Motegi, New Physics and More in Latest RaceRoom Update

Paul Jeffrey

Premium
Sector3 Studios have been busy lately, releasing a new update for RaceRoom Racing Experience that contains many improvements and changes to the simulation.


As with any big update we usually have plenty to talk about, and this latest release from Sector3 Studios is no exception to that rule. As well as adding the WTCC hosting Twin-Ring Motegi circuit to the sim, a technical and challenging Japanese track that will surely be well known to sim racing fans, the Swedish studio have also been hard at it behind the scenes, releasing plenty of improvements and changes with this latest build update to R3E.

Despite the sizeable changelog below, potentially one of the most significant improvements to the simulation comes in the form of a very welcome improvement to the behaviour of H-pattern shifting within the game. Added to many of the older cars already released, the move towards a more realistic shifting action something that will no doubt be welcomed by sim racing fans and those of us who enjoy a more historic side to our sim racing endeavours…

Other highlights include revisions to the physics of several cars within the sim and a realigning of the various different racing categories defining the different types of classes of car.

You can check out the full change log below:

Update details:
Download size = 4.3 GB
Client version = 0.3.0.6411
Client BuildID = 2936158
Dedi version = 44.0.684
Dedi BuildID = 2936171

Game:
  • Added a Volume slider in Sound Options for Brake Squeal volume.
  • Skidmarks left on the track are no longer a fixed width but instead match the size of the tyre that suffered for it.
  • Reduced the floating above ground of the skidmark decals when seen from a low angle camera.
  • Underbody scraping sounds are now played in replay sessions. Also adjusted volume and fade for them.
  • FFB Multiplier in Car Setup menu now allows to go up to 10.0 (was 5.0)
  • Autoclutch assist is now forced ON when H-Pattern option is enabled but no direct gear buttons are mapped.
  • Modifications to Clutch and H-pattern cars logic, making it required to lift throttle in order to upshift.
  • Fixed mini data display in HUD that was using a slightly different logic for rev warnings.
  • Fixed a game crash reported upon exiting certain replay sessions
  • Fixed Input Meter HUD tool that would wrongly appear at the beginning of a race session.
  • Fixed a lack of shift backfires when watching replays and on remote cars in multiplayer
  • Fixed so skidmarks left on tarmac are now properly erased when restarting a session or rewinding a replay.
  • Fixed an issue reported with replays or ghosts failing to save if a folder did not exist.

Sounds
  • 350 new gearshift / backfire / shift backfire samples were added.
  • Various modifications to the backfire patterns and speed.
  • Adjusted the hearing distance for gearshifts, backfires and shift backfires
  • All cars - Brake squeal sounds improved. Better pressure versus volume fading, hearing distance adjusted for external cameras. Pitch adjusted to match recent recordings.
  • BMW M1 Procar - Coast transmission volume adjusted in cockpit
  • BMW M3 DTM 2013 - Transmission volume adjusted in cockpit
  • BMW M4 DTM 2014/2015- Transmission volume adjusted in cockpit
  • Chevrolet Camaro GT3 - Main volume increased in cockpit. Transmission volume adjusted. Transmission pitch adjusted for both cockpit and external sounds.
  • Chevrolet Corvette Z06 GT3 - Coast and Throttle volume balance adjusted
  • Mercedes AMG C-Coupe DTM 2014 - Transmission volume adjusted in cockpit
  • Mercedes 190 DTM 92 - Transmission volume adjusted in cockpit
  • Mistral M530 - Transmission volume adjusted in cockpit
  • Nissan GTR GT3 - Engine volume increased. Rev blend improvements. Transmission sound in cockpit adjusted.
  • Nissan 300ZX - Transmission volume adjusted in cockpit
  • Nissan GTR R32 - Transmission volume adjusted in cockpit
  • Opel Omega DTM 92 - Transmission volume adjusted in cockpit
  • Formula RaceRoom X-17 - New traction control external sounds
  • Formula RaceRoom 2 - New traction control external sounds
  • Formula RaceRoom Junior - Transmission volume adjusted in cockpit
  • Ruf CTR3 - New sound recordings to match the GTR 1 specs.
  • Saleen S7R - Rev blending improved for external sounds
  • Volvo 240 Turbo - Transmission volume adjusted in cockpit

Physics
  • Pagani Zonda R - Physics upgraded. Moved to a single-make cup car class.
  • Saleen S7R - Physics upgraded
  • Ruf CTR3 - Physics upgraded, BOP for GTR1 car class
  • Koenigsegg CCGT - Physics upgraded, BOP for GTR1 car class
  • Gumpert Apollo - Physics upgraded, BOP for GTR1 car class
  • Ford GT1 - Physics upgraded
  • Formula RaceRoom Junior - Physics upgraded
  • All H-pattern cars - Shifting modifications to match the new clutch code implementation
  • Swapped the performance index of the Audi TT cup and the Formula RaceRoom Junior

Art
  • Ruf RT12R (GTR2 and GTR3) - Updated rev light logic
  • Ruf CTR3 - Upgraded to a new data display
  • Paul Ricard - Track resurfaced for bumps, swapped old 2D audience, added normal map to guardrail.
  • Ford GT1 - Some dimension tweaks
  • Mercedes DTM 2015 - #6 (Wickens) showed a wrong cockpit numberplate.
  • Saleen S7R - Fixed headlights and brake lights that were not working after a recent update
RaceRoom Racing Experience is a free to play racing simulation from Sector3 Studios.

r3e update 2.jpg
r3e update 4.jpg
r3e update 1.jpg


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What do you think of the new update? Have the physics changes improved the cars in your opinion? Let us know in the comments section below!
 
I've said it a couple of times also on other forum sites. R3E with NLRv3 is the best combi. Also with this latest update it is so enjoyable. The slightest details. The sounds, the physics and the rumble. Don't tell my wife but I have a second love :p:whistling:

Motegi is a new track for me. Still learning and memorizing the track. And then the GT1 cars. jawdropping good. (is just my personal humble opinion).

Keep up the good job and we forsee a great prosperious future for the money takers and spenders :thumbsup:
 
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You do realise you are arguing with a dev who knows far more about the engine than you?

And you are wrong. While Raceroom physics are based on ISIMotor2, Raceroom does not use the gMotor2 graphics engine, but their own RendR graphics engine.

http://www.virtualr.net/raceroom-racing-experience-teaser-released

Do you realise I was never arguing but merely stated a small historical FACT all the while I was actually praising the title?

I guess people these days are too fragile even for that...

And it is isiMotor2 and it is gMotor2, albeit modified and rebranded. Other studios got similar deals to crack open the engines by ISI but have chosen to keep the name. That changes nothing. And so you don't need to quote marketing talking points as if you've found a long lost desert scroll because that only makes you look more gullible.

Above all it certainly shouldn't matter to anyone if he or she is a "dev" if he or she is misinforming or lying.
 
I hate the use of the word "toxic" on the internet when describing people or communities, but man, sometimes... ¯\_(ツ)_/¯

People get a huge free update that updates a ton of old stuff there was no obligation to update in the first place and brings tons of various improvements, and yet some people *still* bitch and moan about it not being enough and call the devs lazy and/or misinformed/lying", just because the game doesn't feature something they would like it to have.

Yes, indeed, the very definition of what "being lazy" means:

  • Added a Volume slider in Sound Options for Brake Squeal volume.
  • Skidmarks left on the track are no longer a fixed width but instead match the size of the tyre that suffered for it.
  • Reduced the floating above ground of the skidmark decals when seen from a low angle camera.
  • Underbody scraping sounds are now played in replay sessions. Also adjusted volume and fade for them.
  • FFB Multiplier in Car Setup menu now allows to go up to 10.0 (was 5.0)
  • Autoclutch assist is now forced ON when H-Pattern option is enabled but no direct gear buttons are mapped.
  • Modifications to Clutch and H-pattern cars logic, making it required to lift throttle in order to upshift.
  • Fixed mini data display in HUD that was using a slightly different logic for rev warnings.
  • Fixed a game crash reported upon exiting certain replay sessions
  • Fixed Input Meter HUD tool that would wrongly appear at the beginning of a race session.
  • Fixed a lack of shift backfires when watching replays and on remote cars in multiplayer
  • Fixed so skidmarks left on tarmac are now properly erased when restarting a session or rewinding a replay.
  • Fixed an issue reported with replays or ghosts failing to save if a folder did not exist.
  • 350 new gearshift / backfire / shift backfire samples were added.
  • Various modifications to the backfire patterns and speed.
  • Adjusted the hearing distance for gearshifts, backfires and shift backfires
  • All cars - Brake squeal sounds improved. Better pressure versus volume fading, hearing distance adjusted for external cameras. Pitch adjusted to match recent recordings.
  • BMW M1 Procar - Coast transmission volume adjusted in cockpit
  • BMW M3 DTM 2013 - Transmission volume adjusted in cockpit
  • BMW M4 DTM 2014/2015- Transmission volume adjusted in cockpit
  • Chevrolet Camaro GT3 - Main volume increased in cockpit. Transmission volume adjusted. Transmission pitch adjusted for both cockpit and external sounds.
  • Chevrolet Corvette Z06 GT3 - Coast and Throttle volume balance adjusted
  • Mercedes AMG C-Coupe DTM 2014 - Transmission volume adjusted in cockpit
  • Mercedes 190 DTM 92 - Transmission volume adjusted in cockpit
  • Mistral M530 - Transmission volume adjusted in cockpit
  • Nissan GTR GT3 - Engine volume increased. Rev blend improvements. Transmission sound in cockpit adjusted.
  • Nissan 300ZX - Transmission volume adjusted in cockpit
  • Nissan GTR R32 - Transmission volume adjusted in cockpit
  • Opel Omega DTM 92 - Transmission volume adjusted in cockpit
  • Formula RaceRoom X-17 - New traction control external sounds
  • Formula RaceRoom 2 - New traction control external sounds
  • Formula RaceRoom Junior - Transmission volume adjusted in cockpit
  • Ruf CTR3 - New sound recordings to match the GTR 1 specs.
  • Saleen S7R - Rev blending improved for external sounds
  • Volvo 240 Turbo - Transmission volume adjusted in cockpit
  • Pagani Zonda R - Physics upgraded. Moved to a single-make cup car class.
  • Saleen S7R - Physics upgraded
  • Ruf CTR3 - Physics upgraded, BOP for GTR1 car class
  • Koenigsegg CCGT - Physics upgraded, BOP for GTR1 car class
  • Gumpert Apollo - Physics upgraded, BOP for GTR1 car class
  • Ford GT1 - Physics upgraded
  • Formula RaceRoom Junior - Physics upgraded
  • All H-pattern cars - Shifting modifications to match the new clutch code implementation
  • Swapped the performance index of the Audi TT cup and the Formula RaceRoom Junior
  • Ruf RT12R (GTR2 and GTR3) - Updated rev light logic
  • Ruf CTR3 - Upgraded to a new data display
  • Paul Ricard - Track resurfaced for bumps, swapped old 2D audience, added normal map to guardrail.
  • Ford GT1 - Some dimension tweaks
  • Mercedes DTM 2015 - #6 (Wickens) showed a wrong cockpit numberplate.
  • Saleen S7R - Fixed headlights and brake lights that were not working after a recent update

    If after reading this "lazy devs" is what comes to your mind, you're what's wrong with the gaming industry today and I truly wish you'd leave and never come back, because simracing/gaming would be a better place without you. (And that's the nicest I can put it, to be perfectly honest.)
 
i used to like RR a lot, but all they do now is push out new cars and tracks instead of giving us anything meaningful to do with them, online is poor

there is so many QOL suggestions made to them yet they ignore them all and pump out car and track after car and track
 
online is poor
As it is for nearly every single racing sim out there. That's why you join a community like RaceDepartment and sign up for their organised club/league racing that vastly improves the online experience.

With that said, drop the toxicity please people. Yet again we have a patch discussion thread, and yet again we have people on the verge of attacking each other over off-topic ranting that has nothing whatsoever to do with the subject at hand. People deserve to be able to come here, read the latest news, and read a civil discussion about that news without all this constant bitching and bad-mouthing amongst the tiny minority. It's getting very, very old so please grow up a bit and if you don't have anything constructive to say, just don't say it.

Thank you.
 
Yeah we all know the arguments about no rain, no tyre pressure adjustments blah blah blah, but I'd prefer to talk about something positive. For me it's good to see some of the old classes getting some love as well as new content being released.

I tried the formula junior this afternoon at imola. Before today I always felt the car was a bit boring and a bit too planted, like it had some 'hidden' rear areo and traction control going on or something. Driving it today it feels more alive - you have to work the car on corner entry a bit more and it feels a bit more natural and real to life somehow.

Also took the Koenigsegg out for a quick spin.
The physics tweaks have definitely eliminated the pivoting from the centre of the car feeling I was getting before - now it feels like it's a powerful car being driven from the rear axel.

Good job Sector 3. Can't wait to try the new motegi circuit. :thumbsup:
 
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I would really like to see the old '98 GT1s in the game as well... *keepsdreaming*

The now bigger GTR1-class is quite nice, but with the addition of the GTRX (Rest in peace... :-( ) somehow there's a loss in immersion. So, tbh, I don't like this step, also because I have some fantastic memories in the Gumpy flying down the Döttinger with over 340 kph for consequently 4 houres...

But the Twin Ring and the GTR GT1 are great additions!
 
@Ayem22 Yeah , Monaco is cool for sure, but that doesn't mean less well known circuits are somehow automatically 'less good '.

Actually in some ways I like it that the sims all have a variety in the tracks they provide. It gives you a new challenge, different circuits to learn and race, and who wants the same tracks in all of the sims anyway? For me that sounds a bit boring.

Variety is the spice of life as they say :)
 
@Ayem22 Yeah , Monaco is cool for sure, but that doesn't mean less well known circuits are somehow automatically 'less good '.

Actually in some ways I like it that the sims all have a variety in the tracks they provide. It gives you a new challenge, different circuits to learn and race, and who wants the same tracks in all of the sims anyway? For me that sounds a bit boring.

Variety is the spice of life as they say :)

i can understand but zuhai and motegi are for me low cost track.
easy to make, easy to earn money, not really fun cause there is no beauty landscape or something different.
raceroom is at the end of its life.
good life but it's the end.
the best track is hillclimb in the alp.
so much beautifull and fun to drive.
lake hillclimb is awesome too.
i will give all my money for much hillclimbs
 
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