Now If i want a DTM season do i have to manually set a championship or am i missing something?
Very intersting too.

Copy question from steam:

R3E Experiences dont appear?
Today I wanted to play DTM 2015 Experience but I simply cant find the Experience. All the items that come with the pack are listed as bought in the shop, but I cant find the switch to the Experienc (The bar on the top with all the Experiences is gone). Is that intened or am I having an issue?
 
S3S announced already on the dev-stream that the service will be unavailable a few hours with the patch, so error 503 as usual and has nothing to do with file integrity.

And they announced something else with the stream on Monday starting mid of December: "Major Multiplayer Updates coming. Scheduled Racing. Online Championships. Player Ranking. Safety Rating. Licenses. Official Series."

I don´t know why all news-sites are ignoring it:speechless:
 
wait, the car go transparent and no contact happens??? really?

If you are familiar with RaceRoom, you will know they have a cut track penalty feature known as a "slow down" penalty. Where, if you cut the track, you will be forced to slow down, and give up the time you gained.

Now, there were a few problems with this in the past where it would force you to slow down far too much. And if you are in MP with a bunch of other people behind you, someone at the front that got a slow down could ruin an entire race because they would be on track going half the speed as the rest of the field. Causing chaos.

This attempts to remedy that. Since you will be ghosted til the penalty is over. So, if you get a penalty and stay in the middle of the track, no more pile ups.

That, in addition to the duration, and the speed at which you can drive were altered.

Dont forget, RaceRoom has what they call "Online wrecker prevention" where you will be ghosted if you stop on track, or drive backwards. Think of this as an extension of that to create a clean racing environment free of people stopped on the track.
 
If you are familiar with RaceRoom, you will know they have a cut track penalty feature known as a "slow down" penalty. Where, if you cut the track, you will be forced to slow down, and give up the time you gained.

Now, there were a few problems with this in the past where it would force you to slow down far too much. And if you are in MP with a bunch of other people behind you, someone at the front that got a slow down could ruin an entire race because they would be on track going half the speed as the rest of the field. Causing chaos.

This attempts to remedy that. Since you will be ghosted til the penalty is over. So, if you get a penalty and stay in the middle of the track, no more pile ups.

That, in addition to the duration, and the speed at which you can drive were altered.

Dont forget, RaceRoom has what they call "Online wrecker prevention" where you will be ghosted if you stop on track, or drive backwards. Think of this as an extension of that to create a clean racing environment free of people stopped on the track.
I think slowing down to give back time is a great idea but this implementation is bs Need For Speed Forza style. They should have done it in a way you have a few laps to do this so people can pick a better side of the track and slow down. I guess they are going to consoles sooner or later this will be needed. Ridiculous stuff.
 
I think slowing down to give back time is a great idea but this implementation is bs Need For Speed Forza style. They should have done it in a way you have a few laps to do this so people can pick a better side of the track and slow down.

Every game has their own version of penalties, and different implementations of similar systems. Kunos has their own slow down like you mention, and while you are free to drive around as you like and find a good place to slow down and serve the penalty, you are forced to either come to a dead stop, or stay at a low speed for 10 full seconds or it restarts. I think this is the vastly better implementation.

But, there will always be people that bi*** about every penalty system, so nothing new here. People loathe the AC system, others loathe the Pcars fiasco, others dislike the AMS/rF system. Oh, and iRacing? Has there ever been a race where no one has complained about getting an undue 1x? :p

I guess they are going to consoles sooner or later this will be needed.

Ahh yes, the "If i dont personally like [insert feature here], the game is a console piece of trash" mentality. Never mind that RaceRoom has no plans to go to console and have had slow down penalties for 3+ yrs...

Ridiculous stuff.

Some self reflection never hurts. :p
 
Every game has their own version of penalties, and different implementations of similar systems. Kunos has their own slow down like you mention, and while you are free to drive around as you like and find a good place to slow down and serve the penalty, you are forced to either come to a dead stop, or stay at a low speed for 10 full seconds or it restarts. I think this is the vastly better implementation.

But, there will always be people that bi*** about every penalty system, so nothing new here. People loathe the AC system, others loathe the Pcars fiasco, others dislike the AMS/rF system. Oh, and iRacing? Has there ever been a race where no one has complained about getting an undue 1x? :p



Ahh yes, the "If i dont personally like [insert feature here], the game is a console piece of trash" mentality. Never mind that RaceRoom has no plans to go to console and have had slow down penalties for 3+ yrs...



Some self reflection never hurts. :p
Calm down Sctor 3 worker, no need to feel offended, it's just a game :)
RR could set places of a track where you slow down to the penalty so you don't have to do nearly a full stop like Assetto. And yes rFactor/AMS cut track style is bad, slowing down like RR is much better but should be implemented in a better way, transparent car is bs, this is fact. Sure if someday cars go that way IRL they can do it too lol
And yes, RR will go to consoles, at least that's how the Simbin ressurection sounded like to me. You are the one taking it as a offense, I didn't offend it :D
 
hi will,

about the slow down penalty,
i personal (myself) do not like the "slow down penalty" too, but it is a improve to old version of this penalty, as it do kill sometimes the race of the car behind if driver in front of you got this penalty,
but still i do not like this version of penalty.
but in raceroom game, you can select the penalty what you like,
you can select, NO penalty for cutting, you can select "slow down penalty", and you can select "drive through penalty (similar to other racegames like GTR2 for example)" (or stop/go penalty or both??, have forgot), and perhaps one other option too, have forgot, did long time not justage this in my game, as i have penalty OFF.,
so the big advantage in this racegame is, that you can select the penalty system what you like, which is very good,
but the "slow down penalty" is for me, the most not good penalty, but like i did write in beginning, it is a improve of this penalty with the new update,
but for league races, i would never ever set it to this penalty.

hope you understand my bad english

servus
 
And they announced something else with the stream on Monday starting mid of December: "Major Multiplayer Updates coming. Scheduled Racing. Online Championships. Player Ranking. Safety Rating. Licenses. Official Series."

I don´t know why all news-sites are ignoring it:speechless:

+1

I’m very curious how these changes will turn out.
Imo that’s what most racing sims are missing or should get: a multiplayer structure with points and a safety-rating system. Have a look at Iracing, the best organised multiplayer racing apart from league racing, which motivates to participate. I wish sims like Asetto, rfactor 2 and Automobilista would have something like this officially implemented (not counting Sim Racing System here, which is a great idea but participation is still low unfortunately).
 

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