Rennsport Beta Update 1.8.5 Adds Surprise LMDh Car, Rolling Starts

Rennsport-Beta-1.8.5-Patch-Notes.png
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

LMDh is actually the new LMP1 or, or previous GT1. it is way faster than gt3
I think he meant that a lot of people seem to be flocking to LMDH now as the new goto driving option. Just like they did in the past with GT3. LMDh at Spa or Le Mans servers are becoming the thing.

He wasn't talking about the similarity of the cars.
 
Spoiler alert! This post is going to be about Rennsport and the latest update.
You have been warned.
So the question was: What are your thoughts on the Rennsport Beta Update 1.8.5?
The key word is beta. I am very great full to have had a key, so I can have an opinion on what Rennsport is to me at this stage. As a offline VR player, it as not much, if anything, of interest to offer. No VR, no AI to race with. An avid online racer might have a different experience.
As a Beta, everything is barebone, which is normal.
Will Rennsport ever be of any interest for a player like me? Not sure.
Everything in the Rennsport experience 1.8.5, as was 1.6.0, is average, FFB, graphic, sound, UI, everything is kind of ok, but after a while, I was left with one question. What is the point?
The question is not what unique selling point could Rennsport come up with to save the day, the better question is will they eventually have even one single point to justify it to anybody?
Time will tell, at the rate of progress, I might not even live long enough to see that day.
 
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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 .
Exactly, the FF is so weird. Vibrates like a m*fo on the straights but almost nothing you feel in the corners.
 
Premium
I got the beta key two days ago, also i can only give my opinion on the last and new beta.

Not everybody will agree with me, but i had no problem installing the game or setting my csl dd wheel.
I could found a nice ffb compromise using my rfactor 2 driver parameters.

The game is not a revolution, but it works fluent on my system, looks good , and in my opinion drives good.
(2560×1080) 21:9 , 110 fps with about max details.

I like how it feels on the side of the track (vibration).

The UI is not bad at all .

The sound is okay for some cars , horrible for the amg.

In summary, not the best game aroung , but beta and playable. Room for improvment is for sure here.
 
Premium
Well , i have used my rfactor 2 fanalab profile.
I could have à look at share with you my fanalab + in game parameters.
I will make it tomorrow, no problem.
 
Well , i have used my rfactor 2 fanalab profile.
I could have à look at share with you my fanalab + in game parameters.
I will make it tomorrow, no problem.
No need, I understand now, but how about in game? It seems to be car dependent, but I end up putting:
Force to 100
Filter 0
Wheel torque 27
Sensitivity 100
Min force 0.
At the beginning I tried with my actual wheel torque and playing with force, but either at high force it felt like my tires where square at speed, or I could not feel anything at lower force.
Using to high torque is the best compromise I found and made it "playable".
 
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Premium
The wheel torque has nothing to do with the wheel torque capacity.

With wheel torque 12, the wheel ffb indicateurs says that the wheel is clipping almost all the time.
With 27, the whell doesn´t clip much, but is not very strong.

I ended with about 20, but with force to about 80.
I don´t like real strong ffb.

I don´t say this game has the best ffb out there (every game is different) , but i don´t really understand the général hate.
It feels pretty good to me , so as the graphics,...

I prefer to be happy to have one more opportunity to discover a new sim
 
The wheel torque has nothing to do with the wheel torque capacity.
The line in the menu literally says: Wheel torque capability with the explanation line saying: maximum torque the wheel could produce in NM, at which FFB reach its highest value.
So, to me, the value they expect is just that your wheel torque capability.
That it does not seem to work as intended, I have no doubt.
Or the explanation is totally wrong and got lost in translation from German to English.
but i don´t really understand the general hate.
Neither do I, 20 years ago, it would have been probably considered a significant advancement.
But in todays perspective, its relevance seems bleak. Nothing to hate, just not that interesting, when we have many better alternative in all aspects.
 
Sumarizes rennsport pretty well when an article about a new update to the game with 2 new cars and a new track has 70% of the comments talking about another sim.. I understand however..
 
Do you still have to set up the FoV for every car in Rennsport? And can anyone tell me a good reason for the FoV setting being car-specific?
 
As a follow up about FFB settings, I found this on Reensport site.
Apparently introduced with 1.8.5

Max Wheel Torque Capability
This parameter determines the extent of the linear response range for force feedback (FFB). Adjusting this setting allows you to address instances of excessive clipping in the force feedback. Increasing the value can alleviate clipping, while decreasing it may reduce occurrences of clipping. Notably, it doesn’t directly correspond to the torque capacity of your wheelbase.

Sensitivity
This setting determines the linearity of the force feedback. A value of 100 maintains linearity, while values below 100 introduce a cubic curve effect, reducing force feedback for subtle details similar to power steering in cars. Values above 100 create a more logarithmic response, enhancing the amplification of minor vibrations and road nuances.

Green = 200% sensitivity
Blue = 100% sensitivity
Red = 0% sensitivity



We’d advise to just play around with those settings a bit to find something that works best for you!
 
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Why are the in-car sound in RennSports are so awful? Also, it's taking me forever to dialing-in the FFB...
 
Premium
I'm glad that GTRevival switched to an other engine because of the VR issues, Rennsport should do the same. I have enough of these Unreal Engine disasters. UEVR runs terrible with Rennsport so I'm not able to play it.
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!
 
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!
The latest RD vote tells us the tiny fraction is over 30%. I would never put down vr to waste my time with flat racing, sorry. And missing VR is by far not the only problem of RS. XD
 
The latest RD vote tells us the tiny fraction is over 30%. I would never put down vr to waste my time with flat racing, sorry. And missing VR is by far not the only problem of RS. XD
The end result was actually 20%, still not negligible. Triple screen was 10%.
VR is not the only thing amiss with Rennsport, true, but to their defense, I believe it is more a UE5 issue and RS cannot do a lot about it.
UE5 has VR, but apparently it takes a GPU from 2050 to run it in a Sim.
On single screen, at night or bad weather, UE5 is spectacular and perform well. I quite like the kind of photo realistic UE5 can provide, on single screen, unfortunately, I run my Sim in VR, so it is of little interest to me and the 20% like me. :)
 
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