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Unread 1 July 17, 16:14   #51
Ak1504
 
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29-06-2017


Game:

Reworked the Yellow Flag code logic to address all cases where penalties would wrongfully be handed out.

Fixed various issues with Data Displays

Fixed a crash occurring on some machines with specific sound systems. As a result, all sound profiles are now listed in the Sound Settings menu instead of attempting to auto-detect.

Fixed an issue where the player could get stuck when accessing the Timing screen right at the moment the qualifying session ends and game switches to race session.

Fixed an issue with external links to auto-start the game and join a specific multiplayer server when the livery ID wasn’t passed in the link.

Fixed an issue where “Session Freeze” setting wasn’t passed to the dedicated server.

Fixed a case where certain track cuts would wrongfully result in instantaneous DQ for the player (ie: cutting T1 of Anderstorp onto the pitlane exit path)

Fixed an issue where dedicated server could sometimes remain stuck in race session

Fixed an issue where DNF players could sometimes show up in the race results .json file with their logged laps listed twice.

VR:

Brought back the possibility to set the resolution using a startup argument.

Made it so that the SteamVR Supersampling setting will be used for the resolution only if the user doesn't use a startup argument for setting the resolution.


Sounds, Cameras, Physics & AI:

Updated the Audi TT cup handling after feedback from Philip Ellis. More biting in the front at turn in, and looser rear under braking.

Fixed a glitch where code would report some RPM when ignition was on but engine wasn’t running.

Fixed an issue where code would briefly lock up all four wheels in certain cars when control is handed from AI to player (ie: rolling & leaderboard starts)

Art:

Nrburgring & Nordschleife: updated to 2017 visuals after our visit to the 24H earlier this year. Main pitwall logos, old pitwall color, BMW bridge, BMW sign at Brnnchen, T13 pitwall, NGK chicane logo, carousel banner, armco flags, graffitis, new fencing.

Paul Ricard : fixed some floating elements after the camber changes in last patch.

Zandvoort : Updated S/F gate visuals to current logo of the track.




Portal & Backend:

Added team field to profile details. This will (for now) be used in MP race results and standings seen in portal.

30-06-2017

- Fixed issue with long loading times.

Known issue: If a player leaves in race 1, other players will end up in black screen after session switch into race 2. We are investigating the problem but in the meantime we suggest you avoid multi format races if possible
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Unread 2 August 17, 14:19   #52
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Update 02-08-2017

New content:

BMW M235i Racing


Game:

Lowered default minimum force setting for Thrustmaster wheels.
Fixed Slow Down penalty calculations on turbocharged cars
Fixed cut detection logic on tracks with pitlane close to the track like Laguna Seca where simple cuts would result in disproportionate penalties.
DRS no longer deactivates from lateral G’s
Changed so game stops reporting error 13 when leaving a game session after only losing a couple heartbeats during the session
Change so the pitlane speed information overlay always shows when inside the pitlane.
Fixed a case where cars would appear to be hovering above tarmac on pre-race screens.
Fixed some data displays showing a ticker counting up to 0 at race starts.
Fixed an invalid lap overlay that was sometimes showing without any text.
Added a button to view the leaderboards upon finishing a hillclimb run so we could get rid of the non elegant solution of showing the position bar to inform the player of his position.
Changed the logic for the “Restart” button in leaderboards & competitions so it no longer purges your best lap and can still show the live time diff to your ghost on the data display.
Fixed a message wrongly stating the next lap would be invalidated in Hillclimb runs.
Fixed an issue where the HUD elements would sometimes be moved when coming back from an instant replay.
Fixed a crash occuring sometimes when cycling through cameras in the pitlane.
Game now aborts start-up if no display adapter resolution was found.


Multiplayer:

Added a dedicated server setting to set a latency limit (in milliseconds). Any player caught consistently above that limit will be automatically booted.
Added a dedicated server setting to force the race to end after a set time (in seconds). When set to OFF, the server will always wait for a race winner.
Fixed an issue where the dedicated server would sometimes not wait for late joiners to complete their loading sequence and proceed to next session anyway.
Fixed a case where disconnected players would sometimes remain visible on the HUD track map.


Sounds, Cameras, Physics & AI:

All cars: new external gearshifts added.
All cars: Adjusted suspension sounds.
All cars: Road Noise is now pure of any chassis sounds. Increased trigger sensitivity of bump samples.
Audi TT cup : Increased AI respect for other cars space
Mercedes 190 DTM 1992 : New sounds
Opel Omega DTM 1992 : New sounds
Hockenheim : fixed a harsh cut detection on the right hander entering the stadium area.
Nordschleife : Tweaked AI speed in Carousel.
Spa-Francorchamps : added some fly by cameras


Portal & Backend:

Added Team information on player profile and leaderboards.
Free content is now visible again in store.


Art:

Lada Vesta 2017: Fixed an interior window texture
Nrburgring : modified the font of the Porsche tagline on the GP pitwall.
Spa-Francorchamps: Resurfaced to reflect current asphalt, small fixes and tweaks.
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Unread 4 August 17, 13:54   #53
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04-08-2017 (Hotfix)

Game:

Fixed the reported issue with gearbox final drive setting always being 0 upon entering tracks in amateur or novice mode.
Fixed so pit speed overlay is now hidden when driving slower than 2.5m/s. It’s also hidden when switching camera to another car ( numpad keys + and - ).
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Unread 17 August 17, 07:56   #54
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11-08-2017 (Hotfix)

Dedicated server:
Fixed an issue with the client latency detection where the last measure was used instead of the average.

17-08-2017 (Hotfix)

Game:
Fixed an issue in multiplayer where the position bar, the yellow flags and the race results were affected by players being kicked from the server during the race.
Fixed a data display issue where the live delta would get lost around the GP shortcut on the Nordschleife endurance layouts.
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Unread 12 September 17, 12:43   #55
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12-09-2017

Highlights of this update:

Imola is now available
Warmup sessions are now an option on dedicated servers
Tire compounds for Formula RaceRoom X-17 and U.S.

Game:

Reduced Join Lags in multiplayer
Fixed car-to-car collisions that could sometimes have “magnetic” effects of either repulsion or attraction.
Results files generated by the dedicated server now include car class information and results per class.
Added warmup option to dedicated servers. When multiple race sessions are enabled, a warmup will be taking place before each of them.
Sessions such as free practice, leaderboard challenge, competitions, “try before you buy” are now set to last much longer than anyone could reasonably have a need for (24 hours)
Decision to inflict Stop and Go and Drive Through penalties is now more lenient.
Slow Down penalties will no longer increase once the player has triggered the automatic slow down of his car.
Wall Riding prevention no longer triggers if player is applying pressure on the brakes at the moment of impact.
Graphic options : Car reflections can now be set to Low, Medium or High. High has smoother moving reflections, at the price of some performance.
Improved AI decision making in pitstops when it comes to tire wear and changing tires.
Cases like Hillclimb Icons where there are only 2 liveries in total no longer result in AI all picking the same car.
Custom Championship default naming now includes the car class name instead of just the date and time.
Resetting the car on the track now takes the raceline in consideration to avoid placing a car right on the ideal line.
Added variables for tire compounds in shared memory.
Made the “near pitlane” speed overlay warning only show up if player has requested a pitstop. Should prevent accidental occurrences on tracks where the pitlane entry is close to the ideal raceline (ie Salzburgring).
Added a default profile for Fanatec 2.5 wheelbase.

Fixed a short freeze of the game that was occuring when setting a faster lap in time attack modes.
Fixed a typo in a driver name “Roberto Ravaglia” (DTM 92)
Fixed an issue with Hockenheim alternative layouts that did not have a defined amount of turns and were messing up ranking/safety rating calculations and results in general.
Fixed an issue with the opponents revlimiter being too low on replays recorded in multiplayer that included a Formula RaceRoom X-17
Fixed an issue with cursor becoming invisible when using Mouse Steering and coming back from an instant replay.
Fixed an issue where player could see the menu disappear when clicking on the timing screen right at the moment of a session switch.
Fixed an issue where the pitlane speed overlay would remain visible on screen when finishing a race by driving through the pitlane.
Fixed an issue where mouse scrolling in certain menu pages wasn’t working after moving the window or changing the resolution of the game.
Fixed an issue with the fuel gauge in the BMW M235i Racing that could sometimes be lighting on and off.
Fixed an issue with the data display in the Formula RaceRoom X-17 where it would state P2P instead of DRS in Time Attack modes.
Fixed an issue where players could sometimes end up in Garage phase (prior to race) without having the menu visible.
Fixed an issue where the player’s car would sometimes use the min/max steering lock values of the previously loaded car.
Fixed an issue where the game would sometimes load the low detailed version of the cockpit on top of the high detailed version.
Fixed an issue where exiting from an instant replay while in free camera would result in a mouse cursor being visible on top of the gameplay.

Sound, Physics & AI:

Audi R18 : Fixed the default driving camera that was too high
BMW M235i Racing : New cockpit sounds, louder, grittier, gruntier.
Chevrolet Corvette Z06 GT3 : Fixed the rearview in triple screen resolutions
Formula RaceRoom U.S. : 2 compounds are now available. Primary and Alternate. AI behavior and speed tweaks.
Formula RaceRoom X-17 : 3 compounds are now available. Soft, Medium and Hard. AI behavior and speed tweaks.

Chang International : updated cut detection rules
Nordschleife : tweaked a TV camera at Aremberg that could go behind an advertisement board.
Spa-Francorchamps : Fixed a TV camera that was set behind ADAC advertisement banners on Kemmel straight when driving GT Masters 2015 cars.
Suzuka : Fixed a cut detection around the pitlane entry of the GP layout where you could get a cut while only driving near the pitlane path.

Art:

BMW 134 Judd - New driver animation
BMW M6 GT3 : improved the yellow headlights visuals
Chevrolet Daytona Prototype : New driver animation
DMD P20 : New driver animation
Mistral M530 : New driver animation
Mistral M531 : New driver animation
Formula RaceRoom X-17 - New DRS animation for the rear wing. Much more visible.
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Unread 15 September 17, 18:31   #56
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15-09-2017
Hotfix


Game:
Fixed a game crash on 32bits operating systems.

15-09-2017
Hotfix


Backend:
Fixed an issue in leaderboard challenge where the position bar could suddenly show name and laptime of another player.
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Unread 30 November 17, 10:31   #57
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RaceRoom currently is under maintenance while we deploy our November update. You can find the full details of this update here below.


Highlights of this update:

Audi R8 LMS is now available
Callaway Corvette C7 GT3-R is now available
Mercedes AMG GT3 is now available
First pass at true Triple Screen support
64b executable


Game:

64bits executable to allow the game to use more memory
First pass for true triple screen support. Right now handled through startup arguments. Full details and instructions on the forums. ( LINK https://goo.gl/MyjWWd )
Game is now providing more information to all players present on a Multiplayer server whenever the server is waiting for players who are still loading into the game.
Added a bindable key to reset FFB while driving.
Hud_options.xml residing in My Documents is no longer encrypted, allowing players to edit and move HUD items around.
Video settings: Car Reflection Quality on High now draws reflections at full framerate.
Added support for Thrustmaster TS-XW Racer wheel
Updated Fanatec SDK to v3.2
Xbox One controller - changed default keybindings to match the Xbox 360 pads
Game no longer allows to drive a sequential gearbox car with an H-shifter. H-Shifter users no longer need to change the H-Pattern gearbox option manually depending on the car they picked. They can now always leave the option always enabled and let the game decide when to use it or not.
Damage system - Fixed a case where the point of impact would not translate properly to the visual damage (for example formula cars were hard to damage visually)
Damage system - Fixed an issue where car deformations could sometimes switch on and off when going backwards in a replay
Damage system - Prevented detachable parts of the cars from detaching when mechanical damage is disabled (to prevent loss of downforce after losing a wing)
Damage system - Fixed detachable parts randomly disappearing in replays or being visible when they shouldn’t.
Damage system - Fixed damage not being visually repaired for opponents in multiplayer after the opponent returned to garage to fix it.
Fixed some issues with the 8-shaped layout of Suzuka where cameras or blue flag detections could be confused by the crossing section.
Fixed an issue where the game would fail to restart the engine if the player cancelled the pitstop right after confirming it.
Fixed an issue where the game could start stuttering when playing long replay files.
Fixed an issue where a traffic cone would be sometimes visible in a seemingly odd location when playing a replay
Fixed car class specific pitstop actions that could sometimes not trigger in multiplayer
Fixed a case where Fanatec CSW 2.5 would be listed twice in controller profiles menu and would not be recognized after being turned off and on again while driving.
Fixed so Opponent Strength setting is now properly used in Free Practice mode (was always using adaptive AI setting)
Fixed missing results at the end of a race session on single lap layouts such as Nordschleife Tourist.
Fixed an issue where lap timer would randomly stop on a Hillclimb run after restarting several times in a row.
Fixed an issue where performing a pitstop at Anderstorp could sometimes result in a cut track penalty.
Fixed a case where the game could sometimes show an Off Track Warning (Black and white flag) for a split second.
Fixed a case where the player could on some occasion be wrongfully asked to give back one position for overtaking under yellow.
Fixed visual suspension vibration of NSU TTS opponents in Multiplayer
Fixed a label on the HUD during warmup session that was wrongly stating “Position”
Fixed a case where attempting to close the game window while in a replay would prevent exiting the game normally.
Fixed an issue with the Bosch DDU7 data display where its white variant would feature some data in green that was hard to read.
Fixed an issue with the Bosch DDU8 data display where the gear indicator could sometimes remain red.
Fixed an issue with the data display in the BMW M235i Racing where fuel amount wouldn’t show the proper unit until player adjusted fuel. Fixed the fuel gauge not matching up.
Fixed an issue where the Pitlane limiter notification wasn’t showing on the KTM data display
Fixed an issue where a white flag warning would show during rolling start procedures
Removed “Allowed to overtake” related text from yellow flag HUD elements since many users reported the extra information led to confusion.


Sound, Physics & AI:

AI - Improved overall behavior when racing in a pack. Stress factor reduced, and improved on the tendency to sometimes turn into the player car.
AI - Rate for AI calculations is now increased for AI’s in the direct vicinity of the player
AI - Fixed an issue on tracks like Zolder where an AI willing to enter the pitlane would easily disregard the presence of other cars on the racing line.
AI - Modified the DRS activation logic to allow DRS on all tracks
AI - Increased pace of AI in qualifying sessions
AI - If an AI car breaks down, it now clears the ideal racing line and slows down once safe to do so. If coming to a full stop within 7 meters of the track, the game will remove the car after 20 seconds.
AI - No longer ignoring other cars at the end of race sessions
AI - More respect for track limits during rolling start procedures
AI - Shouldn’t be caught slowing down for cars exiting pitlane anymore
Grip level in Practice sessions has been increased.
All cars now have reworked gearshift volumes and reverb effects.
Fixed a case where gearshift sounds were missing when driving with AI’s.
GTR3 Car class - Updated physics and tire model
Reduced the rate at which tires get dirty when driving on dirty tarmac (10% slower) and when driving on carpets, astroturf, tarmac runoffs etc (80% slower)
Tires now get clean at the same rate, regardless of what kind of dirt is on the tire.
P4/5 Competizione - New cockpit sounds, Fixed the cockpit camera that wasn’t looking straight horizontal.
H-pattern gearbox cars driven with Autoclutch enabled no longer get an automatic drop of throttle input upon gearshift.
Hockenheim - Tweaks to cut track detection
Indianapolis - Tweaks to cut track detection
Laguna Seca - Tweaks to cut track detection
Lausitzring - Tweaks to cut track detection
Portimao - Tweaks to cut track detection and some AI speed tweaks.
Paul Ricard - Tweaks to cut track detection and some AI speed tweaks.
RaceRoom Hillclimb - Fixed TV camera showing the opposite end of the course when using the reverse layout and looking at the car at the starting position
Sepang GP - Fixed a cut track warning when taking the last turn a bit wide. Added all alternative camera sets.
Sonoma Sprint - Fixed a cut track warning in the final turn


Art:

All cars aside from modern DTM now benefit from 360 degrees steering animation. DTM cars will have to be updated at a later point due to the need for retexturing branded driving suits and helmets.
All tracks using the hot weather light settings (ie: Paul Ricard) have received light adjustments
Bentley Continental GT3 - Moved the data display up in the cockpit
BMW M235i Racing - Car no longer produces visual backfires
BMW M6 GT3 - #7 now has its golden rims and #97 received some color balance tweaks
Formula RaceRoom U.S. - Reduced reflectiveness of the rims
KTM X-Bow RR - Car no longer produces visual backfires
Spa-Francorchamps - Some optimizations to improve performance on this track.
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Unread 20 December 17, 12:53   #58
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RaceRoom is under maintenance

We are preparing the game for our imminent release of 3 Porsche cars.

Here is the changelog of the update being deployed:


Game:

Added a default profile for Fanatec CSL Elite PS4
Added a new selector for the strength of the collision effects in the FFB options menu
VR - Added an optional start-up argument to make the monitor presentation of the VR session be toggled on from the start, without needing to use the keybind. Mostly used for events or regular streamers. Add "monitor" to your VR start-up argument, for example "-vr 1.5 monitor" to toggle on the monitor presentation.
VR and Triple Screen - Fixed an issue with skydome being offset vertically as well as appearing broken in rearview mirrors on large track scenes like the Nuerburgring.
Triple Screen - Tweaked clip plane value for camera to avoid seeing cut objects, at the cost of some flickering in the distance.
AI - further improvements to make AI more careful around pit-entry, decreasing risk of AI overtaking a pitting car on wrong side of path
AI - further improvements of AI side-by-side logic
AI - Improved their decision making in changing tyres or not when having to refuel in a non mandatory pitstop race
Potential fix for a 64-bit crash when entering a race with triple screen enabled, after applying changes to graphics options.
Fixed a crash reported when using an OSW / DD wheel with MMOS FFB 2014 in 64-bit
Fixed a wrong Bosch label on the Callaway C7R virtual display.
Fixed an issue where the front headlights would turn off if the taillights were broken by an impact.
Code reworked to attempt and get rid of an issue where some controllers are sending throttle and brake inputs constantly until the user moves the wheel or a pedal.
Fixed a case in Spa Combined when game would think player has left the pitlane if player was leaning against the exterior wall at La Source.
Changed replay comment field in media hub to be multi-line. Increased max length when renaming replays to 128 and comment to 256.


Sound, Physics & AI:

BMW M6 GT3 - Made 5th gear a bit longer
BMW B6 Alpina - Bop adjustments and fuel use adjustments. Leaderboards entries with this car are wiped.
RUF RT12 GTR3 - Fuel use adjustments
Knutstorp - AI tweaks to stop them from messing up in last turns. Also made them behave better in first lap or a race.
Lakeview Hillclimb - Helicams (drone style) added
Nordschleife 24H + VLN - Fixed Action cameras switching to empty GP area in the first meters of the Nordschleife.
RaceRoom Raceway - Adjusted Cut Rules and AI speed tweaks for all layouts (leaderboards are wiped)


Art:

Brands Hatch - Fixed a hole in the ground in turn 2.
BMW M6 GT3 - Various matte finish tweaks
McLaren 650s GT3 - Various matte finish tweaks
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Unread 12 January 18, 17:28   #59
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10-01-2018
Hotfix mostly focused on adressing multiplayer stability.

Game:
VR - Fixed shadows that wouldn’t render near the player
Fixed an issue where some dedicated servers would hang and keep showing in the game menu even though unreachable.
Fixed a crash that could sometimes occur on the dedicated server
Porsche Cayman CS should no longer start in front but instead now be properly positioned on the grid of multiclass multiplayer events.
Art:
Audi R8 LMS - Minor tweaks to some Audi Sport liveries


12-01-2018
Hotfix

Game:
Fixed an issue some players experienced where the world was extremely blurred as soon as the car moved.
Fixed a game crash reported in Visual Settings menu
Fixed one more case where dedicated server was caught hanging.
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Unread 24 January 18, 01:55   #60
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17-01-2018
Hotfix (Dedicated server only)
Fixed one issue where some connections wouldn't be properly cleared after booting a player for high latency

18-01-2018
Hotfix (Dedicated server only)
Fixed an issue where an empty server would not reset itself but proceed through sessions if all players left.

22-01-2018

Dedicated server now refuses incoming connections as soon as a session timer has reached zero. This will shorten the wait some players experienced where dedicated servers could be seen waiting for players for several minutes before moving on.
Added Incident reports in dedicated server json result files. Incidents are reported for each player per session and per lap. They are given a type of incident as well as a severity indicator in points. Incident types are as follows:
Type 0 = Car to car collision
Type 1 = Collision with a track object
Type 2 = Going the wrong way
Type 3 = Going off track
Type 4 = Staying stationary on the track
Type 5 = Losing control of the vehicle
Type 6 = Not serving a penalty
Type 7 = Disconnecting / Giving up before the end of a race
Type 8 = Missing the race start
Fixed custom images for dedicated servers that were failing to upload
Deployed some various server side fixes.

Additional note:

Related to the Incident reports, players can have the incidents output showing live in their game through the "Chat" system messages (yellow text) by doing so:

- Right-click the game in your Steam library
- Select Properties
- In the window that opened, in the General tab, click "SET LAUNCH OPTIONS"
- Add: "-repSystemDebug" (without the quotation marks)
- Start the game
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Unread 31 January 18, 13:42   #61
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31-01-2018

Game:

Multiplayer - Garage assignment should now result in a lot less spawning inside several other cars.
Multiplayer - Fixed for a second time the gear selection that resets on starting grid after everyone is ready (aka “the Franconen bug”)
Multiplayer - Fixed a case where a close finish between two players with latency (ping) higher than the gap between their cars would result in one of them not registering the race finish and allowed one more lap.
AI - Further improved spatial awareness
AI - AI cars now embark varying amount of fuel in practice and qualify sessions.
AI - Improved their pitstop strategy decisions (starting fuel, number of stops)
AI - AI drivers now have a random performance factor to avoid having always the same AI’s winning most championships.
AI - Nordschleife Tourist AI cars finishing a lap now longer remain idle in the parking area.
Thrustmaster - Updated API version / Added support for leds and automated the fetching of the wheel range
Removed the Pitstop cancel button if the player is in the pitlane to prevent mistakes.
Pit menu navigation - “Menu Up” and “Menu Down” commands no longer wrap vertically
Further improved performance when changing values on the car setup screen.

Sound, Physics & AI:

Porsche 911 GT3 R - External sounds improvements
Porsche Cayman GT4 CS - Reduced lift off oversteer (engine braking)
GTR3 Car class - BOP adjustments. Leaderboards were cleared.
WTCC 16/17 - More stability in the rear, reduced braking power. Also reduced the domination of Citroen by AI.
Audi TT cup - AI has been slowed down
Ford GT1 - Gearbox is now properly marked as sequential
Saleen S7R - Gearbox is now properly marked as sequential
Formula RaceRoom 2 - Now has a maximum steerlock
Zandvoort - AI strength adjusted

Art:

Chevrolet Daytona Prototype - Fixed a very bright cockpit when looking at a certain LOD level of the car
Porsche 991 GT3 Cup - Fixed missing labels / texture on the steering wheel

Last edited by Ak1504; 31 January 18 at 16:07.
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Unread 21 March 18, 13:45   #62
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15-03-2018

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

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


16-03-2018

Hotfix

Game:
Fixed a game crash occuring in 64-bit with MMOS Direct Drive Wheels.



20-03-2018

Hotfix (no download required)

Sound, Physics & AI:
Porsche 911 GT3 R - Fixed the extra 15 BHP the car had since the 15th March patch. Wiped all leaderboard entries submitted with this car while it was OP.
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Unread 21 March 18, 14:21   #63
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What a waste of space. Everything in game should cost NO MORE than $40 . Everything !!!!! This game is so overpriced it is ridiculous. Great game though, Just way too much money.
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Unread 21 March 18, 23:23   #64
BrunoB
 
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Im absolutely not defending anything here Pawgy but I bought 5000 of Racerooms monopoly money for €34.99.
And for that I have got all EU + US tracks + some extra asian + I think it was 6-8 extra cars.
And I have still some monopoly quids left

So compared to other sims(pCars2 rF2 AC) I feel that I get the equal or maybe more useable stuff out of the money spend on Raceroom.
And no I dont want to include iceRacing in that comparasment

ByTheWay: Check out what you can get in a bar for €34.99
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Unread 22 March 18, 13:27   #65
David Wright
 
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If you buy the "back catalogue", Raceroom is competitive to buy through the various packs available.

The problem comes when, having bought the back catalogue, they release a new car or a new track. Then it is quite a bit more expensive than AC or pCARS2.
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Unread 22 March 18, 13:34   #66
Guimengo
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Quote:
Originally Posted by David Wright View Post
If you buy the "back catalogue", Raceroom is competitive to buy through the various packs available.

The problem comes when, having bought the back catalogue, they release a new car or a new track. Then it is quite a bit more expensive than AC or pCARS2.


Pretty much after doing as you said, the only opportunity to buy anything at a fair price is when they offer a 75% off sale on content.
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Unread 22 March 18, 14:12   #67
BrunoB
 
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Quote:
Originally Posted by David Wright View Post
If you buy the "back catalogue", Raceroom is competitive to buy through the various packs available.

The problem comes when, having bought the back catalogue, they release a new car or a new track. Then it is quite a bit more expensive than AC or pCARS2.
Ofcourse I get your point.
Its more expensive to buy 1 single track/car at a time.

But as a rhetoric question to your: "having bought the back catalogue, they release a new car or a new track" - I could ask: and so what?
Just because they release something you dont have to buy it.

That was my attitude when I was an iceRacing member.
After my initial rebate buy it was extremely seldom that I bought anything just because they did release it.
I just kept to a few cars(2) that was a must have for me(L79/Nissan GTP) - and a few extra tracks (beside the "free" ones).
Hehe that was also the reason I could stop my membership without feeling that the loss was unbearable

So back to my humorously ment bar remark to Pawgy - then even as a retired senior I really dont think the cost for a single car or track once in a while is something to be seriously conserned about.
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Unread 13 April 18, 12:08   #68
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13-04-2018

This server-side update deployed the following tweaks to car physics:

Audi TT cup - suspension and handling tweaks, modified the default setup to have front toe out and a softer front anti-roll bar.

Formula RaceRoom U.S. - Fixed an issue where the car would sometimes miss gearshifts by reducing drivetrain elasticity, also tweaked the torque curve and modified the turbo boost.

GTR 3 car class - BOP adjustments based on performances recorded since last adjusts. Tweaks to standing start launch logic so starting abilities are equalized for all the cars. Reduced drivetrain elasticity of all cars.

Porsche Cayman Clubsport - suspension tweaks and reduced drivetrain elasticity.
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Unread 13 April 18, 14:45   #69
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Originally Posted by Ak1504 View Post
GTR 3 car class - BOP adjustments based on performances recorded since last adjusts. Tweaks to standing start launch logic so starting abilities are equalized for all the cars. Reduced drivetrain elasticity of all cars.
Wait, R3E has launch control? I didn't know this?
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Unread 13 April 18, 19:56   #70
David Wright
 
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Wait, R3E has launch control? I didn't know this?
I presume he means for the AI.
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Unread 14 April 18, 08:32   #71
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Originally Posted by David Wright View Post
I presume he means for the AI.
Or it could be something in relation to the mandatory "launch automatic" needed for people without an analogue clutch pedal.

Conserning the "Reduced drivetrain elasticity of all cars" then my guess is it might have something to do with a general issue causing some strange single missing gear shifts from time to time.
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