RaceRoom Racing Experience Updated | Dubai Released

Paul Jeffrey

Premium
Sector3 Studios have updated RaceRoom Racing Experience alongside release of the Dubai Autodrome circuit.


Having been on the tease for the last few weeks, the latest circuit addition to RaceRoom Racing Experience is here - the Dubai Autodrome.

Available now for via the RaceRoom Store, the new circuit comes in four different configurations (Grand Prix - 5.39 km | Club Circuit 2.46 km | National Circuit 3.56 km | International Circuit 4.29 km), and retails for around £4.44.

Although very much the headline of the new update, other highlights from the latest build of the title include improvements to the AI behaviour of the quality WTCR touring car content within the game, various very welcome online improvements and quite a few other small improvements, details of which can be seen below:

Update details:
Download size = 2.1 GB
Client version = 0.8.0.6592
Client BuildID = 4249150
Dedicated server version = 55.0.1028
Dedicated server BuildID = 4249152

Dedicated Server:
  • Added ability to determine the starting position of the race. When a starting grid is defined on the server, qualifying session will be skipped entirely. The server will place players on the grid in the exact order defined by the server administrator and will not perform any sorting by performance index.
  • Added ability to import users from a given leaderboard and a given team name to pre-populate the starting grid.
  • Added a chat box in the dedicated server interface to allow the broadcasting of messages to all players from the server admin.
  • Added a Weight Manager tool to easily manage the administration of success ballast for a large amount of players throughout a league championship. The manager can be pointed at the result of a past race and all players can be assigned weight following any kind of regulation with the help of custom formula's.
  • Added a latency indicator next to each of the connected players. It shows an average value that is calculated over a full minute.
Game:
  • Adjustments to Slowdown penalties that have been too harsh since the previous update, especially in high speed corners.
  • Increased connection timeouts from 30 seconds to 60 seconds in the hope to reduce the amount of disconnects from multiplayer sessions.
  • Improved automatic choice of graphic settings (at first start) based on the detected hardware.
  • Improved visibility of the message stating a game restart is required after switching to another monitor in fullscreen mode.
  • Attempt at getting rid of weird laser weapon sounds when cars transition from track to their garage position ( example )
  • Fixed saving of two identical screenshots when pressing the screenshot key while on a menu
Content:
  • Dubai Autodrome is now available with 4 layouts ( Grand Prix ; International ; National ; Club )
  • Audi R8 LMS - Fixed cockpit camera that was slightly off center
  • Audi TT cup - Fixed underbody feelers that were 2,5cm too low and made the car scrape the tarmac when it in fact should not.
  • Formula RaceRoom 90 - Updated physics (suspension and differential, rev limiter logic, increased oil cooling slightly); Improvements to AI behavior
  • GTR1 car class - Updated physics (aerodynamics, turbo buildup, rev limiter logic, tuned dampers) ; Improvements to AI behavior
  • GTR2 car class - Updated physics (Traction Control logic, dampers tuned, improved gearshifts) ; Improvements to AI behavior
  • Honda Civic TC1 - Fixed an issue where this car couldn't easily alternate between forward and reverse gears.
  • NSU TTS - Improvements to AI behavior (no more rolling over big curbs)
  • Pagani Zonda R - Updated physics (Traction Control logic, ABS improvements, dampers tuned, improved gearshifts)
  • Porsche Cayman GT4 Clubsport - Updated physics (tuned dampers, tyre model, Traction Control and ABS improvements; Improvements to AI behavior
  • Porsche 911 GT3 Cup - Updated physics (tyre model refinements to have much more response to tyre pressures, tuned dampers and rear camber, differential tweaks) ; Improvements to AI behavior
  • Porsche 934 RSR - Tweaked rearview mirror UV
  • Porsche 911 Carrera (964) - Updated physics (rev limiter behavior, differential, suspension and dampers, tyre model, ABS improvements); Improvements to AI behavior
  • WTCR - Improvements to AI behavior

RaceRoom Updated - Dubai Released.jpg
RaceRoom Updated.jpg


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Has UE4 been confirmed for future R3E ?
Nobody here knows exactly.
And i really hope, it isn't the case. It would be not a really great update besides bling bling and mushy sharpness.
KartKraft is an exception my opinion, it looks really good. But i really, really don't want to see R3E ruined (for me) with this kind of foundation like ACC looks on my screen (it has quite a good look, but the mushyness and aliasing, ghosting with TAA, even still with KTAA is not that pretty...
 
  • Deleted member 526227

Nobody here knows exactly.
And i really hope, it isn't the case. It would be not a really great update besides bling bling and mushy sharpness.
KartKraft is an exception my opinion, it looks really good. But i really, really don't want to see R3E ruined (for me) with this kind of foundation like ACC looks on my screen (it has quite a good look, but the mushyness and aliasing, ghosting with TAA, even still with KTAA is not that pretty...

Don't worry it will get the gMotor engine from rF2 :roflmao:
 
Nice track, had a great time this weekend driving the Porsche Cup cars and GT3 AMG on the new track.

VR was a bit of a challenge, could not get it tweaked to my liking, also the AI although fun at times can also be surprisingly stupid as a pack early in the race. But that’s OT...

Back to the track, really would like to see this track as official content in more sims. Fun layout and different scenery, I like it more than Yas Marina.
 
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Funny about the laser sound. I’ve heard it a bunch of times and couldn’t figure out what it was.
Good update. Waiting for the ffb update the promised with the DD wheels. Hopefully in a couple weeks.
 
Try deactivating Vsync, Motion Blur and Anti Aliasing and try reactivating it step by step (Leave Vsync off). Maybe also reduce visible vehicle count and check graphics driver settings. I never encountered such a severe issue with any ISIengine based game :confused:
Crimson, thank you very much for taking the time to respond. Unfortunately, I've never turned Vsync, motion blur or anti-aliasing on in Raceroom. As fate would have it, Nvidia did drop a driver update yesterday, so I went through that, but it's still happening. i7-6600k and 1080ti on a single 144hz screen. I have all the tracks in Raceroom, and this is the only one having this problem...driving in a straight line, it's perfect...the second I turn the steering wheel, frame rates drop to between 15 and 30, and that's in a practice session with no AI.
 
Crimson, thank you very much for taking the time to respond. Unfortunately, I've never turned Vsync, motion blur or anti-aliasing on in Raceroom. As fate would have it, Nvidia did drop a driver update yesterday, so I went through that, but it's still happening. i7-6600k and 1080ti on a single 144hz screen. I have all the tracks in Raceroom, and this is the only one having this problem...driving in a straight line, it's perfect...the second I turn the steering wheel, frame rates drop to between 15 and 30, and that's in a practice session with no AI.
You should ask for help in the Sector3 Forums directly, this is a very unusual issue. Did you check, that all Nvidia profiler settings are at default, like out of the box for R3E, is adaptive sync enabled?

Do you use a Direct Drive system? In case, it is so, i hope, you're not getting EMI through the often way too strong default R3E settings in some cases. I don't think, it could be too high FFB refresh, this is not an usual problem with this kind of newer processors.

EDIT: Test it one time without FFB, to see, if something changes
 
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You should ask for help in the Sector3 Forums directly, this is a very unusual issue. Did you check, that all Nvidia profiler settings are at default, like out of the box for R3E, is adaptive sync enabled?

Do you use a Direct Drive system? In case, it is so, i hope, you're not getting EMI through the often way too strong default R3E settings in some cases. I don't think, it could be too high FFB refresh, this is not an usual problem with this kind of newer processors.

EDIT: Test it one time without FFB, to see, if something changes

I usually do ask in the developer's own forum, it's just that asking in RD's yields quicker and more accurate results! I just go with whatever the default is in the profiler. I'm too scared I would screw something up. I use a TM T300RS. Doubt FFB has anything to do with it. If it did, ALL tracks would have the same issue. Thank you!
 
Just out of curiosity, what does "serious frame rate issues" actually mean? It's a fairly meaningless information, as that can mean both (for example) 5 fps and 90 fps, depending on who you ask.
 
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