RaceRoom Racing Experience | Massive Update, Loads Of New Content

Kurupt CDN

DirtT Tuned Motorsports
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Just saying, but the driver model is tied to the livery. So different liveries also feature different gloves, see here and here.
I understand that, but from what I saw in the two videos you linked...they were both generic no name brand gloves....some better than others
The first video uses the same liverie as I have and it honestly looks like a brand new tennis ball with finger's lol

It would be nice to see a little more detail/branding in the gloves.....if some have them why can't they all? :)
 
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That's a good thing. I hate it when sims put things on the windscreen as it's distracting and often looks crap, especially in VR. AMS 2 is a great example.

Have you played iRacing? Because the way dirt and grime builds up on the windshield over time in that game is excellent and one of my favorite little minor features in it. Baffling how many sims don't have that feature.
 

Andrew_WOT

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That's a good thing. I hate it when sims put things on the windscreen as it's distracting and often looks crap, especially in VR. AMS 2 is a great example.
Personal preferences aside, has anyone from Sector 3 confirmed that this is intentional and not just shortcut content creators took?
What about Scirocco, same problem? It drives pretty terrible with some gaps in FFB but I've failed pay attention to the windshield.
 
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I understand that, but from what I saw in the two videos you linked...they were both generic no name brand gloves....some better than others
The first video uses the same liverie as I have and it honestly looks like a brand new tennis ball with finger's lol

It would be nice to see a little more detail/branding in the gloves.....if some have them why can't they all? :)
I guess it comes down to licensing. This is the real racing suit, and they would probably need to get permission of all the individual sponsors if they wanted to replicate it. You have to keep in mind that most of the GT4 liveries are customer teams. The GT2 Audi on the other hand only has fictional liveries because the car didn't even race in real life yet.
 
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Goffik

RMG Motorsports
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Personal preferences aside, has anyone from Sector 3 confirmed that this is intentional and not just shortcut content creators took?
If winning a forum discussion means that much to you, why don't you go ask them? I didn't even notice this "issue" and am happy with the way it is, so I'm really not bothered either way.
 
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The FFB on my G27 is quite bad... can you suggest some good settings for it (too many parameters for my taste)?

S3's default G2x profiles have very odd default values for some reason.

What I did (G920 here) was that I looked up the key values from Fanatac/Thrustmaster/etc. RCS profiles, and I found that they were all very different compared to Logitech, but surprisingly close to each other - and they give a much better experience on Logitech as well.

They are very similar to what CrimsonEminence proposed above - vertical 50%, lateral 50% everywhere, steering rack very low (I personally have it on 0%, like Crimson), understeer also very low (I used to have it at 20%, lately 15%, now about to try 10% and 5% as I still feel excessively light front during understeer compared to rF2, etc.)
 
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Have you played iRacing? Because the way dirt and grime builds up on the windshield over time in that game is excellent and one of my favorite little minor features in it. Baffling how many sims don't have that feature.

I'll never forget the first time I saw that in iRacing, I went ape-**** thinking my Monitor had developed a sudden mass Black Dot malfunction, so much so I nearly crashed. Got to the end of the race and...yep...you guessed it, I tried to wipe it with my finger.....
I went back to menu and everything was fine, so went to the Forums to investigate, learnt about dirt build up, laughed to myself "what a dickhead!" whilst still sensing a massive relief that my monitor wasn't dying after all!

Nowadays in VR this is a brilliant little immersion detail, I especially like it in AMS2 with rocks and chunks of rubber being thrown up by the car in front, it's the little things that add a lot.
 
S3's default G2x profiles have very odd default values for some reason.

What I did (G920 here) was that I looked up the key values from Fanatac/Thrustmaster/etc. RCS profiles, and I found that they were all very different compared to Logitech, but surprisingly close to each other - and they give a much better experience on Logitech as well.

They are very similar to what CrimsonEminence proposed above - vertical 50%, lateral 50% everywhere, steering rack very low (I personally have it on 0%, like Crimson), understeer also very low (I used to have it at 20%, lately 15%, now about to try 10% and 5% as I still feel excessively light front during understeer compared to rF2, etc.)

Lateral versus vertical: I am getting more greatness out of 70 vertical on that setting - huge 'feel' improvements and its not throwing anything off. Lateral still 50. Tx wheel and a shed-ton of more feedback and information from the car. Its providing [as per what I expect it does] a lot more forward movement information.

All settings

Game is already great at showing lateral, and of course forward if you allow for it. Even at 50 its not a complaint, but at 70 its way more apparent in your driving style versus what you expect - so you feel the propulsion/velocity. There's elevations, turns, bumps, etc, so I like sensing this in the wheel and accommodating it.

You probably won't regret it and nothing lost in trying it.

100 intensity, then 0, 0, 0

100 intensity (again for turning)
Then 3 min force (but maybe you like 5, in Rf2 I keep this at 2 though and others like it off; for this 'blend' think smooth coffee, its at 3 and present...but nothing is ever sticking its ugly head out),

20 understeer, vert 70, lat 50, steering rack 35 (tx is a good wheelbase not great but a positive-adequate; it can roll with some punches and so 35 is good and you will probably get a sense of the vert movement)

slip 15 (too high and it can affect the whole spectrum I think)

engine 60 (I do like to feel it in the wheel as per a motorbike and some cars I have driven, numb hands are a part of not "glamping" = camping with amenities)... if you do not put this up high you won't experience any engine feel to a decent degree and FYI at 60 its not overdone.

curb 40, shift 30, collision default at 200. Curbs should literally spaz you out - especially in the lower arms! lol ever tried going over a speed bump fast? No... it does not jump your arms, or any bumps fast - it unsettles your suspension potentially and rattles the underbody. So I like to accept simulation for that. But if you don't appreciate those things you can turn it down and it won't ruin your day.

On a tx wheel - my experience across all games, this and custom AMS2 - brilliant. I won't lie, I love it. And it goes across most cars, maybe the f90's you need to turn it up because those are a little too smooth, but apart from that, the weight and feel and detail and movement, etc as you would expect is there. And importantly it helps you drive rather than tries to impress you with jitters and whatnot, like in AMS2
 
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Kurupt CDN

DirtT Tuned Motorsports
Premium
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2,450
Canada
Lateral versus vertical: I am getting more greatness out of 70 vertical on that setting - huge 'feel' improvements and its not throwing anything off. Lateral still 50. Tx wheel and a shed-ton of more feedback and information from the car. Its providing [as per what I expect it does] a lot more forward movement information.

All settings

Game is already great at showing lateral, and of course forward if you allow for it. Even at 50 its not a complaint, but at 70 its way more apparent in your driving style versus what you expect - so you feel the propulsion/velocity. There's elevations, turns, bumps, etc, so I like sensing this in the wheel and accommodating it.

You probably won't regret it and nothing lost in trying it.

100 intensity, then 0, 0, 0

100 intensity (again for turning)
Then 3 min force (but maybe you like 5, in Rf2 I keep this at 2 though and others like it off; for this 'blend' think smooth coffee, its at 3 and present...but nothing is ever sticking its ugly head out),

20 understeer, vert 70, lat 50, steering rack 35 (tx is a good wheelbase not great but a positive-adequate; it can roll with some punches and so 35 is good and you will probably get a sense of the vert movement)

slip 15 (too high and it can affect the whole spectrum I think)

engine 60 (I do like to feel it in the wheel as per a motorbike and some cars I have driven, numb hands are a part of not "glamping" = camping with amenities)... if you do not put this up high you won't experience any engine feel to a decent degree and FYI at 60 its not overdone.

curb 40, shift 30, collision default at 200. Curbs should literally spaz you out - especially in the lower arms! lol ever tried going over a speed bump fast? No... it does not jump your arms, or any bumps fast - it unsettles your suspension potentially and rattles the underbody. So I like to accept simulation for that. But if you don't appreciate those things you can turn it down and it won't ruin your day.

On a tx wheel - my experience across all games, this and custom AMS2 - brilliant. I won't lie, I love it. And it goes across most cars, maybe the f90's you need to turn it up because those are a little too smooth, but apart from that, the weight and feel and detail and movement, etc as you would expect is there. And importantly it helps you drive rather than tries to impress you with jitters and whatnot, like in AMS2
Not much different than what I run on my TX.
Regarding 35steering rack.
Alex a sector3 dev has suggested using 0 steering rack as the setting is currently not functioning properly atm.
Some say it helps, some say it's currently better at zero?
I use to use it but atm using zero too.
 
Not much different than what I run on my TX.
Regarding 35steering rack.
Alex a sector3 dev has suggested using 0 steering rack as the setting is currently not functioning properly atm.
Some say it helps, some say it's currently better at zero?
I use to use it but atm using zero too.

ok sorry it did not benefit you/get something out of it mate. I think someone elsewhere also told me yes about the 0. I will be trying that next time I fire it up - so I am sure I had an improvement to an already decent set up but maybe I did the rack to that for some reason and never changed it back, because it was one setting that was lower.

oh well, you must have had it going pretty good anyway and the big one for me above what I had seemingly was the vertical adjustment.

But I am happy to be corrected there from someone as well regarding if they think a 55 on lateral is a better ratio overall for turn feel - but I am pretty happy with the FFB, its not over or under done. [in the game and the settings]
 
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Goffik

RMG Motorsports
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Some say it helps, some say it's currently better at zero?
I heard it depends on the wheel. I've been running it at 0 but for a T300 35 was suggested, especially when driving FWD cars. The difference wasn't massive, but it did feel a bit better.
 
I heard it depends on the wheel. I've been running it at 0 but for a T300 35 was suggested, especially when driving FWD cars. The difference wasn't massive, but it did feel a bit better.

that would line up with my experience on a tx then, if I had to quantify it I would definitely say that
 

Goffik

RMG Motorsports
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Small update with a bunch of fixes released today.

Changelog:
  • Missed from December patch notes: After an exploit had been found with pit lane speed limit tolerances (where players would be seen in the pit lane without the limiter on to gain a small advantage by going slightly above the limit), that tolerance was reduced. This has caused some reports of harsher pit speed penalties, which have felt unfair at times. While we look into improving on those cases, players can seek to adapt and adjust their techniques: be careful to enter the pitlane under the limit and make sure not to turn off the limiter too soon when leaving the pitlane. While driving down a slope, avoid giving your engine too much torque as it will be more likely to cause your car to speed above the limit. (using 1st gear with full throttle is more likely to make you bounce above the limit)
  • Fixed Hillclimb stages start phase that failed to hand over control to player
  • Fixed a case where certain replay files could fail to load
  • Fixed -triScr parameters that could conflict with a prototype for a new interface that is still in development.
  • Fixed dedicated server getting stuck in a session when the “Stay in Practice if empty” option was disabled.
  • Physics - BMW M4 GT4 - Increased suspension travel
  • Physics - Formula RaceRoom 3 - Lowered minimum diffuser operating height
  • Physics - Formula RaceRoom U.S. - Increased suspension travel
  • Physics - GT2 cars - BOP work to nerf the Audi a bit
  • Physics - GT3 cars - Tuned ABS & TC so all cars hold more similar slip ratios while TC & ABS are active. Fixed automatic gearbox that could be spotted failing to downshift under 4th gear.
  • Physics - Scirocco Gr2 - Fixed incorrect placement of the fuel cell
  • Cars - Audi R8 LMS GT3 Evo - Improved position of hood / bonnet / rear cameras
  • Cars - Audi R8 LMS GT4 - Improved visuals of the cockpit data display and LED’s
  • Tracks - Bathurst - Fixed an issue with a Pirtek sponsor
  • Tracks - Brands Hatch GP - Visual tweaks. Fixed an art material present on the exit of turn 8 that could trigger a lap invalidation.
  • Tracks - Portimao - Fixed HUD track maps that were no longer centered
  • Tracks - RaceRoom Hillclimb - Fixed HUD track maps that were no longer centered
  • Tracks - Sepang - Fixed some cut corridors
  • AI - Bathurst - Improved AI behaviour
  • AI - Falkenberg - Improved AI behaviour during race starts
  • AI - Mantorp - Improved AI behaviour
  • AI - Scandinavian Raceway (Anderstorp) - Improved AI behaviour
 
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