Triple Screen Support, New GT3's, 64 Bit and More Released in New RaceRoom Update

Paul Jeffrey

Premium
RaceRoom Updated.jpg

Sector3 Studios have released the much anticipated new update for RaceRoom Racing Experience, and it contains plenty of goodies to get your hands on...


This new update has been brewing in the background for quite some time over at Sector3 Studios, and with plenty of new features, fixes and content it looks very much like one of the more substantial updates to the RaceRoom Racing Experience game in recent memory.

Now containing a new 64 bit version that should allow much larger grids in offline mode, the long awaited and much needed triple screen support, improved damage and a total reworking of the GT3 car physics to bring all GT3's in line with the latest content releases today, this is one impressive looking new build!

Check out the full change log below:
  • 64-bit executable to allow the game to use more memory
  • First pass for true triple screen support. Right now handled through startup arguments. Full details and instructions on the forums. ( LINK )
  • Game is now providing more information to all players present on a Multiplayer server whenever the server is waiting for players who are still loading into the game.
  • Added a bindable key to reset FFB while driving.
  • Hud_options.xml residing in My Documents is no longer encrypted, allowing players to edit and move HUD items around.
  • Video settings: Car Reflection Quality on High now draws reflections at full framerate.
  • Added support for Thrustmaster TS-XW Racer wheel
  • Updated Fanatec SDK to v3.2
  • Xbox One controller - changed default keybindings to match the Xbox 360 pads
  • Game no longer allows to drive a sequential gearbox car with an H-shifter. H-Shifter users no longer need to change the H-Pattern gearbox option manually depending on the car they picked. They can now always leave the option always enabled and let the game decide when to use it or not.
  • Damage system - Fixed a case where the point of impact would not translate properly to the visual damage (for example formula cars were hard to damage visually)
  • Damage system - Fixed an issue where car deformations could sometimes switch on and off when going backwards in a replay
  • Damage system - Prevented detachable parts of the cars from detaching when mechanical damage is disabled (to prevent loss of downforce after losing a wing)
  • Damage system - Fixed detachable parts randomly disappearing in replays or being visible when they shouldn’t.
  • Damage system - Fixed damage not being visually repaired for opponents in multiplayer after the opponent returned to garage to fix it.
  • Fixed some issues with the 8-shaped layout of Suzuka where cameras or blue flag detections could be confused by the crossing section.
  • Fixed an issue where the game would fail to restart the engine if the player cancelled the pitstop right after confirming it.
  • Fixed an issue where the game could start stuttering when playing long replay files.
  • Fixed an issue where a traffic cone would be sometimes visible in a seemingly odd location when playing a replay
  • Fixed car class specific pitstop actions that could sometimes not trigger in multiplayer
  • Fixed a case where Fanatec CSW 2.5 would be listed twice in controller profiles menu and would not be recognized after being turned off and on again while driving.
  • Fixed so Opponent Strength setting is now properly used in Free Practice mode (was always using adaptive AI setting)
  • Fixed missing results at the end of a race session on single lap layouts such as Nordschleife Tourist.
  • Fixed an issue where lap timer would randomly stop on a Hillclimb run after restarting several times in a row.
  • Fixed an issue where performing a pitstop at Anderstorp could sometimes result in a cut track penalty.
  • Fixed a case where the game could sometimes show an Off Track Warning (Black and white flag) for a split second.
  • Fixed a case where the player could on some occasion be wrongfully asked to give back one position for overtaking under yellow.
  • Fixed visual suspension vibration of NSU TTS opponents in Multiplayer
  • Fixed a label on the HUD during warmup session that was wrongly stating “Position”
  • Fixed a case where attempting to close the game window while in a replay would prevent exiting the game normally.
  • Fixed an issue with the Bosch DDU7 data display where its white variant would feature some data in green that was hard to read.
  • Fixed an issue with the Bosch DDU8 data display where the gear indicator could sometimes remain red.
  • Fixed an issue with the data display in the BMW M235i Racing where fuel amount wouldn’t show the proper unit until player adjusted fuel. Fixed the fuel gauge not matching up.
  • Fixed an issue where the Pitlane limiter notification wasn’t showing on the KTM data display
  • Fixed an issue where a white flag warning would show during rolling start procedures
  • Removed “Allowed to overtake” related text from yellow flag HUD elements since many users reported the extra information led to confusion.
Sound, Physics & AI:
  • AI - Improved overall behavior when racing in a pack. Stress factor reduced, and improved on the tendency to sometimes turn into the player car.
  • AI - Rate for AI calculations is now increased for AI’s in the direct vicinity of the player
  • AI - Fixed an issue on tracks like Zolder where an AI willing to enter the pitlane would easily disregard the presence of other cars on the racing line.
  • AI - Modified the DRS activation logic to allow DRS on all tracks
  • AI - Increased pace of AI in qualifying sessions
  • AI - If an AI car breaks down, it now clears the ideal racing line and slows down once safe to do so. If coming to a full stop within 7 meters of the track, the game will remove the car after 20 seconds.
  • AI - No longer ignoring other cars at the end of race sessions
  • AI - More respect for track limits during rolling start procedures
  • AI - Shouldn’t be caught slowing down for cars exiting pitlane anymore
  • Grip level in Practice sessions has been increased.
  • All cars now have reworked gearshift volumes and reverb effects.
  • Fixed a case where gearshift sounds were missing when driving with AI’s.
  • GTR3 Car class - Updated physics and tire model
  • Reduced the rate at which tires get dirty when driving on dirty tarmac (10% slower) and when driving on carpets, astroturf, tarmac runoffs etc (80% slower)
  • Tires now get clean at the same rate, regardless of what kind of dirt is on the tire.
  • P4/5 Competizione - New cockpit sounds, Fixed the cockpit camera that wasn’t looking straight horizontal.
  • H-pattern gearbox cars driven with Autoclutch enabled no longer get an automatic drop of throttle input upon gearshift.
  • Hockenheim - Tweaks to cut track detection
  • Indianapolis - Tweaks to cut track detection
  • Laguna Seca - Tweaks to cut track detection
  • Lausitzring - Tweaks to cut track detection
  • Portimao - Tweaks to cut track detection and some AI speed tweaks.
  • Paul Ricard - Tweaks to cut track detection and some AI speed tweaks.
  • RaceRoom Hillclimb - Fixed TV camera showing the opposite end of the course when using the reverse layout and looking at the car at the starting position
  • Sepang GP - Fixed a cut track warning when taking the last turn a bit wide. Added all alternative camera sets.
  • Sonoma Sprint - Fixed a cut track warning in the final turn
Art:
  • All cars aside from modern DTM now benefit from 360 degrees steering animation. DTM cars will have to be updated at a later point due to the need for retexturing branded driving suits and helmets.
  • All tracks using the hot weather light settings (ie: Paul Ricard) have received light adjustments
  • Bentley Continental GT3 - Moved the data display up in the cockpit
  • BMW M235i Racing - Car no longer produces visual backfires
  • BMW M6 GT3 - #7 now has its golden rims and #97 received some color balance tweaks
  • Formula RaceRoom U.S. - Reduced reflectiveness of the rims
  • KTM X-Bow RR - Car no longer produces visual backfires
  • Spa-Francorchamps - Some optimizations to improve performance on this track.

Curious to see what all the fuss is about with these new GT3 cars and physics? Check out our long test drive and physics developer interview below:

RaceRoom Racing Experience is available exclusively to PC on a free to play platform with additional content available at a further cost.

Love RaceRoom? Want to share the excitement with your fellow community members? No worries, we have all this and more at the RaceRoom Racing Experience sub forum right here at RaceDepartment:
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Impressed with the new update? What feature do you like the sound of the most? What are your impressions of the new GT3 cars? Let us know in the comments section below!
 
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I loaded it up and i was sat in the back seat looking out of the side window in vr, sensor is right in front of me and lines up perfectly in every other game, anyone know a fix?
You can assign specific buttons to adjust your FOV for VR. You can find them under the secondary controls under the controller options.

And if you got this issue with every car, I suggest you report it with Sector 3 so they can look into it and solve it.
 
Graphics on 64 bit are gorgeous.

Graphics on 64 bit are exactly the same as on 32 bit.

Hey Martin, did you manage to move the Mini MoTeC? It seems that i can not move it...

I didn't really try yet, sorry. I did try to change position and size for the "car status", whatever that is supposed to be, and didn't notice any changes at all, no matter what setting.
 
Isn't that the little icons that display the "health" of your bodywork, engine and gearbox? Isn't there a toggle to turn car status on and off? Might help figure out what it is.
That's what I assumed, yes. But no effect when changing the position nor scale.
But I couldn't spend too much time with it just yet, so who knows.
 
If you guys can figure out how to remove the list of drivers crossing the line over to the left of the screen, and move the stuff like penalties etc. that prints over the virtual mirror to the bottom (I don't care if it overlaps the timing info), I would be eternally grateful :inlove::inlove::inlove:
 
If you guys can figure out how to remove the list of drivers crossing the line over to the left of the screen, and move the stuff like penalties etc. that prints over the virtual mirror to the bottom (I don't care if it overlaps the timing info), I would be eternally grateful :inlove::inlove::inlove:
The second part is exactly what I'm interested in myself as well. As for the first part, I solved that a long time ago by simply turning off overlays in the HUD options. I still get most of the important stuff, but the driver list is gone.
 
The second part is exactly what I'm interested in myself as well. As for the first part, I solved that a long time ago by simply turning off overlays in the HUD options. I still get most of the important stuff, but the driver list is gone.
Good to know, thanks. What exactly is included in the "overlays" then? I would have assumed that it would have included the penalties and other warnings as well, but I guess not...
 
If I should delete an old FFB profile as referred to above does it mean just delete a controller profile or is there a specific FFB related file to remove?

Can someone explain the concept behind FFB reset and when it should be used?

There is a virtual mirror goggle but mirror doesn't appear when in cockpit, thought it did before but not sure, minor thing, just wondered...

I would also like to know about the reset of the Profile. Why is it necessary and how can it be done? Thx in advance
 
I wasn't. How can I tell which one is launching?
Make sure you launch the game by double-clicking the game in your Steam list, and you should get the prompt. If you use a shortcut or right-click the steam icon in your system tray you will not be prompted. I have no idea which version it launches in those cases... the last one launched maybe?

I would also like to know about the reset of the Profile. Why is it necessary and how can it be done? Thx in advance
I'm not really sure this is necessary. Only the GTR3 physics were updated in the patch, not all the cars. If you were happy with your FFB in general before the patch then you're better off testing the GTR3s, and if you don't like the feel then tweak it for individual cars rather than your whole controller profile.

If you really want to delete the profiles though, they can be found in My Documents\My Games\SimBin\RaceRoom Racing Experience\UserData\ControlSet
 
I wasn't. How can I tell which one is launching?

You can look into the Task Manager while the game is running to see what's the name of the process that is running (it's on the Details tab if you're on Win 10). If it's RRRE.exe, you're running the 32bit one, if RRRE64.exe, then you're running the 64bit one.

Why is it necessary and how can it be done?

It's certainly not necessary. If you really need to reset the FFB settings for your wheel to defaults, you can just create a new controller profile within the game itself - just choose the default controller profile for your wheel again and once you customize it (say change the button bindings or something like that), the game will make it into a new custom profile.
 
Oh and if you want to reset the FFB multiplier for a specific car to default, you can now bind a button/key to do that - it's under Secondary functions as "FFB reset".
^^ This should be done for all the GT3's as their FFB has definitely been modified. They all use different default values now. You can also reset it to default in the Steering Settings menu in each cars setup screen.
 
Ah, I wasn't aware of the fact they're now using different defaults. Makes sense, though. I guess that's one reason to reset the whole profile, then.

And yeah, I thought it is possible to reset it to default in the steering settings, I just wasn't sure about that.
 

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