Zhuhai International Circuit Coming Soon to RaceRoom Experience

Discussion in 'RaceRoom Racing Experience' started by GTPNewsWire, Feb 25, 2018.

  1. GTPNewsWire

    GTPNewsWire Contributing Writer

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    JulesDennis and Robin like this.
  2. Divaldo

    Divaldo

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    Nice track. I enjoy it in PC2
     
    EmArA, iCyCo, 05XR8 and 1 other person like this.
  3. Robin

    Robin Premium

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    It's nice that some less glitzy tracks make it into games rather than always having the usual suspects. Also interesting piece of history in the write up :tup:
     
    Joey D likes this.
  4. 05XR8

    05XR8

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    One of my favorites in PC2.
     
    iCyCo likes this.
  5. Nielsen

    Nielsen

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    Sector3 always seems to have something nice on the horizon. :tup:
     
    EmArA likes this.
  6. EddyHawk

    EddyHawk

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    Is not very popular but after play it in PC2 it become one of my favorites.
     
  7. Corsa

    Corsa Premium

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  8. EmArA

    EmArA

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    Will grab the track once i’m able to stop joining SRS races/servers :lol:

    Downloaded that major update (1.6 GB) for now :dopey:
    ————-
    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.
    https://forum.sector3studios.com/index.php?threads/raceroom-patchnotes-thread.261/page-4
     
    Last edited: Mar 16, 2018
    Corsa likes this.
  9. Corsa

    Corsa Premium

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    Agreed with SRS.
    It is very addicting, I did 3 races last night and I'm up to 180 ranking.
    Speaking of ranking, does anyone know how the SRS point/ranking system works?
    I see the number but do not understand what it means.
    Higher is better I assume?
     
    EmArA likes this.
  10. EmArA

    EmArA

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    Corsa likes this.