RaceRoom Updates and GT4 Cars Released

Paul Jeffrey

Premium
The big new November update for RaceRoom Racing Experience is here - and with it comes the three new GT4 cars for the simulation.

Suggested by JF Chardon of Sector3 Studios as something of a landmark update to the simulation, the very latest build of RaceRoom Racing Experience has been released today and comes packed with plenty of updates, improvements, changes and fixes to the popular racing title.

As with any new build release in the gaming world, often it is the content updates that garner the most attention from players, and despite some seriously pleasing notes within the changelog, the latest build of RaceRoom Racing Experience is no doubt set to be overshadowed by the newly purchasable content unlocked following the latest build release - namely the three new GT4 cars and the freshly updated P/45 Competizione that arrives within the GT2 racing category within the title.

However content aside, and you can see more of that by reviewing the links towards the foot of this article, the new build for R3E also packs plenty of interesting changes to the sim - not least of which is a new gearbox logic applied to h shifter cars within the title. Now rewarding careful shifting more than ever before within the game, players using any of the h shifter cars within the current selection of vehicles should notice a much richer experience and sterner consequences for mistimed gearshifts.

November 2018 Update Notes:

Download size = circa 2.8 GB
Client version = 0.3.0.6514
Client BuildID = 3346300
Dedi version = 47.0.764
Dedi BuildID = 3346554

Note : All leaderboard entries were reset for this update.

Content
  • Added GTR4 car class with KTM GT4, Lotus Evora GT4 and Porsche Cayman MR
  • Added the full grid of the Cayman Trophy by Manthey Racing for the Porsche Cayman Clubsport GT4
  • Added a GT2 version of the P4/5 Competizione
Game
  • Reworked our approach towards driving assists. In Single Player events, the player can now fully customize which assists are enabled and at what level. The assists available in multiplayer sessions will depend on the settings defined by the host. Competitions and leaderboards will still offer the familiar “novice”, “amateur” and “get real” options, enforcing equality in such competitive environments.
  • Dedicated server : Interface reworked for easier server management. Added settings for the driving assist, either enforcing specified assists levels or allowing connected players to freely pick and choose.
  • Dedicated server : Qualifying session timer is now frozen while the server is empty if there is no practice session and the “freeze session if empty” option is enabled.
  • Reworked the Multiplayer lobby page to better present servers overall. More filters are now available to narrow down a search we also added the required information regarding which assists are allowed or enforced for each server.
  • Introducing additional assists : ESP and Countersteer assistance.
  • Reworked the Assisted Braking to become more targeted towards not missing the braking points. Useful when learning a new track.
  • Implemented a weight ballast system for assists that do not naturally make the car slower.
  • Further tweaks to Slowdown penalties
  • Added Look to Apex, Pitch camera lag and Roll camera lag sliders to options menu.
  • Reorganized the option menus for easier navigation.
  • Added a menu option to toggle the saving of replay files
  • Lowered default volume values for Roadfeel and Suspension Squeak sound effects
  • Cockpit camera now has some movement from G-forces by default.
  • Car selection menu no longer shows cars in order of their release dates but alphabetically.
  • Further improvements to serving of Slowdown penalties after all the great feedback from the last update.
  • In a Multiplayer session with “Wrecker Prevention” option enabled, a player sitting idle on the track without accelerating will be presented with a message asking “Are you still there?” and to press Throttle to confirm. Failure to comply will result in being brought back to the garage.
  • Reduced the distance at which the green flag is presented after passing a yellow flag incident.
  • DRS in a multiclass race will no longer become available from following a car having a different performance index.
  • AI no longer defends its position in the first turn of an s-curve
  • AI now makes better defensive decisions based on the type of corner ahead.
  • AI no longer goes defensive on the first lap of a race if there is a car in front.
  • AI should now respect a bit more distance to opponent cars

Physics / Sounds / AI / Cameras
  • All non sequential cars: Reworked the entire H-pattern gearbox and clutch management.
  • Introducing downshift blip on gearshifts when clutch is set to automatic
  • Turbo spooling now drops more accurately on gearshifts
  • Tyre and brake disk temperatures are now pre-heated to their optimal temperatures when performing a rolling start (time attack, rolling start qualifying, race rolling starts)
  • Damage sensitivity tweaks for all cars
  • Added stone chips samples to replays
  • Added specific pitstop timers for GTR1 and GTR2 car classes
  • Changing a damaged front nose of the Formula RaceRoom X-17 no longer takes 30 seconds.
  • Audi R8 LMS - Improved behaviour when biting curbs
  • BMW M6 GT3 - Improved corner entry behaviour
  • Formula RaceRoom 3 - Improved base setup. Improved AI standing starts. Fuel tank now lasts 15 laps around Macau.
  • Formula RaceRoom U.S. - Prevented AI from performing a pitstop on a short race around Road America.
  • Formula RaceRoom X-17 - Improved AI standing starts
  • GTR2 - Complete rework on the physics, 2 tyre compounds
  • GTR2 - New sounds for the BMW M3 GT2
  • GTR3 - Adjustments to the balance of performance (power, downforce, fuel consumption, etc)
  • GTR4 - Introducing this class with 3 new cars.
  • Hillclimb Icons - Complete rework of the physics.
  • Mercedes C-Klasse DTM 2005 - Improved AI behaviour
  • Porsche 911 GT3 Cup - Overall improvements of the handling and of the AI behaviour
  • Porsche Cayman Clubsport - Overall improvements of the handling and of the AI behaviour
  • WTCR - Adjustments to the balance of performance (power, weight, gear ratios) and to the estimation of fuel consumption (affects AI decisions and car setup menu estimations)
  • New Static TV cameras brought to various tracks with focus on atmospheric scenes and listenning to sounds of cars passing. Those cameras can be accessed with Page Down, then using End key to cycle through camera sets.
Bug fixes
  • Reduced vibration of opponent cars in multiplayer (mostly noticeable when standing still)
  • Fixed a case where the game would not validate the serving of a drivethrough penalty if the player stopped at the spot. Also removed the pit area markers if “serve drivethrough” is selected in the pit menu to stop luring players into stopping.
  • Fixed some rendering issue occuring after altering visual settings in the menus and letting the game revert the changes by not confirming.
  • Fixed a case where the game would stop the car at the spot if serving a drivethrough with AI assistance in pitlane.
  • Fixed an issue where, in certain cases, some incident points would be missing from the results file generated by the dedicated server.
  • Fixed the lap time not being invalidated from driving in the wrong direction.
  • Fixed a Triple Screen rendering issue where smoke or dirt clouds would not appear properly.
  • Fixed a replay issue where sounds from cars could fail to play properly after switching quickly between cars.
  • Fixed an issue with the cockpit perspective shift feature that would make the cockpit camera act up in replays.
  • Fixed the cockpit perspective shift going the other way when looking back.
  • Fixed cockpit perspective shift affecting onboard cameras (accessible through Home key)
  • Fixed an issue where a spectator client started from a rrre:// link would fail to show the broadcast overlays.
  • Fixed some wrong live diff timing values on the first race lap around Nordschleife VLN and 24H layouts
  • Fixed an exploit where a player could serve a drivethrough penalty by entering and leaving the pitlane from the same side.
  • Fixed tyre changes in GTR3 car class that played a very long loop of sounds.
  • Fixed “Time Left” being wrong when broadcasting a multiplayer event with 2 race sessions.
  • Fixed an issue where player would lose control of the car upon entering a pitlane in the wrong direction if AI assistance in pitlane was enabled
  • Fixed spectator overlays showing wrong time left when joining an event with more than 1 race session.
  • Fixed a HUD timing overlay that would sometimes not go away after a practice run on a hillclimb.
  • Fixed pitstop menu being locked after entering the pitlane with no action selected.

If you can't make it to your racing rig just yet, check out our big RaceRoom interview and test driver here:
Or if you have less time but still want to see what's what, check out our three 'Talk 'n' Drive' videos that can be found HERE.

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

R3E GT4s.jpg


If you like RaceRoom and want to keep up to date with all the latest news and discussions, head on over to the RaceRoom Racing Experience sub forum. We host a whole range of top quality club racing events in our Racing Club, plus we offer a great place to hang out and discuss the game with your fellow R3E fans. Pop over and say hello today!

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Something I noticed with the X-17 at Road America when going from 6th to 7th gear the speed begins to decrease at default settings. Is this a gas savings gear now?
The default setup is a high downforce one if I remember correctly, I'd say that's pretty normal, if the gear ratio is longer than necessary and the revs are getting too low in 7th, the car will decelarate, especially while going uphill. Don't forget that car has massive amount of downforce compared to anything else in the sim.
 
The default setup is a high downforce one if I remember correctly, I'd say that's pretty normal, if the gear ratio is longer than necessary and the revs are getting too low in 7th, the car will decelarate, especially while going uphill. Don't forget that car has massive amount of downforce compared to anything else in the sim.

I'm no engineer by any stretch, but it seem that hitting 200 mph in 6th gear heading into turn 5 or Canada Corner the speed shouldn't drop by 4 mph in a couple hundred yards by shifting at red line into 7th.

I tried altering the gear and rear end by one click in each direction and neither made a positive speed difference.

I will try adjusting the wing to see if I can get a positive change. Thanks
 
Ran for hours and I noticed I could run the curbs very aggressively and the feel was just as intense as always but the car was manageable. Also the AI is much improved, ran very closely without an issue of brake check or punting going into turns. Well done Sector 3.
 
Don't forget that car has massive amount of downforce compared to anything else in the sim.

While true that this car has a lot of downforce, the FR-US might actually make more DF than the FRX-17 car.

People seem to not realize just how much downforce that those oddly shaped Indy Cars of yesteryear made.

I'd argue that the FRX-17 has better mechanical grip by quite a margin to go along with it's aero, allowing it to corner faster than the FR-US, but the aero on the FR-US is mighty impressive in and of itself.
 
While true that this car has a lot of downforce, the FR-US might actually make more DF than the FRX-17 car.

People seem to not realize just how much downforce that those oddly shaped Indy Cars of yesteryear made.

I'd argue that the FRX-17 has better mechanical grip by quite a margin to go along with it's aero, allowing it to corner faster than the FR-US, but the aero on the FR-US is mighty impressive in and of itself.
Yeah, I remember the FRUS being advertised like that, but I'm not entirely sure if that should be the case though. It's hard to tell, because F1 teams often develop a specific high downforce package for Monaco (and nowadays Mexico) only, so it's quite possible that a "normal" medium downforce F1 aero package is weaker in this regard than Dallara's universal road course kit with the highest possible setting, but I'm not really convinced by that. The latest F1 regulations produce an insane amount of downforce, I think they would comfortably beat the previous gen IndyCars in high speed corners too.
 
Just on the AI update, has anyone noticed any erratic driving from the AI at particular circuits after the update? I wrote a separate post but when racing the WTCR cars at Zhuhai the cars take the second to last big stop corner so wide that they all drive off the circuit across the gravel trap, they will sometimes spin out after coming back on to the track or else just be very slow, so you can just drive past them. This is on 110 difficulty too lol. Not to whine but it spoils the racing a bit. I’ve not noticed this elsewhere as yet. As for the GT4 cars I’m hoping to buy those this week! :)
 
Alex Harkett

The AI was always erratic, I thought that after the patch would improve but always the same problems (aggression, braking very early or very late, zigzag race lines) and when you crash your car goes off like a rocket, it seems to have no weight.
 
Well dump the AI and come race real people and watch them all go into the gravel trap then all return to the track slowly.
Isn't this called racing, well unless you're in the top 10%, then it still happens in every race.
The art is in the survival! ;) well that or throwing your bloody rig out the window in one swift action!
 
He might be from the US or even from Australia, so...it can ;)
We've got satellite in the US, but the 750-900 mS lag is awful for online play! Fortunately I've got a single 4G LTE provider, but data caps SUCK and signal is fairly weak with a ridge between me and the tower 4 miles away. The cable for cable internet ends 5 miles down the highway.

You won't get me to move, though. Not easily. There's salmon and steelhead spawning in my backyard and elk come through in herds of 10-30 and the beach is 15 minutes away and summer temperatures are mild so no air conditioner is needed.
 

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