RaceRoom Racing Experience: Porsche 934 Turbo and Update Release

Paul Jeffrey

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RaceRoom Porsche Update.jpg

Sector3 Studios have released not only the epic Group 4 Porsche 934 Turbo RSR, but also a new update that finally adds selectable AI!


RaceRoom Racing Experience has been updated today, adding a rather pleasing new list of updates and fixes to the title, including after much, much, much discussion within the community - selectable AI cars, drivers and liveries within the offline portion of the game!

Yes, you heard it right - from now on players setting up a single player race within the simulation will be able to choose which AI drivers join them on the grid - at last!

Every patch, we have had the same question in the comments: "When will the AI Selector come?". Well this time we're glad to finally bring it to you! You have control over the selection of cars you will race against on the track, down to the livery the AI will use. We've also worked on the AI behaviour to allow them to manage the slower traffic in multiclass conditions. said Sector3 Studios of the release notes announcement earlier today.

Of course the new build isn't the only news coming from everyone's favourite (only?) Swedish sim racing development team.. oh no, far from it in fact. Also released today comes a new piece of content, the first of three planned "new" Porsche models set to be deployed to RaceRoom Racing Experience in the coming months. Today we now get hold of the Porsche 934 Turbo RSR of Group 4 fame. Looking resplendent with no less than 37 liveries as part of the release, the latest Porsche to be added to R3E retails for around £3.59, and can be purchased HERE.

Update Notes - December 19th

Download size = 313.5 MB
Client version = 0.3.0.6526
Client BuildID = 3411532
Dedi version = 48.0.779
Dedi BuildID = 3411541

Game
  • Added AI Selector to Single Player event menus. Allows to pick and choose what AI's will drive, down to the livery. You can save and load AI selections.
  • AI - Various improvements to AI behavior when navigating through slower traffic in a multiclass event.
  • Test Drive from the store now allow free choice of driving assists, and also allow access to the car setup.
  • Default driving assist preset is now Amateur instead of Novice.
  • Improved the Challenge Ghost download procedure to reduce download failure errors.
  • Fixed a mis-alignement of the text in the position bar after cycling through the position bar styles.
  • Fixed the multiplayer server list that wasn't always updating even though new server information was available.
  • Fixed a Driving Asssist issue where disabling the factory traction control in car setup had the result of enabling the artificial traction control.
  • Fixed the wear / fuel multiplier 'X4' icon in the MP server list that was showing greyed out.
  • Fixed a motion blur issue with triple screen when vehicle was moving backwards.
  • Fixed a crash on startup when the servers were in maintenance mode
  • Fixed a crash occuring while browsing through trackside cameras
  • Fixed a crash occuring upon multiple track loading sequences
Physics / Sounds / AI / Cameras
  • Porsche Cayman CS and MR : default car setup modified for better stability. Reduced the drop of downforce occuring when airflow isn't directed straight on the rearwing (ie: when going sideways, rearwings are less efficient). / Smoothed out the upshifts to closer replicate the PDK gearbox. / Improved AI behavior all around.
  • Callaway C7 R : Car was bottoming out a lot at turns like Eau Rouge, so moved the splitter feeler up a bit, increased high speed bumping, allowed another 5mm of ride height adjustment on the front.
  • Modified tyre change times for GT1, GT2, GT3 and GT4 classes
  • Added specific pitstop timers for GTO, Touring Classics, Group 4 and Group 5.
  • Formula RaceRoom X-17 : Added track specific gear ratios
  • GT2 : Improved AI behavior all around
  • Ruf RT12R GT2 : BOP adjustment (leaderboard entries were cleared for this car)
  • GT4 : added functional handbrake (because sometimes it's useful)
  • Mercedes DTM 1995, 2003 and 2005 : Improved AI behavior all around
  • BMW M235i Racing : Fixed AI sometimes struggling to leave the pitbox
  • Group 5 cars : Fixed AI sometimes struggling to leave the pitbox
  • GTO : Fixed AI sometimes struggling to leave the pitbox
RaceRoom Porsche Update 3.jpg


RaceRoom Racing Experience is a free to play racing simulation from Sector3 Studios.

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The Porsche is certainly fun to drive, as one would expect from a car of that era, and quite tricky to keep under control, as one would expect from a car of that era ;)

And the AI selector works great and was worth the wait IMO. The possibility of running a multiclass race with 99 AI cars on the Nordschleife is awesome.

Though using it emphasizes the multiclass issue Raceroom has, that is you only see the cars from your own class on the timing bar, so you have no idea of different class cars in front of you or behind, nor your overall position. I really wish this could be an option. And you also can't position yourself anywhere on the grid in the multiclass due to this, it only counts your position within the class. So you can't "sandbag" yourself at the end of the field for example, unless you're driving the slowest car class.
 
The Porsche is certainly fun to drive, as one would expect from a car of that era, and quite tricky to keep under control, as one would expect from a car of that era ;)

Agreed.
Bought it, went straight to Road America on stock setup hmm let's see...
Come out of the pits wide open, jabbed the brakes for turn one ready to start my right turn, the car dives hard left and straight into the wall.
WTF?
Brake balance needs tuned straight away or you've had it.
Much better now I can push a little without dying.
 
I immediately tried a 3 class race GT4, GT3 and P2 and as advertised the A.I. behaved brilliantly when I came upon a slower class and even watching in replay were doing well among other A.I. It's the best A.I. multiclass I've come across (and I have them all) as most A.I. get hung up behind a slower car lap after lap because they stay on the racing line and rarely go off it. Absolutely brilliant update all around and I'll be spending much more time on this sim which I have loved anyway.
 
Though using it emphasizes the multiclass issue Raceroom has, that is you only see the cars from your own class on the timing bar, so you have no idea of different class cars in front of you or behind, nor your overall position.

Having only recently begun online competitive league racing this year, it's become highly apparent to me that every sim needs a relative time leader board. The one in AC is absolutely invaluable. You get everything you need. The proximity of cars on the track physically, whether the guy behind you is lapping you or you are lapping someone, leaving pits, combined with Crew Chief, is absolutely a non issue if you're paying attention to it. It's one of my biggest gripes with pretty much all of the titles except for AC.
 
@anton_Chez The one in AC does give you all the information, but other than that it's pretty wonky (sometimes the information doesn't make much sense) and looks terrible visually (my main gripe being it can be pretty hard to read).

Personally, I think the relative timing in iRacing is the best.

But you've now kinda reminded me I wanted to try and make something like that in SimHub, if I'll be able to.
 
Finally had time to download and test the new AI and would have to agree that the AI are much improved and having the multiclass function is a welcome addition...so I jumped into a GT3 car and loaded up the slower 'Touring Classics' for a race around Nordschleife...unfair you say, not really as I am a slow driver and setting the AI at 90% they still kicked my butt...LOL.
Very impressed with the AI overtaking because at one stage I was 3 wide and I had the AI pass me one on each side (I am driving the Nissan GT3)... and cleanly I might add...nice work Sector 3 Studios.
RACEROOM new AI 3 WIDE OVERTAKE.jpg
 
I had many doubts about buying the Premium Pack of Raceroom, but with the new AI selector thing, I am definitely on board!!! Take my money!

Quick question though, does this apply to the custom single player championship portion of the game?
 
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@Martin Fiala definitely agree with it looking a little clumsy but for the short time that I need it for it certainly helps having it available. Simhub is an interesting mention, I use it for the Shake It portion of the software and I was planning on having a look to see if something could be done via the HUD elements to cater for the sims that don't offer a relative time. You just reminded me. rF2 does have one but in VR it does not work, as per a lot of the older plugins that have trouble with the DX11 build.

If you manage to work something out for it, start a thread about it. I'm sure many will find it useful. Simhub is a great little program and it's being worked on all the time.
 

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