Group C, Classic Porsche and Plenty More in Latest RaceRoom Update

Paul Jeffrey

Premium
A new update and plenty of additional content has been released today for RaceRoom Racing Experience.

Headlining the new build of R3E will no doubt be the latest fresh content DLC to drop for the sim. Adding for the very first time vehicles from the historic Group C era, players now have the opportunity to purchase either the iconic Porsche 962C or Nissan R90 CK as additional game DLC, with the Group C pack retailing for approximately £9.36.

Powerful, high downforce and capable of matching the speeds achieved by Formula One cars of the period, Group C has long been held in high regard by fans of sportscar racing. Having announced recently as heading to R3E, this new content addition will no doubt provide an exciting prospect for those of us looking for high-speed endurance racing thrills…

First Look – Check out our RaceRoom Group C Talk ‘n’ Drive HERE.

In other content news, the new update also adds a further classic Porsche into the mix, introducing my personal favourite, the Porsche 911 Carrera Cup (964), a rear engine high performance and well-known racing car that held centre stage in the one make Porsche Carrera Cup series in the early 1990’s. This new class retails for around £3.40.

Featuring much less downforce than is enjoyed by fellow new content offerings of the Group C machines, this new class of car is much more orientated towards driver skill and race craft, making it potentially the perfect candidate for close door-to-door racing action.

First Look – Check out our RaceRoom Porsche 911 Carrera Cup (964) Talk ‘n’ Drive HERE.

While it is perhaps inevitable that the three new cars grab much of the headlines, the new build also includes a sizeable changelog and range of improvements to the core game experience. Of these, highlights include the long awaited inclusion of tyre pressures - although only available on selected cars for now.

Update details:
Download size = ca 15 GB
Client version = 0.3.0.6544
Client BuildID = 3708189
Dedi version = 50.0.906
Dedi BuildID = 3708152

R3E Update.jpg


Content
  • Added Group C car class with Porsche 962 C Team Joest and Nissan R90CK
  • Added Porsche Carrera Cup Classic car class with Porsche 911 Carrera Cup (964)
  • Modified parts of the Porsche 934 RSR to remove certain after-market elements such as the exhaust pipe.

Game
  • Dedicated server - Added a list of currently connected players, with live counter of their incident points and a Kick button.
  • Dedicated server - Added a session information block with a "Next Session" functionality.
  • Dedicated server - Added a ban functionality.
  • Dedicated server - Color tweaks to the UI for better readability when server is running.
  • Dedicated server - The results json now includes the userID of the other player involved in a car to car collision.

  • Implemented a more discrete notification block on the HUD to replace the big and intrusive overlays that warn of penalties.
  • Added loads of new telemetry and various data to Shared Memory block, bringing it to v2.6 and breaking backward compatibility with 3rd party applications and drivers.
  • Added r3e-data.json inside ..\Game\GameData\General\ for easier access by 3rd party applications
  • Introducing Tyre Pressure in car setup for the cars released today as well as a selection of older cars (see below)
  • Added support for in-gameplay overlays, allowing for custom HUD widgets using web. See https://github.com/sector3studios/webhud for full details.
  • Multiplayer - Fixed the vibrating opponent cars in pitlane and grid
  • Player can now adjust the brake bias even in fixed car setup conditions
  • Spectator overlays - changed r3e.getVehicleInfo.drsLeft to use amount of drs activations left, instead of just true or false
  • Single Player - Grid Position selector now takes into account multiclass and will place the player in the selected position within the same car class or same performance index classes.


  • Fixed an issue on Sepang South when using VR
  • Fixed Brake assists showing up in the wrong order in the Gameplay Settings selector
  • Fixed sometimes incorrect lap counts or session timers when watching replays
  • Fixed a multiplayer issue on Timing screen where the player with the fastest lap would leave the server and would result in broken split time calculations
  • Fixed ADAC 2018 drivers not changing during pitstops

  • Oschersleben - New set of Static cameras ("Pg Down" key to switch to TV cameras, then "End" key to cycle through camera sets)
  • Paul Ricard - New set of Static cameras
  • Silverstone - New set of Static cameras
  • Slovakiaring - New set of Static cameras
  • Shanghai - New set of Static cameras
  • Stowe - New set of Static cameras
  • RaceRoom Raceway - New set of Static cameras
  • RedBull Ring - New set of Static cameras
  • Road America - New set of Static cameras
  • Sachsenring - New set of Static cameras
  • Salzburgring - New set of Static cameras
  • Suzuka - New set of Static cameras
  • GTR1 car class - Added set of action cameras ("Home" key to cycle)
  • Sounds - Replaced some suspension samples
  • Sounds - Implemented a new set of samples and triggers for sounds of pedals being pressed in Aquila, Audi 90 GTO, Audi R18, BMW 320 Turbo, Chevrolet Daytona Prototype, DMD P20, DMD P21, Fabcar 935, Mistral M530, Mistral M531, Nissan Silvia Turbo, Nissan Skyline 2000RS, Nissan 300ZX, Nissan R90CK, Nissan Skyline GTR R32, Porsche 934 RSR, Radical SR9 Turbo and V8, Ruf CTR3, Volvo 240 Turbo, Zakspeed Capri.
  • Sounds - Reduced volume of drones in aerial cameras
  • Sounds - Chevrolet Corvette C6 GT2 - Improved volume balance between external and internal sounds.
  • Sounds - Chevrolet Corvette Greenwood - Increased volume of the engine startup and engine idle (both interior and exterior)
  • Physics - Added Tyre pressure to Formula RaceRoom Junior
  • Physics - Added Tyre pressure to GTR2 cars
  • Physics - Added Tyre pressure to GTR4 cars
  • Physics - Added Tyre pressure to Mercedes DTM 1995, along with all-around handling improvements
  • Physics - Added Tyre pressure to Pagani Zonda R
  • Physics - Added Tyre pressure to Porsche 911 GT3 Cup
  • Physics - Added Tyre pressure to Porsche Cayman GT4 Clubsport, tweaks to transmission, gearshifts and dampers

  • Physics - BOP adjustments to GTR3 cars
  • Physics - BOP adjustments to GTO cars, Updated friction values, Updated oscillations, More accurate Mustang front suspension joints
  • Physics - BOP adjustments to Group 5 cars.
  • Physics - Aquila - Tweaked upshifts and behaviour on pit limiter
  • Physics - Audi TT RS VLN - Fixed some tyre marks left on tarmac when changing gears, updated engine and transmission rod stiffness, improved behaviour on pit limiter and the automatic gearbox logic.
  • Physics - Formula RaceRoom Junior - Imrpoved behaviour over bumps, curbs and crests. Improved dog box shifts behaviour. Adjustments to transmission oscillations.
  • Physics - NSU TTS - Fixed AI sometimes overshooting the pitbox, the car now also has its own set of pitstop timers
  • Physics - Porsche 934 RSR - Improved behaviour over bumps, curbs and crests. Adjustments to transmission oscillations.


RaceRoom Racing Experience is a PC exclusive racing simulation from Sector3 Studios, and is available to download now.

Check out the RaceRoom Racing Experience sub forum here at RD to join in the discussion, find some awesome League and Club Racing events, and of course download a mod or two as well..


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Fantastic, been waiting for the Group C cars to arrive ever since they made the announcement.

One thing I would like to see in the game which isn't present, is the stats for the cars, its a pain having to view the details of each car on the website before picking something.
 
For the 3 years I've been playing Raceroom, I've always waited for sales to buy content, but this time I went and bought the 3 new cars full price.

In part becouse Group C are some of my favourite cars ever, and these two don't disapoint (the Nissan in particular is so much fun), but more than that, it's becouse I'm just so impressed with the amount of work Sector 3 has been doing for the past year to update the "core" features of the sim.

They've ramped up development 200%... and so my interest in Raceroom has equaly ramped up as well. Amazing job!
 
I am having a very odd issue with this update.

I purchased both car packs and fired up the game on one of my rigs with a UHD 4K TV. When I get in a cockpit view of the car I am looking out the right side and not straight ahead.

I then checked my wheel mappings and can move the seat forward etc but I am not centered and looking out the front side at an angle and not straight ahead.

I uninstalled the game and reinstalled and removed the My Simbin directory and still have the same issue

Any ideas I am stumped?

Brad

RESOLVED
I changed wheel rims and that resolved - which pointed to a key on the other rim sticking to the right view.
 
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RRRE64_2019_04_05_00_44_43_018.png


Yeah, this is just awesome. While it could be more simple to run, the possibilities more than make up for that. I didn't even notice the "estimated time" and "estimated position" parts of the delta bar in Georg's stream. I also love how slick it looks. And the best thing is anyone can customize this to their liking or make their own HUD completely from scratch.

As for the cars, I only had time to try the Group C Porsche for a bit, and while it doesn't feel as insane as the MakCorp mod we were racing a few times in rF2 (but then again, I don't think I was driving the car as hard as in those races today in Raceroom), it's still a really fun car to drive.
 
My only complaint about these cars is that I think the BOV on the Nissan is too quiet.
Do you mean the turbo dump valve sound? If yes, I might have a look at it. The thing is that it was not loud at all in the recordings we made in Paul Ricard, but in some archive videos, we can hear it clearly. So, I just tried to find a compromise between both.
Also, the Nissan valve sound type is much more mixed with the engine, it's not as sharp as the 962 valve in exemple, so we tend to think that it's not loud enough, but it's actually well present. Try to release the throttle while driving slowly and discover the valve sound, then you might hear it better when the car runs faster;)
 
  • Deleted member 6919

RRRE64_2019_04_05_00_44_43_018.png


Yeah, this is just awesome. While it could be more simple to run, the possibilities more than make up for that. I didn't even notice the "estimated time" and "estimated position" parts of the delta bar in Georg's stream. I also love how slick it looks. And the best thing is anyone can customize this to their liking or make their own HUD completely from scratch.

As for the cars, I only had time to try the Group C Porsche for a bit, and while it doesn't feel as insane as the MakCorp mod we were racing a few times in rF2 (but then again, I don't think I was driving the car as hard as in those races today in Raceroom), it's still a really fun car to drive.
Hopefully we will have the ability to turn of the original overlays at some point seems daft not being able to do this, and it would be excellent if we could incorporate the mirror and track map into this app.
 
Dammit Sector3, don't you know I have a job/kids/wife/other hobbies...now I have to drop them all and try this! :roflmao:

So much respect for R3E - it's a true survivor and has come along so far...and more to come, wow - that new HUD!

Does anyone know if a definitive list can be found of which cars are/aren't on the latest physics? I totally respect if Sector3 would not want to publicize that info (I might do the same in their shoes), but I would be interested in seeing it nonetheless.
There is a list of physics status for difference vehicle classes here: https://forum.sector3studios.com/in...on-what-physics-pack.11030/page-2#post-169260
But it is changing rapidly with each update.
 

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