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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A lot of difference between the porshe 962 from Kunos.... this car have so much grip. Maybe to much grip? But I like the car so far
I don't think it's the same car... this one seems to be a later version with a bigger (double) wing.

Also, the standard setups in Raceroom are always too safe and grippy compared with the standard setups in other sims, but you can make the cars more lively/slidey by changing a few things.
 
Looking on the first times set in Leaderboards, these cars seem significantly slower than P1s.
I expected them to be at least comparable due to higher power and good df.
Seems modern aero could make the difference.
 
Looking on the first times set in Leaderboards, these cars seem significantly slower than P1s.
I expected them to be at least comparable due to higher power and good df.
Seems modern aero could make the difference.
Maybe the times will get lower after a couple of weeks. Personally I find these much harder to drive than the P1s, so it might just be a case of people needing to get used to them.
 
A lot of difference between the porshe 962 from Kunos.... this car have so much grip. Maybe to much grip? But I like the car so far
Interesting observation. I tried the 962 last night and found that out of all the sims this one has the least grip of the Gp. C cars. I have yet to try the Nissan.

I do not know if it is due to actual grip or due to me new system, to be honest, yet I found that to slow for corners I had to brake much earlier than anticipated and often I would lock up. I know the Gp. C cars do not have the braking the current cars have yet, again, the grip was way less than expected.

Perhaps it is me and others can offer advice? I have a Fanatech CSL Elite PS4 with the pedals including the clutch. My brakes were set at 100%.

The only way I could get it to grip with any semblance of ...well, grip, was to reduce the tire pressures a few PSI.

Anyone have any advice?
 
Looking on the first times set in Leaderboards, these cars seem significantly slower than P1s.
I expected them to be at least comparable due to higher power and good df.
Seems modern aero could make the difference.

While these cars were the apex of tech that was 30 years ago. They should be expected to be slower as their aero was not as good as today (even with the venturi tunnels), tires were not as advanced and other components such as brakes were not as advanced. I believe steel brake discs were de-riguer on the Gp. C cars.

While the power may have been more (though I do not think they could approach LMP1H power) the relative lack of aero (compared to today's cars) and the technological differences do not allow them to turn as quick of lap times unless they were in the hands of very good drivers.

The only lap record I know of that lasted into the LMP1 era was Bellof's Nordschleiffe record and that was because they stopped racing that class (or comparable) years ago.

The Gp. C cars were definitely more brutal, louder cars, though, and I think that is what makes them such icons to race fans.
 
Afaik the 962 in Raceroom is the ’93 IMSA GTP version with massive downforce, much more than the 962 we have in AC (there it is the mid 80s version), so both cars are indeed different.
 
LOL, turns out it was me being stupid, leaving FRAPS running which made Steam overlay malfunctioned, thus it was unable to proceed to the authentication window... sheesh. :roflmao::roflmao::roflmao:

I'm all good now, preparing to get my arms REKT by R90CK!
To avoid the steam overlay problems with the ingame store, simply access it from its web site. You'll just need to have a log in on steam too, so when you confirm your purchase it'll be a browser pop up (instead of the steam overlay).
 
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.

Track map should be possible, I think. I mean SimHub had one even before the API changes. Mirror...I wouldn't think so.

LOL, turns out it was me being stupid, leaving FRAPS running which made Steam overlay malfunctioned, thus it was unable to proceed to the authentication window... sheesh. :roflmao::roflmao::roflmao:

Whoa, people are still using Fraps? I'd expect OBS and/or Afterburner to replace it completely by now and not being 6 years out of date.
 

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