RaceRoom Racing Experience | Massive Update, Loads Of New Content

Paul Jeffrey

Premium
Sector3 Studios have released a mega new December update for the RaceRoom Racing Experience simulation - adding plenty of fixes, new physics, new cars and new tracks - it must be Christmas!
  • 5 new cars released.
  • 2 new tracks.
  • New tyre model and physics updates.
Big dose of happiness for fans of RaceRoom Racing Experience fans today as Sector3 Studios have released a massive new update in time for the holiday season, bringing several pieces of premium DLC content alongside a healthy dose of fixes, tweaks and physics developments.

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In terms of content we've already shared links to the various announcements, but just to recap briefly the new releases as part of today's build are as follows:

  • Audi R8 LMS GT4 (2020)
  • Audi R8 LMS GT3 EVO
  • Audi R8 LMS GT2
  • Volkswagen Scirocco Group 2 (1976)
  • Volkswagen ID. R
  • Brands Hatch Grand Prix layout
  • Watkins Glen International, with four layouts.
The update itself weighs in at a healthy 5.3gb in size and comes with a nice range of new features that arrive within the simulation for the first time. Chief amongst these are a brand-new tyre model that has been applied to a number of vehicles within the simulation, including several of the older cars loved by the community.

Also very cool for the latest build is the addition of engine and throttle maps for various cars, something that has been requested for a long time by the R3E community, and many improvements to the audio on a number of the cars.

You can check out the full update notes below:

Physics engine:
  • Physics engine - Added support for engine maps. Cars featuring these will have special settings in the car setup menu. Control bindings are also added to alter the map from inside the cockpit, which not all cars support.
  • Physics engine - Added support for modifying the amount of Engine Braking from the car setup.
  • Physics engine - Added support for throttle maps. Those are not tweakable in car setup but are specific to each car.
  • Physics engine - Revamp of the turbo simulation for better realism of spool / throttle management.
  • Physics engine - Added support for Energy recovery system, which is adjustable for electric & hybrid engines in the car setup menu as well as through a key bind from the cockpit.
    [Read More about those physics engine updates here]
  • Physics engine - Revamp of the aerodynamics simulation of the diffuser to better simulate diffuser stalls when too close to the ground.
    [Read More about the diffuser stalls here]
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Tyre model updates:
The following cars are brought to v4.1:
[Read more here about the full details on tyre models in RaceRoom]
  • Audi Sport TT Cup
  • Audi TT RS VLN
  • CUPRA eRacer
  • DTM 1992
  • Formula RaceRoom 90
  • Formula RaceRoom Junior
  • Group 2 (new class)
  • Group 4
  • Group 5
  • GT2
  • GT3
  • GT4
  • GTE
  • Hillclimb Icons
  • Mercedes DTM 2003 and 2005
  • NSU TTS
  • Porsche Cayman GT4 Clubsport
  • Porsche 911 GT3 Cup (sprint & endurance specs)
  • Porsche 911 Carrera Cup (964)
  • Silhouettes
  • Touring Classics
  • Volkswagen ID.R
  • WTCC 14-15-16-17
  • WTCR 18-19

Engine maps
The following cars are featuring engine maps:
  • Audi TT RS VLN
  • CUPRA eRacer
  • Formula RaceRoom 90
  • Formula RaceRoom U.S.
  • Formula RaceRoom X-17
  • Group 5
  • Group C
  • GT3 classes
  • GTE
  • GTR2 class
  • Nissan Skyline (Touring Classics) has 2 engine maps
  • P1
  • P2
  • Mercedes DTM 2003 and 2005
  • Volkswagen ID.R

Dedicated server:
  • Added “Skip Qualifying” option. If this is enabled, the server will fetch leaderboard laptimes of all connected players for the current track layout and the performance index of the car they’re driving. The starting grid of the race will be defined by those lap times.
  • Added “Prevent false start” option. If set to off, players will be able to jump the start of the race and receive a penalty for doing so.
  • Added support for race duration in laps.
  • Added an option for rolling or standing starts for each race session. A rolling start is right now still AI controlled, but we aim for human control rolling starts in 2021.

Changelog:
  • New replay menu
  • Spectator - New data is available through the API. All changes are listed on the github page.
  • New data in shared memory API for Traction Control level, Engine Map and Engine Braking settings.
  • Unification of cut detections between the reputation system and the cut corridors. Previously, an incident point for an off-track would not always result in the invalidation of the lap.
  • Added a key bind to override traction control and allow for that quick 180 recovery from a spin.
  • Pitstops - WTCR car classes are now using the same pitstop timers as the GT4 car class.
  • Physics - Tweaks to behaviour of gravel and grass.
  • Physics - WTCR car classes now make use of the Anti-Lag System that had been developed for DTM 2020.
  • Physics - Fixed tyre pressure that wasn’t being set properly on preheated tyres which affected leaderboards.
  • Physics - Launch control logic change where it will now disengage when upshifting from 1st gear.
  • Sounds - ALS sound effects added to WTCR cars
  • Sounds - New external sounds for the Alfa Romeo Giulietta TCR (18&19)
  • Sounds - New external sounds for the Radical SR9 AER
  • Sounds - Improved external sounds of the BMW M4 DTM 2020
  • Sounds - Improved external sounds of the Peugeot 308 TCR
  • Sounds - Improved cockpit and external sounds of the Porsche 962C
  • Sounds - Improved external sounds of the Porsche 911 GT2 RS Clubsport
  • Sounds - New cockpit sounds recording for the Audi RS 5 DTM 2020
  • Sounds - New cockpit sounds recording for the Chevrolet Dekon Monza
  • AI - Countless tweaks and improvements to AI behaviour and their racelines around tracks
  • Added support for 32:9 monitor ratios
  • Art - Bathurst updated to 2020 specs
  • Art - Imola updated to 2020 specs
  • Art - Portimao updated to 2020 specs
  • Art - Oschersleben - Added a missing brake marker at turn 1 and a bump in the road that was missing after turn 3.
  • Added support for manual inlaps at the end of the race session. This option is currently accessible through Gameplay Settings, but we eventually plan to make it a server option just like driving assists so it can be forced on or off.

Original Source: Sector3 Studios.

RaceRoom Racing Experience is available now, exclusively to PC.

Want to get the most from your installation? Start a thread and ask a question in the R3E Sub Forum right here at RaceDepartment!

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No, I am looking for feedback if others think the level of detail present in that car released at the end of 2020 is sufficient. I know I am picky, such a discussion won't change that, but I am curious what others think on this specific matter.
Well, you asked "how can you make such an ugly cockpit in 2020?". I'm not sure if it really is *that* ugly, but the answer to your question (IMO) is right there in your own post - because the DX9-based engine is already stretched to its limit. I assume they are walking a very thin line between better looking cockpits (and car models and everything) and the already not that great performance dropping even further. The only games we can compare the quality of cockpits (and anything else, really) are AMS1 and rF1. Everything else is using newer technologies that perform better on current hardware.

And yes, it is becoming more and more of an issue as time goes by, and I'm sure they're fully aware and possibly even already working on something to remedy it, but...it is what it is.
 
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Well, you asked "how can you make such an ugly cockpit in 2020?". I'm not sure if it really is *that* ugly, but the answer to your question (IMO) is right there in your own post - because the DX9-based engine is already stretched to its limit. I assume they are walking a very thin line between better looking cockpits (and car models and everything) and the already not that great performance dropping even further. The only games we can compare the quality of cockpits (and anything else, really) are AMS1 and rF1. Everything else is using newer technologies that perform better on current hardware.

And yes, it is becoming more and more of an issue as time goes by, and I'm sure they're fully aware and possibly even already working on something to remedy it, but...it is what it is.
But some of their cockpits look great! The new Audis are decent, the electric VW as well. But take this simple car with its simple cockpit and the textures are like from another decade honestly. But the community doesn't care...

Ditching DX9 should be the main priority of S3. It's not only the graphics that suffer in general, but the performance as well. But again, if the community does not care, they can take their sweet time...

Edit: I don't want to argue or anything, I know my post will have no effect and I am happy that a portion of the community is happy with it. I expressed my opinion but I don't want to spam this thread. Happy racing and Merry Christmas.
 
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But the community doesn't care..

I would not go that far, I believe we prefer nice cockpits, R3E has a few nice cokpits, many are average. I drive in VR, I tested the sirocco, such a pleasure that we can test cars in R3E, something else other devs should take notes, in addition to be able to take part in series races will all the cars in a series even if you only have one, but I digress, after testing the scirocco, not sure if it is a limit of DX9 or an artistic choice, but the ugly cockpit stopped all desire to drive that car for me in VR.
My experience with R3E, in VR, is that the game looks great, so for me, updating to a new graphic engine is very low on my wish list.
 
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Somehow in lower res HMD it looked better than AC, now on G2 it's opposite. Not really fault of R3E but seems like AC really likes and shines on high res HMDs.
Had a few runs on new Brand Hatch GP with Audi R8 GT3 (older one, not EVO), felt and looked good.
Fired up the same track/car in AC and then ACC and didn't want to go back to R3E. :(
 
The new physics actually have an improved version right now, i assume, you would've been outraged by some cars, pre-update, in their slip-grip-fall-off :D

A bit of throttle, or a higher "Engine brake reduction" value (it's idle adjustment basically) often cures the slip-bin now. I was racing the 190E DTM recently and it's actually working well with a bit less diff lock at the power percentage.^^

The newer tyres and/or physics are a bit edgy still, but not at all in comparison, to what it was like, pre-update.

(I actually liked it before already, but it was definetly very edgy, especially some GT3 cars were unbelieveably prone to unrecoveralble spins with the wrong approach and early downshifts)

It's also very sensitive to tyre temperatures for some cars. (The Group 5 can be still "interesting" with colder tyres, for example...it makes sense, though.)


Phew, i hope, i remember my G27 settings from back then at least a bit, but just try these ranges as a baseline for a test (no gospel, FFB settings in R3E are a life-task):

Force Feedback Intensity: 100% (yes 100...it's normal, what you might expect here, is actually adjusted with the "Steering Force Intensity" Value, it ensures, you use all avaiable force, provided by your wheel...such a confusing happy menu it is :D)
Smoothing: 0% (only if the FFB jolts too much for the poor little gears)
Force Feedback Spring: 0% (nono)
Force Feedback Damper: 0-10% (Preference, i don't think, the G27 really need it, it will probably not even start to oscillate)

Steering Force Intensity: 70-75% (basically the multiplicator for the overall steering force mix and affects all settings below.)
Force Feedback Minimum Force: 10-15% to start with (some logitech-Wheels need more, some less, they are like guitars, every model is a bit different :D)
Understeer: 25%
Vertical Load: 55%
Lateral Force: 50%
Steering Rack: 0% (this value is recommended to be left off now)

"Canned", but not useless effect additions:
Slip Effect: 10% (it gives a bit of "life" to the steering, it's a matter of taste, how much)
Engine Vibrations: 0%
Kerb Vibrations: 0-20% (you don't need it, especially for newer track releases, but why not...matter of taste)
Shift Effect: 0% (vertical load also often gives you shift feel, so not really necessary)
Collision Effect: 0% (the notorious ISImotor-JOLT. Highly recommended to leave it off, can even jolt your wheel over higher kerbs)

Thanks Crimson.
Why a FFB configuration should have so many useless sliders is out of my comprehension (a gain is already more than needed) but I'll try.

If now the tire model is tamed I can't imagine what was it before.. An iRacing clone?!
 
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I like the muted look of Raceroom. Some nice lighting effects would be welcome but it reminds me of the UK on a ok weather but dull day. It has a dirty, sorted of used look about it.
Very cartoony is what I noticed after not playing R3R for nearly a year. Colours are all too bright and it lacks a lot in comparison to newer Sims.
 
Interesting Noel, I purchased three Cars this morning (Australia time) and only one of them was available to drive after the vrp's were deducted. The other two very briefly bobbed up at one stage but then disappeared again. I raised a support ticket. After about 6 hours, I started RRE and to my surprise, the missing cars were available again. Not sure what was going on but I suspect they may have been fiddling with the server, or perhaps there is some random lag effect (why one of the three cars worked but not the others is a mystery).
I'm going to check again tomorrow before closing my support ticket.
damned if there still not available ,bit of a bugger this
 
Audi GT2 - very interesting car. It reminds me of a mixture of GT3 and Porsche CUP because of the understeer.
Audi R8 GT3 EVO - honestly, I can't see any difference to the Audi R8 GT3. Maybe it's more stable. Otherwise, it's just pretty - I bought it to have it. EVO version has beautiful liverys, pity there's no ADAC Masters 2020(although I did see it in the pre-release screenshots).
Audi GT4 - fun and stable. A good addition to the GT4 already available.
Volkswagen I.D. R - its fun. Fantastic car. Used as a multiclass with Cupra e-Racer.
It's a shame that if you don't include qualifying, the IDR will be at the back, even though it's faster.
 
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Had several ai-races yesterday evening at Spa, Red Bull Ring, Mid Ohio, Brands Hatch and always multiclass.

I know, I'm repeating myself but this ai is by far the very best I've ever experienced in any sim. They are quick and aggressive, take their chances w/o hesitating too much to gain positions, side-by-side through corners? No problem! Strong and competitive in the braking areas where they don't give up easily, battles themselves impressively sometimes 3 wide. They follow the leading car to get into the slipstream and show defensive behaviour. Backmarkers - just a snack who will be passed quickly. And the new option zu consider mapping setups to avoid additional pitstop sounds amazing. This is something I still have to check in doing a few Endurance races.

So happy what the entire team of S3 including all the testers could achieve (Not only referred to the ai, also the upgrade to physics, quality of the new tracks and cars). Hope this team will stay together for a long time.
 
Free Event

For those stuck at home and at a loose end tomorrow, the R3E Racing Club is running a couple of races at the usual time. The difference is that you do not need to be Premium to join the fun! All RD members are welcome, both Premium and non-Premium. We'll be using the new Scirocco at the equally new Brands Hatch GP. :cool:

Click here to sign up!
 
Yesterday, I had the most satisfying single-player race in a long time. I drove the Audi from GTO Classics class at Watkins Glen Grand Prix; 20 laps race with one mandatory pit stop.

I had a couple of mishaps. In the first lap, I went wide at one of the hairpins. The race Director told me to give back some time. I dropped from 2nd place to 4th place. Then, I fought back my way to second place and I had an epic battle with the AI leader. I had a couple laps where me and the leader would swap places in a respectful manner without any contact.

At this point in time, I find Raceroom AI's to be the most refined of all sims. If I have contact with the AI, it is my fault 99.9% of the time. The AI is challenging and extremely aware.

Here is an excerpt of the replay...

I drive the Audi number 3.
 
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