RaceRoom | Porsche, BMW, Ningbo International & New Features!

Paul Jeffrey

Premium
A large new update for RaceRoom Racing Experience has been deployed - and it contains plenty of new content and feature improvements - including amongst others a first iteration of daylight progression within the system.

Surprise! The new December build update of RaceRoom Racing Experience contains more than a few new feature enhancements for the title when it dropped earlier today - with new time of day effects, a fresh look for car setup screens, various physics and AI changes and plenty more besides!

Of course the new build release is exciting stuff in its own right, however today also marks the release of some interesting new pieces of content, namely the already previewed Porsche Pack DLC #3, a nice new GT4 car from BMW, the BMW M1 Group 4 machine, the WTCR hosting Ningbo International Speedpark circuit and a free Nürburgring Grand Prix Fast Chicane layout update for owners of the circuit!

Update details:

Download size = 4.5 GB
Client version = 0.9.0.911
Client BuildID = 4480845
Dedicated server version = 56.0.1058
Dedicated server BuildID = 4480917

New content:
  • GTR4 car class - Added BMW M4 GT4
  • GTR4 car class - Added Porsche 718 Cayman GT4 Clubsport
  • GTR3 car class - Added Porsche 911 GT3 R (2019)
  • Group 4 car class - Added BMW M1 Group 4
  • Added a new car class - Porsche Motorsport GT2 Supersportscar, with the Porsche GT2 RS Clubsport
  • Tracks - Added Ningbo International Speedpark with 5 layouts
  • Tracks - Added new layout: Nürburgring Grand Prix Fast Chicane, free for all owners of the track.

Features:
  • Added a first iteration of daylight progression, from morning to evening. A multiplier is available to set progression from x0 (static sun), up to x25.
  • Sun position is now astronomically accurate for each of our tracks as per a typical summer solstice day.
  • Dedicated server - Added possibility to set a "Message of the Day" that all players will be presented with upon joining. The message can be dismissed by pressing the brake, or leaving the pitlane. The message can be formatted using very basic html tags.
  • Damage overhaul - The old settings separating Visual and Mechanical damage have been merged into just one Damage setting which can have the following values:
    - Off (cars will not take any damage)
    - Limited (this is equivalent to having both mechanical and visual damage enabled before today's update)
    - Full (Suspension can get damaged, and tyres can have flat spots after lock-ups)
  • Damage model - New deformations and systems for detachables parts, cracks in windshields, etc.
  • Damage model - Tyres can now get punctured from collisions or from driving off track, and the probabilities of getting a puncture increase with the wear.
  • Car Setup Menu - One of our goals is to modernize the user interface and the first menu that we decided to tackle is the car setup. It is reflecting the future look and feel of the RaceRoom interface as we head into 2020.
    It is divided in three areas, the left will display some telemetry data from your last laps, the center has all the possible changes sorted into tabs, and the right side is dedicated to display helper texts and the steering settings.
  • Force Feedback - Added Pneumatic Trail to the physics engine, which results in self-centering forces on corner exits.
  • Force Feedback - Added Stationary Friction effects
  • Global AI behavioral improvements, with car specific tweaks using a self-learning algorithm.
  • Sounds - Improvements to tyre sounds (skid and scrub).
  • Added an option to display opponents of other classes in the HUD position bar
  • Added an option to force the HUD track map to remain static and not rotate with the player's car orientation
  • Added an option to show or hide the chat messages in Multiplayer
  • Added extra bindigs for Shift Up and Shift Down, allowing to mix paddles and a sequential shifter

RaceRoom Car Setup Screen.jpg


Content updates:
  • DTM 1992 - Updated physics ( Details @ Sector3 forums )
  • Touring Classics - Updated physics ( Details @ Sector3 forums )
  • GTR3 - Updated physics ( Details @ Sector3 forums )
  • GTR4 - Updated physics ( Details @ Sector3 forums )
  • Hillclimb Icons - Updated physics ( Details @ Sector3 forums )
  • BMW M1 Procar - Updated physics ( Details @ Sector3 forums )
  • Performance index values of all car classes have been readjusted (DTM 1992 and Touring Classics are no longer merged)
  • Brands Hatch - Updated curbs, advertisement, vegetation
  • Gelleråsen Arena - The last turn has been modified, but the starting grid is still located on the old stretch.
  • Knutstorp - Updated with 2019 modifications
  • Macau - Improved performance
  • Mantorp - Updated with 2019 modifications
Fixes:
  • Dedicated server no longer loses its settings when the IP address of the hosting machine changes.
  • Loads of bug fixes and improvements overall


RaceRoom Racing Experience is available now exclusively on PC.


Want to learn more about the tips and tricks of RaceRoom Racing Experience? Ask a question to our awesome sim racing community at the RaceRoom Racing Experience sub forum here at RaceDepartment.


RaceRoom Update 1.jpg
 
Is this only true for AMS? or is it true for all ISI Engine based SIM? or is it true for all SIM?
An in depth article explaining the whole concept and limitations would be very welcome.
As right now it sounds like hocus pocus to this SIM driver.:roflmao:
Race07 for example even has the "bug", that FFB can act strange, if Vsync is off.^^ It is obvious, that ISIrelated games have some relationship with refresh of the whole running game.^^
 
I only managed to do 10-20 laps with several updated cars. First i was disappointed but after really loading the standart setup within any of the cars and changing ffb-multiplier i am finally happy (T300 RS)

It´s fact the cars now react more realistic and they feel much different but i must admit i had more fun of driving before the update :O_o: Maybe when i got time properly at weekend i will "feel great again" :)
 
Last edited:
I only managed to do 10-20 laps with several updated cars. First i was disappointed but after really loading the standart setup within any of the cars and changing ffb-multiplier i am finally happy (T300 RS)

It´s fact the cars now react more realistic and they feel much different but i must admit i had more fun of driving before the update :O_o: Maybe when i got time properly at weekend i will "feel great again" :)
Setup per track is now way more important, even if you just want to drive casually, i have to agree, it's a bit more demanding now.^^
 
@David Faraday That I can understand. But if that really is all there is to it, it's a shame, since it might have a fairly negative effect on the reception of what is otherwise an exceptional update (and I really can't stress that enough), judging by how many people seem to have issues (and also how many don't really have an idea how to set up FFB properly).
 
It's not. They talk about it after about 37min
This was posted in October by Niels:

"With AMS we upped the FFB rate from 90 to 360. Recently we found out the FFB is actually still limited to your framerate most likely. We had 180 and 360hz options in game, I’m sure people felt a difference, but if they ran less than 181fps, the FFB rate was most likely identical. :D"


So yes, the info in the video is incorrect. That's what was intended to happen, but sadly not what was apparently really happening ;) And in three years, nobody knew, and I'm sure quite a few people would tell you the 360 Hz option feels so much better than the 180 Hz option ;)

In fact the whole post is great (as is standard with Niels). Be it his remark about the power of placebo, or putting the FFB torque steps in perspective ;)
 
@David Faraday That I can understand. But if that really is all there is to it, it's a shame, since it might have a fairly negative effect on the reception of what is otherwise an exceptional update (and I really can't stress that enough), judging by how many people seem to have issues (and also how many don't really have an idea how to set up FFB properly).

I know and I agree. That's why we are trying to stress that people use the default overall settings and only adjust with multipliers. It does work and it's a do once thing. It's a simple too weak > increase, too strong > reduce thing but yeah some people don't get it.
 
Yeah, but my point is people shouldn't need to touch the multipliers in the first place, most probably even don't know what they should be aiming for. Yet (at least if my experience with the default settings is not a bug) they are presented with settings that seem to be at least in some cases (including the brand new cars released with the update) almost unusable, it's not about some slight tweaks here and there for personal preference. I mean when you have to pretty much double the multiplier to get appropriate FFB with default settings the game itself suggests, then said default multiplier simply needs to be changed (or the in-game settings for the wheel). It's no longer a subjective thing, it's very much an objective thing. You just shouldn't be getting barely half the available FFB with everything set to default.

But I won't drag this any further.
 
Need some suggestions guys...
I created a new controller profile using my monitor, set up all my mapped vr settings and controllers, launched the game in VR 64bit version, the game launches but I can get the image to center using my mapped button and the image is about 5ft below me ?

WMR lenevo explorer headset
 
My guess would be that the new default profiles are designed to get the general "balance" of forces right for a specific wheel. Then the car's FFB multiplier is used to set the overall strength of forces to the right level depending on both the wheel you're using and your own personal preference. There is no "correct" value for overall strength since it depends on what the user wants.
Interesting. I immediatly changed my FFB to give 50% rack forces instead of 30%... Just out of habit. I will try the default values and see if it gets even better.
 
This was posted in October by Niels:

"With AMS we upped the FFB rate from 90 to 360. Recently we found out the FFB is actually still limited to your framerate most likely. We had 180 and 360hz options in game, I’m sure people felt a difference, but if they ran less than 181fps, the FFB rate was most likely identical. :D"


So yes, the info in the video is incorrect. That's what was intended to happen, but sadly not what was apparently really happening ;) And in three years, nobody knew, and I'm sure quite a few people would tell you the 360 Hz option feels so much better than the 180 Hz option ;)

In fact the whole post is great (as is standard with Niels). Be it his remark about the power of placebo, or putting the FFB torque steps in perspective ;)

Well, the FFB being limited to the frequency of the FPS is much better than it being limited to the monitor refresh rate. Most people who want a proper sim experience would not use v-synch and since AMS is based on an old and not particularly taxing graphics engine, it is not uncommon to get FPS well into the three digits and 200 or 250 is not unheard of. Combined with a 144 Hz monitor, the result is delicious :)
 

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