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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Bought Porsche Cayman and Lotus GT4 and so far love the Lotus :inlove: Brilliant to drive :)
Don't have enough time to check the rest of new features, will have with that.
BTW. It sad that leaderboard entries has been reset :(
 
I've bought them and must say the Lotus is one of my all time favorites in sim racing.
I adjusted the brake bias, rear aero, and a few mild suspension changes it drives like a dream.
Look to apex is a very welcome addition, I noticed increased world movement with the update so don't forget pitch lag and roll lag to 100% if you want no world movement.
 
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Very happy chappy. I had bought Cayman previously so I needed to buy a livery vehicle in the "new" GT4 class, but only cost eu0.79. Now I am in both Cayman cup and also new GT4 group. Spectacular upgrade. Thank you RRE!!!
 
Was wondering what that big update was today. Anyways.....sounds like they did a pretty good job on initial release , and I may have to pick this pack up. They look really good in the video's I've seen , and RR3 never ceases to put out some really good content.
 
This is a great update and its nice to see some useful features added like look to apex. The AI are much more capable and interesting to race against and the GT2 cars vastly improved. Looking forward to testing out the GT4's in due course.
 
There is only one winner in the battle of the new cars and that's the GT2 M3, it's been reborn as a stripped down Cruise missile, not that it's that fast, just feels like you're doing 200mph everywhere, sounds absolutely wonderful and has loads of mechanical grip, just another 89 layouts to try it on! Be time to give the P4/5 GT2 variant a run out then!
As for the GT4's, well you couldn't get 3 more different cars in one class, KTM needs hammering everywhere and is equipped for the task with good brakes and soft, sticky, fat tyres. The Lotus has a good turn of speed and seems easy to drive, until you push it, then it can bite back. As for the Cayman, thought I was going to hate it but really enjoyed throwing it around Zuuhai.
Ran all cars on Default setups, just to get the feel of the new tyre model, had way more road feel, plus buckets of rear end action, all very controllable. First impressions, very nice indeed, toot, toot S3, bang on. :thumbsup: Now, where is the rest of Brands Hatch? :laugh:
 
  • Deleted member 6919

I like the GT4's, but for me the best fun and drive-ability is the Cayman cup car, definitely a league car (hint RD)..:p
 
This is an awesome update, also because it reset leaderboards so I can feel fast for once ;)

No, but seriously, great work. I didn't have much time, but I did a few laps with each of the new GT4 cars and they all feel great and are quite different from each other. I've also tried a few laps with a DTM 92 BMW using the H-shifter and I'm liking the new shifting a lot - before, the shifting felt very vague, while now it feels precise, quick and "crisp", it it makes any sense. I usually felt like H-shifter was making me somewhat slower, but not today.

I also quite like the new camera movement (the default settings), it feels very natural, unlike in some other sims.

Speaking of the default settings, I've done all my tests tonight using default setups and I quite liked them, not that my opinion is worth much, but I would probably change very little (well, that's not true, I would probably change a lot and completely ruin the setups).

One thing to notice regarding setups - do note that the traction control presets are now reversed on many cars (all?), as in that preset 1 is the highest setting and preset 5 the lowest (whereas before it used to be the other way around, except for FX-17).

And while I didn't have time to test more of the GT2 cars, I did a couple (literally) laps around Nordschleife in the new P4/5 GT2 and enjoyed the feel of the car a lot, great fun. A video of the faster of the two laps if anyone's interested (because everyone keeps showing the new GT4 cars and the periscope car is somewhat ignored):

 
I want the BMW M4 GT4...:geek:
and a simpler FFB options interface. Its so easy to screw everything up as opposed to get it right that a simpler set of variables would be great;) Thank you Sector3 for this awsome Sim and keep up the outstanding job!
Cheers

iRacing has an auto ffb that when you select it optimizes the ffb to not clip and saves it for that track, be neat to have something similar in raceroom....definitely would help new comers get setup quicker.
 
Raceroom defaults are already set as they should be for each car, unlike in iRacing, so you don't really need a tool like that, unless you start messing with the FFB settings, in which case you should also be capable of using the FFB monitor and setting your FFB strength accordingly.
 
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