RaceRoom Racing Experience | New Update Released

Paul Jeffrey

Premium
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
 
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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:

CatsAreTheWorstDogs: 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:

I"m not sure what the problem is here : I don't have this sudden level up in these cars. Can you confirm that the engine volume is now going up suddenly just before max rev? There's nothing in the update that could explain such an issue though. :(
 
That gearbox whine in every single car is ridiculous. Its completely spoilt the WTCR cars. Can barely hear the engine noise on interior view over it.

Yea, transmission might be a tad louder in some cars but this is matching the real life balance. It is also because of the new transmission sounds which are cleaner and less messy than the old ones. Therefore, you can hear them more distinctly compared to the engine sound than before, which is clearly an improvement.

So, as the others guys said above, I would simply advice you to adjust the transmission volume to your taste in the audio options ;)
 
I have been playing around with the Audio / Sound settings and feel the Player / Engine audio seems weaker, not as loud even though at 100%, to me personally anyway...also the 'Suspension Squeak' sounds like a little bird turping, so not as good as before from what I remember...I tried this out by setting all sounds to '0' and having Suspension sound set to 100% and going for a drive then slowly increasing other audio sounds to see if there is a combination of sliders that bring the Suspension sound up...sadly no...altough I could have the Audio slider mix all wrong now since I have been playing with it :O_o::redface:

There was no change in the main Engine volume though, so I'm not sure what you mean by "weaker" ?
About the suspension squeak volume, the default volume was decreased in some previous update because some people complained about it being too loud, but you still should be able to get some fairly loud suspension sounds by adjusting the sliders in the audio options ;)
 
There was no change in the Engine volume though, so I'm not sure what you mean by "weaker" ?
About the suspension squeak volume, the default volume was decreased in some previous update because some people complained about it being too loud, but you still should be able to get some fairly loud suspension sounds by adjusting the sliders in the audio options
Pay no attention to me...was judging the Audio on the car i usually drive, the DTM 1992 Merc, which seems to have a slightly weaker engine sound compared to the Group C cars i jumped into soon after :redface::redface::thumbsup:...so all is good,...but maybe the 'Suspension Squeak' is not quite right though when listened to by itself with no other audio on :confused::rolleyes::)
 
Wow, if you touch dirt the car loses all grip now. Like you have absolutely positively zero stability.
Also really unhappy with the change to the Capri. Idk about other group 5s, but it feels like a modern gt3 now. It's too smooth. Less tire grip, but too much aero and better suspension. I no longer feel like I'm hanging on to life with it.
But I like how the group Cs feel. Far more responsive

As I previously said, there have been NO CHANGES to the group 5 content. The only thing that could be affecting how you feel the car is if the per car FFB multiplier. Having this too low results in a light floaty feeling and too high makes cars feel hooked up. The underlying physics and grip do not change however.
 
Also really unhappy with the change to the Capri. Idk about other group 5s, but it feels like a modern gt3 now. It's too smooth. Less tire grip, but too much aero and better suspension. I no longer feel like I'm hanging on to life with it.
As I previously said, there have been NO CHANGES to the group 5 content.
No offense, but if at least two people are feeling the same differences then something has likely changed. I'm not saying the physics have had their overhaul, but the Capri is not the same now as it was the last time we used it in the club. We use these cars frequently, so it's not like I'm returning to it after a year of non-use. It's also not my FFB since no settings have been changed, and the other cars I tried all feel exactly the same as they did before.

It's not unheard of for unintended things to make it into patches.
 
RaceRoom; The gift that keeps on giving!
This bit being my favourite, means less morons wrecking for lolz in ranked races:

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
 
Pay no attention to me...was judging the Audio on the car i usually drive, the DTM 1992 Merc, which seems to have a slightly weaker engine sound compared to the Group C cars i jumped into soon after :redface::redface::thumbsup:...so all is good,...but maybe the 'Suspension Squeak' is not quite right though when listened to by itself with no other audio on :confused::rolleyes::)

Actually, the suspension sounds are reacting differently than before, probably because a lot of work was done on the suspension physics in the meantime. The sound trigger sensitivity is linked with the suspension travel amount, which might explain why we don't hear them as much as before.
All this is combined with the fact that we decreased the default suspa volume, but we did it because some people complained that it was too loud ;)
 
I"m not sure what the problem is here : I don't have this sudden level up in these cars. Can you confirm that the engine volume is now going up suddenly just before max rev? There's nothing in the update that could explain such an issue though. :(
Thanks Anthony for responding. Multo appreciated:thumbsup:
I have only tested the FR90V10 in the LB on Lakeview Hillclimb.
But its easy to test out because the "automatic" start on this track in LB mode more or less initiate it itself.
Just press the throttle fully and wait for the LB auto launch.:laugh:

Something strange happens with the volume when the RPM goes from about 95% to 100%.
As I describe it above the volume is normal when the RPM is 95% but is then completely unrealistic switched about +6/9db up when the RPM get to 100% and the pit limiter cuts in.
The same happens out on the track every time you try to "ride on the pit limiter" or just plain reach 95-100% of max RPM.

CatsAreTheWorstDogs: Eventhough you say that nothing is changed in the engine volume then my qualified guess is that this "bug" is initiated by the way the new pitlimiter sound is working. Because the "switch up" of the engine level is caused by the pitlimiters unrealistic way of working(IMO).:thumbsup:
----------------------------
EDIT:
Ok Anthony now I have tested the 3x FR90 throughly out.
Its mainly the V10 that has become as awkward as I describe.:)
And it IS the way the limiter sound cuts in and does influence the engine sound thats the problem.

But the V12 sounds actually better now - because before this was the only FR90 who sounded a bit meh meh when it reached max RPM.
The V8 sounds now a bit like the V10 when the limiter cuts in but not so annoying as the V10.

CatsAreTheWorstDogs: And after re-testing I admit that the raise in volume isnt the mentioned +6/9db.
Even in the annoying V10 its probably only about +3db.:whistling:
And be aware that I have NOT screamed something like "Godbye Raceroom" because I actually love some of the cars in Raceroom - but OK maybe not the V10 anymore.:roflmao:
 
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No offense, but if at least two people are feeling the same differences then something has likely changed. I'm not saying the physics have had their overhaul, but the Capri is not the same now as it was the last time we used it in the club. We use these cars frequently, so it's not like I'm returning to it after a year of non-use. It's also not my FFB since no settings have been changed, and the other cars I tried all feel exactly the same as they did before.

It's not unheard of for unintended things to make it into patches.

I will double check for you but I am 99% confident that we have had nothing related to G5 in our beta builds. I'll get back to you.
 
I decided. You have difficulties understanding.

That's very clear you said it yourself.

Get good mate.

Cheers!

Edit: Kind of quoted the wrong post, but anyway I'll keep it as it is.

There are 2 different mentalities of sim development and both are good.

1- To release a sim and keep updating it for years. This is good because the community will be concentrated in one version and thus you will find rivals online.

2- Or to release a sim every couple of year (cheaper). This is also good because the community will always purchase the newer version without the need of waiting for a discount or a micro transaction DLC. Also you get a fully working sim without early access problems. Also this un ties the hands of the developers and thus pushes faster development for each aspect of the sim, New tyre model, physics engine, graphics, sound ....etc

I enjoy all sims or driving games.
 

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