RaceRoom Racing Experience | New Update Released

A new update for RaceRoom Racing Experience is live and in the wild.

To enjoy the fruits of Sector3 Studios labour is easy, just restart your Steam client if you haven't already, and by the magic power of the internet a 4.1gb update will download - filling your harddrive with plenty more RaceRoom themed goodness.

But what goodness does said update contain I hear you cry? Fear not, in the spirit of transparency our friends in Sweden have been so kind as to furnish us with a list of applicable changes, listing what is new, what has changed and what still needs to be amended as part of the latest build release for the simulation.

So update fans, have yourself a nice read of the changelog below:

  • Ranked Multiplayer - Added an option to set minimum requirements in rating and safety for a player to be allowed in a ranked session. Added a filter for this to the MP lobby list menu.
  • Dedicated server - Added controls to Export and Import settings (if the host IP changes, the settings are still being lost, but at least you can now recover the settings in a couple clicks by importing a backup)
  • HUD - Moved the huge Disqualification notifications to the "butterHUD™" system (the smaller left side notifications)
  • Controllers - Reduced Minimum force for all Logitech wheels, and added a 10% slip effect
  • Controllers - Added default profile for Simagic wheelbase
  • Controllers - First iteration of support for Simucube - Added communication of in-game selected wheelrange to the simucube driver. Added “safe” default profiles for the 3 variants of Simucube 2 wheelbases. We still have to fix some forces not being stopped upon pressing ESC and sawtooth effects, which we will do together with the hardware manufacturer.
  • Controllers - Updated default FFB profiles for Fanatec CSL and CSR
  • Various improvements to simulating Electric powered cars for player and AI, pitstops, etc.
  • AI - Improvements to their handling of traffic in multiclass racing
  • AI - Improvements to their decision making in going for a defensive line while being followed
  • Fixed a bug where a multiplayer server in a closed qualifying session would still be displayed as “joinable” in the multiplayer list.
  • Fixed a bug where gearshift backfires would not make sounds in replays. Improved logic of the sound triggers in both replays and multiplayer.
  • Fixed a case where AI could be caught not shifting up when it thought it had too low grip on the powered wheels.
  • Fixed a bug where pitstop sounds wouldn't work in replays.
  • Fixed an issue where the ideal raceline would feature oddly positioned brake warnings.
  • Fixed an issue where watching an instant replay that featured a pitstop would result in receiving fresh tyres a second time after coming back to gameplay.
  • Fixed an issue with some in-game web links that would wrongly open in a Steam overlay whenever -webdev startup argument was being used.
  • Tweak to AI's understanding of gravity and forces to improve their behavior on slopes and banked corners.
  • Further tweaks hoping to catch some remaining timing discrepancies when spectating MP races
  • Backed out an older fix for driver names being offset above opponent cars when playing with a low FOV as it had introduced an arguably more annoying intense vibration of the driver names when close to player. Let’s live with an offset for now while we wait for a better fix.
Content updates:
  • All cars - Adjustments to behavior of the tyres once they've been covered in dirt, grass, gravel. As a consequence of those changes, the sounds for pebbles hitting the car are going to feel a bit fainter.
  • All cars - Modifications to upshifts and downshifts engine revs. Gearshifts are now more brutal™. Older cars from 70’s / 80’s / 90’s also received specific upshift backfires.
  • All cars - New transmission whine recordings for most cars, especially modern GT, prototypes and touring cars. The transmission volume ramp is also altered, it’s now louder while coasting and the pitch is in exact sync with the drivetrain.
  • All cars - New skid and locked brake tyre sounds that provide a more realistic sound during long slides. Also decreased tyre volumes for all modern GT cars.
  • All cars - Updates to behaviour of both the rev and pit limiters.
  • All cars - Modifications to forces involved in car to car collisions, to get rid of some collisions sometimes feeling like the other car is a solid brick.
  • Aquila - Adjusted tyre pressures in baseline setup, reduced brake power
  • Audi R18 - Fixed steering wheel not being exactly positioned on the steering column, which resulted in the cockpit camera placement being centered the wheel and therefore too far to the right.
  • Audi TT RS VLN - Longer default final drive for Zandvoort
  • CUPRA TCR - Fixed baseline setup that had an asymmetrical damper setting
  • DTM 14/15/16 - Fixed excessive suspension damage over curbs. Improved curb and bump behaviour with updated high speed dampers. Modified clutch and engine inertia values to stop them from bouncing off limiter upon downshifts. Differential updates to proper locks. Slight BOP adjustment of +5 Kg on the Mercedes.
  • Formula RaceRoom 2 - Updated baseline setup and tweaks to tyres for better handling. AI improvements.
  • Formula Raceroom 90 - Now offers three different tyre compounts, revised baseline setup and tyre model.
  • Formula RaceRoom X-17 - AI improvements
  • Group 4 - Porsche 934 RSR - AI improvements
  • Group C - Updated physics and tyre model, adjusted AI's to match. Adjusted Performance Index of the class to better reflect the actual speed of these cars.
  • GTR 1 - Improved AI pace spread
  • GTR 3 - McLaren 650s - Longer final drive
  • GTR 4 - Updated tyre model and baseline setup
  • Mercedes AMG CLK DTM 2003 - Adjusted cockpit camera position
  • Mercedes AMG DTM 1995 - Adjusted cockpit camera position
  • NSU TTS - Set undertray contact points that had been missing. Updated differential and drivetrain behaviour
  • P1 and P2 - Adjusted gearchange timings and drivetrain oscillations (shaft rigidity). Adjusted placement of cockpit camera.
  • Porsche 911 GT3 Cup (Sprint) - Updated tyre model and suspension. Further tweaks and improvements to physics. (this version of the GT3 Cup is not yet in store but used in Porsche Carrera Cup Scandinavia esports)
  • Porsche Clubsport Trophy by Manthey Racing - Updated tyre model and baseline setup
  • Silhouette Series - Now have factory ABS and preheated tyres. Fixed Canhard R52 that was showing some Push to Pass HUD elements.
  • Volkswagen ID.R - Updated physics according to the Nuerburgring lap record sessions telemetry. Equipped the car with DRS. Shortened the water pump startup sequence and made it sound more obvious that something is happening during car boot up sequence.
  • WTCC 2014/2016 - Fixed excessive suspension damage over curbs
  • WTCR 2018/2019 - Fixed excessive suspension damage over curbs, AI improvements
  • Bathurst - Tweaks to AI’s understanding of what’s a good cornering speed
  • Imola - Tweaks to AI’s understanding of what’s a good cornering speed
  • Ningbo - Improvements to framerate. The starting grid for the short layout is now the same as for the other layouts. Improved AI behaviour.
  • Nuerburgring - Improved AI behaviour at turn 1 of VLN / 24H.
  • Road America - Extended track limits a bit on the outside of the Canada Corner so you no longer get a cut with two wheels inside the white line.
  • Salzburgring - Tweaks to AI’s understanding of what’s a good cornering speed
  • Spa-Francorchamps - Tweaks to AI’s understanding of what’s a good cornering speed (Blanchimont)
  • Suzuka - Tweaks to AI’s understanding of what’s a good cornering speed
Known issue
  • Ningbo main layout has a wrong cut detection in the left turn just before pitlane entry. The only way to record a laptime there right now is by keeping left after the apex. Other Ningbo layouts are not affected. We’re still investigating what’s up with this and will fix as soon™ as possible.

Original Source: RaceRoom Racing Experience Steam

RaceRoom Racing Experience is available exclusively for PC, available now.

Our community is awesome. How awesome? Start up a thread over on the RaceRoom Racing Experience sub forum here at RD and find out!

r3e update header.jpg
 
Last edited:
RaceDepartment Editor-in-Chief, occasional YouTuber, commentator and broadcaster, with a passion for motorsport on both the real and virtual racetrack.
Dec 10, 2018
238
210
51
I might have to give R3E another look, but I think I need a reinstall. Does anyone know if I literally just delete and reinstall from Steam or will that leave things lurking in folders somewhere? I think I need to start all over again from scratch...
 
  • Like
Reactions: RKip455

BrunoB

1000RPM
Premium
Oct 10, 2011
1,674
859
Just adjust it down.. RRE offers a customizable sound level controls (engine, tyres, road, etc...)
Bullocks.
In as example the FR90v10 the engine sound is normal level up to just under max RPM but then it suddenly switches up to +9db(= double or triple sound level).
How do you adjust this bug away my good man?

A pitty: The cockpit engine sound of the 3x FR90 was perfect before this "upd" damage - now its more or less spoiled.:mad:

ByTheWay: I guess the intentions behind these changes were pretty good - its just the way they does work (at least in FR90) that is BAAAD :sleep::sleep:
  • All cars - Modifications to upshifts and downshifts engine revs. Gearshifts are now more brutal™. Older cars from 70’s / 80’s / 90’s also received specific upshift backfires.
  • All cars - New transmission whine recordings for most cars, especially modern GT, prototypes and touring cars. The transmission volume ramp is also altered, it’s now louder while coasting and the pitch is in exact sync with the drivetrain.
 
Last edited:

Ryan Soucy

250RPM
Nov 1, 2010
466
205
I've been driving this sim a lot lately after impulse buying the whole catalog of content. There is so much good stuff in there. This update excites me.

Tease: I have a something in the works to create a narrative experience that bounces the user across the the content in a meaningful way. Stay tuned. I might need some HTML5 help or something if I can't learn Google Scripts.
 

Shovas

1000RPM
Premium
Apr 18, 2014
1,045
710
"Tweak to AI's understanding of gravity and forces to improve their behavior on slopes and banked corners."

And you thought AI was easy to get right :O_o:
 
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Reactions: Lars Hansen

Goffik

10000RPM
Staff
Premium
Sep 28, 2009
10,532
6,100
Is it just me or is the Gr5 Capri more tame than it was before? It was always the easiest Gr5 to drive but it just seems... boring now? Almost has a "modern" feel to it. I haven't driven too much yet, but I don't really like it so far. :unsure:
 

sbabb

25RPM
Feb 25, 2018
49
41
22
interesting they updated the IDR, maybe it will come with the RSR and Daytona aswell:sneaky: