Raceroom March Update

  • Thread starter Deleted member 387850
  • Start date
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Deleted member 387850

  • Deleted member 387850

I see Raceroom has received an update which includes Zhuhai International Circuit:


There are also a raft of fixes in the changelog:

Game:
  • Added support for Thrustmaster TS PC Racer in “Advanced Mode”
  • Added support for colored rev LED’s on Fanatec CSL Steering wheel P1 (Xbox & PS4)
  • Game now properly clears the digits shown on the display of Fanatec rims upon closing.
  • Turned off Fanatec’s built-in auto-centering of the wheel.
  • Increased the default steering lock for gamepad users to 13 after feedback that 8 was too low.
  • Cut penalties are now decided by the game when the car has rejoined the track at racing speed, preventing cases where a penalty could sometimes be handed out to a car in an unfair manner.
  • Fixed incident reporting in Multiplayer results that would list all incidents in one and unique lap.
  • Fixed a case where a player could sometimes be handed a penalty upon spawning on the grid for the race start.
  • Fixed a case where "DRS Activated" HUD message could remain stuck on screen when manually shutting DRS off.
  • Fixed a case where player was unable to repair a broken front wing in Formula X-17, US or 2.
  • Fixed a timing issue on tracks like Nordschleife VLN / 24H that would occur when player did an outlap after pitting.
  • AI - Improved fuel calculations for pitstop decisions
  • AI - Improved tyre wear calculations for pit decisions
  • AI - Fixed a wrong AI behavior where it would fail to brake when caught out of fuel
  • AI - Further improvements to their behaviour when cars are on different lines.
  • AI - Improved pitlane entering behaviour on tracks such as Silverstone where AI could be sometimes seen braking in the middle of the track to make it into the pitlane entrance.
  • AI - Various DRS and Push to Pass logic improvements
  • AI - Fixed a case where, on track layouts like Nordschleife VLN, AI could sometimes be seen having trouble avoiding cars coming out of pitlane.
  • AI - Fixed a case where, in a replay, the data display in the cockpit camera would not match what the AI is doing.
  • AI - Fixed so refueling is always allowed in practice / qualifying, no matter the car class, preventing AI’s of classes like DTM being caught running out of fuel on longer sessions
  • AI - Allowed AI to enter pitlane through any entrance if more than one exists (i.e. - VLN / 24H Nordschleife)
  • Reduced the dropping / bouncing that could occur when car is spawning on track
  • Triple Screen - Improvement to the balance between clipping through objects close to camera and flickering of distant textures.
  • VR - Fixed a case where shadows would not render within a certain perimeter around the player.
  • VR - Fixed some window textures not showing transparency when they should
  • VR - Race ending phase no longer shows a moving TV camera
  • Massive update to french localization in both game and portal sides.

Sound, Physics & AI:
  • Audi V8 DTM ‘92 - Fixed an issue with rate at which the tires were getting worn
  • BMW M1 Procar - Adjusted AI braking distances
  • Group 5 cars - Adjusted AI braking distances
  • GTO cars - Adjusted AI braking distances
  • Formula RaceRoom X-17 - Fixed engine that could easily overheat and take damage.
  • Formula RaceRoom 2 - Improved AI’s respect for opponents.
  • GTR 3 cars - Fixed engine temperature and damage from overheating. Reduced fuel usage.
  • Porsche 911 GT3 R - Adjusted placement of hood camera in triple screen
  • WTCC 2013, 2014, 2015, 2016 & 2017 - Reduced fuel usage
  • Laguna Seca - Fixed AI cutting through the sand when exiting the pitlane through the turn 1 road.
  • Lausitzring GP - Fixed AI that was always a bit slow on the newly added GP layout
  • Macau - Improved speed at which AI enters pitlane.
  • Road America - Moved starting position for leaderboard challenges further towards the S/F line to avoid getting next lap invalidated when doing a mistake in turn 12.
  • Zandvoort - Improvements to cut rules to prevent getting penalties when exiting pitlane and rejoining track in a wild fashion.
I'm hoping Reduced the dropping / bouncing that could occur when car is spawning on track will resolve the issue I was seeing with opponent cars stuttering. Also good to see the Nordschleife 24hr pit issue resolved, albeit too late unfortunately for RDTCC.

Anything else in the changelog that gets you excited or is anyone planning to add a new circuit to their roster?
 
Their second attempt at this issue. Lets hope they got it right this time! :thumbsup:
I was thinking the exact same thing. At least they're trying to fix it though. I'd stopped purchasing content from them until the shadows were fixed and the sounds in the two porsches were updated (gear whine). I am happy they are constantly tweaking it though.
 
I'm stuck since I can't fire the game up, who would have thought that "lifetime" guarantee has a different meaning in the world of Corsair memory:mad:

Well - one interpretation is that when it breaks it's the end of it's lifetime therefore the guarantee ceases at that point !!

I haven't tried RaceRoom in a long time but I've been hearing good things about it and it's addition to SRS. I have a decent amount of content so think I'll revisit it.

The FFB used to be very good but I lost my way with it - Thrustmaster T300 GTE and ClubSport pedals.

Might try with a new profile from scratch.

Cheers
 
That's the way to go with your profile, depending on how long since you tried it the various physics updates really will change how it feels.
Remember you can test drive any car.

I used to love the Audi Quattro went sideways for fun and could hold 4 wheel slides then a physics update changed it and it felt really off. Hopefully, the balance is back. As mentioned I had tweaked my profile settings including in the text files and it may be that they were at odds with the new releases / updates. I'll start over I think ...
 
I have not seen any mention of lock to horizon in the latest update notes, for those in the know, is it available yet in R3E? It is the sine qua none condition for me to use R3E in VR.
It's always been there, I think. There's an option which allows you to adjust head movement so that it either locks to the horizon, or moves with the car.
 
You're both right to an extent.

It's technically not the same thing as a 'lock to horizon' setting that other games have. It's more akin to camera movement. 0 is basically no camera movement and the camera is very stiff and remains in place, and higher settings (like 60+) the camera moves around more. Almost like it moves forward as if your head was moving forward in a heavy braking zone for instance.

Personally, it's a bit weird, so I only use 15. It's mappable as a keybind from the secondary options as i recall.
 
LTH, does not equal no camera movement, LTH allows movement of the car but the horizon is still, like when driving in real life. Project cars allows that trough settings, if someone can describe the settings to simulate LTH in R3E, I would like to know what they are.
 

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