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Unread 29 August 14, 04:53   #1
Ak1504
 
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Preview of the upcoming Single Player Mode and the ADAC GT Masters 2013 Pack that will be available soon.

http://youtu.be/9_seDGqauwk

Next update will also include:
Multiplayer (Alpha)
New Steering Wheel Force Feedback
Updated track surfaces for better Feedback
and more
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Unread 2 September 14, 08:25   #2
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https://www.facebook.com/RaceRoomRac...if_t=notify_me

The last few months we have put a lot of effort into redoing our Force Feedback. The major part of the programming work is done!

Improving the FFB is a lot more than some calculations and some line in the code, or having the right control set for the wheel. Additionally our track artists have developed a new technology to improve the presentation and feedback from our track´s road surface.

By using a wide range of data, including CAD and telemetry, they have created a highly dense road surface that features small bumps and surface imperfections that increase the quality of the Force Feedback immensely.

The tracks that will be ready for this technology in our next R3E update are:

Nürburgring
Hockenheim
Oschersleben
Lausitzring
Zandvoort
Red Bull Ring

more to be added soon...

In order to get the best Force Feedback we will update our car physics.

New car releases will have the new physics,
older content will be updated over coming R3E releases.
Stay tuned!

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Unread 5 September 14, 14:14   #3
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Some more information about the upcoming update (hopefully 09.09.) and future developments. It also shows the multiplayer for R3E.



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Unread 10 September 14, 19:20   #4
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Unread 10 September 14, 21:58   #5
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R3E Has Been Updated


What’s New (Summary):

• New RRE menus and overlays.
• Single Race in R3E.
• Multiplayer Alpha for R3E.
• Pack system in store.
• Dynamic discount system.
• New Force Feedback
• New Road bumps in listed tracks below.
• AI difficulty can now be selected (R3E only for the moment)
• New skyboxes.


New Content:

New Class in R3E - ADAC GT Masters 2013 Car Class
• Ford GT GT3
• Chevrolet Corvette Z06.R GT3
• Audi R8 LMS Ultra
• BMW Z4 GT3
• Chevrolet Camaro GT3
• Nissan GT-R GT3
• Mercedes-Benz SLS AMG GT3

New Car in GTR3 Car Class
• Mercedes-Benz SLS AMG GT3

New Tracks in R3E
• Nürburgring
• Motorsport Arena Oschersleben
• EuroSpeedway Lausitz
• Red Bull Ring Spielberg

New Liveries
• 18 new Free liveries for Aquila CR-1 Sports GT
• 20 new liveries for BMW M1 Procar
• 10 new liveries for Chevrolet Daytona Prototype


Game:
• Added a new force feedback settings tab in options with modified and added ffb settings.
• Optimized loading performance
• Changed car reflection option to have Low and High settings.
• We now automatically center the window on screen in windowed mode.
• Changed default value for cockpit head movement from 0.5 to 0.1
• Added option to change AI difficulty in R3E.
• Added Single Race in R3E.
• Added Multiplayer Alpha in R3E.
• Optimized reflections and rendering.


Multiplayer:
• Fixed an issue where the player count wasn’t updating until player had actually joined the track which was resulting in wrong player numbers in the browser.
• Fixed an issue when a player comes from a session without damage and starts a new session in another game mode with damage, damage was off.
• Fixed incorrect wheels RPM for remote cars.
• Improved precision for wheels RPM for remote cars.
• Fixed off-by-one error when rendering remote cars.
• Added smoothing to velocity and rotation of remote cars for better collisions.
• Fixed an issue where the player would get a replay without thumbnail after exiting a MP game during practice.

Art:
• Updated skyboxes.
• Updated Oschersleben with new road shader, optimizations for performance and ffb.
• Updated Zandvoort with new road shader, optimizations for performance and ffb.
• Updated Lausitzring with new road shader, optimizations for performance and ffb.
• Updated Hockenheim with new road shader, optimizations for performance and ffb.
• Updated Red Bull Ring with new road shader, optimizations for performance and ffb.
• Updated Lausitzring with new road shader, optimizations for performance and ffb.
• Updated Portimao with new road shader, optimizations for performance.
• Fixed a flashing building issue in Mid Ohio.
• Updated RaceRoom Raceway with optimizations for ffb.



Camera & Physics & Force Feedback:
• Updated default profiles to the new FFB improvements. Note: Your old custom profiles will be renamed and backed up when you launch the game after the update. These profiles should not be used due to the new FFB changes.
• Added Thrustmaster T300RS Racing Wheel default profile.
• Added Thrustmaster TX Racing Wheel default profile.
• Modified grip on grass.
• Decreased opponent car volume for all GT3 cars.
• Fixed Brands Hatch Turn 2 camera.

Audio
• BMW 635 CSi - Adjusted external sounds.
• Fixed naming issues with DTM pitstop samples.
• Improved BMW GT3 Z4 external sounds.
• Updated GT3 car backfire sounds.


Portal:
• Added pack support. Store can now have content packs.
• Added dynamic discount functionality that gives additional discount on overlapping or owned content.
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Unread 11 September 14, 12:59   #6
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Wheel Settings:

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Unread 11 September 14, 15:08   #7
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The new update is excellent, I use a Thrustmaster TX and it feels like a totally new experience now, the FFB is superb, I'm still messing with a few settings but its a "massive" improvement.
The multiplayer is very good, still Alpha, but very good
If you haven't tried R3E for a while I recommend trying it again, it feels like a different Sim
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Unread 12 September 14, 09:12   #8
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Are you guys working on proper SLI support in the near future?
I am having a blast with the GT Masters add-on, but framerate drops in races

i have a solid system core i7, 2x GTX780 in sli, 32 gig ram
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Unread 12 September 14, 12:28   #9
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Tripple screen, SLI support....

Its all on the list but there are some other thing with higher priority atm.
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Unread 12 September 14, 13:11   #10
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I will only be able to play tomorrow. But I have a doubt that I want to ask if you tried it.

I have the BMW Z4 GT3, McLaren GT3 and Audi GT3 (not the ones from the new pack and only with the default skins).

If I play a single race against AI with 10 cars, all my opponents will have the same skin as I do? Can I race against other gt3 cars?

I also have those fake LM cars with default skins. Can I make a multiclass race with them and the gt3?

I will buy the ADAC pack for sure, maybe the Radical also, just want to see first how a race against AI is in R3E.

Last edited by rockerbr; 12 September 14 at 13:11. Reason: Bad english
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Unread 12 September 14, 14:26   #11
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You can race against all other cars in the class you choose and the AI use all available liverys.

Multiclass races are not yet available.
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Unread 17 September 14, 13:54   #12
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I decided to give this a try now, because the new update sounded pretty good, and the ADAC pack is interesting. I haven't bought it yet though, I've only been driving the Canhard that comes with the free package so far.

Anyway, does anyone here think the corner cutting penalty system is a bit too strict? I find it a bit odd that I get a penalty when an AI car bumps me and I spin out. "OK, you were at the receiving end of over-aggressive driving. You get a penalty." doesn't sound too logical.
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Unread 17 September 14, 18:08   #13
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Quote:
Originally Posted by Chopchop View Post
I decided to give this a try now, because the new update sounded pretty good, and the ADAC pack is interesting. I haven't bought it yet though, I've only been driving the Canhard that comes with the free package so far.

Anyway, does anyone here think the corner cutting penalty system is a bit too strict? I find it a bit odd that I get a penalty when an AI car bumps me and I spin out. "OK, you were at the receiving end of over-aggressive driving. You get a penalty." doesn't sound too logical.
Yeah, by all accounts its being looked at, this game is still in development so don't take everything as final at the moment.....drive safe..
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Unread 19 September 14, 19:04   #14
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Quote:
Originally Posted by Ak1504 View Post
Tripple screen, SLI support....

Its all on the list but there are some other thing with higher priority atm.
I found out that updating nVidia drivers cures almost all framerate drops!
Very glad i did that
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Unread 11 October 14, 13:18   #15
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R3E has been updated
8. Oktober - [Sector3] Sonat Ozturk
08-10-2014

What’s New (Summary)

New Features:
- Test Drive. Test any car for free.
- Time of Day. Choose different time of day settings from sunrise to sunset to change the mood of your session.
- Wheel Range in Car Setup. The game now automatically detects and sets the ideal wheel range for a car based on your wheel and its settings in the driver. This can also be manually changed in car setup.

New Content:
- WTCC Seat Leon
- WTCC Chevrolet Cruze
- WTCC Lada Granta
- WTCC BMW E90 320
- WTCC Honda Civic


Game
- Fixed an issue where the grid positions were not based on qualifying performance of the drivers when doing Single Race without Qualifying.
- Fixed an issue where the player would get stuck with an “Already in a competition” message when entering a competition, backing out of it from car/livery selection menu and then trying to enter another competition.
- Fixed an issue where user could not change the value in brake vibration under FFB settings.
- Fixed an issue where during rolling start on Zandvoort, AI would finish their first lap when crossing the start line.
- Added code to automatically set wheel range and steering lock if the steering wheel supports it.
- Added steering setup screen under Car setup.
- Added so the user can override default wheel range and steering lock on a per car basis.
- Enabled Car setup for everyone (goes directly to steering setup if in novice or amateur)
- Removed steering lock from Control Set (Since it's now stored per car if the user override the default value).
- Decreased font size on car setup steeppers if the text doesn't fit
- Fixed issue with timing screen scroll position
- Fixed issue with steering wheel spinning by itself in race monitor.
- Updated localisation.
- Fixed so that the default control sets now show up in the menus if 1 of the devices that it's using have been connected.


Multiplayer
- Added livery id checks when clients join MP servers as opposed to just checking whether the user owns the content or not.

AI & Audio & Physics & Controllers & Camera
- Increased AI type grip on all cars.
- Tweaked AI speed in Hungaroring.
- Tweaked Suzuka Get Real AI speed.
- Corrected front right spring strength and spring rates of Audi R8 Lms Ultra GTM.

Art
- Updated Monza with new road shader, optimizations for performance and ffb.
- Updated Hungaroring with new road shader, optimizations for performance and ffb.
- Updated Suzuka with new road shader, optimizations for performance and ffb.


Portal
- Removed Dashboard.
- Newsfeed is now under My Profile.
- Changed the look and feel of the portal store page and portal menus.
- Added News & deals section.
- Implemented Test Drive.
- Implemented Time of day support.
- Various optimizations in the backend.
- Fixed so that the big livery image is properly centered.
- Made the default livery clickable again for a larger image.
- Fixed a scaling issue on images that appeared in favourite cars.
- Fixed alignment issues on popups about required content to join an event.
- Added Resend Activation Email Functionality when user tries to login with an account that is not yet activated.
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Unread 11 November 14, 10:08   #16
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With the next Update for R3E you will be able to drive the DTM 2013 cars on all R3E tracks you own

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Unread 18 November 14, 15:46   #17
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18-11/2014

What’s New (Summary)
- DTM Experience 2014.
- Added new packs, DTM 2013, DTM 2014, European Track pack.
- Moscow Raceway, Brands Hatch and Norisring now available in RRE.
- Pit Stops (DTM 2014 Single Player only for now, it will be added to MP and other experiences later)
- We changed the way we handle Experiences. E.g. DTM 2013 owners get all DTM 2013 content unlocked in RRE. (Some licence restriction may apply e.g. DTM 2014 cars will not be available in RRE right away)
- Added Store cart system. You can now buy the exact amount of required vRP’s instead of buying vRP packs.
- Portimao is now free for everyone.
- Added new liveries to Saleen. All Saleen liveries are now free.
- All tracks updated to latest standards with new shaders and RoadFeel


Game
- Added different tyre visuals. Two sets of tyres. Dtm 2014 only.
- Fixed an issue where you would get duplicate liveries in Single Player.
- Fixed an issue where the game was using wrong driving model when launching LBC/Competition through portal before entering an experience (main green orb).
- Changed so that we can now have different race length types (laps and minutes) depending on an experience.
- Fixed an issue where the game was not pausing when alt tabbing.
- Updated localization.
- Fixed so the cut track overlay is a warning instead of a penalty.
- Fixed so the invalid lap overlay is a warning instead of a penalty.
- Implemented support for different moods per track layout instead of global moods.
- Updated localization.
- Added new HUD element for car status.
- Fixed an issue where special characters weren’t displayed correctly in the game.
- We now allow up to 32 contact shadows in settings instead of 8.
- Fixed an issue where the engine vibration setting wouldn’t save.
- Fixed Return Multiplier defaulting to 0.1 and not saving if you changed it to 0.
- Fixed: RedBull Ring audio during camera Fly By cutting off
- Fixed: Game crashing if you start a single race after failing to join MP session
- Fixed: Crash in AI adaptation when leaving event if no player was present.
- Fixed: Not being able to load DTM Championships.
- Fixed an issue with FFB lost at race start.
- Fixed starting lights overlapping with the results if you retire before the race starts
- Fixed an issue where the default camera is becomes cockpit cam when you play a session that starts in garage.
- Fixed issue where Escape wasn’t working if AI had crossed the finish line first and player had to cross the line too to finish the race.
- Fixed a gamepad rumble issue when you quit a race or get DQd
- Fixed so the hood is replaced when repairing aerodynamics.
- Updated default controlsets. Added DRS and pit menu bindings to all profiles and removed unused lines.
- Fixed an issue with Data Display showing lap 1 as lap 0.
- Increased max FFB vertical value to 400%
- Fixed data display split times.
- Removed countdown from data display and position bar.
- Fixed so that the free cam uses player volume multiplier.
- Enabled cut track rules setting in all experiences.


Art
- Monza - Fixed various art issues.
- Brands_hatch – Various art fixes and higher resolution garage interiors.
- Hockenheim – Various art fixes.
- Hungaroring - Various art fixes.
- Norisring – Various art fixes
- Nurburgring - Various art fixes.
- Lausitzring – Various art fixes
- Redbull Ring - Various art fixes.
- Zandvoort - Various art fixes.
- Laguna Seca – Various art fixes.
- Changed global fog settings.
- Tweaked global lighting settings.
- Improved road shader.
- Updated WTCC 2013 cars with various fixes.
- Updated RaceRoom Hillclimb with new road shader, optimizations for performance and ffb
- Updated Lakeview Hillclimb with new road shader, optimizations for performance and ffb
- Updated Indianapolis with new road shader, optimizations for performance and ffb
- Updated Laguna Seca with new road shader, optimizations for performance and ffb
- Updated Bathurst with new road shader, optimizations for performance and ffb
- Updated Zolder with new road shader, optimizations for performance and ffb
- Updated Portimao with new road shader, optimizations for performance and ffb.
- Updated Moscow Raceway with new road shader, optimizations for performance and ffb


Audio & AI & Physics & Camera
- Fixed an issue where player would get unfair stop and go penalty on the last turn of Raceroom Raceway.
- Updated Audi Quattro GTO physics for less understeer and improved AI for certain types of turns.
- Fixed an issue with Radical SR9 Turbo logic to fix rolling start issues.
- Increased force feedback multiplier on all cars.
- Made AI not try to overtake cars in pit entry lane, unless really slow.
- Norisring: Added more DRS activation points for AI.
- Zandvoort: Added more DRS activation points for AI.
- Hockenheim: Added more DRS activation points for AI.
- Hungaroring: Added more DRS activation points for AI.
- Moscow: Added DRS activation points for AI, improved Get Real AI behaviour.

Portal
- Added shopping cart system. You no longer need to buy VRP packages and can purchase the exact needed VRP.
- Changed the way we treat Experiences aka Experience 2.0. We no longer treat experiences as separate addons. An experience is now similar to a content that can be part of a pack.
- Newsfeed improvements. Added more feeds to the newsfeed in player profile such as, news from subscribed fan page, competitions, discounts in store, friend activities.
- Changed to new stats system. All stats prior to September 2014 have been wiped (sorry ).
- Fixed an issue with store text not appearing complete in browsers.
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Unread 17 December 14, 15:34   #18
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RaceRoom has been updated


What’s New

Experience
- ADAC GT MASTERS 2014 Experience

Cars
- ADAC 2014 - BMW Z4 GT3 2014
- ADAC 2014 - Audi R8 LMS Ultra 2014
- ADAC 2014 - McLaren MP4-12C GT3 2014
- ADAC 2014 - Chevrolet Camaro GT3 2014
- ADAC 2014 - Mercedes-Benz SLS AMG GT3 2014
- ADAC 2014 - Chevrolet Corvette Z06.R GT3 2014

And various new liveries.

New Tracks:
- Sachsenring
- Slovakiaring


Game:
- Fixed an issue where assigning a button wouldn’t override the other functionality that was using the same button.
- Fixed: DTM 2014 – If player has no pit preset, tyre compound selection reverts to “prime” after pit menu overlay is closed
- Fixed: Drive Through Penalty served is displayed after serving a Stop and go penalty.
- Enabled Pit Stops in Multiplayer.
- Enabled Pit Stops in adac, dtm 14, rre.
- Added car status toggle in options.
- Fixed certain downloaded ghosts causing a crash when spawned.
- Improved pit waypoint system.
- Fixed an issue where the user landed on the main green orb menu with experience themed text, after changing the language.
- Fixed an issue where split time between drivers would sometimes show bad data for opponent.
- Fixed track texture quality being linked to the car texture quality in graphic settings.
- Fixed an issue where the bangers were still deformed after repairing aero in pit stop.
- Added a check in code that makes sure the physics are definitely loaded for the player car.

- Made the following changes to the wrecker prevention system:
Ghosted if:
- Going in the wrong direction for more than 3 seconds.
- Standing still for more than 5 seconds
- When resetting the car

Unghosted when:
- Driving in the correct direction
- Going faster than 20m/s (72km/h)
- No car within 5 meters

Offline (Car reset only):
- Only ghosted when resetting the car
- Unghosted when going faster than 2m/s (7.2km/h) and no car within 5 meters.

- Reduced damage when not using clutch to help with manual clutch shifting.
- Fixed Race session ignoring preferred grid position set in game menu if Practice is ON but Qualify is OFF.
- Fixed an exploit in Qualifying where the player could get an extra qualifying lap if they enter the pits instead of crossing the finish line at session end.
- Corner Markers are now OFF by default in settings.
- Fixed Lap counter in pause menu not always matching the real lap counter.
- Fixed an issue where tyre flex was visible and stretching across the screen when car is on two wheels.
- Improved code flow for initializing controllers and handling ffb restarts.


Multiplayer:
- Limited the amount of server ping requests that can be active at the same time to 5.
- We now freeze session times if there are no players connected in practice and Qualifying.
- Increased MP server response timeout.


Physics & AI & Camera & Audio:
- McLaren MP4 - Improved external sounds.
- McLaren MP4 – Lowered rear-view camera for better view.
- Honda Civic WTCC 2013 – Fixed Stereo Panning Channel, adjusted cockpit sound.
- Carlsson Judd – Fixed Stereo Panning Channel.
- BMW 635 CSi: Improved overall sounds.
- Made AI on main path not avoid cars in pit exit unless very slow.
- Made AI in pit entry/exit not overtake other cars unless very slow.
- Improved pit stop turn-in speed for low AI skill level.
- Fixed an issue that could cause AI to pit too late.
- Changed AI control timer when exiting pit from 3 to 0.
- Improved general AI behavior on all tracks.



Art:
- Chevrolet Camaro GT3 – Fixed issues with rear view and side mirrors.
- BMW M3 E30 – Various art fixes.
- McLaren MP4-12C: Fixed some reflection issues.
- Portimao - Updatedwith new road shader, road bumps and various tweaks and bug fixes.
- Zolder – Various art fixes such as flickering white lines
- RedBull Ring – Various art fixes for shadows.
- Hockenheim – Various art fixes.
- Indianapolis – Various art fixes.
- Nurburgring: Fixed flickering issues on some time of day settings.
- Lakeview Hillclimb: Various art fixes.
- Global: Tweaked shadows. Increased draw distance and limited noise.
- Global: Minor tweaks to car materials. Boost of reflections. Adjusted chrome, increased specular intensity on car and in cockpit.

Portal
- Added a discount functionality that pre-calculates the discounts before finalizing the order.
- Added Newsfeed notification settings in profile.
- Newsfeed now shows all FB updates from subscribed fan pages.
- Various optimizations to the store page for better performance.
- Fixed an issue where players could interact with menus outside of their visual representation.
- Fixed not being able to test drive DTM 2014 cars in R3E portal.
- Fixed Leaderboards related stats not updating in profile.
- Fixed Packs not counting the liveries that comes with the cars under liveries.
- Fixed Single Player practice menu showing Leaderboards header on top in all experiences.
- Fixed “Add all to cart” option appearing under user’s profile page.
- Fixed number of opponents not hiding properly in practice mode when selecting a hillclimb track.
- Removed headline/close on all championship splashes.
- Added class icons and link to Car renders in portal to better distinguish cars with same or similar names.
- We now grey out Confirm purchase button until the transaction is actually done to avoid double transactions being sent to Steam.

Last edited by Ak1504; 20 December 14 at 11:40.
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Unread 19 December 14, 16:48   #19
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Unread 19 December 14, 17:09   #20
renard
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Looking good! Nice race.
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Unread 19 December 14, 17:42   #21
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Hopefully a Nurburgring without that silly Mercedes Arena section!
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Unread 20 December 14, 11:40   #22
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DTM 92 will be only a car pack
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Unread 31 March 15, 21:36   #23
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Changelog for Update 31-03-2015



What’s New (Summary)

- Custom Championships.
- Mouse Steering. You can now select the mouse steering profile in the controller settings.
- Track rotation in Multiplayer.
- 3 new FFB multipliers for spring, damper and friction in FFB settings.


Game:

- Added Custom Championships in RRE.
- Shadow map improvements to make car shadows smoother.
- Put local shadow map back to 32 bits for smoother car shadows.
- Added car shadow kernel and epsilon.
- Implemented better device support by changing device ID to include instance, wheel type and rim type ID’s to support several devices of the same type and to differentiate between devices that share the same product ID. (Fanatec CSR and CSR Elite for example). More default profiles will be added later.
- Fixed the mixup in ADAC championship screen where tracks showed under cars header and vice versa.
- Fixed IBL (Image Based Lighting) not loading for Sonoma in replays.
- Fixed AI hitting pit wall from standing start in Sonoma.
- Fixed cut track penalty message coming up after rolling start in LBC start.
- Changed the banger sound priority from medium to high so they play when full grid.
- Fixed an issue with AI launch from 1st gear.
- Fixed an issue with disappearing skid sounds.
- Fixed triggering issues with pitcams.
- Changed RRE timing screen a bit to make IN PIT (yellow) text more readable.
- Added Mouse Steering.
- Added 3 new FFB options. Spring, Damper and friction strength. These work as multiplers and multiply what is set in the driver. Default profiles have these off by default.
- Tweaked all the default profiles due to changes. Please note your old control profiles will be backed up and won’t be usable.
- Default Controlset: Changed ffb steer friction and damper coefficients to 0.0
- Default Controlset: Changed ffb steer friction and damper saturations to 1.0
- Default Controlset: Changed spring saturation and coefficient pos and neg to 1.0
- Default Controlset: Added ffb steer spring coefficient.
- Default Controlset: Changed default spring coefficient per axis to 1.0


Multiplayer:

- Implemented Time of Day per session support.
- Implemented password support on dedicated side.
- Implemented track rotation.
- Implemented Server names.
- We now cache ping in MP browser to avoid unnecessary pinging.
- Made changes so the server list refreshes are only processed when not connected to a server.
- Made changes to make sure pending server browser updates are cancelled when joining a server.
- We no longer auto refresh in MP browser.
- Added the Community Dedicated groundwork for release soon.
- Various dedicated side improvements.


AI & Physics & Camera & Audio

- Sonoma - Fixed AI having issues with pit entry and tweaked AI speed.
- Portimao – Fixed hairpin inside cut rules for Amateur
- DTM 92 cars – AI tweaks, Improved Audi handling.
- Revised all Gr.5 class car physics.
- Revised all GTR2 class car physics.
- Sonoma - Fixed helicam sound trigger.


Art

- Increased Shadow draw distance.
- Lowered shadow noise in McLaren cockpit to make it less intrusive.
- Tweaked shadow blur.
- RUF RT12R – Fixed braking light in the middle still appearing floating after wing is gone due to damage.
- Audi LMS Ultra – Fixed flipped KW logo.
- Chevrolet Camaro GT3 – Fixed mapping on the driver right arm.
- ALL CARS – General rebalancing to bring them to the same level.
- Reduced frequency of headlight flashing on all cars.
- Zakspeed Capri – Replaced redstone tyrebranding with Goodyear on livery 7 and 8
- BMW 320T - Replaced redstone tyrebranding with Goodyear on livery 9 and 10


Portal & System Backend

- Changed the portal main webpage.
- Added fan page directory.
- Various store related fixes.
- We now highlight VIP drivers, DEVs, as well as friends in MP browser.
- Implemented a new Leaderboard Updater system for better performance and to fix the issue with Leaderboard entry sometimes not updating.
- Added new tab in competition page that shows all past competitions.
- RRRE competition page now shows competitions from other experience.
- Fixed an issue with links for finished competition in fan pages.
- Fixed an issue where purchase of alternative liveries for cars purchased via packs would not work sometimes.
- Fixed an error when buying a livery before the car if they’re in the same cart.
- Fixed so that the dashboard correctly redirects to user profile page.
- Removed irrelevant text from the introduction popups in portal.
Fixed layout issues in checkout popup.
- Default user avatar helmets are now randomly assigned out of 24 new helmet images instead of the old helmet, to add more colour and variety to the leaderboards.


Known Issues:

- Multiplayer browser does not show ping times. This is only visual and the servers should work perfectly fine.
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Unread 3 June 15, 21:27   #24
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Changelog for Update 02-06-2015


https://forum.sector3studios.com/ind...61/#post-14264


New content:

Prepared the game for upcoming releases and special events related to WTCC and DTM.


Game:

Brand new transmission model feat. drivetrain elasticity calculations

Brand new backfire system

A.I. logic improvements “Smooth Operator”

Old “green orb” menu design is now gone.

Implemented Experience switcher. Game now starts in RaceRoom Experience and player can switch directly to another experience using the buttons on top of the screen.

Optimization of the whole client-server communication for a smoother and faster browsing of the menus (should also reduce timeouts during peak hours).

Optimized loading times. (It may still be slow the first time as the shaders will need to be built)

Implemented dog box transmission, allowing upshifts without clutch engaged.

Updated steer ratio speed for gamepads to allow gamepad users to make it around tight hairpins.

Added new advanced controller options for adjusting clutch biting point.

Added new advanced controller option for double shift prevention on worn out controllers.

Added new advanced controller options to adjust Upper dead zones for brake and clutch axis. (useful for adjusting the required pressure on load cell brake pedals)

Removed deadzone for mouse steering.

Fixed so axis deadzones are setup properly when reconnecting devices.

Fixed spacing issue in active devices when having multiple devices connected.

Added new graphic option adjusting the amount of rendered cars around the player.

Added new sound options for transmission whine, wind, RoadFeel sound effects (car body rattle), suspension squeaks and backfires.

Cleaned up code in game startup. Merged preload screen and title screen.

Updated startup image and desktop icon.

Fixed a shadow issue where wrong lod was being used in certain cases.

Fixed an issue with free flight camera when pausing/unpausing.

Player can now jump the start in Get Real if flag rules are enabled.

Game now forces auto-clutch to be ON when using auto gearbox.

Improved protection of track files.

Fixed the selection of liveries for AI drivers that wasn’t random.

Fixed a small issue with lap counter in pause menu.

Fixed a crash that was occurring when going through saved championships and there’s no participants.

Fixed AI pitting twice to change tyres within a small window.

Fixed DTM 14 AI using two sets of Option tyres.

Fixed Instant replay not working in some game modes.

Fixed crashes that were occurring when loading certain replays.

Fixed an issue with menus sometimes not rendering properly after switching video settings.

Fixed an issue where some car parts were still not re-attached to the car after repairing aero damage.

Fixed an issue where the default view was turned to the left on unsupported controllers with certain keys unbound.

Fixed an issue where driving camera would become offset when using freecam with mouse steering active.
Fixed an issue where controller ID’s were not being assigned/loaded correctly for keybinds.

Fixed Disqualified text not fitting properly in overlays.

Text inside click buttons will now auto resize.

Log files now use date and time in name instead of appending a number and. Also changed the way we handle logs.

Fixed numpads not controlling the cameras in Race Monitor.


Multiplayer

Added Multiplayer Dedicated Server support which is available on Steam under tools in Library. If it’s not yet available you can get it manually by typing this link in your web browser steam://install/354060 (Name is RaceRoom Dedicated Server)

Implemented garage phase; a minute long phase before the race starts where players can set up tyres, pit preset and car setup. Race starts when all players are ready or when time runs out.



AI, Physics & Audio

Improved AI throttle/brake control.

Improved AI reaction to over/understeer.

Fixed so AI don’t react to cars off track.

Fixed so AI do not brake during rolling start.

[Laguna Seca] A.I. improvements and cut track detection modification

[Salzburgring] Fixed pit speed limit showing when driving close to pit lane.

[Salzburgring] Tweaked AI speed in various turns.

[Suzuka] Tweaked AI speed.


[All cars] Updated data for new transmission model

[All cars] Added new samples for backfires, suspensions and revlimiter

[BMW 320 Turbo] Various gear ratio tweaks.

[BMW 320 Turbo] New revlimiter sound sample

[Fabcar] Corrected weight distribution. Adjusted gear ratios.

[Fabcar] Tweaked revlimiter as it was hitting the limiter too often.

[Group 5 cars] Removed ability to use Traction Control

[Group 5 cars] Rebalanced AI behaviour vs player.

[RUF RT12R] Tweaked the default car setup.


Art:

[Alpina B6] Lowered intensity on the front intake

[Audi 90q (GTO)] Various art fixes

[Audi V8 DTM92] Livery fixes.

[BMW 320 Turbo] Various art fixes.

[BMW 635] Fixed an issue with fog lights.

[BMW M1 Procar] Various livery fixes

[BMW Z4 GT3] Fixed a black stain on the rear mirror

[Chevrolet Dekon Monza] Fixed speed gauge range and cockpit windows banner text being flipped

[DTM 13/14] Bigger flames for backfires (experimental)

[Fabcar 935] Lowered reflection on front intake; various livery fixes

[Ford GT1] Fixed wheel arches appearing too reflective

[Group 5 cars] Bigger flames for backfires (experimental)

[McLaren MP4-12C] Lowered reflection on air hose

[Mercedes SLS] Fixed a misaligned sticker.

[Nissan Silvia] Fixed various holes reported in the cockpit; fixed a shadow lod issue

[Nissan Skyline 2000RS] Fixed a LOD issue in the rear of the car and some gauges needle in the dashboard

[Bathurst] Various art bugs including wrong sun position

[Brands Hatch Indy] Road shader update, added far vegetation and various bug fixes

[Hockenheim] DTM 2015 theme

[Hungaroring] WTCC 2014 theme, fixed numerous bugs (LODs, clipping, shaders), improved performance (optimized collision, removed audience from rearview), 2014 track updates

[Indianapolis] Various bugfixes including dropshadows for walls, u.s. flag, removed flat audience shadow cast, cleaned up scenes, fixed pitwall, and collisions

[Laguna Seca] 2014 updates (mostly track adverts), added brakemarkers, removed flat audience shadow cast

[Lausitzring] fixed some flickering overlays, fixed missing generics, removed dtm curb from GT Masters version in T1, shader tweaks, pitlights are now working, mapping tweaks, Various art fixes.

[Oschersleben] DTM 2015 theme, fixed some generics not showing, fixed A.O. baking, added missing pitwall hut, added pitlights, other various bug fixes,

[Mid Ohio] added U.S.A. flag on building, various art fixes

[Monza] Various art fixes

[Moscow] WTCC 2014 and DTM 2015 themes, 2014 track updates (new sound wall), various art bug fixes

[Norisring] DTM 2015 theme

[Nuerburgring] DTM 2015 theme

[RedBull Ring] DTM 2015 theme

[Salzburgring] Various art fixes.

[Sonoma] Fixed some fences that were missing collision, and tucked in a tyrewall in which AI kept colliding, various other fixes

[Zandvoort] - Small curbs update, New scheivlak house, Removed funky dip in chicane, Changed banking of final turn exit (more camber onto straight), and other bugfixes.

[Zolder] - Various art fixes


Portal:

Refactored code to improve loading times of store page.

Refactored code to improve sluggish experience menus.

Implemented asynchronous purchase calls between portal backend and system backend to reduce waiting times upon purchases.

Favorite cars in user profiles now show the specific livery instead of the main livery of the car.

Added various partners to partners page (WIP). You can subscribe to partners to get more news about them in your newsfeed.

Various store fixes when adding duplicate items.

Fixed newsfeed showing incorrect event date time.

Fixed leaderboard layout name not showing track name.

Fixed item info on competitions where user does not own the content.

Fixed links to dashboard resulting in error 500.

Updated youtube API to bring back youtube videos in portal.

Fixed an issue where championship load/save screen would appear repeatedly when trying to cancel it after exiting a championship session.

Added filtering and search functionality to partner pages.

Fixed an issue with leaderboard not updating difficulty when backing out from game launcher

Fixed only having one car class available in Leaderboard challenge on certain cases.

Last edited by Ak1504; 9 June 15 at 04:10.
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Unread 3 June 15, 23:26   #25
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And very nice it is too.
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Unread 7 July 15, 13:58   #26
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New Patch out:

https://forum.sector3studios.com/ind...61/#post-21789



MP Spectator Web Overlay

https://forum.sector3studios.com/ind...-overlay.2264/
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Unread 7 July 15, 14:09   #27
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Oh cool.
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Unread 20 October 15, 22:22   #28
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Update 20-10-2015

Changelog: https://forum.sector3studios.com/ind...-updated.3122/

Due to car physics changes, it is advised to reset Car Setups and Steering Settings to their default values.
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Unread 9 December 15, 22:24   #29
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Changelog for Update Dec.09.2015


Game:
- Added new content that will be released very soon.
Implemented Refuelling in pitstops. This is still work in progress and there will be additional fuel options in car setup later. For now all cars will start with full tank.

- Increased session length up to 6 hours.(R3E only. Does not apply to other experiences.) Please note the replay file size will be rather big on longer session races. You can disable replay recording by adding “-disableReplay” to Launch Options for the game on Steam.

- Added Push-to-Pass logic with a temporary HUD element for it. (HUD will be changed in the near future). Push-to-Pass info is available for spectator overlays and in shared memory.
- Removed the hidden fuel and wear multipliers that were automatically applied depending on race length in R3E.
- Added mandatory pitstop, tyre wear and fuel use options to R3E single player races.
- Fixed a crash that was occurring when car status hud was getting disabled.
- Fixed Mandatory pitstop not counting for player on certain experiences.
- Fixed issue with window values getting wrong if window was minimized, which caused hud objects to appear incorrect.
- Fixed a couple of memory leaks.
- Fixed background video being stretched to right monitor on triple screen setups.
- DTM 2013 - Fixed an issue with 4th round of qualifying ending after the outlap and ending the session with no qualifying time.
- DTM 2014 - Fixed mandatory pitstop not counting for the player.
- Fixed an AI related crash that could have occurred while updating certain events.
- Fixed an issue where the menu would show two “End Session” buttons after returning to Garage from Pause menu after session time has run out.
- Fixed car setup screen blinking red when using non English languages.
- Tweaked AI to improve AI starts on grid.
- Fixed an endless loading issue that could occur on slow connections that would timeout mid loading.



Multiplayer:
- Increased default connection timeout to 30 seconds.
- Removed a double call to set a connection related option (TCP_NODELAY) for server-client tcp socket.


Sounds, Cameras, Physics & AI:

- A.I. logic improvements. More racy, less hesitant to overtaking, handles crashes better; AI’s now try and avoid cars even when collisions are disabled.
- Improved AI behaviour coming into sharp corners and pitstop area, and various other small fixes.
- Improved AI logic for the chosen gear when player regains control from AI.
- Tweaked AI speed on 2nd hairpin of Norisring.
- Tweaked AI speed on 2nd turn of Oschersleben.
- Tweaked Bathurst AI behaviour.
- Tweaked Monza AI behaviour and merged cut corridors for all difficulty levels.
- Nurburgring: Fixed "empty pitboxes" problem where AI couldnt perform pitstops
- Redbull Ring: Fixed "empty pitboxes" problem where AI couldnt perform pitstops.
- Lausitzring: Fixed "empty" pitboxes and merged cut corridors for all difficulty levels.
- Hockenheim: Fixed “empty” pitboxes and tweaked AI behavior in turn 1.

- Updated single screen chasecam positions for all cars
- Added missing action cameras for RUF RT12R (GTR3)

- Increased FFB strength for Prototype and Radical cars


Art:
- Mid Ohio - Fixed some flickering banners.
- Nurburgring - Fixed mixed advertisement banners.
- Paul Ricard - Tweaked distant terrain texture
- Zolder - Reduced bumpiness of the track, fixed some flickers in turn 10.
- Monza - Updated curbstones to current design, lowered some rounded curbs, and various tweaks
- Hockenheim - Curbs tweaked and adjusted to match drivers feedback. Gravel texture update. Oil bottle on top of pitbuilding now has new sponsor.
- Bathurst - Small tweaks
- Suzuka - Removed an abandoned truck in pitlane

- Fixed Aquila car shadows.
- Fixed flickering labels in Nissan GT-R GT3 cockpit


Portal & Backend Systems:
- Fixed certain content returning error 20103 when trying to use them.
- Fixed leaderboard challenge launch function checking whether the player owns the livery instead of the car.
- Fixed newsletter subscription option not saving in Account Settings.
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Unread 9 April 16, 16:07   #30
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31-03-2016

What’s New (Summary)

Massive physics overhaul for GT3-Specs classes, Prototype classes, GTO class. (Please note that the leaderboards of these classes have been wiped due to the overhaul)

Compact HUD to replace the mini hud.

FFB additions. Minimum force, slip effect, ffb meter, ffb multiplier per car.

Load/Save Car setups. Players can now save and load their car setups.

Bigger Grids. Maximum opponents on certain tracks can now go up to 100.

Fuel management in car setup

Oh, and new content too.

Game:

Added support for Logitech G29. Please note that all Logitech users need to get the latest drivers from Logitech to have wheel ranges working properly.

Implemented Compact HUD which replaces the minimalistic HUD.

Added Bigger Grids, allowing tracks to have more than 24 opponents. The maximum number depends on the track and can go up to 100. (SP only for now)

Implemented FFB Meter which can be used to check the ffb output for clipping.

Implemented FFB Minimum Force which allows player to amplify small FFB forces. This is mostly for players that have the “dead center” problem when driving straight.

Implemented FFB Slip effect which simulates when the tires struggle for grip during wheelspin, understeering, sliding, heavy braking.

Implemented stationary friction in FFB to solve wheels that rotate by themselves while the car is stationary.

Implemented FFB Multiplier per car in the car setup, allowing player to adjust the overall FFB strength for a car individually.

Added a new Steering Animation Setting in Vehicle Settings. Player can now set the steering animation rotation to be a custom degree or to match what’s in car setup under steering settings.

Added Load/Save in Car setup. Also reorganized the settings a bit.

Removed old auto saving of setup when leaving car setup screen and related logic. Car setup will no longer auto save and the unsaved changes will disappear when leaving the game session.

Added fuel to car setup.

Implemented lap invalidation for wallriding.

Fixed some threading exceptions that could trigger a crash.

Fixed some camera related rendering thread issues that could trigger a crash.

Fixed random crash that could occur when pulling out of pits in single race practice session.

Fixed an issue where the game was only seeing the integrated graphics card on laptops with NVIDIA Optimus.

Changed fallback null texture format to better support older low end graphics cards that were getting crashes on startup.

Fixed an issue where start lights could get stuck on screen on certain occasions.

Fixed an issue where the game would spawn the player at an incorrect garage spot.

Improved Shadow split calculation

Added a potential fix for parts falling off car at race restart.

Fixed so that pitmenu, pit window and pit related overlays don’t show up post race.

Fixed a crash that could occur while using instant replay.

Fixed cars flickering in replay.

Changed so ambient sounds for tracking cameras are initialized after the loading is done to fix some wrong calls.

Optimized the logic performance.

Fixed issue with test drive losing audio when alt-tabbing and going back to the game.

Fixed an issue with returning to garage after pause.

Fixed cars popping in and out on occasion.

Fixed error messages in the new menus appearing as white text on white background.

Revised several controller profiles according to the new ffb additions.

Added Logitech G29, Fanatec CSR and Thrustmaster T300 F1 Wheel addon profiles.

Tweaked keyboard default profile for better steering at higher speed.

Fixed issue with ffb gain only being updated on device initialization which meant that changing it in options didn’t change anything).

Fixed so wheel range, rev lights and led display are reset when game is closed.

Added supplemental controller type so that devices such as shifters and pedals trigger the right dialogue when initialized.

Changed so control set evaluation is only done on controller that's not supplemental. This fixes the with wrong control set being selected by pedals etc and removes extra dialogs asking the player if he wants to create a profile for them.

Fixed a crash that could occur in driver logic.

Fixed a freeze that could occur after the initial track load.

Fixed gear damage that was occurring when downshifting on cars with downshift prevention.

Changed LiveTimings, Race Monitor and Session Info to be part of the Menu System instead of being static variables/singletons. This is an attempt to clear up some of the mess and to hopefully fix the issue with menu being broken sometimes after session switches.

Fixed so “Visible Cars” feature applies on any camera, including free cam.

Fixed so only timing and position overlays are disabled when the tv overlay setting is off.

Changed so low fuel, push to pass and drs overlays are not shown if the compact data display is active.

Fixed a crash that sometimes occurred when bringing up the pit menu.

Fixed issue with PitPresets not being shown if they're created mid race through the pause menu.

Added menu music and music volume setting in sound options.


Multiplayer:

Added bigger grids in company dedicated servers for testing. We will set up few servers with more than the usual grid size (up to 100) to test and would like you all to join to help us testing.

Various potential fixes for a crash that was occurring when switching from qualifying to race in Multiplayer.

Increased stack size for game to fix the stack overflow crash that could have occurred when joining MP.

Fixed small issue with garage screen not refreshing after session switch in MP (still showed old session type name if player was in the menus during switch).




Sounds, Cameras, Physics & AI:

AI now better respects track limits.

AI now visually use default steering settings for their car. Player’s car under AI control now also uses player’s steering settings.

AI cars now properly use the correct Final Ratio for their gearbox on the current track.

Updated chase cameras for all so player can feel the car better and be able to see enough of the road ahead

FallOffDistances (distance at which sounds can be heard) adjusted so replay volume on TV Cameras are balanced with gameplay volume. Engine sounds now have a longer audible distance

Ambient sound samples on old tracks are now starting at random moment in the samples.

RoadFeel Effects and Suspension Squeak sound option levels are now set to 40% by default.

Helicopter cameras now play a constant Helicopter sound sample (was using a fixed area before)

Wind sound sample (open cockpit cars) updated, volume decreased for a better balance in Stereo setups

New sound sample for rumblestrips

Fuel Estimates adjusted for all cars and tracks

FFB Multiplier adjustments for various cars

Audi 90 GTO : Massive physics update, cranked idle engine volume to 11

Chevrolet Greenwood (Gr.5) : Suspension sounds were missing.

Formula RR2: Fixed rearview camera in triple screen

GT3-specs cars: Massive physics update, new external sounds for the Z4 and P4/5, improved standing starts for AI’s

Prototype cars: Massive physics update, new sounds for all, action cameras added.

NSU TTS : Fixed a floatiness feeling, AI’s should now be better at standing starts

Hockenheim GP : TV camera files updated

Indianapolis: merged cut track rules

Macau : Tweaked AI lines around the hairpin, Fixed a couple TV cameras that were affected by guardrail / tree objects

Paul Ricard : TV Cameras updates

Salzburgring : AI tweaks

Spa-Francorchamps : TV camera files updated

Suzuka : AI tweaks

Zandvoort : TV cameras cleanup


Art:

Added new content

P4-5 : swapped liveries in GTR3

Mercedes SLS GT3 : Fixed weird polygon on hood when damaged

New sky textures ( global )

Minor livery fixes

Audi 90Q GTO : fixed a weird keyhole in taillight

Brands Hatch : Reduced bumpiness


Portal:

Added Improved Newsfeed system which now works as a standalone application.

Added fallback functionality on timeouts on steam callbacks to ensure the transaction gets cancelled if Steam store times out as it did during holidays.

Fixed a purchase processing issue that could have triggered “nothing to buy” message, buying twice, and things not appearing as purchased problems.

Fixed a store content filtering issue in competition launcher and game menu.

Fixed so player can challenge other cars in a class where they own one of the class if they filter by class in LB (All cars in LB list).
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Unread 9 April 16, 17:25   #31
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Superb update taking this into a must have game. Cars are great and feel so good.
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Unread 27 April 16, 06:04   #32
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Changelog for Update 26-04-2016

https://forum.sector3studios.com/ind...-updated.5138/


Note 1:

We understand that some of our players are experiencing crashes when loading into or during game session in Nordschleife. While we have made some optimizations it is still possible that you may experience crashes due to memory allocation failure. If this occurs, you can try the following to reduce the overall memory usage.

Disable replay recording. This is done by adding -disableReplay to Steam Launch Options.

Turn Opponent cockpit off in Video Settings.

Reduce Track and Car Texture Quality in Video Settings.

Reduce Shader and Car Reflection Quality in Video Settings.


Note 2:

Some users have reported that loading a car with a custom car setup after a physics update was deployed would sometimes result in a broken car behavior. We recommend to Reset your car setup to the new default values to prevent any such issue.


Update Highlights:

Fixed the join lag in multiplayer

Unlocked bigger grids for everyone in dedicated servers

Chat messages in MP are now yellow and allow 156 characters

Group 5 class physics update

Ford Mustang GT3 moved to GTR3 class


Game:

Fixed an issue with game finding wrong camera in pitlane.

Fixed so game gets properly paused in singleplayer race monitor if the user opens the steam overlay.

Fixed a crash that could occur during loading.

Reduced memory usage when loading into a level.

Fixed an issue in Garage menu where FFB remained active

Fixed an exploit that allowed players to use lower fuel quantities in Leaderboard Challenges and Competitions.
Due to this exploit we will soon remove entries that were created since the exploit was introduced.
Fixed an issue in pitstops where it would take extra 3-4 seconds after confirming 0L fuel or if the pit stop preset had no fuel needed. The game now it checks if fuel will be added, if not it cancels that action. If it was the only action, whole pitstop is cancelled.

Fixed cars full throttling at pitstops.

Fixed an issue where players were getting cut track penalties at pit entry.

Added missing fallback pages for DTM 2015 that was causing infinite black screen at launch for players when they failed to get the online loading screen.

Fixed issue with compact data display being positioned incorrectly on different aspect ratios.

Added default profiles and wheel ranges for Thrustmaster 150 and TMX wheels.

Added proper filtering to car setup load/save system.

Restyled the car setup a little.

Fixed an issue that was causing a crash at launch if the player had an older version of graphics.xml

Fixed header formatting for certain system backend requests that might reduce certain timeouts.


Multiplayer:

Fixed the severe freeze that occurred in MP when another player joins.

Added Bigger grids to player dedicated servers.
Please note the max opponent allowed depends on your track rotation. E.g. If you have a track that only has 24 slots in your rotation, that will be your max opponent allowed overall, despite having a track that goes up to 100. This is to ensure no one gets kicked out/disconnects when they choose to continue to next track. If you want 100 cars you have to make sure not to include a track with less grid slots available.

Please also note that the game becomes quite laggy after 40. While we will look into optimizing things, you should avoid setting a track with more than 35-40 opponents.

Fixed so the player is put on the Garage menu after pressing and holding ESC instead of having to press and hold ESC twice

Increased chat message max length to 156.

Changed message area/box text color to yellow so it’s more readable if background is white.


Sounds, Cameras, Physics & AI:

Group 5 class : Physics update, sounds adjusted. Due to the physics update the leaderboards of these cars are wiped.

WTCC 2015 class : BOP adjustment in preparation of TCOne, AI tweaks

Ford Mustang GT3 : Moved to GTR3 class, physics & sound update

GTO Classics Class : AI tweaks, improved fuel estimates

Audi 90Q : Fixed cases where the car would fail to park into the pit spot.

Audi R18 P1 : Removed the flame on backfires (Diesel…) and fixed a case where the suspension arms would break on front wheels when applying a high amount of steering

Mistral 530 and DMD P20 : Fixed suspension arms breaking under high steering

P4/5 Competizione : Added Downshift Prevention beep

Hockenheim : Camera sets added

Suzuka : Fixed incorrect spawn positions when using high amount of opponents

Nordschleife - 24H layout : AI tweaks

Shanghai : Fixed AI going too fast into the hairpin

Art:

Bentley Continental GT3 : Approvals tweaks

Group 5 class: Fixed holes in shadows

Chevrolet Dekon Monza : Fixed some cockpit gauges

Nissan Skyline 2000RS : Fixed tacho dial

Ford GT GT3 : Fixed some blurps of pixels on the side mirrors

Ford Mustang GT3 : Improved some old looking textures on the tail lights

BMW M3 E30 : Wheels were not perfectly round, causing weird FFB signals

Brands Hatch : Fixed a hole in the ground

Hockenheim : Fixed a hole in the ground on the inside of Sachskurve

Norisring : Fixed some normals on pitbuilding, tuned IGA banners for a better visual fit, tweaks to generics and props

Salzburgring : Reduced grip, Moved tyre stacks a bit further away from the apex

Zandvoort : Upped the maximum opponents to 32

Portal:

Fixed an issue where players would get different total price depending on the order of packs in cart. Portal now always ensures player gets the highest discount regardless of order.
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Unread 24 May 16, 18:28   #33
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03-05-2016

Hotfix Patch



Game:

Fixed a typo in the DTM 2015 loading screen fallback folder.


Sounds, Cameras, Physics & AI:



Fixed an issue where the player car would park for its pitstop but no pitstop action would take place.

Bentley Continental GT3: Fixed chase camera

Brands Hatch: Maximum opponent increased to 34 vehicles (TCOne)

Hockenheim: New TV cameras

Nuerburgring Short layout: Maximum opponent increased to 40 vehicles (TCOne)

Oschersleben: Fixed a wrong fuel consumption that resulted in AI pitting around the last lap of a race

Salzburgring: Maximum opponent increased to 32 vehicles (TCOne)

Suzuka West layout: Maximum opponent increased to 34 vehicles (TCOne)

Art:


Brands Hatch: Fixed a hole in the ground

Hockenheim: Fixed various holes in alternative layouts

Salzburgring: Reduced grip, moved tyre stacks a bit further away from apex (TCOne)

Zolder: Fixed some bumps

Formula RaceRoom 2: Fixed shiny tyres when viewed from a distance

Formula RaceRoom Junior: Improved shadows
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Unread 24 May 16, 18:33   #34
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24-05-2016

Hotfix Patch



Game:

- Added a default profile for the Logitech G920. This requires G920 users to update the firmware and drivers from Logitech.

Sounds, Cameras, Physics & AI:

- New TV Cameras for Nurburgring GP

- Increased grid size for Suzuka East to 46 vehicles.
- Increased grid size for Hockenheim National and Short to 32 vehicles
- Increased grid size for Hungaroring to 48 vehicles
- Increased grid size for Slovakiaring to 44 vehicles

- Fixed a case where player was given a cut track warning when entering the pitlane at Bathurst

- Fixed a couple of garage spots at Salzburgring that were outside of the pitlane limit

- Fixed a congestion issue when all AI’s would pit in simultaneously on Nordschleife layout.

- Increased fuel use estimations for most of the track layouts to a safer level, adressing all issues where AI’s wouldn’t embark enough fuel to complete a 15 minutes race session

- Fixed handbrake pressure being null on cars with recently updated physics

Art:

- New liveries for the Ford Mustang GT3 in GTR3 class
- New liveries for the P4/5 Competizione in GTR3 class

- RaceRoom Raceway: updated the tarmac, mapped the groove better, and various small fixes

- Tatuus F4: made brake disks visually bigger to better match the real car
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Unread 2 July 16, 23:13   #35
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https://forum.sector3studios.com/ind...e-2#post-82901


30-06-2016


Highlights:

- Added garage phase to Multiplayer. This is a 60 second phase before race to allow players to change their car setup and fuel.

- Changed login flow and integrated with Steam Web API. New players will no longer have to register an account with e-mail. The game will create accounts with the Steam ID and existing users will automatically authenticate with Steam details.


Game

- Added support for Fanatec pedal vibration. Players who have a Fanatec pedalset with vibration can tweak these via the controller file.

FFB pedal throttle vibe zero magnitude = 0.01 // Throttle pedal vibration at 0rpm (reference point) can be set between 0 and 1.0

FFB pedal throttle vibe slope = 0.15 // can be set between -99999999.0, 99999999.0

FFB pedal throttle slip vibe= 1.0 // Throttle pedal vibration on tire slip. can be set between 0 and 1.0

FFB pedal brake slip vibe= 1.0 //Brake pedal vibration on front tire slip. can be set between 0 and 1.0

FFB pedal brake vibe slope= 5.0 // Slope for brake pedal vibration based on speed and braking %. can be set between -99999999.0, 99999999.0


- Fixed an issue where the game could crash while loading a replay.

- Fixed an issue where game was adding fuel in liters instead gallons while refueling during pitstop.

- Increased controller axis movement threshold used when detecting input (so that the player has to press the axis 90% down before it gets bound in options).

- Removed the now obsolete manual login screen, modified error screen and added retry button so the player can retry login instead of having to exit the game completely to retry.

- Added potential fixes for freezes that were occurring when game was trying to save replays.

- Removed fuel multipliers from DTM 2015 as they were causing issues in Championship.

- Fixed an issue where cars started without brakes if player skips the first race session in a 2 race format race.

- Fixed speed of background music changing after watching a replay.


Multiplayer

- Added garage phase to Multiplayer. This is a 60 second phase before race to allow players to change their car setup and fuel. The garage phase ends either at 60 seconds or when all players have readied up by pressing Race.

- Added a new setting to dedicated server called “Non Ready Pitlane Start Delay”. If set to 0, players that failed to press race before garage phase ends, gets put on the grid as normal. If set to any other value, the player starts from the pits as penalty and cannot drive until that value in seconds has passed.

- Fixed an issue related to slow responses from/to servers that fixes cars continually remaining at ping 0.

- Added potential fixes for connection issues that were causing some players to get disconnected.

- Fixed issue with session timer being off by 10-16 seconds sometimes, and not counting laps done within that time.

- Fixed an issue with drivetrain oscillation calculation that was causing inaccurate torque values in Multiplayer, causing cars to flip and float around unnaturally when elapsed time was reset to synchronize time.

- Fixed issue with being unable to change gear after walkthrough phase in Multiplayer.

- Fixed issue with "Waiting for Server Response" popup sometimes showing up and remaining on screen, after joining a multiplayer server.


Sounds, Cameras, Physics & AI:

- Fixed handbrake pressure being null on cars with recently updated physics.

- Fixed Honda Civic rear view camera.

- Added new TV Cameras for Nurburgring, Mid Ohio, Zandvoort, Sonoma Raceway.

- Fixed a case where player was given a cut track warning when entering the pitlane at Bathurst.

- Fixed a couple of garage spots at Salzburgring that were outside of the pitlane limit.

- Fixed a congestion issue when all AI’s would pit in simultaneously at some of the Nordschleife layouts.

- Increased fuel use estimations for most of the track layouts to a safer level, addressing all issues where AI’s wouldn’t embark enough fuel to complete a 15 minutes race session.

- Nurburgring: Merged cut rules between difficulty levels.

- Monza: Fixed issue with AI not pitting.

- Laguna Seca: Fixed issue with AI not pitting.

- Zolder - Fixed AI hitting pit exit sign when leaving pits in practice and qualifying sessions,

- Mid Ohio Turn 1 - Made the cut track rule less strict.

- Added bigger grids for Suzuka, Hockenheim, Hungaroring, Slovakiaring, Monza, Laguna Seca, Norisring, Nurburgring, Oschersleben, Lausitzring and Raceroom Raceway, Mid Ohio, Moscow Raceway, Shanghai, Zolder.


Art:

- RaceRoom Raceway: updated the tarmac, mapped the groove better, and various small fixes

- Tatuus F4: made brake disks visually bigger to better match the real car.

- Brands Hatch - Various art fixes and visual improvements.

- Chang - Various art fixes and visual improvements.

- Hockenheim - Fixed DTM pit stall being behind wall.

- Indianapolis - Fixed missing collisions on some road surfaces, improved collision walls placement so they match concrete walls properly, closed some gaps between fences, added some tirewalls.

- Monza - Fixed trees clipping through sign and the flickering Hyflex banner after 1st chicane

- Nurburgring - Fixed an issue with some of the curbs.


Portal & Backend:

- Changed login flow and integrated with Steam API. New players will no longer have to register an account with e-mail. The game will create accounts with the Steam ID and existing users will automatically authenticate with Steam details.

- Removed Switch Accounts option from Account Settings.

- Removed Password change section in account settings as it’s no longer relevant.

- Removed change email button. Email can be changed on the field itself and will be highlighted if it’s not verified.

- Added email validation to competition launch. We no longer require e-mail for a player account but a valid e-mail is required for competitions.

- Fixed an issue where hidden content used for a competition was appearing in regular car selection menu.

- Added a check on login for owned DLC’s so the refunded DLC’s will no longer remain owned.

- Fixed an issue where an error would appear after purchasing a track through the Multiplayer browser.

- Fixed so the purple server entry in Multiplayer browser refreshes immediately after purchasing the needed item, instead of player having to back out and re-enter the browser to refresh.
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Unread 17 November 16, 05:12   #36
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https://forum.sector3studios.com/ind...e-2#post-93753


11-15-2016

Game:

Added new content for upcoming releases and competitions.

Unified Experiences and moved some of the experience specific settings to R3E.

Added “Depth of Field” visual effect. Active in TV cameras, Hood camera, Action cameras and Free Camera. CTRL-M enables a simple UI to adjust the blurring effects and focus position.

Shared Memory API overhaul, added various additional data and potential for backward compatibility starting this patch.

Added support for SimXperience Accuforce steering wheel.

Extended freedom of movement for the freecam and added two modes for it: “Attached to the car position and its rotation” and “Attached to the car position only”. Pressing the key bound to free cam will cycle through the three modes.

When under a slow-down penalty, collisions with the car are disabled.

When under a slow-down penalty, the amount of speed the player is still allowed to carry has been increased, but keep in mind you will be giving back any time gained at a slower rate by driving faster.

Fixed an issue where the ghost car was producing audio while waiting for the player’s car at the S/F line.

Fixed so compact data display shows fuel in gallons if mph/imperial units are selected.

Fixed replays missing the first 60 seconds of a race by pausing replay recording during garage phase.

Re-enabled hud during garage phase while waiting on the grid.

Changed position bar so it doesn’t display information during garage phase.

Fixed the issue where you would get disqualified immediately after the lights in hillclimb tracks.

Fixed using arrow keys for increase/decrease in pit menu going through settings very fast.

Fixed a crash that was occurring when leaving a Hillclimb session after finishing a run.

Fixed rear lights flashing when pressing the headlights button

Ensured that certain reset commands are sent to DirectInput devices when effects are disabled.

Changed “off” steerForceVibe period to be 2000000.

Increased maximum execution time for all communications from 30 seconds to a minute or higher.

Disabled FFB when reaching the spring based lock if it's active.

Cleaned up the ffb code a bit while fixing the above issue. Removed mimic code and made sure all ffb effects are turned off during AI control.

Fixed game crashing while navigating in the portal while in a competition session.

Fixed an issue with damage when downshifting without clutch.

Disabled foreground window lock when playing fullscreen.

Disabled game minimizing when losing focus.

Fixed game crashing/freezing when pressing pit request button while no audio device is connected.

Changed throttle pedal zero magnitude and vibe slope default values to 0.


Multiplayer:

Added 2 race format and reversed grids.

The netcode is now IPv6 compatible.

Removed some unused functions from netcode that were somehow triggering crashes for some players.

Potentially fixed an issue where cars not within Peer to Peer range would become invisible.

We now allow duplicate server names to avoid admins not being able to access their settings if a condition such as their IP changes. (Also means we no longer have to remove their names from the associated server list manually).

Added so the associated server list clears names that have been inactive for 30 days.

Removed the gridwalk camera phase since it’s irrelevant with the introduction of garage phase.

Fixed issue with xinput controllers ending up in an unusable state after disconnect/reconnect/usb port switch etc.

Fixed issue with opponent cars briefly disappearing during starting light phase.


Sounds, Cameras, Physics, AI:

Significant AI logic improvements.

Added punctures to the tire model. Past the lowest possible wear value, tires have a chance to puncture.

It is now impossible to disable autoclutch aid on sequential gearbox’d cars.

DRS effects on the aerodynamics of the car have been reworked

DRS allowance is now 3 activations per lap with a gap detection of 1 second at the S/F line.

Push 2 Pass is now disabled in qualifying and competitions to comply with the changes made in 2016 to the Audi Sport TT Cup official rules and regulations.

Downshifting without clutch on a H-Pattern gearbox now properly damages the gearbox.

BMW 635 : Interior cockpit texture update

BMW M1 Procar : Better standing starts for AI, made AI less easily roll up on curbs.

DTM : DRS adjustment to previous seasons so they also benefit from DRS aerodynamics improvements.

DTM 1992 : Removed Traction Control ranges

Ford Mustang GTO : Coast revs sounds adjustments in cockpit.

Formula cars : New internal gearshifts sounds (except the Junior which is H-pattern)

Silhouette class cars now have new action cameras

WTCC 2015 : AI optimizations for new code

Hockenheim : AI optimizations for new code

Indianapolis : New sets of TV cameras (reminder : use End key to cycle through them)

Laguna Seca : New sets of TV cameras

Lausitzring : New sets of TV cameras

Macau : AI optimization for new code. Hairpin is a no-overtake zone (for AI only for now, until we have a flag system for players)

Monza : New sets of TV cameras

Moscow : AI Optimizations for new code on the FIM layout

Norisring : New sets of TV cameras, AI optimizations for new code

Paul Ricard : AI optimizations for new code, tweaks to cut corridors

Portimao : New sets of TV cameras, AI optimizations for new code

Slovakiaring : Sector gates are now matching the real track

Sonoma Raceway : AI Optimizations for new code

Spa-Francorchamps : Runoff tarmac areas now properly have lowered grip, fixed faulty cut rules near the pit exit on Combined and Classic layouts

Zandvoort : AI optimizations for new code

Art:

LOD system improvements on many cars

Adjustment of distances for the fog effects for smoother transitions on zoomed cameras

DTM tracks have received their 2016 season advertisement dressing as well as various bug fixes

Audi TT cup : adjustment to the invisible collision box of the car, size adjustment of the drop shadow area under the car.

BMW 635 : Fixed a hole in the engine bay when the front of the car is damaged

Chevrolet Camaro GT3 : Fixed a slight blurb of paint on the trunk of livery #16

Mercedes SLS GT3 : Fixed an issue with the visual damage on the hood, fixed a few issues on various liveries

Volvo 240T : Interior textures update

Hockenheim : Updates of the 3D curbs, various bug fixes

Hungaroring : Updates of the 3D curbs, various bug fixes

Oschersleben : Updates of the 3D curbs, slight tweaks to camber and elevation in certain areas, reduced some nasty bumps on the track surface.

Macau : Resurfaced the track to be less bumpy, various bug fixes

Monza : Visual tweaks

Nuerburgring : Distance markers for the chicane are now visible, various bug fixes.

Spa-Francorchamps : Fixed various bugs, added one advertisement location at La Source.

Zandvoort : Made the exit curb at turn 4 (Hugenholtzbocht) 20 meters longer.


Portal & Backend:

Revamped Portal Store with new theme and new structure.

Fixed some issues with certain special characters causing issues in initial username on new accounts.

Implemented Essential Packs and Car Class Packs.
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Unread 17 November 16, 13:42   #37
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And most important:
-ERROR 503
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Unread 24 November 16, 11:18   #38
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Another small game update is on its way!

Including:
- Potential fix for disappearing cars in Multiplayer
- Race 2 / 3 now working in Multiplayer
- Rule presets fixed in Singleplayer
- Hungaroring improved track surface
- Bathurst new TV cameras
- more bugfixes

https://www.facebook.com/raceroom/ph...type=3&theater
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Unread 25 November 16, 13:52   #39
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25-11-2016


Game

Fixed an issue with rules presets not functioning in Single Event Mode.

Made the Manual Control of Depth of Field bindable in control settings.

Fixed so mandatory pitstop window is now defined by a percentage of the total race time.

Fixed a rare crash that was occurring when coming back to main menu.

Added support for Thrustmaster TS-PC Racer steering wheel.

Multiplayer

Fixed so Race 2 / Race 3 sessions are working as intended.

Fixed so reversed grid option in MP is working as intended.

Made a potential fix for cars that would disappear and remain invisible for long periods.


Sounds, Cameras, Physics, AI

Bathurst : New sets of TV cameras

Art

Hungaroring : Resurface job to reduce bumpiness.

Portal & Backend

Various fixes and further optimizations in backend to improve loading times caused by certain packs containing too many items.

Changed so the packs are no longer re-purchasable after it gets a new content added.

Added so the Car Class Packs appear under Packs section.

Fixed cancel and close buttons on some portal popups not working.
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Unread 2 December 16, 19:38   #40
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02/12/2016


Game:

Disabled “Peer 2 Peer” functionality in Multiplayer for the time being while investigating a problem with opponents disappearing.

Fixed a rare crash that could occur due to bad data.

Fixed a crash when loading adac championships.

Fixed a rare crash that occurred due to the background video in menus.

Updated localisation.

Added support for Thrustmaster TS-PC Racer steering wheel.

Made the Manual Control of Depth of Field bindable in control settings.

Sounds, Cameras, Physics, AI

Bathurst : New sets of TV cameras

Art

Hungaroring : Resurface job to reduce bumpiness.


Known Issues:

In multiplayer player may not be able to refuel. To avoid this issue, please ensure that the dedicated server is set to use “Custom/RRE” for “Race Series Format”.

In multiplayer players may experience Disqualifications. To avoid this issue please ensure the dedicated server has “Flag Rules” set to OFF and “non ready pitlane start delay” to 0 (OFF).

In multiplayer players may experience issues with reverse grid working incorrectly. To avoid this issue please ensure the dedicated server has “Reverse Start Order Places” set to OFF.

These are temporary workarounds until we provide you with another hotfix patch hopefully next week.
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Unread 4 December 16, 12:01   #41
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Server was steady on 4 MP races last night, no lagging and good pings from all over the world. Refuelling worked fine as well.
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Unread 25 January 17, 15:16   #42
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25-01-2017

What’s New (Summary)

First pass of VR support

Leaderboard divisions.

Multiplayer Browser Revamp.

Manual Pitstops in Get Real.

AI Stress factor.

All DTM seasons updated to latest physics.

Silverstone and Stowe.


Game:

Added a first pass of support for OpenVR. Read more about it HERE: https://forum.sector3studios.com/ind...-support.7109/

Fixed an issue where turning the virtual wheel in vehicle settings on/off would not apply in game until session restart.

Tweaks to Memory usage of Instant Replays and changed so instant replays always request 300 seconds length. Memfiles are now written to disk when becoming too large.

Player is now allowed to pit in non race sessions (to practice pitstops, change tires, refuel…). Before, the player would automatically be brought to garage menu after entering pitlane.

Fixed issue with timing on single lap layouts (ie Nordschleife Tourist) when starting from garage in non race sessions.

Fixed issue with best individual sector times being calculated incorrectly.

Fixed a case where enabling Manual Depth of Field mode wouldn’t always lock the focus plane on the currently selected car

Fixed AI pitting in last lap on certain occasions by adding precision to calculations for refuelling.

Fixed incorrect stance for certain cars, fixed this for replays as well now.

Updated the Fanatec SDK to version 2.2

Added support for Fanatec CSL and added a default profile.

Moved the message area used for displaying current camera, chat messages etc. down a bit so they don't overlap with the text field that displays which leaderboard division the player is in.

Fixed issue with mouse steering resetting to zero position when looking left/right in cockpit & hood cams.

Fixed an issue with race position overlay sometimes missing entries if they get processed in the wrong order.

Fixed an issue where player would see pit lane speed window when off track on certain areas.

Fixed an issue in timing screen where multiple entries of the same driver would appear.

Minor tweaks and fixes to protocol that communicates to backend and web to support the additional data in the MP browser.

Fixed DQ on late penalties being treated as it was ON when it was OFF.

The Pit menu and Pit In Now overlays should now be hidden when restarting a non race session.

Fixed an issue where cars could remain ghosted after receiving a slow-down penalty

Fixed a crash occuring when game attempted to save pit presets on certain occasions.

Fixed a rendering issue with cars that would occur when changing visual preset from low to custom and changing shadows from off to lowest.



Multiplayer:

Fixed issue with the dedicated server writing a backend log file in the wrong folder when too many liveries were allowed on the server.

Fixed an issue in timing screen where multiple entries of the same driver would appear.



Sounds, Cameras, Physics & AI:

Introduced “Stress factor” for AI. AI’s can now be pushed into making mistakes when under pressure. Likelihood of those mistakes increases from being chased and from collisions.

Improved AI awareness of opponents on their sides.

When two AI’s are side by side reaching a braking point, one will brake 3% earlier and the other 2% later, depending on longitudinal position and relative speeds

Increased awareness for AI when under blue flag and upon leaving pitlane for incoming traffic

Punctures : occurrence of tire punctures are now tied to wheel rotation speed rather than vehicle speed.

Reduced the bouncing of certain cars upon spawning in their garage location.

Fixed a case that would cause 4WD cars to run with differentials wide open

Fixed a case where DRS could disengage when driving over bumps

Audi TT Cup and TT RS VLN : Added rear downforce to AI cars to keep them more stable in high speed weight transfers where they are often caught losing control. Tweaked AI versus players collisions to be more fair to the player

DTM : Ported 2016 physics and sounds to all past seasons of the DTM.

GTR 3 : AI update, Improved standing starts for all cars, AI versus player collisions tweak to be more fair to the player

Mercedes C63 DTM 2016 : Fixed the noisy suspensions and increased engine volume

Raceroom FR3 : updated sounds

RedBull Ring GP : Cut rules update for more strict rules


Art:

Chang: Adjusted IBL to match the new light setting

Zandvoort : fixed missing terrain, fixed missing generics, fixed terrain normals, redone sets for generics/audience, swapped 2d audience with latest models, fixed underpass shadow on track

Alpina B6 : Fixed incorrect windscreen banners in certain liveries.


Portal & Backend:

Revamped Multiplayer Browser.

Implemented Leaderboard Divisions. Leaderboards with over 100 entries will now divide into divisions.

Added thumbnail support to MP Browser. Dedi admins can now upload their custom image to represent their servers (PS: Servers with offensive images will be removed.)

Fixed some scrolling issues in certain sections of portal.

Fixed an issue where clicking the race button in MP browser while it is greyed out would lock the game.
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Unread 28 February 17, 17:57   #43
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28/02/2017

Highlights of this update include:

Formula RaceRoom US is available!

VR updates

First appearance of new data displays

Various track updates


Game:

Shared Memory: Added information on upcoming flag system, updated minor version number. Flag system is currently awaiting UI implementation and made unavailable to players.

Shared Memory: Changed how tire wear is reported so it matches the tire wear text in data displays (1.0-0.0 range when tire wear was between 1.0-0.94).

Added support for starting the game on any detected screen. The option resides in General Video Settings. Fullscreen changes are only applying after a game restart.

Fixed an issue with updating a profile avatar with the game in fullscreen where the dialogue box would appear behind the game

Added a possible fix for a rare case where only the car shadow of a car would be rendered after switching focus from car to car or from camera set to another

Implemented Reputation System that will run and track player incidents. This is in alpha stage and we’re gathering data in the background. Nothing will be visible for players just yet.

Fixed bug where opponents session data sometimes caused championship files to be broken due to conflicting ids.

Fixed so the game doesn't crash when trying to load championships affected by the bug above.

Fixed issue with game window using the wrong style when going from fullscreen to windowed in a resolution that's lower than the default resolution.

Fixed a menu issue with percentage stepper buttons not being enabled when switching from minimum<->maximum allowed values.

Broadcast : Fixed a case where camera selection requests were resulting in the game cycling through cameras instead.

Added an upper deadzone setting for the throttle axis in advanced controller settings.

Fixed an issue with DRS getting disabled before the race ends in timed based race sessions.

Fixed an issue where the race was starting without the player if Race Monitor was clicked instead of “Drive” at race start.

Fixed an issue where the DRS wing animation would remain deployed after the race.

Fixed an issue where on certain tracks the result timing was showing A.I. cars doing an extra lap.

Made lap times go invalid if player is speeding in the pitlane, so you can’t get fastest lap that way. New HUD overlay to signal it. (Stowe Long is a good example of where pitlane could be exploited to shortcut the first chicane)

Fixed a crash that happened in Single Player championships if the player clicked the pit preset button and then the continue to next race button before game entered the pit preset menu.


Multiplayer:

Fixed the issue where a player's contact shadow was being left on the track after disconnecting from the server.

Fixed an issue where a time penalty for a non performed drivethrough had no effect on results.

Various fixes to some inconsistencies that was occurring on certain IPv4 to IPv6 mappings.

Fixed issue with MP results taking a long time to arrive when running a dedi locally where backend communication fails.

Fixed issue with DRS animation not working in race sessions for opponent cars.

Fixed so multiplayer replays are now marked as such in the Media Hub.


VR:

Rendering through coupled draw calls to improve performance while also taking care of the issue reported that objects and cars would appear 2D from time to time.

Multi-threaded some of the rendering to improve performance

Added three bindable keys to modify the user’s headset translations multiplier, which alters in-game head movement and eye-to-eye distance. Default value is 0.9.

Fixed an issue where the Startup Argument that was set for RaceRoom in the Steam client wasn’t being used when launching game from an external link. (ie a competition webpage)

Shortened the distance at which lower poly car models are used.

Temporarily disabled the rendering of particle clouds. They’re bugged at the moment in VR.


Sounds, Cameras, Physics & AI:

Fixed a bug where H-pattern gearbox cars would receive delays for both up and downshifts.

Fixed TV cameras at the bridge and gantry areas for Nordschleife Tourist layout

Cars no longer hover a few cm above the track

Formula RaceRoom 2 and Formula RaceRoom US have a special pitting system allowing them to perform fast pitstops.

Reduced bigly the probability of stress induced mistakes by AI’s
Fixed an issue where AI’s were accumulating stress by being followed by an opponent in the pitlane.

AI’s now ignore cars in the pitlane entrance lane if they’re not on it themselves.

Improved AI navigation in the pitlane.

Fixed an issue where AI would never start a qualifying lap around Nordschleife 24H when fuel multipliers were enabled.

Fixed so only damaged AI or AI’s on their inlap will use the Nordschleife VLN / 24H pitlane entrance by the start/finish straight

Fixed an issue where an AI going back to garage during a practice or qualifying session would never go out on track again

Fixed AI using up their P2P in the beginning of a race without saving them

Many more AI code tweaks to improve awareness

Formula Raceroom 3 : Improved the blending of the sound samples

Turbo cars : unloaded turbo pressure increased to deliver a better boost from a standing start.

Laguna Seca : Tweaks to AI lines

Mid Ohio GP and Chicane : Tweaks to AI lines

Moscow : added TV camera sets

Suzuka GP : Tweaks to AI lines


Art:

Bentley Continental GT3 : added data display

DTM cars : added data display

Formula RaceRoom 2 : added data display

McLaren MP4 12 C : added data display

Tatuus F4 : added data display

WTCC TC1 cars : added data display (except Lada Granta)

Hockenheim : Smoothed out bumps

Laguna Seca : Smoothed out bumps, audience update, updates and tweaks

Lausitzring : Smoothed out bumps, audience update, fix to vegetation

Monza : Smoothed out bumps, updated the track to match 2016 season

Norisring : Smoothed out bumps

Nuerburgring : Smoothed out bumps

Sachsenring : Smoothed out bumps

Sonoma : Smoothed out bumps

Zandvoort : Smoothed out bumps



Portal & Backend:

Made optimizations to code handling content in portal.

Implemented individual car packs system which includes all liveries of a car. Livery packs will roll in very soon. For testing purposes we will start with just one in this case the FR US.

Changed so the livery clusters show how many liveries there are in total and how many you own in parenthesis.

Added so the essential packs that are purchased show date of purchase when hovering over them.

Added so we show prices in real currency based on player currency preference.

Changed so cars in which there are still liveries to purchase, the car does not appear as fully owned in store.
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Unread 8 March 17, 16:39   #44
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08-03-2017

Hotfix Patch

Game:

Fixed so the aspect ratio and the resolution option dynamically updates and only shows the supported settings of the currently selected monitor.

Fixed mouse going offset for menu after changing resolution.

Fixed so the minimum refresh rate is 59 and fixed a DirectX resolution related crash.

Fixed issue with game not resetting back to the old monitor if the player didn't apply video settings.

Fixed a crash that could occur due to spring based range lock failing to initialize.

Fixed an issue with new data displays not showing laps remaining when race has a laps based duration.

Fixed an issue with new data displays showing wrong text if fuel usage is disabled.

Fixed an issue where the free flight camera speed was not affecting the camera tilt.

Multiplayer:

Fixed dedi crash that was occurring when people disconnected from race session without finishing at least one lap. This was causing people to get kicked out to the lobby without seeing the race result.

Fixed the issue with players never receiving a penalty for ignoring mandatory pit stops in MP.


Art:

Bentley Continental GT3 - Adjusted steering wheel / column position

Formula RaceRoom Junior - Fixed some pixels bleeding from the outside into the cockpit of livery #20
Portal & Backend:

Fixed so the currency preference of the player is saved on logout.

Fixed an issue where linked content discount was not applying so the linked car was appearing at full price.

Fixed essential packs showing twice in the storefront.
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Unread 30 March 17, 10:45   #45
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14-03-2017

Hotfix Patch

- Fixed an issue with fuel use in car setup.
- Fixed a crash on dedicated server that occurred when mechanical damage was on and players attempted to get front or rear wings fixed.
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Unread 6 April 17, 03:26   #46
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05-04-2017


What’s New (Summary)

Flags

WTCC 2016

Game:

Changed so upon finishing a race with a slowdown penalty still active, the player will receive a penalty of 30 seconds added to his final result.

Fixed issue with video options breaking when switching monitors with same resolution but different refresh rates.

Changed so the slowdown time penalty you receive now factors in the actual track distance you have skipped to fix issue with finishing without receiving a penalty for cutting.

Changed so if the accumulated slowdown time penalty exceeds the set post-race time penalty for finishing a race with a slow down on your head, you are now disqualified from the race. Current limit is set to 30 seconds.

Fixed refueling sound continuing when refueling and returning back to garage in practice.

Fixed issue where "Pit timer" from previous event was showing when player was in a new session after completing an event with mandatory pitstop with a minimum pitstop duration.

Fixed an issue where player was sometimes able to change fuel when fuel usage was off. Player car will now always use default fuel amount if fuel usage is off.

Fixed issue with time of day setting not applying for race 2 and 3.

Fixed so slowdown cannot reach more seconds than post race penaltytime.

Xbox One controller profile: Swapped shift down and drs buttons so they match the 360 controller button layout.

Fixed Xbox One controller vibration issue.

Changed automatic DNF logic to allow players to stand still with their engine off if they're close to their pit box. So players can take breaks during long races without getting retired.

Changed so replay is no longer saved when crossing the finish line but only paused. It is now saved and closed when player finishes the race.

Fixed so headlights now strobe for 2 sec when button is clicked, or continuously if held.

Shadow splits are now always enabled.

Tweaked rumble pad/xinput ffb by disabling high speed constant rumble (steer force), rumble on grass and gravel (covered by slip effects) and engine vibrations.

Added missing return so now players get returned to menu if the pit window range is invalid for single race or championships.

Added session length format to shared memory. (if the session is time based, lap based or time+lap based).

Increased shared memory minor version to 5.

Various tweaks and fixes to data displays


VR:

Support for displaying VR sessions on a monitor. (New control to map : “VR Toggle Monitor view”)
Note: What's displayed on the monitor is a cropped copy of the left eye render for the VR headset. The crop avoids including the eye's hidden area mask and maintains the monitor window's aspect ratio. The overlays (menus, etc.) are rendered flatly on top of the cropped VR eye render.

The mouse cursor is no longer shown on the monitor window unless the game is set to show the VR session on the monitor.



Sounds, Cameras, Physics & AI:

Various AI tweaks and improvements

AI: spread out their pitstops more also in shorter races

AI: moved what they consider middle of race in lapped races back one lap

Idle engine sounds no longer include a slight presence of on-throttle samples

Fixed a case where brake sounds could be heard when standing still and steering

Brake sounds: ramp/fade/blend speeds/pressure settings improved for all cars except FRX, FR2 and FRUS

Audi TT RS VLN: AI speed tweaks

Aquila : AI speed tweaks

BMW M1 Procar : Chase camera tweaks

BMW M6 GT3 - Engine Throttle volume increased in cockpit

Formula Raceroom US : new sounds, AI speed tweaks

WTCC 14 and WTCC 13 : tweaks to fuel burn and fuel estimates

WTCC TC1 : tweaked action cameras

Karlskoga : lap not counting when passing through pitlane

Hungaroring : tightened cut track detection

Macau : Added TV camera sets

Monza : cut track detection tweaks

Moscow: Added helicopter sound sample to aerial TV cameras, cut track detection fixed on FIM layout

Paul Ricard 2A: TV camera to see the starting grid properly

RaceRoom Raceway: Added TV cameras sets

Sonoma IRL layout: Tweak AI lines

Zandvoort : Tweaked AI lines

Art:

WTCC TC1 cars : New driver animation

Switched Macau light setting to same as Paul Ricard.

Bathurst - removed tirewall blocker in mountain chicane

Zolder - Fixed weird bushes and smoothed track bumps a bit further

Portal & Backend:

Changed Leaderboard divisions to work on a percentage based system.
Division 1 0.00% 2.00% of best laptime.
Division 2 2.00% 4.00%,
Division 3 4.00% 6.00%
Division 4 6.00% 8.00%,
Division 5 8.00% 10.00%,
Division 6 10.00% 12.00%
Division 7 12.00%+​
Fixed so when a content is set to be free e.g. for a weekend it is not excluded from packs (essential and class packs) and still gets added as owned upon purchase.
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Unread 20 April 17, 16:15   #47
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Update 20-04-2017

https://forum.sector3studios.com/ind...3/#post-113698

Added McLaren 650S GT3 which is now available in the store.

Game:

Data displays:

Fixed wrong color of delta and laptime on some of the new data displays.

Fixed an issue where Low Fuel warning on data display screen wasn’t going away.

Fixed an issue on cars with new data displays where the compact HUD rev lights had issues when not using cockpit cam.

Enabled tire temperature even when tirewear is disabled.

Added speed limited revlight blinking to old data displays.

Citroen data display had a typo in "Brake balance"

Fixed issue with displays sometimes showing data for wrong car when “show opponent cockpits” was enabled.

Various other fixes and tweaks to existing displays.
Flag system:

Fixed yellow flag appearing during private Qualifying.

Fixed White flag appearing in MP Qualifying session that used rolling start.

Fixed an issue in a race with additional lap, checkered flag was showing when timer reached zero and at end of additional lap.

Fixed an issue where an illegal overtake under yellow followed by a retirement of the overtaken car would result in the impossibility to give the position back

Fixed an issue where checkered flag did not appear for final lap in MP server with flag rules enabled.

Time allowed to give a position back after an illegal overtake increased from 15 to 30 seconds

Yellow flag now triggers for cars at 20% of their predicted speed ( was 10% )

White flag trigger now requires a car to be 70 kph under its predicted speed (was 30) The other trigger condition remains at 40% of its predicted speed.
Fixed 2 Race Format only saving replay of second race.

Fixed Multiple Race format giving overall results that did not count points.

Re-enabled allowing turning shadow split off after some potential issues reported with AMD Crossfire.

Possible fix for the issue where some players, depending on setup had their input frozen.

Added some logging when initializing texture and setting video mode.

Added a new startup argument for disabling TrackIR. -disableTrackIR can now be added in Steam Launch Options.

Slow down penalty throttle limitation doesn't get activated immediately anymore, but waits until the player applies some brake. This also fixes occurrences of penalties triggering heavy lift oversteer on FWD cars.



Multiplayer:

Added handling for more JOIN_FAIL messages so error messages are more specific.

Fixed so join request timeouts are correctly reported as a timeout instead of generic lost connection message.

Added some fixes when on occasion, connections were not dropping when leaving sessions.

Changed so client doesn't respond to ping requests unless connected or trying to join.



Sounds, Cameras, Physics & AI:

Citroen WTCC 2016 has received a slight increase in engine torque at low to med rpm.


Art:

Audi TT cup cars have a new display

Audi DTM 2016 finally has its new display


Backend & Portal:

Fixed top Leaderboard banner in competitions not scaling properly.

Fixed a minor alignment issue with VIP drivers description box in Portal.

Fixed exit "x" button on partner page section clipping with the page and looking out of place.

Fixed facebook section in partner page overlapping with top banner.

Some fixes to the redeem popup in portal.

Fixed error 13 some players were receiving after exiting wtcc championship round 1.

Fixed so players from USA and Canada get USD as default currency instead of the global default EUR.
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