31-03-2015 - RaceRoom has been updated

Sonat Ozturk

Sector3 Studios
31-03-2015

What’s New (Summary)
- Custom Championships.
- Mouse Steering. You can now select the mouse steering profile in the controller settings.
- Track rotation in Multiplayer.
- 3 new FFB multipliers for spring, damper and friction in FFB settings.

Game:
- Added Custom Championships in RRE.
- Shadow map improvements to make car shadows smoother.
- Put local shadow map back to 32 bits for smoother car shadows.
- Added car shadow kernel and epsilon.
- Implemented better device support by changing device ID to include instance, wheel type and rim type ID’s to support several devices of the same type and to differentiate between devices that share the same product ID. (Fanatec CSR and CSR Elite for example). More default profiles will be added later.
- Fixed the mixup in ADAC championship screen where tracks showed under cars header and vice versa.
- Fixed IBL (Image Based Lighting) not loading for Sonoma in replays.
- Fixed AI hitting pit wall from standing start in Sonoma.
- Fixed cut track penalty message coming up after rolling start in LBC start.
- Changed the banger sound priority from medium to high so they play when full grid.
- Fixed an issue with AI launch from 1st gear.
- Fixed an issue with disappearing skid sounds.
- Fixed triggering issues with pitcams.
- Changed RRE timing screen a bit to make IN PIT (yellow) text more readable.
- Added Mouse Steering.
- Added 3 new FFB options. Spring, Damper and friction strength. These work as multiplers and multiply what is set in the driver. Default profiles have these off by default.
- Tweaked all the default profiles due to changes. Please note your old control profiles will be backed up and won’t be usable.
- Default Controlset: Changed ffb steer friction and damper coefficients to 0.0
- Default Controlset: Changed ffb steer friction and damper saturations to 1.0
- Default Controlset: Changed spring saturation and coefficient pos and neg to 1.0
- Default Controlset: Added ffb steer spring coefficient.
- Default Controlset: Changed default spring coefficient per axis to 1.0

Multiplayer:
- Implemented Time of Day per session support.
- Implemented password support on dedicated side.
- Implemented track rotation.
- Implemented Server names.
- We now cache ping in MP browser to avoid unnecessary pinging.
- Made changes so the server list refreshes are only processed when not connected to a server.
- Made changes to make sure pending server browser updates are cancelled when joining a server.
- We no longer auto refresh in MP browser.
- Added the Community Dedicated groundwork for release soon.
- Various dedicated side improvements.

AI & Physics & Camera & Audio
- Sonoma - Fixed AI having issues with pit entry and tweaked AI speed.
- Portimao – Fixed hairpin inside cut rules for Amateur
- DTM 92 cars – AI tweaks, Improved Audi handling.
- Revised all Gr.5 class car physics.
- Revised all GTR2 class car physics.
- Sonoma - Fixed helicam sound trigger.


Art
- Increased Shadow draw distance.
- Lowered shadow noise in McLaren cockpit to make it less intrusive.
- Tweaked shadow blur.
- RUF RT12R – Fixed braking light in the middle still appearing floating after wing is gone due to damage.
- Audi LMS Ultra – Fixed flipped KW logo.
- Chevrolet Camaro GT3 – Fixed mapping on the driver right arm.
- ALL CARS – General rebalancing to bring them to the same level.
- Reduced frequency of headlight flashing on all cars.
- Zakspeed Capri – Replaced redstone tyrebranding with Goodyear on livery 7 and 8
- BMW 320T - Replaced redstone tyrebranding with Goodyear on livery 9 and 10


Portal & System Backend
- Changed the portal main webpage.
- Added fan page directory.
- Various store related fixes.
- We now highlight VIP drivers, DEVs, as well as friends in MP browser.
- Implemented a new Leaderboard Updater system for better performance and to fix the issue with Leaderboard entry sometimes not updating.
- Added new tab in competition page that shows all past competitions.
- RRRE competition page now shows competitions from other experience.
- Fixed an issue with links for finished competition in fan pages.
- Fixed an issue where purchase of alternative liveries for cars purchased via packs would not work sometimes.
- Fixed an error when buying a livery before the car if they’re in the same cart.
- Fixed so that the dashboard correctly redirects to user profile page.
- Removed irrelevant text from the introduction popups in portal.
Fixed layout issues in checkout popup.
- Default user avatar helmets are now randomly assigned out of 24 new helmet images instead of the old helmet, to add more colour and variety to the leaderboards.

Known Issues:
- Multiplayer browser does not show ping times. This is only visual and the servers should work perfectly fine.
 
@sector 3

since the update, the game crashes at startup. "Failed to create compiler for effect"
a lot of util.fx and shadow.fx are listed with warnings.... and one shadow.fx error - "sampleshadow2x2": funktion dows not take 6 parameters.

edit: i solved it by deleting the "grafic options" in my documents folder
 
Last edited:
I have been suffering from the "floating" feeling for a long time now, and I think I have come up with some settings I am happy with. These settings were developed with the updated physics Porsche GTR2 class car at Nurburgring GP on a logitech G27.

The biggest thing for me was to put the steering rack setting to 100%. As I understand it, that negates most of the tire related settings (vertical load, understeer, lateral force). This made me feel much more connected and less "floaty" right away. Maybe it's because I'm used to most other games basing FFB off of the steering rack rather than the tires, I don't know, but it felt more like I expected when I did this.

The second best thing I think I did was put the logitech profiler to 107% to minimize the center deadzone. With all the testing, it's hard to say if this did it for me, but it seemed to make the wheel more responsive in the center.

The rest were just tweaks for wheel weight and resistance. The biggest difference maker for me was the "steering force Intensity" percentage. Adjust this to increase or lessen the force it takes to turn the wheel.

With this, it was feeling a lot more connected FOR ME. Your results may vary. I just know that I was FINALLY having fun turning laps, and that made me happy since this game looks and sounds awesome with great AI and content (which I have purchased a fair amount of!)

So for all of the people that have tried countless wheel tweaks for this game, maybe this will help. It certainly feels better TO ME.

rreffb_zpsqquyulnz.jpg


ill give this a try with my t300 as well..

i still think it feels like a hovercraft your racing, theres just a huge lack of feel, shame everything else is pretty good.
 
I have been suffering from the "floating" feeling for a long time now, and I think I have come up with some settings I am happy with. These settings were developed with the updated physics Porsche GTR2 class car at Nurburgring GP on a logitech G27.

The biggest thing for me was to put the steering rack setting to 100%. As I understand it, that negates most of the tire related settings (vertical load, understeer, lateral force). This made me feel much more connected and less "floaty" right away. Maybe it's because I'm used to most other games basing FFB off of the steering rack rather than the tires, I don't know, but it felt more like I expected when I did this.

The second best thing I think I did was put the logitech profiler to 107% to minimize the center deadzone. With all the testing, it's hard to say if this did it for me, but it seemed to make the wheel more responsive in the center.

The rest were just tweaks for wheel weight and resistance. The biggest difference maker for me was the "steering force Intensity" percentage. Adjust this to increase or lessen the force it takes to turn the wheel.

With this, it was feeling a lot more connected FOR ME. Your results may vary. I just know that I was FINALLY having fun turning laps, and that made me happy since this game looks and sounds awesome with great AI and content (which I have purchased a fair amount of!)

So for all of the people that have tried countless wheel tweaks for this game, maybe this will help. It certainly feels better TO ME.

rreffb_zpsqquyulnz.jpg

When I get my rig reassembled I'll give these a shot. I'm also one that's never been able to get a pleasing feel out of R3E's FFB, in some ways I think it's close to being the best I've ever experienced but I've always felt there was something missing that kept it from being great, namely communication from the tires. I had fiddled with the steering rack settings before and noticed little-to-know difference, but I'll be starting from scratch this time (just did a clean Windows install) so maybe I can get it feeling good this time.
 
With the new ffb settings can the horrible centre force be dialed out, without sacrificing nice ffb effects?

There was a guy on the sector 3 forums who said by putting the new "spring" or "friction" setting to 50%, his center force issue was gone.

I use a G27 and don't have this problem, although I have felt it once or twice. I agree with the others - the force feedback is fantastic. When i first started playing it felt different, but now i prefer it to other racing sims.
 
Okay, after this update all FFB settings "gone", wheel rattling so nasty, but hey don't worry, old file backup found from ControlSet folder, with compare tool you can find all changes...and there's lots of work to do...big thanks to Sector3 about backup file!!!

My file is full of changes but everything is safe...thank god...(Joke)
new_and_old_ffb_settings.jpg
 
Okay, took 1 minute to return "all" settings back, my wheel settings still not finished but I can tell that the difference between old G27 settings and this new update is huge, the car goes just where I turn the wheel, it's so much sharper control than before, I like it, wheel's dead zone is equal 0 %. Still some settings left but this is good update, thanks a lot Sector3!!!
 
even with more relentless ffb tweaks it doesnt change a thing with these horrid feeling cars (boats) sorry, everything else about this game is good apart from the most important (ffb) im sure theres good physics hiding under the poor FFB too.

But this again will be uninstalled, back to the far superior GSC and RF@2
 
I disagree that a locked view to horizon simulates a proper driver's view. Just look at this Assetto Corsa example:

It's ok if you prefer it that way, but it's definitely not more realistic.

I don't prefer the locked view to horizon. I prefer Real Head Motion -app, which keeps the horizon steady. That is the how your eyes function in reality. More importantly it prevents me (and I'm not the only one) feeling ill (nausea and headache) while sim driving.
 
I also find the ffb wrong, I also have the hovercraft feeling, maybe it's something that affect t500 users more, I don't know. I literally have spend more time tweaking the ffb settings than actually playing but other than that I really like RRRE.The sound, the visuals, the colors, the variety of cars and tracks etc.
Don't get me wrong, I believe that sooner or later the devs will fix this and then rrre will be in top 3 sims of my choice but atm maybe I'm spoiled by GSC and RF2 ffb(at least with t500).
by the way I also find AC's ffb lacking the feeling I want (again this has to do with t500 I think, other users are super happy) so it has nothing to do about hate a game or fanboyism an other, I just want to enjoy all the same.
 
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