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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It's an incredible game and really liking the GT3 cars now. But everytime i take a WTCC car out I remember why i jacked in track days and decided to just do sim racing....
Raceroom nails FWD race cars...
I have driven FWD race cars and track cars and love FWD (i know, drown the witch) and RRE is simply incredible at conveying FWD.....
I can not speak highly enough of this game.
 
My final thoughts on adaptive AI:

It gets you in the ballpark, where I'm challenged for pole position (I'm using default setup), but when it comes to the race it isn't enough. Basically I fall back a couple spots on the opening lap and then fight my way to the front in 2-3 laps and then leave the field behind at the rate of 1 second per lap once I'm clear.

Is there no way to say "Adaptive AI, but put me midpack for qualifying rather than at the front"? Alternatively, is there a way to retrieve the setting that Adaptive AI has settled on for me so that I can bump it up?

Otherwise, yes it's fine for one quick race, but manual is the correct solution for long term racing.
 
Well I think R3E has slowly become my favorite sim, this of course can change, I still do use the "others" and believe they are all superb, we are so fortunate.

Yesterday I was getting crashes back to desktop? but done a integrity check on Steam, which reported 45 missing files?? ...since then I am pleased to say all has been well..I do wish Steam would tell you what the missing files are, rather than just report a total amount.

I love the leaderboard on this sim, not only does it greatly help in getting you up to speed on any given combination, it will also give you a very good indication of an "up and coming" race pace :thumbsup::thumbsup:

As for the new update ..keep them coming :):)

Oh ...just loving the "new" GT3 cars ..Alex has done a superb job with the new physics:thumbsup::thumbsup: ..thank you so very much Alex.
 
Great update, i was speechless on friday when i tested the cars!
Kinda felt bad after i logged into some public servers and witnessed the low driving standards across the board.

Its a war zone :thumbsdown:
 
You know you can choose your position on the grid, right?
Yes, but it's kind of pointless for long races when I can drive through the grid in a few laps. Remember, the cars at the back are there because they're not even close to my pace. They can slow me down by going 2-3 wide, but they can't challenge me, can't pressure me from behind.
 
I've settled on 113-115 as being the correct AI difficulty for me. At 115, from the back of the grid, I could get through the backmarkers in 7-10 laps and then it took me another 20 laps to catch the back of the lead freight train and it's work to make passes and make them stick from there, mainly because the AI have more acceleration though they're still slow in the slower corners.
 
Well I think R3E has slowly become my favorite sim, this of course can change, I still do use the "others" and believe they are all superb, we are so fortunate.

Yesterday I was getting crashes back to desktop? but done a integrity check on Steam, which reported 45 missing files?? ...since then I am pleased to say all has been well..I do wish Steam would tell you what the missing files are, rather than just report a total amount.

I love the leaderboard on this sim, not only does it greatly help in getting you up to speed on any given combination, it will also give you a very good indication of an "up and coming" race pace :thumbsup::thumbsup:

As for the new update ..keep them coming :):)

Oh ...just loving the "new" GT3 cars ..Alex has done a superb job with the new physics:thumbsup::thumbsup: ..thank you so very much Alex.

Yes the leader board has to be one of the best there is surely?
I keep meaning to do more leaderboard hot lapping, its a whole game in itself when its done that well.
 
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.
yea its every car, FOV wont help im sat further back than the back seat and re centring only puts me back to the same place, the only game that is comfertable in vr for me is AC they have a solution that allows left and right movement so that my hands can allign properly with the wheel. I don't understand why more won't adopt this method.
 

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