RaceRoom Racing Experience Update Deployed

Paul Jeffrey

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RaceRoom Racing Experience Update November 2016.jpg
Sector3 Studios have deployed a substantial new patch for their RaceRoom Racing Experience title, adding a number of updates and enhancements to the sim alongside a redesigned front end experience.

Much anticipated by RaceRoom fans, the November 15th patch for the title is now live for players to download. For those expecting new content, today's patch adds the locked 2016 version of the DTM series and the Audi TT Cup from 2016. Highlights of the patch include the unification of 'experiences' within the game, bringing a selection of series specific rules and regulations into the full RaceRoom car spectrum, SimXperience Accuforce steering wheel compatibility, several crash fixes and the rather cool ability to run two race format events and reversed grids during multiplayer racing...

With the new patch now deployed and the game back online, fans can begin to pass the time before several new pieces of content are due to hit the game in the coming weeks. More on that later...


November 15th Patch Notes:

Game:

  • Added new content for upcoming releases and competitions.
  • Unified Experiences and moved some of the experience specific settings to R3E.
  • Added “Depth of Field” visual effect. Active in TV cameras, Hood camera, Action cameras and Free Camera. CTRL-M enables a simple UI to adjust the blurring effects and focus position.
  • Shared Memory API overhaul, added various additional data and potential for backward compatibility starting this patch.
  • Added support for SimXperience Accuforce steering wheel.
  • Extended freedom of movement for the freecam and added two modes for it: “Attached to the car position and its rotation” and “Attached to the car position only”. Pressing the key bound to free cam will cycle through the three modes.
  • When under a slow-down penalty, collisions with the car are disabled.
  • When under a slow-down penalty, the amount of speed the player is still allowed to carry has been increased, but keep in mind you will be giving back any time gained at a slower rate by driving faster.
  • Fixed an issue where the ghost car was producing audio while waiting for the player’s car at the S/F line.
  • Fixed so compact data display shows fuel in gallons if mph/imperial units are selected.
  • Fixed replays missing the first 60 seconds of a race by pausing replay recording during garage phase.
  • Re-enabled hud during garage phase while waiting on the grid.
  • Changed position bar so it doesn’t display information during garage phase.
  • Fixed the issue where you would get disqualified immediately after the lights in hillclimb tracks.
  • Fixed using arrow keys for increase/decrease in pit menu going through settings very fast.
  • Fixed a crash that was occurring when leaving a Hillclimb session after finishing a run.
  • Fixed rear lights flashing when pressing the headlights button
  • Ensured that certain reset commands are sent to DirectInput devices when effects are disabled.
  • Changed “off” steerForceVibe period to be 2000000.
  • Increased maximum execution time for all communications from 30 seconds to a minute or higher.
  • Disabled FFB when reaching the spring based lock if it's active.
  • Cleaned up the ffb code a bit while fixing the above issue. Removed mimic code and made sure all ffb effects are turned off during AI control.
  • Fixed game crashing while navigating in the portal while in a competition session.
  • Fixed an issue with damage when downshifting without clutch.
  • Disabled foreground window lock when playing fullscreen.
  • Disabled game minimizing when losing focus.
  • Fixed game crashing/freezing when pressing pit request button while no audio device is connected.
  • Changed throttle pedal zero magnitude and vibe slope default values to 0.
Multiplayer:
  • Added 2 race format and reversed grids.
  • The netcode is now IPv6 compatible.
  • Removed some unused functions from netcode that were somehow triggering crashes for some players.
  • Potentially fixed an issue where cars not within Peer to Peer range would become invisible.
  • We now allow duplicate server names to avoid admins not being able to access their settings if a condition such as their IP changes. (Also means we no longer have to remove their names from the associated server list manually).
  • Added so the associated server list clears names that have been inactive for 30 days.
  • Removed the gridwalk camera phase since it’s irrelevant with the introduction of garage phase.
  • Fixed issue with xinput controllers ending up in an unusable state after disconnect/reconnect/usb port switch etc.
  • Fixed issue with opponent cars briefly disappearing during starting light phase.
Sounds, Cameras, Physics, AI:
  • Significant AI logic improvements.
  • Added punctures to the tire model. Past the lowest possible wear value, tires have a chance to puncture.
  • It is now impossible to disable autoclutch aid on sequential gearbox’d cars.
  • DRS effects on the aerodynamics of the car have been reworked
  • DRS allowance is now 3 activations per lap with a gap detection of 1 second at the S/F line.
  • Push 2 Pass is now disabled in qualifying and competitions to comply with the changes made in 2016 to the Audi Sport TT Cup official rules and regulations.
  • Downshifting without clutch on a H-Pattern gearbox now properly damages the gearbox.
  • BMW 635 : Interior cockpit texture update
  • BMW M1 Procar : Better standing starts for AI, made AI less easily roll up on curbs.
  • DTM : DRS adjustment to previous seasons so they also benefit from DRS aerodynamics improvements.
  • DTM 1992 : Removed Traction Control ranges
  • Ford Mustang GTO : Coast revs sounds adjustments in cockpit.
  • Formula cars : New internal gearshifts sounds (except the Junior which is H-pattern)
  • Silhouette class cars now have new action cameras
  • WTCC 2015 : AI optimizations for new code
  • Hockenheim : AI optimizations for new code
  • Indianapolis : New sets of TV cameras (reminder : use End key to cycle through them)
  • Laguna Seca : New sets of TV cameras
  • Lausitzring : New sets of TV cameras
  • Macau : AI optimization for new code. Hairpin is a no-overtake zone (for AI only for now, until we have a flag system for players)
  • Monza : New sets of TV cameras
  • Moscow : AI Optimizations for new code on the FIM layout
  • Norisring : New sets of TV cameras, AI optimizations for new code
  • Paul Ricard : AI optimizations for new code, tweaks to cut corridors
  • Portimao : New sets of TV cameras, AI optimizations for new code
  • Slovakiaring : Sector gates are now matching the real track
  • Sonoma Raceway : AI Optimizations for new code
  • Spa-Francorchamps : Runoff tarmac areas now properly have lowered grip, fixed faulty cut rules near the pit exit on Combined and Classic layouts
  • Zandvoort : AI optimizations for new code
Art:
  • LOD system improvements on many cars
  • Adjustment of distances for the fog effects for smoother transitions on zoomed cameras
  • DTM tracks have received their 2016 season advertisement dressing as well as various bug fixes
  • Audi TT cup : adjustment to the invisible collision box of the car, size adjustment of the drop shadow area under the car.BMW 635 : Fixed a hole in the engine bay when the front of the car is damaged
  • Chevrolet Camaro GT3 : Fixed a slight blurb of paint on the trunk of livery #16
  • Mercedes SLS GT3 : Fixed an issue with the visual damage on the hood, fixed a few issues on various liveries
  • Volvo 240T : Interior textures update
  • Hockenheim : Updates of the 3D curbs, various bug fixes
  • Hungaroring : Updates of the 3D curbs, various bug fixes
  • Oschersleben : Updates of the 3D curbs, slight tweaks to camber and elevation in certain areas, reduced some nasty bumps on the track surface.
  • Macau : Resurfaced the track to be less bumpy, various bug fixes
  • Monza : Visual tweaks
  • Nuerburgring : Distance markers for the chicane are now visible, various bug fixes.
  • Spa-Francorchamps : Fixed various bugs, added one advertisement location at La Source.
  • Zandvoort : Made the exit curb at turn 4 (Hugenholtzbocht) 20 meters longer.
Portal & Backend
  • Revamped Portal Store with new theme and new structure.
  • Fixed some issues with certain special characters causing issues in initial username on new accounts.
  • Implemented Essential Packs and Car Class Packs.

RaceRoom Racing Experience is available via the Steam Network. You can download the game with limited content for free, and various track and car packs are available to purchase both in the in game store and on Steam.

Check out the RaceRoom Racing Experience sub forum here at RaceDepartment. We have some of the best conversation, all the latest news and of course our epic Racing Club, where you can take the sim out on track against your fellow R3E players.

Are you happy with the new patch? How are you finding the game post update? Looking forward to the new content? Let us know in the comments section below!
 
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slowing down penalty is nice but could be done different like give people a few laps to complete it just like a stop and go penalty would be, so the driver can pick a better moment to do it, you could even add a key telling the game "I'm doing my penalty now" so it can kind of assist you with the speed.
I wonder about the extra processing power it would require to police this, especially if quite few cars were involved.
In R3E it is what it is, and although it isn't perfect it will be better for those of us using the game.
We'll soon see devs start giving people bonus seconds to their lap times so they don't feel too bad being much slower than the aliens
I'd vote for that, maybe have a chance then:whistling:
 
It would be great to sample the update but all I'm getting is 503 error after 503 error. :mad:

It's beyond a joke. These problems seem to happen far too often when new updates are pushed out. I would like to be able to play the game I have pumped a small fortune into without the 'always online' nonsense.
 
Considering what original ISImotor code do and that S3 removed you wouldn't need that much "extra processing powa" ;)
I just want to support S3 with their game but that way won't happen. I'm no fanboy of any dev, if something is bad I say it be rF2, AMS or Mariokart :)
Enough said :cool:

Well that's up to you. We will carry on and hope all is well for our fun club racing here with fellow members. We are happy with that. :unsure::thumbsup:
 
Either it doesn't load @ all or I get it to load and am then rewarded with a 503 error, a couple of times it's even managed to totally lock up my pc, forcing a reboot, what a complete bag of moo excrement.:mad:
 
Either it doesn't load @ all or I get it to load and am then rewarded with a 503 error, a couple of times it's even managed to totally lock up my pc, forcing a reboot, what a complete bag of moo excrement.:mad:
I spent a few hours last night grappling with unresponsive menus and 503 errors before moving on in disgust. What a way to showcase the game's improvements. I can deal with the glacial pace of development introducing essential features that have been present in other sims for years. I can deal with the needlessly complicated vRP based store that punishes you for trying to support the devs. I can deal with the apparent prioritisation of content over features. I can't deal with an egregious always online system so poorly implemented at both client and server that customers simply can't access the game whose content they've paid very handsomely for. As far as I can tell their server is being contacted after every single button press in the menus. No wonder it's melting down.

S3 needs to radically rethink their strategy regarding the intrusiveness of the system, particularly as regards single player offline. Unless their strategy is to protect their in game assets by ensuring that no one can actually use them.
 
I spent a few hours last night grappling with unresponsive menus and 503 errors before moving on in disgust. What a way to showcase the game's improvements. I can deal with the glacial pace of development introducing essential features that have been present in other sims for years. I can deal with the needlessly complicated vRP based store that punishes you for trying to support the devs. I can deal with the apparent prioritisation of content over features. I can't deal with an egregious always online system so poorly implemented at both client and server that customers simply can't access the game whose content they've paid very handsomely for. As far as I can tell their server is being contacted after every single button press in the menus. No wonder it's melting down.

S3 needs to radically rethink their strategy regarding the intrusiveness of the system, particularly as regards single player offline. Unless their strategy is to protect their in game assets by ensuring that no one can actually use them.

An absolute perfect statement in what all we are all(majority) thinking :thumbsup:
It's beyond baffling to me :O_o:
 
The game had the slow down, they are not going to remove it, so what the have done is what members of the community asked for. Yes it is not to everybody's taste but since it is a game we play for enjoyment then I think that's fair.

I think this is one of the main points to take away here.

RaceRoom has had the slowdown for ages to varying degrees of success. It's here to stay. SInce it has been around however, it has been subject to much criticism specifically because it would automatically slow you down, often times while you were still on track. And everyone behind you was then in big trouble to avoid you since you are going so much slower than race pace.

This change, to ghost those that get the slowdown, is exactly the solution the community was asking for, for a long time now. Personal thoughts on the efficacy of a slow down penalty aside, this is the change people were requesting to make the system better. Along with altering the speed at which you drive while serving the penalty, and the algorithm for how much of a penalty is given out. It is actually rather complex. It isnt just a simple, "Oh, you went off track here, so here is an arbitrary penalty time".

but over the years in racing games I have observed that there is a school of thought that would impose on every game a restricted vision of what constitutes a racing game.

Sim racers really do love to clamor for the uber hardcore features that impacts the overall enjoyment of the game, due to those features being prohibitive in some way. Guess this is just how the community will always be :p

We'll soon see devs start giving people bonus seconds to their lap times so they don't feel too bad being much slower than the aliens :roflmao:

The hyperbole is off the charts lol
 
  • ronniej

I spent a few hours last night grappling with unresponsive menus and 503 errors before moving on in disgust. What a way to showcase the game's improvements. I can deal with the glacial pace of development introducing essential features that have been present in other sims for years. I can deal with the needlessly complicated vRP based store that punishes you for trying to support the devs. I can deal with the apparent prioritisation of content over features. I can't deal with an egregious always online system so poorly implemented at both client and server that customers simply can't access the game whose content they've paid very handsomely for. As far as I can tell their server is being contacted after every single button press in the menus. No wonder it's melting down.

S3 needs to radically rethink their strategy regarding the intrusiveness of the system, particularly as regards single player offline. Unless their strategy is to protect their in game assets by ensuring that no one can actually use them.

Well said.
 
They put a message up on Twitter. Fine if you use Twitter. I don't.

Which made its way elsewhere and people have shared it.

With 100 different social networks and forums, you cant cover them all. Some people dont use Twitter, others dont use RD, even more dont use the official forum.

Other devs are entirely silent on topics, or share official news on personal facebook pages. Eventually the information is disseminated to the masses. Even through all the quirks.
 
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