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

Paul Jeffrey

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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.

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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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Can I ask for an opinion here. What is the Online racing like?
Jump in to some club races you van't go wrong.
I have just tried it again. Really need some help here setting up the FFB, its gone from shocking to feel like I am having a Gym work out :laugh:
You can lower the strength of the FFB in the garage set up menu for each individual car.
I normally dial it back but using the new cars I thought it was more or less perfect.
Make sure you've deleted your control profile and then start from scratch.
 
Jump in to some club races you van't go wrong.

You can lower the strength of the FFB in the garage set up menu for each individual car.
I normally dial it back but using the new cars I thought it was more or less perfect.
Make sure you've deleted your control profile and then start from scratch.
Thats where I thought somebody you help / advise. You know the saying, "why re-invent the wheel" LOL

If there is somebody that is experienced in Raceroom that has a G27, please can you share you settings so it will give me a base line.....and then I can work from there :thumbsup:
 
Can I ask for an opinion here. What is the Online racing like?

Hi Shaun, we don't often see you in these parts. :) To answer your question, if you race in the R3E club then you'll find the online racing is excellent. We have a very helpful, friendly bunch of guys (and a gal) around here so you can expect a lot of fun and plenty of banter. Give it a go! :thumbsup:

About the G27, if you haven't already then I would delete your controller profile and start again afresh. If you haven't played much then there have been various changes over the last few months including the massive update this week. I've had to tweak my own FFB to compensate. (T300)

You could also try my G27 FFB profile from the mods section. It felt good to me when I used it, and I got positive feedback from others. Note that it was made before the latest update though so may need tweaking.

Hope to see you on track soon! :cool:
 
Hi Shaun, we don't often see you in these parts. :) To answer your question, if you race in the R3E club then you'll find the online racing is excellent. We have a very helpful, friendly bunch of guys (and a gal) around here so you can expect a lot of fun and plenty of banter. Give it a go! :thumbsup:

About the G27, if you haven't already then I would delete your controller profile and start again afresh. If you haven't played much then there have been various changes over the last few months including the massive update this week. I've had to tweak my own FFB to compensate. (T300)

You could also try my G27 FFB profile from the mods section. It felt good to me when I used it, and I got positive feedback from others. Note that it was made before the latest update though so may need tweaking.

Hope to see you on track soon! :cool:
Hi Ross

Now your talking, thank you so much, will check out your settings and like you said, will have to tinker them myself, but will give me a good starting block to work with.

Thanks again

Shaun
 
Just a heads up for anyone who's interested: the update has broken the R3E plugin for the SRD-9C, it doesn't work anymore. :cry:
Funnily enough, Dash Meter Pro is not affected by the update, that works normally. Go figure...
I guess Renavatio will update the plugin sometime soon, with PC2 it took them a week to update the plugin from PC to get it to work in PC2.
Otherwise the update is great, excellent work from the Sector 3 team:thumbsup: It was worth it alone for the reduced loading times, now it's 64bit it can use all of my systems 16Gb memory. Top work :)
And the GT3 update is fantastic, I was so impressed Ibought all 3 of the new cars :thumbsdown:
 
Funnily enough, Dash Meter Pro is not affected by the update, that works normally. Go figure...
I'm guessing some tools just check if the data stream (or what do you call it) exists, while others also check for the specific .exe file to be running. The latter will need to be updated (SIM Dashboard also doesn't work for me right now.)
 
Ok, i was solely talking about VR..will try some comparison with and without AI i guess
The mirror on/off toggle has huge impact on some nvidia drivers, probably AMD as well. Before I couldnt run with mirrors but latest (As of a couple of weeks ago) nvidia patch fixed it. Might be worth keeping in mind. Also shader quality, shadows and reflections keep at low i found gives a lot of performance.
 
I'm guessing some tools just check if the data stream (or what do you call it) exists, while others also check for the specific .exe file to be running. The latter will need to be updated (SIM Dashboard also doesn't work for me right now.)
Christian updated the SIM Dashboard server app, but not the client, which he usually does at the same time... I haven't tried it yet but I assumed that only the server needed updating to check for the executable.
 
@Patrick Fournier Thanks - I did try pressing the check for update button in the server app and nothing was coming up, but now I've tried closing the server app and starting it again and suddenly there was an update available.
Tried updating the SRD-9C too, but in Italy they have dolce vita weekend :D I checked for updates in the UI and it says " the current version is updated ", which is Italo-english for " maybe next week " :cool: Domani, domani......:whistling:
 
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Why not test them yourself? There's a "Test drive" option in the store that lets you drive any car for however long you like on Raceroom Raceway.

Anyway yes, the cars are really good. I'd say the Audi is the "nicest" of the bunch to drive with the most accessible handling, followed by the Corvette that's a bit more difficult to drive (at least for me) but also more fun, and finally the AMG can be kinda difficult to get around corners, it takes a bit of manhandling, but is very fast in the straight line.

Then again, after this update, I think I'm finally starting to like GT3's in R3E in general ;)
Forgot about the ol' Test Drive. Very good...the new ones are better. Time to pay up.
 
So I wanted to give my brief impressions on a couple of the key updates in the latest build :

AI
Much improved. Did a 10 lap GT3 race at Anderstorp racing at 98 percent Ai strength. Raced mid pack and had a solid race from start to finish. AI will hold a much better line through a corner now (unlike before when they would try and murder you into the nearest wall/barrier). They will still fight you for a place, but they seem to do so in a much fairer and more 'human' way now. Not quite genre leading AI (that accolade still goes to rfactor2 in my opinion), but it isn't far off now. There has been a big step forward with regards to the AI in the latest build to the point where they are really enjoyable to race against now.

GT3 Physics update
Now I must say I'm not a physics expert so the following impressions are simply based on my gut feelings and are not scientific by any stretch (also a disclaimer - I drive with a bashed up old logitech dfgt). To me the cars feel more responsive and less floaty. I can feel the limits a bit more when I push. Sure, the car will bite back when you take to much curb or are too greedy on corner exit, but I always feel like I know when that's going to happen and when it's 'my fault'. To me, the GT3 cars in the latest update almost feel like a progression on Simbin's GTR2 physics (In a very good way).

All in all I must say I'm really positive about the direction Raceroom seems to be taking at the moment. It's fast becoming my sim of choice!
 

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