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Talk about Raceroom Racing Experience R3E

Discussion in 'Chit Chat Room' started by SpriGgy, Jun 28, 2015.

  1. Skybird

    Skybird Alien

    Chris Haye has a look at the package. I must say I totally and completely agree with everything he says, just everything. Right up to the point. Myself I have had firts test runs with the cars, and the GT4 feels like a true fun class, I had very close racing, the field stuck together, plenty of fights and action everywhere. The AI's capability to show indiovidual driving and rumbling with other AIs all without player'S presence, I must admit leaves that of AC in the starting block. And that of any other racing game I know from trying myself as well. - Very pleasant, alive, agile package, like the WTCR already, this one will pull my attention away from the GT3 cars. And as I said earlier: all three cars indeed are "little stings"! :)

    Oh, and VR users, lock-to-horizon works perfectly, and can be tuned to your liking in two axis. Great relief.



    Must say though, that this is the first time that I now have experienced several bumping incidents myself, too, namely at Sachsenring and Zandvoort. Side by side with the AI, staying together, and comes the turn the AI bumps my side, falls off too the side, and returns and slams again - up to three times in a row if the turn is long enough. Never had that so frequently and often, definitely feels as if something got broken in the process of tuning the AI there. I was not hit from behind, but on my side doors, it always was door-to-door impacting. also not as hard as if I would lose control, and spin out, but I had to react to stay in control, and it was more than the usual chassis kissingand paint caressing that I occasionally had before and which i do not complain about at all, since I see it as part of racing. Needs to be looked at.
     
    Last edited: Nov 30, 2018
    Dean Ogurek and Gevatter like this.
  2. Dean Ogurek

    Dean Ogurek Alien

    Good point about off-loading some effects with tactile / motion, etc. but, it's also possible to improve the overall dynamics (and immersion) when the effects are supported and balanced across multiple feedback sources. It's another level up in the immersion factor. Even engine vibes feel more immersive when they sync well between the wheel and tactile effects (AccuForce + SimVibe). At some point, after you have experienced it for a while, it can really stand out when something is missing.

    RR doesn't have support for the D-box effect that represents tire-slip (may be the only title that doesn't) and I notice that disconnect when I can clearly feel it in the steering but, not in the chassis. ACC is the opposite, I can clearly feel tire-slip in the chassis but, not in the steering. The result is less immersion but, the perfect simulation doesn't exist anyway so there are always some compromises. First-world stuff . . . :)
     
  3. Haiden773

    Haiden773 Hardcore Simmer

    Exactly. That's what I mean by offload. Because of the tactile RPM feel, you don't need as much RPM vibration in the wheel, yet it feels intense, because our brains are wired to associated those two (tactile and auditory) as related, cause and effect (engine revs makes wheel vibe). It's like home theaters. If you have transducers beneath the seat, you don't need as much bass output from the main subwoofer, but it will seem louder because your brain think "the sound must be really loud if I can feel the bass from over here."

    When I first got transducers, I was always stepping away from the rig to check the sound from the other room, because it just seemed like it was so loud when I was in the rig, and I thought I was disturbing people...LOL.
     
    Dean Ogurek likes this.
  4. Dean Ogurek

    Dean Ogurek Alien

    My first runs with the GT4 cars were very positive so I think this will be a great class, especially if they manage to bring more GT4-class cars to compete with. I still have many tracks to explore and learn in RR and these cars are very good for that purpose (after I use the open-cockpit Xbow for initial familiarization). :)

    In Barry's NLR review, he mentioned that RR is becoming one of his favorite titles. :eek::D
     
  5. Skybird

    Skybird Alien

    A week ago I tried MP i it again. I drive onöline very rarely only, and if so,m then mostly in AC. RR I knew to have only a pitiful handful of driovers in thenmlobby, but last week, all servers on page one of the list were almost completely full, and all in all 450 players were online.

    The title has fought a steep uphill battle since its relaunch 2015. But it has started to make the bad start in 2013 forgotten, and now begins to enjoy the rewards forthe much development added. The "relaunch" in 2015 and the hiring of Alex Hodgkinson were the two key events, imo.

    The slow but constant growth in popularity over the past three years, is well deserved, imo.
     
    Dean Ogurek likes this.
  6. Cote Dazur

    Cote Dazur Alien

    Race room has peaks of 850 players, with average of 290, that 450 players are online, which is the only way to play Race Room does not mean they are on servers, actually racing servers online.
    With such a small player base, particularly off peaks, filling servers has to be a challenge. On top of that situation, a lot of players are using Race Room just the free stuff, hardly making anything interesting happening.:)

    Slow and constant, almost flat in fact, with a peak in March, but slowly and constantly declining since.:)
    https://steamcharts.com/app/211500#All
     
  7. Skybird

    Skybird Alien

    Man, I counted the players in the lobby, in the game MP menu, some wild math done. The first seven server sin the list at the top were crowded, full, and then many more folloowed with high numbers of players. I did not mean Steam statistics this time.

    Its not always like this, I saw on weekened, and now again, just earlier this day - but no comparison to how it was one and two years ago. Then I sometimes saw just a dozen players all in all, and only two or three servers with at least 2 players.
     
  8. Skybird

    Skybird Alien

    Just updating the list of cars with latest physics and tyre model:

    * GT1
    * GT2
    * GTR3 (ADAC GT Masters are the same cars as GT3)
    * GT4
    * WTCR 2018
    * Formula Junior FRJ
    * C-KLASSE 1995, 2003, 2005
    * Porsche 911 GT3 Cup
    * Porsche Cayman Clubsport
    * Pagani Zonda R
    * Hillclimb Icons

    Non-floaty physics before that standard(I called them the mainstream standard):
    Aquila, Audi TT Cup 15/16, Audi TT RS VLN, BMW M235i, DTM 13/14/15/16, FR US, FRX-17, FR2, FR3, GTO, Gr 5, KTM Xbow, NSU, all P1, all P2, BMW M1, all Silhouettes, Tatuus F4, WTCC 16/17

    Floaty old-school physics, considered to be outdated, these are the oldest car physics in use:
    DTM 92, German Nationals, Touring Classics, and WTCC 13/14/15.
     
    Dean Ogurek likes this.
  9. Cote Dazur

    Cote Dazur Alien

    Is there plans for R3E to support Oculus directly, as for me, I can launch the game in pancake mode, which is useless to me , but I cannot launch it in VR for my rift. It use to work, but not anymore.
    All the other usual suspect are working just fine.
     
  10. David Wright

    David Wright Hardcore Simmer

    Didn't Alex say in the RD stream that the latest cars (presumably the GT4 and GT2) have a "new" tyre model?
     
  11. Dean Ogurek

    Dean Ogurek Alien

    How are you launching the game - directly from Steam or another program? If I launch from Steam, I get several launch options but, if I use my wheel or motion launcher, it bypasses the VR option completely.
     
    sherpa25 likes this.
  12. Gopher04

    Gopher04 Racer

    Yes they have.
     
  13. Cote Dazur

    Cote Dazur Alien

    I am (trying to) launching from Steam
     
  14. St3fan

    St3fan Alien

    Did you by any chance at one point add launch options "-vr" in the advanced launch options for the game? If so try removing that.
     
  15. Cote Dazur

    Cote Dazur Alien

    no I have nothing there
     
  16. Haiden773

    Haiden773 Hardcore Simmer

    It's been working fine for me. When you select RE3 "Play" from the Steam window, you should get a pop, asking you to select SteamVR or Oculus VR. It's that simple.

    Oh, not sure when the last time you ran VR was, but an Oculus update a couple months ago made it Oculus Home a requirement for any VR session with Oculus headset. Even if you're using SteamVR, you need to have Home open in the background. If you don't the games will start in 2D.
     
    sherpa25 likes this.
  17. Cote Dazur

    Cote Dazur Alien

    The choice for VR in r3e is 32 bit or 64, their is no steam or oculus choice.
    I am totally up to date with oculus home.
    I run VR every day.
     
  18. St3fan

    St3fan Alien

    Do you see black screen? Have you tried using the Oculus controller to reset view of the app? It happened to me once that I only saw black screen then I realized that the screen was wayyyyyyy off where I was looking at.
     
  19. Cote Dazur

    Cote Dazur Alien

    I see the white virtual space with the 2 black sensors
     
  20. sherpa25

    sherpa25 Simracer

    Works fine here, I can run both 64-bit modes for non-VR mode and VR (no launch options). Though I've been using OC (latest v1.0 by TIW) and 'small set of Oculus', Steam VR worked fine last I used it around 1 week ago. I'm presuming you already have Oculus service (OVRServer_x64) running beforehand?
     
    Last edited: Dec 12, 2018
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