RaceRoom Super Touring Update Is Live: Full Changelog

RaceRoom-Super-Touring-Update-Changelog.jpg
Image: KW Studios
One of sim racers' most beloved classes makes its debut in RaceRoom: The Super Touring update is here, including five new cars, two new tracks and more - here's the full changelog.

Cars close to their production counterparts, high-reving engines, door-to-door battles and Murray Walker on commentary - the Super Touring era is one of the most beloved in racing. Surprisingly, it took quite a while for first-party content to celebrate the mid-to-late-1990s cars of this era - but RaceRoom is here to do just that with its Super Touring update. The new version is now live.

The first batch of Super Touring cars - as there will be more later - include the Audi A4 Super Touring, the BMW 320i E36 Super Touring, the Honda Accord Super Touring, and both the Volvo 850 Super Touring and S40 Super Touring for sim racers to thrash around the circuits.

The Super Touring Car Pack containing all five cars and liveries available for them costs €15.96 on the RaceRoom store. Individually, the cars cost €5.98 each. Both new tracks cost €6.98 each.


Furthermore, a circa-2000 classic version of Silverstone and modern-day Estoril make their debut in the sim, while Monza is subject to a free 2024 rework. The 5.2 GB update offers plenty to play with as a result, as there is more in it than the content.

One example is the Dynamic Surface Interaction that, similar to December 10's other big update, means dirt, gravel, grass and other debris can be dragged onto the track now, changing how the circuit feels. Additionally, several cars and tracks see a number of adjustments and fixes. Check out the changelog below for the full list!

RaceRoom Super Touring Update - Changelog​

  • Dynamic Surface Interaction: Vehicles now interact more dynamically with surfaces, transferring materials like grass, dirt, and gravel as they drive, leaving a trail that evolves the track environment.
  • Tyre Mark Improvements: Enhanced rendering of tyre marks across various materials.
  • Spectator Client: Improved stability when rejoining a server during an ongoing race session.

    Tracks:

  • Bathurst: Increased details on pit exit drain, added more audience in T1 blue grandstand.
  • Diepholz: Fixed floating overlays and improved performance slightly.
  • Falkenberg: Removed distant mountains, various art tweaks.
  • Hockenheimring: Performance improvements, updated groove on white lines, updated Porsche Experience Center, updated TV cameras to 2024, and refreshed curb colours.
  • Lausitzring: A.I. improvements.
  • Monza: Free update to 2024 specs.
  • Nogaro: Free additional layout: Moto.
  • Nürburgring: Fixed excessive slowdown penalties when crossing the pit lane entrance path twice; A.I. improvements.
  • Watkins Glen: Free update to 2024 specs.
  • Zandvoort 2022: A.I. improvements.

    Vehicles:

  • All Cars: Added default gear ratios for all tracks.
  • Alfa 155 DTM 1995: Art tweaks to liveries.
  • Audi 90 GTO: Tweaked timing of rev limit light indication.
  • Audi TT RS VLN: Updated gear ratios and default gear ratios for each track; A.I. improvements.
  • Audi V8 DTM 92: Art tweaks to liveries.
  • Bentley Continental GT3 evo: Art fix to UVs on the wheel nuts.
  • BMW M2 CS: Dampers tuned; A.I. improvements; art tweak to the BMW logos on the wheel nuts.
  • BMW M4 DTM 2020: Fixed a piece of bodywork clipping through the left door into the cockpit.
  • BMW M4 GT4 G82: Art tweaks to liveries.
  • BMW M8 GTE: Additional liveries; art tweaks to liveries.
  • BMW M3 E30: Art tweaks to liveries.
  • Cadillac CTS: Art tweaks to liveries.
  • Callaway C7 GT3: Improved accuracy of suspension kinematics; updated baseline setup.
  • DTM 2020: Improved accuracy of suspension kinematics and spring/damper setup.
  • Fabcar 935: Fixed window damage meshes warping.
  • Ferrari 488 GT3: Improved accuracy of suspension kinematics; updated baseline setup.
  • Ford Mustang IMSA GTO: Tweaked timing of rev limit light indication.
  • Ford Mustang Gr.A: Art tweaks to liveries.
  • GTR 4 Cars: A.I. improvements.
  • Lamborghini Huracán GT3 EVO II: Fixed normals on windshield damage mesh.
  • Mercedes 190e evo II: Art tweaks to liveries and generic textures.
  • Mercedes AMG GT3 evo: Fixed stains on rear light casings.
  • Mercedes C-Klasse DTM 1995: Art tweaks to liveries.
  • Nissan 300zx GTO: Tweaked timing of rev limit light indication.
  • Opel Calibra DTM 1995: Art tweaks to liveries.
  • Opel Omega evo 500: Art tweaks to liveries.
  • P4/5 Competizione: Art tweak to headlights and liveries.
  • Porsche 911 GT3 R (992): Fixed white splash on SimRacing Expo livery.
  • Porsche Cayman GT4 MR: Tweaked livery #38’s silver.
  • RaceRoom Truck: Tweaked steering wheel and rev lights.
  • Tatuus F4: Tuned dampers.
  • VW ID.R: Tweaked suspension physics; improved A.I.

Which Super Tourer are you going to give a spin first in RaceRoom? Let us know in the comments below and join the discussion in our RaceRoom forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Would like to see more beginning 2000s cars in the future. Ferrari 575, Maserati MC12, Murcielago.
These amazing cars from GTR2 or Race07.
Sadly, there´s almost nothing from this great motorsports era 2000 til 2010.
 
There are multiple videos online of Matt Neal and Jason Plato explaining what they were like to drive. I'm not going to massage your ego by wasting my time searching for it.
I think the drivers feeling and the conditions they drove these cars in have an influence on their feedbacks. So, each of them need to be connected with the cars specs, homologations documents and the super touring regulation. And that's what we did. Of course, nothing will replace a real drive in a super touring car seat, but knowing all the top level cars he drove during his very long career, and all the national and international trophies he won, Dosières's feedback is undoubtly more than trustworthy ;)
 
the pro driver feeling from Super Touring Francis Dosières has said it's very very very planted and glued on the ground AND I GIVE SOURCE.

source : Anthony Monteil from Raceroom, translated in english for you all ;)

"About the Super Touring and the BMW in particular, I spoke at some length with Francis Dosières (who drove the E36 stw for several years in the French Mountain Championship) during the development of the car in R3E. He was very clear about her behavior and the impression she left on him. First of all, he says bluntly that it's the best car he's ever driven (and he's driven an incredible number of them, not least). According to him, it is literally riveted to the ground, I quote him "on rails, and even more so than all modern touring cars including TCR and Supercopa". Dosières describes a chassis very far from the brutality and stiffness that one might expect. The traction is flawless, which is even more exceptional on the E36 which was almost the only RWD on the board. This impression is confirmed by my own experience as a spectator both on the circuit and in hill climbs. I have never seen an E36 ST stall from the rear or really in a very subtle way, even in hairpins. And still according to Dosières, this unique behavior is found on almost all Super Tourings (he tested a good dozen before deciding on the BMW). At the time he sold his E36 because group regulations had changed, putting him in competition with GTs that were much more efficient than the BMW. And then the staggering operating cost of this car (even in hill climbs) convinced him to part with it (we are in the amount of money close to that of F1 parts). But he bitterly regrets it today given the current value of these cars, and the pleasure he had driving this BMW. In conclusion, the behavior you describe would be closer to reality, but the setup can actually change the situation ;)"

View attachment 804603


Happy ? ;)
Raceroom work is incredible and very authentic, don't worry, just drive.
You seem to really struggle if someone has an opposing view to your own :roflmao:
 
I'm not sure i really need to backup my argument of them not sounding good when someone from KW Studios posted that the sounds of the Volvo were recorded in 2008 pretty much confirming they're sounds from the race07 car. Pretty disappointing to be honest. Sound recording technology will have moved on a huge amount in nearly 20 years.
 
I'm not sure i really need to backup my argument of them not sounding good when someone from KW Studios posted that the sounds of the Volvo were recorded in 2008 pretty much confirming they're sounds from the race07 car. Pretty disappointing to be honest. Sound recording technology will have moved on a huge amount in nearly 20 years.
They're not exactly the same as in Race07. I used some parts of the cockpit sounds, but I totally reworked them to be cleaner. The external sounds are completely new aswell. I wish I could use some more recent recordings, and even more record it with some better equipment, but that's all I can afford currently. Sorry that it disappoints you, it's true that the recording technology improved in the meantime, but on the other hand, the way we record the car sounds wouldn't allow us to use it because of the limited time and the stressful conditions. So, even if I had the opportunity to record the Volvo S40 or any other car nowadays, the method and the equipment would be exactly the same as in 2008 ;)
 
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Premium
Sound(s)........The very thing that KW has done so damn good from the very beginning! I have ZERO complaints with ANY of the sounds in or outside ANY of the cars.

Of course I´ve never been strapped into any of said cars on any of the tracks in the sim in "real life" (much like 95% of us) so it´s a tough call to "complain" about R3E sounds ;-)

Always just loved the gravel rattling the floor after a venture off track. The new dirty track condition gives us that even out on the tarmac when a car in front of us gets wide and tosses debris. Just way cool.

Super Touring cars are just plain fun IMHO. Few laps at Silverstone Classic and a shitty day at work just fades away into the next apex.

R3E has been in rotation in my library for years and still deserves every gig it takes on my disc.
I say.....great job KW and keep it comin!

/K
 
They're not exactly the same as in Race07. I used some parts of the cockpit sounds, but I totally reworked them to be cleaner. The external sounds are completely new aswell. I wish I could use some more recent recordings, and even more record it with some better equipment, but that's all I can afford currently. Sorry that it disappoints you, it's true that the recording technology improved in the meantime, but on the other hand, the way we record the car sounds wouldn't allow us to use it because of the limited time and the stressful conditions. So, even if I had the opportunity to record the Volvo S40 or any other car nowadays, the method and the equipment would be exactly the same as in 2008 ;)
Having gone back and used the cars some more my biggest bug bear with the Volvo sounds are that even with the transmission whine setting set to 0% in the sound settings I'm still getting it and it makes the engine sounds in interior view much less raw and more whiney. It's a bit like the issue that Le Mans Ultimate had with their not seeming to be enough bass within the sounds so even with headphones on it sounds really flat if that makes sense. I probably sound stupid because I know nothing about sound engineering in games but if you watch footage of the cars at the time they were much more engine noise than transmission noise inside.
 
Having gone back and used the cars some more my biggest bug bear with the Volvo sounds are that even with the transmission whine setting set to 0% in the sound settings I'm still getting it and it makes the engine sounds in interior view much less raw and more whiney. It's a bit like the issue that Le Mans Ultimate had with their not seeming to be enough bass within the sounds so even with headphones on it sounds really flat if that makes sense. I probably sound stupid because I know nothing about sound engineering in games but if you watch footage of the cars at the time they were much more engine noise than transmission noise inside.
Just a bit of history : the transmission volume is intentionally set high by default in R3E, due to many players requesting it to be louder (so they don't need to adjust it for each cars). Therefore, I would recommend you to decrease the transmission volume to suit your taste.

About the transmission being audible even with its volume slider set at 0%, it's normal as there's always some transmission captured during the cockpit recordings, which is hardly removable afterwards.
There's two cases where you don't hear the transmission when set to 0% in the others games : 1/ they didn't record the actual race car but a road car or they used some generic engine samples instead, or 2/ the engine was recorded with a complex multi-microphones setup, as Codemasters used to do in exemple.

The last method is very expensive as it requires some high-end equipment and a lot of time available with the car and driver. In R3E, we usually have a few minutes only to install our recorder inside the car, and then one or a few laps recording depending on the session conditions, and most of all, only one chance to get it right. The multi-microphones setup is definitely out of reach for us currently.

And finally, about the super touring footages : a same car recorded with a different camera will sound totally different. The balance between the engine and transmission volumes depends a lot on the microphone quality and specs. No need to say that in the 90's, the onboard audio quality and balance was extremely variable and almost always pretty bad. This improved a bit since then, but we still hear a lot of very bad audio in the onboard videos, and many of them where the engine is inaudible because of the very loud transmission. This is a typical case where the microphone specs and camera setup totally transformed the cockpit audio balance compared to the reality.

In conclusion, most onboard videos can't be trusted when it comes to audio balance, and the only way to get it right is to actually get into the car and listen. And even then, no individuals perceptions are equal, so one will hear more engine while the other guy will say that he heard much more transmission. The only way to have some proper and balanced onboard recordings is to install at least one professional recorder device properly set up inside the car (and press the REC button :D ) ;)
 
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Just a bit of history : the transmission volume is intentionally set high by default in R3E, due to many players requesting it to be louder (so they don't need to adjust it for each cars). Therefore, I would recommend you to decrease the transmission volume to suit your taste.

About the transmission being audible even with its volume slider set at 0%, it's normal as there's always some transmission captured during the cockpit recordings, which is hardly removable afterwards.
There's two cases where you don't hear the transmission when set to 0% in the others games : 1/ they didn't record the actual race car but a road car or they used some generic engine samples instead, or 2/ the engine was recorded with a complex multi-microphones setup, as Codemasters used to do in exemple.

The last method is very expensive as it requires some high-end equipment and a lot of time available with the car and driver. In R3E, we usually have a few minutes only to install our recorder inside the car, and then one or a few laps recording depending on the session conditions, and most of all, only one chance to get it right. The multi-microphones setup is definitely out of reach for us currently.

And finally, about the super touring footages : a same car recorded with a different camera will sound totally different. The balance between the engine and transmission volumes depends a lot on the microphone quality and specs. No need to say that in the 90's, the onboard audio quality and balance was extremely variable and almost always pretty bad. This improved a bit since then, but we still hear a lot of very bad audio in the onboard videos, and many of them where the engine is inaudible because of the very loud transmission. This is a typical case where the microphone specs and camera setup totally transformed the cockpit audio balance compared to the reality.

In conclusion, most onboard videos can't be trusted when it comes to audio balance, and the only way to get it right is to actually get into the car and listen. And even then, no individuals perceptions are equal, so one will hear more engine while the other guy will say that he heard much more transmission. The only way to have some proper and balanced onboard recordings is to install at least one professional recorder device properly set up inside the car (and press the REC button :D ) ;)
do you think DX12 can improve the sound quality ?
 
Premium
The point is probably that if they exist in RF2, then they are better in every single way then every other platform could ever be simply due to the fact they are in rF2.

In other words, Nonsense.
 
The point is probably that if they exist in RF2, then they are better in every single way then every other platform could ever be simply due to the fact they are in rF2.

In other words, Nonsense.

Yeah nonsense alright ;)
Never said anything like that, not even in my dreams.

ISIMotor is the best engine for driving in my honest/humble opinion, nothing more.

Question you should ask yourself is why it matters to you what others think.
 
You are ignored, I just happened to see your post in the "latest" list when coming back logged off.
I never stay logged into anything, Google settings, I use NordPass, has 60bit encryption and auto log-in.

ISIMotor would be the most flawed engine of hardcore sims, said it 100 times.
" The Good, the Bad and the Ugly " :rolleyes:

So yes nonsense what you said, absolute rubbish, you making things up in your head, why you bother I have no idea.
 
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do you think DX12 can improve the sound quality ?
It wouldn't bring any direct improvement. It could improve the game's performance, which could allow to use more memory for the audio, and it's always a good thing to add more sample's randomization. A lot of R3E sounds are already triggered randomly, but we're limited at some point with our sound engine. Fmod is much more powerful in this area in exemple, and it doesn't require DX12 anyway ;)
 
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Premium
You are ignored, I just happened to see your post in the "latest" list when coming back logged off.
I never stay logged into anything, Google settings, I use NordPass, has 60bit encryption and auto log-in.

ISIMotor would be the most flawed engine of hardcore sims, said it 100 times.


So yes nonsense what you said, absolute rubbish, you making things up in your head, why you bother I have no idea.
Perfect.
 
It wouldn't bring any direct improvement. It could improve the game's performance, which could allow to use more memory for the audio, and it's always a good thing to add more sample's randomization. A lot of R3E sounds are already triggered randomly, but we're limited at some point with our sound engine. Fmod is much more powerful in this area in exemple, and it doesn't require DX12 anyway ;)
is Assetto Competizione with Fmod ? cause this game is very immersive about the sound, with isolation when we follow or are close to a car, making the engine opponent sound very distinctive.
I hope you can upgrade sound engine and graphics engine for Raceroom.
 
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Moderator
Premium
@Durge Driven maybe time to take a break from invading almost every article regarding isi, it's becoming tiresome and borderline trolling.
@TeddyBearx we don't need pictures of a mod from another game, try to restrain yourself.
 
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