The long awaited “Nurburgring update” has been recently released for RaceRooom Racing Experience and it brings with it updated force feedback, big starting grids (with up to 100 cars on track at once possible), the 2015 WTCC car pack and tons of bug fixes and general enhancements.
The legendary Nurburgring Nordschliefe track has been beautifully recreated using the very latest laser scanning techniques. There are actually four different versions on offer: Nordschleife, Nordschleife Tourist, Nordscheife VLN and Nubrburgring 24 Hours. All four versions can be purchased for RaceRoom's currency of 999 vRP from the RaceRoom Store.
The big grids updates allows for up to 100 cars racing simultaneously, although this of course depends on whether the track can handle these large numbers. Spa-Francorchamps and the Nurburgring Nordschleife can host 100 cars for example whereas a track like Norisring can only manage 24. To get a good idea of just how amazing it is to have 100 cars racing on the same track check out the Nurburgring teaser below.
The 2015 WTCC car pack has also been made available which features all of the cars that competed in the 2015 World Touring Car Championship. There are four cars in total as seen below.
- Citroen C Elysee WTCC 2015
- Lada Vesta WTCC 2015
- Honda Civic WTCC 2015
- Chevrolet RML Cruze TC1 2015
Completing the 2015 WTCC car pack are the full set of racing teams and no less than 23 car liveries including the special Sabine Schmitz design. You can purchase the car pack on the RaceRoom Store, also check out the cool trailer below.
As always every update by Sector3 Studios comes with a plethora of fixes and enhancements, for the full list of changes cast your eyes on the changelog below.
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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.
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.
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
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
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 cars in the class if they filter by class in LB (All cars in LB list).