RaceRoom Racing Experience cover
RaceRoom Racing Experience screenshot
Genre: Racing, Simulator, Sport

RaceRoom Racing Experience

Volkswagen ID.R Time Attack



We at Sector3 Studios were very proud when Volkswagen Motorsport entrusted us with carrying a project that consisted in several firsts for us: It is the first appearance of a fully electric race car in the RaceRoom simulator, and our team has worked miracles to deliver physics and sound engines modifications to support this. It is also the first time that we have worked on creating a virtual rendition of a car that didn't exist yet. We have worked hand in hand with the Volkswagen team, looking at the data and telemetry from the Pikes Peak ID.R, and extrapolating the new handling characteristics that this brand new long tail / low drag version of the ID.R would bring.

https://www.youtube.com/watch?v=DMrs_fKeztA

Once the real car has been on the Nordschleife, we will receive actual telemetry and will be able to fine-tune the simulation of all its characteristics.

Sadly for us, the DRS unit was added to the real car in the last weeks and couldn't possibly be added in-game in time for the start of this competition. We will however bring it in a later RaceRoom update.

You can now judge the result of all this work in the Time Attack challenge that is now available in RaceRoom : http://game.raceroom.com/competitions/900/leaderboard

You will find Romain Dumas in the leaderboard, as he could record some laptimes in the brand new RaceRoom 3Motion rig from the Nürburgring Boulevard ( https://twitter.com/volkswagenms/status/1121119651134607360 )

Dumas is also an avid simracer and you'll probably need to work hard to beat him on that leaderboard! He's waiting for the challenge.





Also, make sure to check out Jimmy Broadbent's review of the VW ID.R in RaceRoom: https://www.youtube.com/watch?v=SrJ7U2eBNls






Update details:
Download size = ca 100 MB
Client version = 0.3.0.6552
Client BuildID = 3764446



Content

  • Added Volkswagen ID.R "Long Tail".


Game

  • Added support for electric engines with energy regeneration under braking
  • Fixed the suspension damage icon that had found its way into yesterday's update


RaceRoom has been updated

Update details:
Download size = ca 550 MB
Client version = 0.3.0.6551
Client BuildID = 3761129
Dedi version = 51.0.918
Dedi BuildID = 3761402

Known issue in this update

  • An icon on the Mini HUD display for suspension damage has found its way into this build. It's purely visual and no suspension damage is actually happening just yet. We'll get it removed asap.


Content

  • Added new layouts for Oschersleben.
  • Ruf RT12R (GTR2 car class) now has latest physics as it had slipped from previous patch.


Game

  • Dedicated server - BETA - Added Car and User weight ballast. We couldn't fully test on full servers given the small size of the betatesting team, so please let us know of any bug you may encounter.
  • Menus - Reworked the track selection screen to show all the tracks on one page, along with a search box.
  • Improved slowdown penalty calculations
  • WebHUD - Added support for URL's that contain dashes.
  • Virtual Mirror can now be moved lower than 0.970370 in hud_options.xml




  • Fixed an issue with slowdown penalties not counting down when slowing down on the pitlane exit path. (Thanks to Jardier for experiencing this bug first hand)
  • Fixed a game crash on hillclimb tracks
  • Fixed the live delta timer that would break at the third restart of a hillclimb run.
  • Fixed spectator client not receiving all data when joining a race in progress.
  • Fixed some localization issues on the notification area of the HUD
  • Shared memory - Added thorough checks to "num vehicles" and whether or not a slot is valid in the "driver_data" array to limit occurence of duplicates.
  • Shared memory - Fixed engine_type that was never set.
  • Live Timings - Fixed a case where split times would be incorrect when a player left the server while being first within a given class.
  • Fixed a missing localization for "Delayed start in pitlane" message.


RaceRoom has been updated


https://youtu.be/fuB7E1WNciU



https://youtu.be/V1ozBAIWzOE



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



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

March 2019 development notes

Back in the days when we were SimBin, we had a dev blog. Then later we had dev streams. The downside is that it all takes a long time to prepare and we're busy making RaceRoom better! So we figured a written and more modest update from time to time was probably the best approach.

So I'll be posting every now and then to update you about what we have in the works. I need to make it clear that the fact we have something cooking that gets presented here does not mean it's around the corner, or that it will definitely come out in the next patch.


Without further ado, here's your March 2019 dev update !


1. Adjustable tyre pressures



Yes. You've read this right. We're finally adding it.

As you can understand, this means a lot of development and testing of the physics engine and its variables to ensure the effects of pressure adjustments are proper and do not lead to exploits.

As a result, we will be turning this feature on following a per car basis, after each has passed QA tests.
Priority is set on the new car as well as car classes that are receiving a physics overhaul or are just popular.

The sub-optimal aspect of this feature is that we haven't had the opportunity to re-design the car setup menu yet. Therefore you'll find the buttons for it have been crammed in there. The way this menu is laid out at the moment didn't really allow for a clear presentation of asymmetric pressure settings. You'll have to pay close attention that you're adjusting the correct tyre. We want to re-design this menu altogether whenever we have time.




Here's the list of the car classes currently in beta with tyre pressures:

  • Formula RaceRoom Junior
  • Unannounced Formula car
  • Touring Classics
  • WTCR
  • Porsche 911 GT3 Cup (991.2)
  • Porsche 911 Carrera (964)
  • GTR2
  • GT4 Clubsport Trophy
  • Group C
  • Group 4
  • Mercedes DTM 1995




2. Flat spots



When locking a tyre for too long, the caused friction can eat through your rubber and create a flat surface on the wheel.
This not only has an effect on the grip and wear but will also induce some vibrations depending on the size and depth of the spot. Flat spots usually get worse over time as you will find that the affected tyre will lock up even more easily, eventually leading to a puncture.

Here's the list of the car classes currently in beta with flat spots:

  • DTM 1992
  • Formula RaceRoom Junior
  • Group 4
  • Group C
  • GT4 Clubsport Trophy
  • GTR2
  • Porsche 911 Carrera (964)
  • Porsche 911 GT3 Cup (991.2)
  • WTCR
  • Touring Classics
  • Unannounced Formula car




This new feature is currently being tested for bugs but also feedback is being collected regarding how easy it is to get one, how much the wheel should vibrate, how it sounds like, and so on. Currently considering making it optional, which you will read about in chapter 4 below.

3. Suspension damage



Back in 2013, RaceRoom wouldn't let your wheels come off your car, no matter the force of the impact.
In recent RaceRoom updates, you might have read about optimizations to the damage code, improvements to the collision detection and its effects on mechanical components.



And if you play regularly, you probably noticed we have some bugs to fix with regards to that. (Debris on track not clearing out from the track for example)

We're not done yet. What we have in testing at the moment is a brand new system designed to accurately render effects of bent axles and broken springs.

Impacts will deform the alignment of individual suspension parts and affect the handling of the car in sometimes dramatic ways.

This is of course another feature that needs to sit in beta long enough to ensure you won't suddenly receive unwanted camber or toe-in from harmless door to door racing.

Look at this driver... Will he even make it back to the pits to repair?

https://www.youtube.com/watch?v=BlCOUw8VZ8I

We are reviewing the code deep down, making changes such as damaging your powetrain if the impact affects a powered wheel. Also, the more worn your tyres, the bigger risk of getting punctures from collisions with other cars, from driving on dirt, gravel or grass, but also from driving over pieces of sharp carbon fiber left on the track by your fellow racers. For that, we'll also have a caution flag warning to signal the presence of debris.


4. Revisions of damage settings



Because the above mentioned features can lead to added frustration for the least hardcore simracers among us, we will make sure those new ways of ending your race prematurely are optional.

One of the early design choices from back in 2013 that we're now set to overcome is the way damage settings are defined. Right now there's a separation between Visual Damage, and Mechanical Damage in the menu. This doesn't make much sense any longer and we'll change to have something like this instead:

Damage setting: None - Minimum - Complete

  • None = no visual damage, no mechanical damage, no punctures, no flat spots, no parts falling off.
  • Minimum = mechanical damage and visual damage are on. No punctures, no flat spots, no suspension damage or wheels falling off
  • Complete = everything on


5. Dedicated server features



Our dedicated server has been lacking when it comes to features you'd expect as part of a base package.
We're fixing this, and adding more.

Here is what we're working on adding:

Session info block:
Added list of connected players with their user ID, with a live count of their incident points.
Added ability to kick a certain player out
Added current session and timer
Added a "Next Session" button and a "Restart Session" button
Car selection list:
Added car specific weight ballast (for your personal BOP adjustments)
User management block:
Added user specific weight ballast (for leagues with success ballast)
Added management of banned users





The weight penalties will also be visible from the game itself, through the addition of a ballast column in the timing screen.




6. Shared memory API - Massive update.



As I've touched somewhere on the forum, our next update will break 3rd party applications that use our shared memory block.

If you are a developer of such applications, please have a look at the Sector3 Studios forum thread, an its attachment " r3e_sharedmem_preview_march2019.zip " to get an early look at the changes.

The goal of this update is to expose all the possible telemetry you can dream of, and extend the possibilities for apps and overlays.


7. Support web-based in-game overlays



If you have watched or streamed a multiplayer race with your game client started as spectator, you are probably familiar with the fact that the overlays showing are done via web. We are adding a transparent web page on top of the game and we make it show whatever feels relevant at the time.

With this ability to overlay webpages on top of the gameplay and thanks to the sheer amount of data we're adding to our shared memory block, we are experimenting with fully customizable HUD's.

Just like for the broadcast overlays, we will ship the feature with an example app that will showcase some of those new possibilities.




8. Oschersleben - New layouts



We wanted to get this out in time for the ADAC esport championship, but with the time constrains and the track being featured early in the series, we couldn't make it happen in time. But good news is that it will come eventually, and for free to anyone who already owns the track.


  • A Course (already available)
  • "Motorcycle" A Course (fast turn 1 chicane)
  • B Course (shortcut after turn 3)
  • "Motorcycle" B Course (fast turn version)



9. Physics updates



Alex Hodgkinson is always busy. When it's not about upcoming cars, it's of course about bringing improvements to the ones that are already out there, to re-ignite interest in them as they often suffer from the comparison between them and the newly released cars.

One of the updates currently in development is the DTM 1992 & Touring Classic classes.
In order to respect the true specs of these cars, we had to sacrifice the balance of performance between those two classes. This means that the BMW M3 E30, present in both classes, will eventually be present in two different specs. More on that will come from Alex himself when we're closer to the release of these.

We are also busy adding support for electric vehicles in both the physics and sound engines in very close partnership with a major player in the industry. More on that soon!

A lot of things have to change when you suddenly don't have more than one gear and no fuel to burn!




10. Fanatec SDK updates



We are spending time with our friends from Fanatec to implement their latest SDK and make use of nice features they offer on their hardware such as special switches or ability to show yellow flag warnings through the steering wheel LED's.

RaceRoom has been updated



We are very happy to reignite the ADAC GT Masters spirit in RaceRoom!

The Porsche 911 GT3 R, Mercedes AMG GT3, Audi R8 LMS, BMW M6 GT3 and the Callaway Corvette C7 GT3-R have arrived in the original liveries of the ADAC GT Masters 2018 season.

No matter if you want to repeat the title run of Precote Herberth Motorsport, drive the popular Porsche of IronForce by RING POLICE, beat the times of our test driver Philip Ellis in his own car or try to make it through the first turn in Hockenheim in Maxi Götz‘ Mercedes AMG GT3 – you can experience an unforgettable season of the ADAC GT Masters now in RaceRoom.


In addition to the car pack, we are bringing Most Autodrom to the already vast selection of tracks available in RaceRoom. This 4.2 km long circuit located in the northwest of the Czech Republic was built in 1983 and has since then regularly hosted many motorcycle, truck and car racing events. In 2018 it became part of the ADAC GT Masters calendar, proving to be an excellent motorsport venue and a real challenge for the drivers, with its high speed sections nicely embedded in the environment and a distinct lack of artificial run-off areas.



Check out Jardier's stream from last night where he took an early look at the new content. Most Autodrom is Jardier's local track and he has fond memories since this is where he achieved a victory in real racing some time ago.
https://www.youtube.com/watch?v=IHp8aLNRS6I



Update details:
Download size = 2.3 GB
Client version = 0.3.0.6533
Client BuildID = 3514929
Dedi version = 49.0.814
Dedi BuildID = 3514858



Content

  • Added ADAC GT Masters 2018 car class
  • Added Most Autodrom
  • Modifications to MK Motorsport liveries present in RaceRoom, to celebrate their 40th anniversary : BMW M1 Procar #105, #151, #152. BMW M235i #308


Game

  • Traction Control now triggers over a minimum speed to improve standing starts
  • AI - Further mprovements to behavior while racing in a pack
  • Restarting a race session now lets you access to car setup menu.
  • Changed race results so they show each group's winner's laps instead of session's lap, since it can be lower for slower classes
  • Fixed an issue with "Rotate" pitstop order (ADAC rules preset) where left and right tyres wouldn't be swapped but instead replaced with fresh ones.
  • Fixed an issue with results in a Multiclass race event
  • Fixed a reported issue where the game could show a black screen during loading if the browser tab failed to load.

Physics, Sounds, Cameras, AI

RaceRoom has been updated



Our December update is here, and we're very excited to be sharing this one with you.

The first of our 3 Porsche releases of this winter: Porsche 934 Turbo RSR

The introduction of multiclass in single player modes through the AI Selector
Every patch, we have had the same question in the comments: "When will the AI Selector come?". Well this time we're glad to finally bring it to you!
You are now able to select of your opponents down to the livery they use. We've also worked on the AI behavior to allow them to manage the slower traffic in multiclass conditions.


Here are the full details of this update:

Update details:
Download size = 313.5 MB
Client version = 0.3.0.6526
Client BuildID = 3411532
Dedi version = 48.0.779
Dedi BuildID = 3411541


Game

  • Added AI Selector to Single Player event menus. Allows to pick and choose what AI's will drive, down to the livery. You can save and load AI selections.
  • AI - Various improvements to AI behavior when navigating through slower traffic in a multiclass event.
  • Test Drive from the store now allow free choice of driving assists, and also allow access to the car setup.
  • Default driving assist preset is now Amateur instead of Novice.
  • Improved the Challenge Ghost download procedure to reduce download failure errors.

  • Fixed a mis-alignement of the text in the position bar after cycling through the position bar styles.
  • Fixed the multiplayer server list that wasn't always updating even though new server information was available.
  • Fixed a Driving Asssist issue where disabling the factory traction control in car setup had the result of enabling the artificial traction control.
  • Fixed the wear / fuel multiplier 'X4' icon in the MP server list that was showing greyed out.
  • Fixed a motion blur issue with triple screen when vehicle was moving backwards.
  • Fixed a crash on startup when the servers were in maintenance mode
  • Fixed a crash occuring while browsing through trackside cameras
  • Fixed a crash occuring upon multiple track loading sequences



Physics / Sounds / AI / Cameras

  • Porsche Cayman CS and MR : default car setup modified for better stability. Reduced the drop of downforce occuring when airflow isn't directed straight on the rearwing (ie: when going sideways, rearwings are less efficient). / Smoothed out the upshifts to closer replicate the PDK gearbox. / Improved AI behavior all around.
  • Callaway C7 R : Car was bottoming out a lot at turns like Eau Rouge, so moved the splitter feeler up a bit, increased high speed bumping, allowed another 5mm of ride height adjustment on the front.
  • Modified tyre change times for GT1, GT2, GT3 and GT4 classes
  • Added specific pitstop timers for GTO, Touring Classics, Group 4 and Group 5.
  • Formula RaceRoom X-17 : Added track specific gear ratios
  • GT2 : Improved AI behavior all around
  • Ruf RT12R GT2 : BOP adjustment (leaderboard entries were cleared for this car)
  • GT4 : added functional handbrake (because sometimes it's useful)
  • Mercedes DTM 1995, 2003 and 2005 : Improved AI behavior all around
  • BMW M235i Racing : Fixed AI sometimes struggling to leave the pitbox
  • Group 5 cars : Fixed AI sometimes struggling to leave the pitbox
  • GTO : Fixed AI sometimes struggling to leave the pitbox



RaceRoom has been updated

We are thrilled to introduce GT4 race cars to the RaceRoom platform in this update. Not only that, we've also been busy bringing numerous features and improvements to the simulator, and we're very excited to share the fruit of the work of these past months with you all.


GTR4 Release trailer:
https://www.youtube.com/watch?v=udestDZUI2s


Also don't miss out on the interview we had with RaceDepartment.com surrounding this update : https://www.youtube.com/watch?v=Y3JJHih0qVA



Update details:
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.


Black Friday in RaceRoom - The sale of the year!



The 2018 Black Friday Sale has started in RaceRoom!

Get 30% discount on individual cars & tracks
and 25% additional discount on packs!

Fire up the game and head to the store, or browse to http://game.raceroom.com/store and login with your Steam account.

RaceRoom has been updated

Update details:
Download size = 201.9 MB
Client version = 0.3.0.6424
Client BuildID = 3241815
Dedi version = 46.0.733
Dedi BuildID = 3241888

After the conclusion of the Mercedes-AMG Motorsport Eracing Competition 2018 won by Kevin Siggy Rebernak, both the AMG-Mercedes CLK DTM 2003 and the AMG-Mercedes C-Klasse DTM 2005 are now available in store. Read more about the competition finale here


Game

  • Player can now serve a slowdown penalty anywhere and will not be forcefully slowed down. The time illegally gained has to be given back within 60 seconds. Failing to comply will result in a drive-through penalty.
  • Cars serving a slowdown penalty are no longer ghosted.
  • Slowdown penalties are now displayed as part of the flag HUD element.
  • Adaptive AI logic now ignores laps that are clearly slower than player's known pace. Any lap slower by at least 3% compared to player's average laptime in a given race session is now ignored.
  • Sorted the controller assignments by categories in Controls settings menu.
  • Removed "Clutch Biting Point" from Advanced Controller settings, as it is no longer used.
  • Improved network communications in cases of extreme saturation. Should solve some timing issues spotted by players who are hosting a multiplayer race, racing themselves and also streaming in HD on the same computer.
  • Some performance improvements for situations where many cars are leaving skidmarks on the track.
  • Added key bindings allowing to move the cockpit camera perspective horizontally. This allows for setups with very large screens where the player isn't sitting exactly in the center of the display. This setting is remembered per car.
  • VR - Improved readability of the various HUD elements
  • VR - Mirror to screen option is now remembered between two game startups.
  • Fixed HUD messages not dealing with UTF-8 (accentuated characters will no longer be missing).
  • Chat font color is now a tiny bit darker yellow for better readability.
  • Fixed a HUD overlay showing up when switching between cars in a replay.
  • Fixed an exploit where players would leave the pitlane in the opposite direction and be allowed to cut corners after completing 2 laps.
  • Fixed the centering of the mouse cursor when driving with the mouse as a controller.
  • Fixed success ballasts not being properly transferred or applied between two championship races.
  • Fixed a live timing issue during a race start on the VLN and 24H layouts.
  • Fixed input meter being visible while flying around in free camera
  • Fixed a failure to start the executable if installed inside a folder structure that has a \Game\ folder inside it.
  • Fixed various reported game crashes


Content

  • Audi RS 3 LMS - Updated the steering wheel to the 2018 version.
  • Various small visual fixes on WTCR cars

Esports WTCR OSCARO - Round 1 Hungaroring



https://www.youtube.com/watch?v=VTI7VNCx1kY

The Esports WTCR OSCARO will see its first multiplayer race event take place this weekend on RaceRoom. The very first of 7 scheduled events will bring us to the famous Hungaroring.

Thanks to the local hero race driver Norbert Michelisz, this round always provides a special atmosphere at the real track and it was no surprise to see so many of his fellow Hungarian gamers qualifying with great success for one of the 96 spots on the grid, split over 4 divisions.

Livestream for this first round will take place on Sunday, 26th August at 17:00 GMT (19:00 EU). You can watch the live stream with live commentary either on the Facebook Page of the FIA WTCR or on YouTube: https://www.youtube.com/c/TheFIAWTCCworldtouringcarcup/live

Do you want to qualify and enter for Round 2?



Do not hesitate or think you're coming too late, you can still enter and qualify for round 2! Over the 7 rounds of the series, there will be one score drop, allowing for an absence, so it's still possible to enter with a chance to win!

You can also enter for the Time Attack championship. The top 100 players will win tickets to use at the final LAN event of the Esports WTCR OSCARO (date and location are to be announced).

You will find all the information you need in the Rulebook : http://www.raceroom.com/wp-content/uploads/2018/08/Esports-WTCR-Oscaro-Online-Sporting-Regulations-2018.pdf

Any other question, make sure to head over the Sector3 Studios forums for any additional information:

https://forum.sector3studios.com/index.php?forums/esports_wtcr/



Let's have a look at the Round 1 Qualifying Time Attack: At the very top of the virtual grid, none other than our 2017 champion. Alexander Dornieden topped the timing sheets for Veloce Esports in the #68 Honda, the same car that Yann Ehrlacher took to victory in the FIA WTCR race earlier this year. Slovakian Bence Bánki was 2nd for ACR Zakspeed ahead of Turn1’s Tim Heinemann, while Wisniewski and Leaune rounded out the top 5 ahead of the strongest newcomer, Andika Rama Maulana from Indonesia. The fastest local hero was Adam Pinczes in 10th, while Gergo Baldi, who won the Hungaroring race at the Esports WTCR Prologue Event earlier this year, only managed a still honorable P13.



The field is tougher than ever before, with Márk Nándori, 4th in the championship last year being the last driver to even qualify for the first grid, and with strong regular contenders like Fredriksson, Delsaux, Moisescu, Stempurszki or Knatz starting the season in the second grid.


Emulating the real FIA WTCR OSCARO as closely as possible, there were discussions about the Balance of Performance amongst the cars after the strong showing of the Hondas. As a result, the race direction decided to give a weight reduction to several cars, to make sure that all cars will be represented. This puts the drivers in front of an interesting choice, as they have to pick a car and stick to it for the entire duration of the season.