Upcoming Events

Weekly BMW races on Simracing.GP Other regular AC events on Simracing.GP Weekly GT3 Sprint Races on Simracing.GP Rookie friendly WTCR sereis Weekly rFactor 2 events

RaceRoom Racing Experience | New Update Released

Paul Jeffrey

RaceDepartment Editor-in-Chief
Staff
Premium
Messages
11,781
Points
17,168
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:

UMC 22

Premium
Messages
12,745
Points
0
I'm not sure if it was the game update or a steam vr thing...
Well, SteamVR is well known to be pretty crap and often broken by it's own updates instead of improved. Are you on Windows 10? If so you can try giving OpenComposite a try instead, which gives a nice performance boost in most games.

Even the menu screens are lagging and taking ages to load...
That's an R3E server issue and not anything wrong on your end. It's being reported by a number of people on S3's forums.
 

Wilko Jones

Premium
Messages
428
Points
642
I had to check and double check that I had the update. I was fully expecting Steam to have Raceroom paused while the update downloaded and installed, but that never happened. So I was confused if I had the update because; based on the comments I was fully expecting this from the gear whine...

CAUTION DO NOT PLAY THIS LOUDLY IN HEADPHONES OR SPEAKERS!


Thankfully that is not the case, but deep down I am a tiny bit disappointed.

I had to check what the update's version number was, and make sure my game showed a matching version when it loaded. It did, and I am all set. Now how to turn the gear whine up to 11? :p
 
Messages
839
Points
967
So I was confused if I had the update because; based on the comments I was fully expecting this from the gear whine...
i don't know, why there is any complaining about too loud gear whine in the first place, it is still too low in volume, compared to how it really is and if it's too loud for somebody, they should finally check the audio options menu and look for the transmission volume option. It's there...for ages...
Thankfully that is not the case, but deep down I am a tiny bit disappointed.
I would really hope, to not see any compromises made in aggressiveness of the sound. There is no reason to "tame" transmission whine. Everyone is talking about muh realism, but when it actually comes to that, it's also not right all of a sudden....besides the fact, that there is actually an option to even adjust it.
 
Messages
39
Points
51
Well, SteamVR is well known to be pretty crap and often broken by it's own updates instead of improved. Are you on Windows 10? If so you can try giving OpenComposite a try instead, which gives a nice performance boost in most games.

Ya im on windows 10, I will give the open composite a go but im not great with this kinda stuff so ill prob make it worse, thanks for the suggestion though!
 

Matt Percival

Premium
Messages
18
Points
127
Ya im on windows 10, I will give the open composite a go but im not great with this kinda stuff so ill prob make it worse, thanks for the suggestion though!

I tried it and it worked wonders for me! I knew this existed, but I couldn't find explicit instructions until now. I also installed it in rF2 which is what it was meant for and had a huge improvement in that game as well.

Thanks for the link Ross!!
 
Messages
9
Points
0
Got the update... RRE won't start now... Hangs at main screen (with 6 cars facing me), before menus. Actually just saw a dialog box flash real fast, believe it said "game crashed"

I believe this has happened before. Any suggestions? thx.
 

EsxPaul

Premium
Messages
1,170
Points
1,861
Messages
16
Points
0
What i would like to know, is , why the game is heavier for me then ACC ? Since so many devs replying here.

My framerate on a grid of 24 cars starting from the back on Zhuhai track drops to 40 ? its an example theres many more like these

CPU i7 8700K @ 4.8
RTX 2080Ti
Resolution 3840x1080 single screen

Also why doesnt GSYNC work in it ?

Thanks

PS: Clean install, had it uninstalled, cleaned folders on Documents and everything
Had the same trouble (Gysnc screen too) after countless hours i nailed it. Disable vSync in RR et Nvidia and enable an FPS limiter like RTSS 3-4 frame below your monitor refresh rate. SMOOTH ! Trust me
 
Messages
260
Points
467
Had the same trouble (Gysnc screen too) after countless hours i nailed it. Disable vSync in RR et Nvidia and enable an FPS limiter like RTSS 3-4 frame below your monitor refresh rate. SMOOTH ! Trust me

That doesnt fix the 40 something FPS i have inexplicably in some tracks ... ah well living and learning, 100+ Euros spent on this title had some fun hours but now its unplayable for some reason i dont quite understand ... also Nividia now has a FPS limiter at driver level, thats another option that doesnt work , i dont feel like using RTSS since its yet another program taxing the cpu... :/
 
Messages
2
Points
0
I can't see anything about triple screen support - I'm still struggling to get mine to work...have tried the guidance from forums....I don't suppose anyone has a definitive workaround?
 
Messages
16
Points
0
That doesnt fix the 40 something FPS i have inexplicably in some tracks ... ah well living and learning, 100+ Euros spent on this title had some fun hours but now its unplayable for some reason i dont quite understand ... also Nividia now has a FPS limiter at driver level, thats another option that doesnt work , i dont feel like using RTSS since its yet another program taxing the cpu... :/
Have you tried ? Because i know it makes no sense but youre 40fps are due to instabilité in framerate. I have an RTX2060S and i play on high settings 3440x1400 FPS 90FPS full grid and my gpu is not at 100%. I guarantee that the FPS limiter in RTSS works fine with RR, activate stealth mode if necessary. Can you tell me what track/car combo is causing this 40fps drop ?
 
Messages
913
Points
0
Update details:
Download size = 600 MB
Client version = 0.9.0.937
Client BuildID = 4909373



Changelist:
  • Reduced grip loss from having grass on your tyres.
  • Reduced grass bumpiness and rolling resistance properties.
  • Fixed an issue in championship game mode where AI could be seen not always leaving the pits during practice and qualifying sessions
  • Fixed the data display used in cars such as the Callaway C7 that would fail to show the tyre wear percentage under a certain level as the background turned into the same color as the lettering.
  • Further improvements to AI behaviour in banked corners
  • Simucube support - Reduced Stationary friction for Simucube 2 default profiles
  • Simucube support - Previously reported as a known issue, the bug where forces would continue to be applied even after pressing ESC is gone.
  • DTM 03, 05, 14, 15, 16 - Improvements to gearshift timers and drivetrain oscillations.
  • Group 4 & Procar - Updated default gear ratios for certain tracks
  • GT3 - Porsche 911 GT3 R (2019) - Fixed low fuel warning on the data display that was wrongly showing a low battery state of charge. Fixed a wrong spelling of "Mannheim" on liveries #17 and #18.
  • GT4 - Tweaks to AI behaviour to reduce occurences of AI's losing control
  • WTCR - Fixed mirrored logos on Alfa Romeo's driver gloves
  • WTCR - Improved visibility of the CUPRA brakelights
  • Hungaroring - Improved AI behaviour around certain corners.
  • Ningbo - Fixed the broken cut detection that was previously reported as a known issue.
  • Nordschleife - Improved AI behaviour around certain corners.
  • Scandinavia Raceway (Anderstorp) - Improved AI behaviour around certain corners.
  • Zhejiang - Fixed a waypoint for AI to make sure they behave correctly during a rolling start
Quick hotfix


Andi
 
Top