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RaceRoom | Exciting Things In Latest Developer Notes Post

Sector3 Studios have dropped a rather tasty posting on their RaceRoom forum - detailing many of the very interesting plans in store for the simulation in the months ahead...
  • New TCR car in the works.
  • Improved and overhauled Force Feedback system coming soon.
  • Sparks and particles being worked on.
Pretty exciting words from the world of Sector3 Studios in recent days, the Swedish development team having dropped a surprise 'Developer Notes' post about some of the things that are happening behind the scenes - with plenty of work apparently under way on both features, graphics and content in the not too distant future of the title.

In terms of probably the hottest topic from the May Dev Notes post, RaceRoom Producer J-F Chardon has informed the sim racing world that RaceRoom is set to enjoy a whole new Force Feedback system - bringing the simulation feedback up to par with the latest physics improvements, and hopefully improving the driving experience for the many players of the title.

Old FFB:
  1. Steering geometry of the car is ignored, resulting in little differences in FFB between cars. It results in the steering torques being wrong, as they depend only on tyre forces rather than the actual characteristics of the car
  2. Lack of longitudinal tyre forces
  3. Lack of gyroscopic forces from the tyres
  4. The tyre forces from physics are badly translated into FFB torque
  5. Tyre contact patch movement is ignored, no dynamic change while driving
  6. Too many sliders in the FFB options menu, some of them making promises the FFB could not deliver
New FFB:
  1. Steering geometry is used: much more uniqueness between cars, the resulting steering torques have real meaning
  2. All tyre forces are taken into account
  3. Gyroscopic effects of tyres taken into account
  4. 100% Physics-based calculations
  5. Tyre contact patch movement is used: much more dynamic feel while driving
  6. Only crucial settings to adjust the FFB to the various steering wheels
Other highlights from the dev notes post include details about replay interface improvements and new UI options - plus sparks and dust particles are coming to the title... at some point in the future anyway...

All pretty exciting stuff indeed... check out the dev notes for the full details of what Sector3 have in store.
About author
Paul Jeffrey
RaceDepartment Editor-in-Chief, occasional YouTuber, commentator and broadcaster, with a passion for motorsport on both the real and virtual racetrack.

Comments

This doesn't seem normal. R3E should run smoothly with such a setup, even in VR. Did you enable the time progression? This feature can be heavy on the framerate sometimes, as others mentioned above ;)
I’m not sure if time progression is on but I certainly didn’t turn it on myself as I’m not too interested in endurance races. I can check that though. It’s been a long time since RR has been working well in VR for me, which is a shame. I know it’s the default for people to say it must be something wrong with my system, but I have every simulator there is and all the others work very well in VR, even ACC (which is still not ideal in VR though). This is with a Ryzen 5 3600X and a 2070S. I’d like to enjoy the game again considering I’ve bought nearly everything but each time I go back to it I’m fighting with the options just to try to get it running adequately.
 
Why will it not be a RF2 destroyer? It's already destroyed RF2 in terms of a consistent level of quality across cars and tracks. The amount of really high quality content on RF2 is pretty low.
 
I really like Raceroom for its content, good to see some ffb improvements now. The current ffb is ok but is behind the ones from AC, RF2 and AMS2 imo.
 
As it isn't mentioned on this news. The TCR Car is the Opel Astra TCR.
Cant wait to try it out. Waiting so long for it to appear on the sim.
 
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They could call this website MD, or Moan Department.
Happy drivers are online, unhappy drivers come to complain here.
While most complaints would be much better off at the forums of the developers.
So they could actually try to improve the software with detailed feedback.
 
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I installed RaceRoom last week to give it a quick try and straight off I felt the FFB had pretty much zero feedback in relation to feeling what the car was doing eg. tyre slip whilst braking, understeer / oversteer etc.

I found it quite dead feeling compared to AC and ACC. I did half a lap and quit out of the game.

It maybe that it takes quite a bit of setting up perhaps in parallel with FanaLab settings to give the extra detail on oversteer / understeer? Not very good 'out of the box'?
 
This is turning into "the TCR sim".
Boring!!
Plain ol' Assetto Corsa is so much better by itself.
I uninstalled R3ETCR along with all the DLC I had bought for it, which is pretty much everything but the last 2 TCR series. :sick:
 
I like how honest Sector 3 guys are and would love to see other studios doing a mea culpa like this, it would definetely blow our minds cough rF2 gearbox cough

Looking forward to this new release, that's a sim I want to play much more and the content is amazing.

BTW, don't understand you guys saying it's expensive, just buy what you need. Example is the European Track Pack (25 tracks) that you can buy it right now for 30EUR. I've paid 4EUR for DTM92.
I don't consider this sim remotely expensive compared to the alternatives.
 
All that new functionality is completely useless for a lot of simracers because Raceroom still does not have decent VR in 2021.
 
RF2 was destroyed years ago by S397 and since then they've spent their time turning a bad UI into something much worse. Why is that even relevant in a discussion about RaceRoom?
Read the posts above mine. Other people brought RF2 into it therefore a response is relevant if that's ok by you?
 
This is turning into "the TCR sim".
Boring!!
Plain ol' Assetto Corsa is so much better by itself.
I uninstalled R3ETCR along with all the DLC I had bought for it, which is pretty much everything but the last 2 TCR series. :sick:
Wat?
I think the content in Raceroom is quite amazing and it offers a lot of classes: openwheeler, prototypes, GT cars, TCRs, lot of historic race cars (GTO, Group 5, Group C for example)…there’s not much which is missing imo. It’s not only TCR.
 
This is turning into "the TCR sim".
What absolute nonsense. There are 45 unique classes in R3E right now, and only six of them have anything whatsoever to do with touring cars. Just three are direct touring car classes. Try using your eyes next time you visit the R3E store.

All that new functionality is completely useless for a lot of simracers because Raceroom still does not have decent VR in 2021.
More nonsense. Works fine for me and many others too, so maybe look at your own setup rather than blaming the sim.
 
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I really don't get the fascination with this sim. The physics feel like 2007 rfactor mod and all the cars drive the same. Press more throttle, get more understeer. Press less throttle, get less understeer. That's the depth of the driving model. Go over the limit and spin everytime. Classic rf1 icy spin. Not an issue with engine braking. Tire physics issue. Driving feels like the car pivots around its vertical axis based on your throttle position. Just go through a corner and play with the throttle and the car turns more or less. Not how cars work in real life. Do that in any other sim and it works like in real life. Driving is all about memorization when you can get back on throttle or you just understeer wide at corner exit. But not too much throttle or the car just spins.

The pricing model is also pretty awful. Charging for skins, nickle and diming for every car and track. None of which is even laser scanned iirc. Or has even decent driving surface. They probably still add all bumps with rf1 tdf bumps (sine waves that don't effect physics, just shake the car around...). And since when is 80£ for a game at discount a good deal? Add a zero if you buy things couple at a time... Even in iracing I can at least plan ahead with my purchases because I can see the schedule ahead. Here I just hope I don't buy something that won't be used much.

I'd guess this is a good sim for someone who wants really clearly defined limit in the physics. Like it is impossible to miss when you reach that point of no recovery. Or maybe this is great for someone who wants to drive this on a 10 year old pc? I mean, rf2, ams2, ams1, ac, acc all are literally 10 years more advanced physics wise and offer better graphics for far less moneys. Have laser scanned tracks, cars that drive differently from one to another. Have business model that isn't bad...

Didn't they literally admit just months ago that all cars were on the same tire? Slicks, semis, wide and narrow, biasplys and radials, new and old... but same tire, just different radius basically. And they made some changes to make them less identical? Now they reveal the ffb has been the default rf1 one from 2005ish? The game just feels so old and outdated, so flawed physics wise. I just don't get what people see in this. I tried the nsu yesterday. Another car that literally drives like all other cars in the game. Press throttle, understeer, less throttle the car understeers less. Don't get it, what's good in this?

I mean I don't get it but I did not get this either back when it was pure hotlapping sim. Before they had even online in it. Yet people were raving about it, happily driving modern gt cars and historical touring cars on the same flawed spreadsheet tires. I think all the cars back then ran on the same suspension as well.
 
I like how honest Sector 3 guys are and would love to see other studios doing a mea culpa like this, it would definetely blow our minds cough rF2 gearbox cough

Looking forward to this new release, that's a sim I want to play much more and the content is amazing.

BTW, don't understand you guys saying it's expensive, just buy what you need. Example is the European Track Pack (25 tracks) that you can buy it right now for 30EUR. I've paid 4EUR for DTM92.
I don't consider this sim remotely expensive compared to the alternatives.
I think most devs acknowledge the shortcommings of their products and try to work on them accordingly. It's no secret that rF2 allways had the image of an ugly duckling with a steep learning curve thatswhy S397 focused on the gfx, UI and MP part. Same as FFB in AMS2 is a construction site or AI being a constant flaw in the AC games. There are very few people in the sim industry who claim that their product is perfect. Only one guy comes to my mind if that rings a Bell for you. :p

Other than that, I briefly tested RR a few times allready and it never clicked for me for some reason. For example the content that they offer is to some extend in high contrast on what the sim offers as features. Why is there so much focus on endurance racing, when the sim is basicly the least functional in that regard? I also would love them to expand the track selection more towards their content. I find the historic DTM cars very tempting but the lack of historic tracks stops me from buying. AMS1 and AMS2 are the benchmark in that regard and with rF2 or AC I have the option to expand the game on my own. Same goes for the historic F1 car in the news image. Why should I buy it, if I have many more options in other sims with full 80s F1 trackpacks and even for free? Maybe they will expand that area of the sim, but I think if they focused more on the touring car stuff, historic and modern, the sim would be more interesting for me. But that's just my personal take on it. It has a similar isse that rF2 had at one point where it was difficult to understand, what the sim wants to be.
 

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