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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The update also includes (as a sort of public beta I guess, since it's not enabled by default yet) another part of the new UI that was already present in car setup screens before. You have to start the game using the -webmenu launch parameter. And it even includes things like this (among many other changes and improvements):

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looks like an awesome addition.
 
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I've spent more time trying to set up FFB in Raceroom for my DD wheel than all my other sims put together, but never could get decent results so I don't play it anymore. Tracks feel like they're perfectly smooth, no bumps or texture at all. Also the only sim where I have to set DOR manually for every car. I retry after every major update, but never seems to improve much.

Would be interested to know if anyone else on a OSW or Sim-Plicity DD wheel has been able to get good FFB with this game.
 
Love Raceroom, IMO it is a lot of fun.

Not the best looking anymore, but I don’t care as it looks more than good enough, sounds F-ing wonderful and handles nicely. The AI is also fun to race against - IMO.

VR also very effective.

Like I said, I love R3E.


The old engine still looks great - the grass and 2D trees look realistic, and the models of the cars
are very good too. I love some of these 2D graphics, and some of them look more real than
some other 3D stuff on newer engines. And, yeah, the engine sounds are still the best in the
business.
 
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.

No, the issue that he's bringing up is that the interior on that car, which is a new release, is WORSE than some of the content already in the game. I understand why small companies need more and more DLC content to help with cashflow as game development is time and cost intensive. But in games like rF2 and R3E that still need a lot of work under the hood getting all the base content up to scratch, it's a little annoying I suppose.

I have and will continue to purchase all the content from all these sim developers even if I won't spend much time in the cars. I kind of view it a "support" as the world of simracing would be pretty bleak if EA and Codemasters were the only companies left making racing games. But even still, this kind of stuff is a little disappointing. rFactor 2 is especially bad at this as their latest DLC shows what they can REALLY do with that engine with respect to interiors, yet we they still have other cars in that game, some of them DLC, with low poly interiors, dashes with the ugly, too large, and misaligned font with text spilling over the borders, etc.

But I recognize all of this is the nature of the beast in the world of a 'living and breathing' game where "we're working on the sequel" isn't the primary goal of devs, but rather to develop the title over time. I'm excited to see where rf2 and R3E are headed in the future for sure as they make up the bulk of my simming hours.
 
In a way, I somewhat agree with the above statement.
I posted something similar on the sector3 forms regarding texture/shader quality differences between content. Yet it hasn't gotten one reply or reason behind it.

For example.
2016 Audi TT has excellent textures and shaders. The windscreen shows reflections and some grime. The driver suit has sponsorship branding by sparco, the textures and detail are good.

We than jump over to the newly released Audi R8 GT4.
The windscreen has no reflections or grime...just an empty space.
Driver suit. The gloves have no branding not does it look like it has any shaders added,, it's just a bright yellow glove?

I am a VR only user, could it have something to do with that?
Overall from a mid range PC/vr perspective, once I lowered my headset from 90 fps to 60 I've found Raceroom to run and look very good and on par with iracing using mostly all high settings.
 
The windscreen has no reflections or grime...just an empty space.
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.

What about Indy layout? I hope it will be added later for free. )
Unlike most other tracks, the two different available layouts for Brands Hatch are separate "tracks" in the game. Presumably for licensing reasons, or because Indy is still part of a Steam DLC.
 
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.
For you maybe.
I personally like something other than a blank space. I would also like windscreen animations with dirt/bug/oil splats and marble thuds like iracing and race 07 did as it really added to the immersion for me.
A simple menu option with windscreen animations on/off would make us both happy ;)

That being said, you disliking it and me liking it doesn't change the fact the quality changes between content.
I'd expect more detail to be on newer content not the other way around.
 
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For example.
2016 Audi TT has excellent textures and shaders. The windscreen shows reflections and some grime. The driver suit has sponsorship branding by sparco, the textures and detail are good.

We than jump over to the newly released Audi R8 GT4.
Driver suit. The gloves have no branding not does it look like it has any shaders added,, it's just a bright yellow glove?
Just saying, but the driver model is tied to the livery. So different liveries also feature different gloves, see here and here.
 
That being said, you disliking it and me liking it doesn't change the fact the quality changes between content.
I'd expect more detail to be on newer content not the other way around.
Well yes, but your primary example of this apparent difference in detail focused on the lack of dirt/reflections on the windscreen. Since I'm not the only person that dislikes that kind of thing, it might be a conscious choice not to include it anymore given that a togglable dynamic dirt system doesn't exist in this sim. (Even on the outside of the car.)

As an aside, the only way reflections ever look any good in VR is if they are dynamic based on the position of your view. It's one of the reasons they look so poor on the inside of the windscreen in AMS 2... they're static in that sim, making the "reflections" look like exactly what they are... an image printed on the window. Given the time and effort required and the fact that dynamic reflections would be a massive performance hog in a sim that already struggles in VR, I don't see them ever being added personally.
 

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