[PREVIEW] RaceRoom Racing Experience

Pessoal, uma ajuda...
Eu tinha uma RX480 8GB, o jogo rodava de boa (claro que não tudo no máximo), troquei por uma 1080Ti.
Em todos os jogos o salto de desempenho foi excelente, porém, no RRE, está horrível, mesmo no LOW fica com fps muito baixo, impossível de jogar.
Já tentei diversas configurações (procurei na internet) e nada.
Alguém já passou por isso?

Valeu!
 
Update details:
Download size = 1.0 GB
Client version = 0.9.2.36
Client BuildID = 6461686

GT3 base BOP work:
  • All cars - Equalised tyre degradation behaviour
  • Audi R8 LMS - Torque reduction
  • Audi R8 LMS GT3 EVO - Torque reduction
  • Bentley Continental GT3 EVO - Downforce increase, Drag reduction, Increased power, Stiffer damping
  • Callaway Corvette C7 GT3-R - Tyre pressure tweaks to reduce pace drop off during longer runs
  • Mercedes AMG GT3 - Increased drag, Reduced downforce
  • Mercedes AMG GT3 EVO - Tyre pressure tweaks to reduce pace drop off during longer runs
  • Porsche 911 GT3 R (2019) - Downforce reduction, Drag increase, Power & torque reduction, Softer damping


Other changes:

  • Formula RaceRoom X-17 - Added all liveries for the upcoming E1 series
  • Road America - Fixed track lacking 3D Curbs, various tweaks and art bugs fixed

------------------------------------------------


1. Brand new Force Feedback (Target release = June 2021)



We have been working hard on a complete rework of our FFB, which we are all looking forward to sharing with you. We know FFB is a sensitive subject for many simracers and we want to properly explain why we think this was the right way to go and how we went about building the new system up from scratch. We hope everyone will be as excited as we are about the major improvements we have made here!

This project was initiated after taking stock of the current FFB situation. As car physics were being developed, the amount of details going in that work has been shadowed by our FFB, doing it no justice. A list of issues was put together, our FFB code was analyzed, flaws were discovered and the whole thing was redesigned and rebuilt.

Old FFB:
  1. Steering geometry of the car is ignored, resulting in little differences in FFB between cars. It results in the steering torques being wrong, as they depend only on tyre forces rather than the actual characteristics of the car
  2. Lack of longitudinal tyre forces
  3. Lack of gyroscopic forces from the tyres
  4. The tyre forces from physics are badly translated into FFB torque
  5. Tyre contact patch movement is ignored, no dynamic change while driving
  6. Too many sliders in the FFB options menu, some of them making promises the FFB could not deliver
New FFB:
  1. Steering geometry is used: much more uniqueness between cars, the resulting steering torques have real meaning
  2. All tyre forces are taken into account
  3. Gyroscopic effects of tyres taken into account
  4. 100% Physics-based calculations
  5. Tyre contact patch movement is used: much more dynamic feel while driving
  6. Only crucial settings to adjust the FFB to the various steering wheels


2. New Options Menus (Target release = June 2021)

As you know we have been working on revamping our user interface, improving the look&feel but also adding functionalities to try and maximize the user experience.

The options menu has received a new look and structure, but also two major quality of life improvements: Search, and FOV / Triple Screen set up tools.

  • Search & Press key to jump to binding
    The amount of settings and control bindings in a simulator is often overwhelmingly high. In addition to a better sorting, we have added a search tool that lets you go straight to the setting you are looking for. Another good addition is the fact you will now be able to press the button and immediately jump to that assignment.
  • FOV and Triple Screen tools
    You will now be able to set those up directly from within the game, with a useful preview illustrating the changes.
    For a single screen setup, pick your screen size, the distance from it, the eye offset and then tweak to your liking from the calculated FOV. (I always feel those are maybe natural but too narrow to be useful. Change my mind!)
    For triple monitors, simply fill in their size(s), angles, distance, bezels and eye offset.
    If you accessed the Options menu from your car, loaded on a track, you can even enter a live calibration mode allowing you to directly see the effects of your changes, as well as freely adjust the position of your eyepoint.






3. New Replay Interface (Target release = June 2021)

One of the most annoying flaws identified in the current replay interface is the lack of controls immediately accessible to the user. Some of them do exist but are accessible through hardcoded keybinds that are nowhere explained.

We also had limited free camera movements as well as not much freedom in how those movements are executed.

With this Replay Interface update, we bring you keyframe camera animations, expanded free camera movements, full disclosure of all the useful keybinds as well as ability to bind some extra ones. A noteworthy addition is also the list of all the drivers and the ability to switch directly to any of them without cycling through the entire grid.

Here's a quick preview of it all where I try and create a nice panning shot of cars passing by, and then a dolly cam shot. Forgive my lack of talent with those shots, I'm sure you will be using this for much better looking shots.




4. Sparks (Target release = When it's ready)
'nuf said.





5. Smoke and dirt puffs (Target release = When it's ready)
While looking into our particle system for sparks, we also looked into improving on smoke and dirt clouds. We ended up tweaking their density, their points of origin as well as how they are affected by passing cars and by... the wind.



6. Thrustmaster SDK (Target release = When it's ready)
sf1000_1000x1000_2_1.jpg

We have been supporting Thrustmaster with their new suite of drivers and firmwares.
Once that work is complete and everything works, it will be pushed in a RaceRoom update.



7. Physics updates (Target release = Often
:)
)

The focus has recently been on formula cars. You can already enjoy the reviewed Formula Junior and Tatuus F4 in the public version. Next in line are the Formula RaceRoom 3 (currently in beta), then the 2, and then the FRX-17.

These single seater updates will be very good practice for our next FRX model! Which brings us to...


8. New content
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Some of you already know about the Opel Astra TCR coming soon to RaceRoom.
We are constantly working on new content, but those are better announced differently. We are always busy on tracks and cars that will no doubt tick your interest.

We also experiment with new categories. Stay tuned!


9. Ranked Multiplayer - Series & Championships

The next step for Ranked MP is the creation of series / championships where each player will not only race for rating and reputation, but also score points in a race based on how highly rated the opponents were. The system will keep the best result scoring the most points and use that for the series rankings.

This work involves further automation of server management as well as new backend features that take time to develop while also maintaining the existing infrastructure. I hope for this to be delivered this year.

 
o jogo ainda tem a limitação de só funcionar com a steam online? digo isso pq não sei se vou ficar no ap em que estou e pra conectar a internet tenho que passar um cabo pelo meio da casa toda e não tem espaço nas tubulações, daí maioria das vezes seria pra jogar com a IA exceto nas madrugadas
 
o jogo ainda tem a limitação de só funcionar com a steam online? digo isso pq não sei se vou ficar no ap em que estou e pra conectar a internet tenho que passar um cabo pelo meio da casa toda e não tem espaço nas tubulações, daí maioria das vezes seria pra jogar com a IA exceto nas madrugadas

Como o conteúdo dele é validado online (o que você tem ou não tem), creio que seja necessário estar 100% online;
 
RaceRoom has been updated
Update details:
Download size = 1.7 GB
Client version = 0.9.2.43
Client BuildID = 6785299
Dedi version = 75.0.1299
Dedi BuildID = 6785264




GT4 Base BOP rework:
(all GT4 leaderboards were cleared)
  • All cars - Reduced differences in fuel usage / Fuel tank capacities
  • All cars - Slight reduction of torque and tyre grip
  • All cars - Default tyre pressure changes to improve consistency on longer runs.
  • BMW M4 GT4 - Reduced downforce
  • KTM - Slightly less downforce on the front, slightly more drag
  • Lotus Evora - Power increase
  • Porsche 718 - Increased downforce, increased drag, increased torque, reduced weight
  • Porsche 981 MR - Reduced torque, reduced downforce, increased weight

Other changes:
  • Added content for upcoming ADAC GT3 and GT4 esport series
  • Added content for upcoming store releases
  • Fixed dark cars on Road America when real time reflections were disabled.
  • Spectator - Fixed Qualifying results disappearing from broadcast overlays as soon as the session timer hits zero.
  • Spectator - Made the steering animations smooth while looking at cockpit onboard cameras
  • Rolling Starts - Fixed an issue with H-shifting where the car would make unnecessary gearshifts while under AI control if shifter was not in 1st or Neutral.
  • Rolling Starts - Fixed the last reported issues with regards to players disconnecting from the starting grid, causing some traffic jams.
  • Dedicated Server - Fixed an issue with results from race 1 being duplicated.
  • Dedicated Server - Fixed pitstops not always registering in results files
  • Pitlane speed limiter - Helped with some players still getting caught going above 60kph limits after accelerating a lot and overshooting the limit by making throttle fade out when approaching the speed limit.
  • Single Player Championships - Fixed an issue where an “Invalid lap” would be presented at the start of a race.
 
1. Brand new Force Feedback (Target release = June 2021)



We have been working hard on a complete rework of our FFB, which we are all looking forward to sharing with you. We know FFB is a sensitive subject for many simracers and we want to properly explain why we think this was the right way to go and how we went about building the new system up from scratch. We hope everyone will be as excited as we are about the major improvements we have made here!

This project was initiated after taking stock of the current FFB situation. As car physics were being developed, the amount of details going in that work has been shadowed by our FFB, doing it no justice. A list of issues was put together, our FFB code was analyzed, flaws were discovered and the whole thing was redesigned and rebuilt.

Old FFB:
  1. Steering geometry of the car is ignored, resulting in little differences in FFB between cars. It results in the steering torques being wrong, as they depend only on tyre forces rather than the actual characteristics of the car
  2. Lack of longitudinal tyre forces
  3. Lack of gyroscopic forces from the tyres
  4. The tyre forces from physics are badly translated into FFB torque
  5. Tyre contact patch movement is ignored, no dynamic change while driving
  6. Too many sliders in the FFB options menu, some of them making promises the FFB could not deliver
New FFB:
  1. Steering geometry is used: much more uniqueness between cars, the resulting steering torques have real meaning
  2. All tyre forces are taken into account
  3. Gyroscopic effects of tyres taken into account
  4. 100% Physics-based calculations
  5. Tyre contact patch movement is used: much more dynamic feel while driving
  6. Only crucial settings to adjust the FFB to the various steering wheels

Esse update de FFB já foi lançado? Pretendo testar novamente o game quando lançarem.
 
RaceRoom has been updated
Update details:
Download size = 2.7 GB
Client version = 0.9.3.021
Client BuildID = 7266984
Dedi version = 76.0.1323
Dedi BuildID = 7262221


Changelog:
  • Free Camera - More realistic zoom curve with a slower zoom in and a faster zoom out
  • Free Camera - Reduced mouse movement sensitivity when zooming in
  • Controllers - Added default profile for the Fanatec CSL DD
  • Controllers - Improved support for Simagic
  • Adjusted base BOP for Silhouette cars
  • Adjusted front and rear track widths for the Ford Mustang GT3, Nissan GT R GT3, Alpina B6 GT3
  • Added spark emitters for Touring Classics
  • Added spark emitters for Porsche GT3 Cup Sprint & Enduro
  • Added spark emitters for IMSA GTO
  • Added spark emitters for DTM 2013-2014-2015-2016
  • Added spark emitters for VW Scirocco
  • Added spark emitters for Tatuus F4
  • Added spark emitters for Aquila CR 1
  • Added spark emitters for Audi TT cup
  • Added spark emitters for Audi TT RS VLN
  • Rolled back on cut detection changes on Bilster Berg that had been made stricter
  • Adjusted orientation of the first 15 grid positions on Daytona for cases where user really wants a standing start there
  • Macau - Updated with many art fixes. The construction site at the Solitude Esses is finally completed.
  • Removed a cut track detection that would not always be handed when going too wide before the last turn of Autodrom Most
  • Fixed Audi R8 LMS GT3 Evo's excessive spark emissions
  • Fixed an audio glitch when on throttle with the Tatuus F4
  • Fixed an issue where loading a replay could sometimes result in a weird TV camera
  • Fixed virtual mirror being enabled when loading a replay right after a race
  • Fixed an occasional crash upon loading replay files
  • Fixed incorrect rake on the Volvo S60 TC1
  • Fixed incorrect rake on the Audi TT RS VLN
 
RaceRoom has been updated



Update details:
Download size = 2.7 GB
Client version = 0.9.3.028
Client BuildID = 7330489
Dedi version = 77.0.1325
Dedi BuildID = 7330164


Changelog:
  • New layout for Dekra Lausitzring : Banked turn 1 as raced in DTM 2021
  • New layout for Motorland Aragon : WTCR
  • Fixed FFB going wild when wheels were lifted in the air during a pitstop
  • Shared Memory - Changed wheelrps and speed to more accurate values regading wheel speed differences in 3rd party applications
  • Fixed a broken options menu that could occur while using certain controlsets
  • Fixed an occasional micro-freeze at the end of a single player race caused by large aiadaptation.xml files.
  • Fixed an engine sound issue that was triggered by activating Instant Replay while refuelling with engine off during a pitstop
  • Sounds - Fixed some loud gearshift sound sample that was still playing even though the car is electrically powered
  • Audi V8 DTM 1992 - Fixed jolted upshifting
  • Canhard R51 & R52 - +5mm front ride height, adjusted default tyre pressures
  • Formula RaceRoom X-17 - Complete physics overhaul (leaderboards are cleared)
  • Formula RaceRoom U.S. - Complete physics overhaul (leaderboards are cleared)
  • KTM X-Bow RR - Fixed a collision box issue that could see the car hit very low objects and curbs with its undertray.
  • VW ID.R - Increased power consumtion in all engine modes
  • Nordschleife - AI improvements in pitlane on the Nordschleife-only layout
  • Nordschleife - AI improvements on the 24H layout
  • Road America - AI improvements in pitlane
  • Zandvoort - Fixed pitlane exit detection that was still not perpendicular to the track and led to small advantage when driving close to pitwall
  • Zolder - AI improvements in pitlane
 


Update details:
Download size = 1.5 GB
Client version = 0.9.3.029
Client BuildID = 7369857
Dedi version = 78.0.1328
Dedi BuildID = 7369871


Changelog:
  • New track release: Nogaro (Circuit Paul Armagnac) - Known issue : HUD trackmaps are misaligned and will be fixed in an upcoming hotfix.
  • New layout for Nuerburgring : Muellenbachschleife (free upgrade to all owners of Nuerburgring)
  • Added logging to further investigate reports of crashes at the end of Multiplayer race sessions
  • Fixed a game crash that could occur when switching the game from one monitor to another
  • Paul Ricard - Red and Blue runoff material properties are now simulated
  • Formula RaceRoom U.S. - Car setup polish
  • Tatuus F4 - Car setup polish to make it less edgy
  • AI - Porsche 964 - Reduced AI pace a bit in high speed turns
  • AI - Volkswagen Scirocco - Reduced AI pace a bit in high speed turns
  • AI - Spa-Francorchamps AI tweaks
  • AI - Monza GP AI Tweaks
  • Controllers - Default profile for Fanatec CSL DD now uses the deviceID for the wheelbase while it’s set to PC mode instead of CSW Compatible mode
 
RaceRoom welcomes Ferrari



We are very excited to welcome Ferrari to the RaceRoom platform and glad to announce that the Ferrari 488 GT3 Evo 2020 will be part of the upcoming #DTM Car Pack.


RaceRoom has been updated
Update details:
Download size = 397.7 MB
Client version = 0.9.3.089
Client BuildID = 8095910
Dedi version = 79.0.1353
Dedi BuildID = 8096107



Changelog:
  • Shared Memory API - Fixed an issue with pit menu states
  • BMW M235i - Slight reduction of fuel consumption
  • Electric vehicles - Fixed various issues introduced while adding support for hybrid engines
  • GT2’s -Equalised fuel consumptions
  • P1 & P2 - Complete physics overhaul (leaderboards wiped)
  • WTCC TC1’s - AI improvements, equalised gear ratios
  • Zakspeed Capri - Increased rear wing downforce at 10 degrees yaw

  • Bilster Berg - Fixed cut detection around the pitlane entrance of the West layout
  • Daytona - Slight reduction of grip levels all around the track (leaderboard wiped)
  • TT Assen - Increase of grip levels all around the track


------------------------------------------------------------

Indianapolis NEW Road Layouts + Oval now available!​


 
The DTM 2021 car pack is out!



The DTM is back in RaceRoom!

The 2021 season car pack features new car models such as the
Ferrari 488 GT3 EVO 2020
and the
McLaren 720S GT3
.
Take the driver seat now and relive one of the best #DTM Seasons ever - as close as you can get.

The 2021 DTM season saw a radical change with the swap to GT3 machinery and the opportunity for legendary sportscar manufacturers to make their debut in the renowned series. Ferrari, McLaren and Porsche joined DTM legends BMW, Audi and Mercedes, and now you can relive one of the most exciting DTM seasons in recent history!

Ferrari 488 GT3 Evo 2020
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The 488 GT3 Evo 2020 is the latest evolution of Ferrari’s beautiful apex predator, competing at the pinnacle of GT racing. It further improves on the original 488 GT3 and features refined aerodynamics and a lightened chassis.

This is Ferrari’s most successful racer ever, which is saying something for a marque with such a pedigree. 488s have now won more than 420 races around the world in the crucible that is GT3. An Evo took the Teams Championship in the 2021 DTM season: just one of well over a hundred titles that have now been won in a 488.

The Ferrari 488 GT3 Evo 2020 premieres in RaceRoom as part of the DTM 2021 car pack, and a lot more liveries will follow to also bring the car in the GT3 class.

McLaren 720s GT3
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The McLaren 720S GT3 features groundbreaking updates on bodywork, aerodynamics and suspension compared to its predecessor. The car pushes the boundaries of what is possible under the extreme pressures of endurance racing. The race-prepared version of the M840T 4.0 litre twin turbo V8 engine delivers impressive performance and makes it one of the most advanced cars in the GT Racing world.
 
DTM sem cara de DTM é tão estranho que ainda não me acostumei...

Aliás, já que há algumas Mercedes dos anos 2000 no game, bem que poderiam trazer os demais veículos daquela era e ter a DTM nostálgica.
 
Free Access until 30th May 2022
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From May 19 - 30 everyone is invited to use RaceRoom entirely FOR FREE!

This free access period includes everything we have to offer:

180+ Cars
We've got iconic racecars from the most prestigious marques in motorsport: Ferrari, Porsche, Audi, BMW and more. Whether you like GTs, touring cars, open-wheelers or classics, we have you covered!

50+ Tracks
Famous racing circuits from all over the world are ready for you to burn some rubber: the full Nürburgring Nordschleife, Spa-Francorchamps, Monza, Bathurst, Daytona and many, many more.

Real Physics
RaceRoom features highly accurate vehicle dynamics, developed using real racing telemetry in collaboration with some of the best drivers in motorsport.

Immersive Sounds
Praised by the community as having some of the best sounds in the industry, RaceRoom offers an immersive audio experience that transports you to the track!

Single & Multiplayer Modes
Quick Races, Championships, Time Attack, Daily Multiplayer Races & Esports Competitions.
RaceRoom offers something for everyone.

Start your online racing career in RaceRoom today!




----------------------------------------------------------



RaceRoom has been updated
Update details:
Download size = 1.8 GB
Client version = 0.9.3.107
Client BuildID = 8768593
Dedicated version = 82.0.1372
Dedicated BuildID = 8769098




Changelog:
  • Controllers - Updated Thrustmaster SDK to v1.26
  • Controllers - Ensured older custom profiles for Fanatec CSL DD get the correct autotuning default values
  • Menus - Garage menu should now properly announce the duration of the race session in both time and laps left situations.
  • Brands Hatch - Updated to 2022 specs, resurfaced tarmac, new flags on pitbuilding, relocated walls on the right in turn 3, some various fixes and tweaks.
  • Lausitzring - Fixed collisions on tire walls corner blockers in Oval T1.
  • Nogaro - Extended the pit entry gate detection
  • Redbull Ring - Fixed yellow sausage curbs not having collision

  • Aquila - Improved differential behavior, AI tune up, raised nose 5mm to reduce scraping, , improved engine heating/cooling behaviour
  • DTM 1992 car class - AI tune up, improved engine heating/cooling behaviour, improved tyre heating behaviour, equalised front/rear tyre wear, equalised AI/player tyre wear, reduced pneumatic trail for slightly reduced steering forces at high loads, tuned mechanical trail for consistent FFB across the cars, tuned ABS, reduced M3 power slightly to bring lap times into line
  • Formula RaceRoom 90 - Improved differential behaviour, improved engine heating/cooling behaviour, increased fuel use, improved suspension kinematics
  • Formula RaceRoom Junior - Reduced fuel consumption, improved suspension kinematics, AI tune up, allowed more steering angle
  • Formula RaceRoom X-17 - Friendlier base setup, added power steering, suspension and tyre tweak to give more steering forces at low speed, less at high speed
  • Group 4 - Improved engine heating/cooling behaviour, AI tune up, longer final drive ratio for BMW at Spa
  • Procar - Longer default final drive ratio at Spa

  • Group 5 - Improved engine heating/cooling behaviour, AI tune up
  • Group C car class - AI tune up, differential improvements, improved engine heating/cooling behaviour
  • NSU TTS - Reduced fuel use, improved auto clutch starts, AI tune up
  • P2 car class - Suspension and tyre tweak to give more steering forces at low speed, less at high speed, improved engine heating/cooling behaviour, AI tune up
  • Porsche 911 GT3 Cup + Enduro - AI tune up, engine heating/cooling behaviour improved, adjusted mechanical/pneumatic trail for more linear FFB behaviour, improved rear suspension kinematics, damper refinements, reduced diff preload, equalised player/AI tyre wear of Cup car
  • Porsche 911 RSR GTE - Engine heating/cooling behaviour improved, suspension and tyre tweak to give more steering forces at low speed, less at high speed, improved suspension kinematics, calibrated tyre wear rates for tyre compounds. Life expectancy now S: 46min, M: 77min, H: 175min, equalised AI/player tyre wear, differential behaviour improvements, damper tune up
  • Touring Classics car class - Reduced fuel use by 30%, longer final drive ratio for BMW M3 at Spa, AI tune up
  • WTCR cars - - Reduced pneumatic trail by 10% to reduce maximal steering forces, equalised player/AI tyre wear rate, updated AI tyre life estimate, improved engine heating/cooling behaviour

  • Assen TT Circuit - Increased AI speed into pitlane
  • Chang - AI speed decisions improved, calmed them down for turn 1 in first lap of the race, reduced AI enjoyment of curbs.
  • Indianapolis 2021 - Updated fuel use estimates
  • Laguna Seca - AI line improved, Sanitized corridor around turn 1 to disallow cutting
  • Lausitzring - ADAC layout - Adjusted AI speeds around the first complex to solve some occasional spins and off-track events by the AI.
  • Lausitzring - Oval T1 layout - Adjusted pit entrance path and corridor further
  • Nogaro - AI line improved, as well as pitlane AI pathing
  • Norisring - AI speed decisions improved
  • Mid Ohio - Short layout - AI line improved around T1 and T2.
  • Monza - Junior layout - flyby TV cameras added
  • Nordschleife - VLN and 24H layouts - AI speed decisions improved. Fixed a wiggle as cars joined the racing line from the pitlane.
  • Paul Ricard - 1A layout - AI line improved, as well as pitlane AI pathing
  • Redbull Ring - AI speed decisions improved
  • Spa-Francorchamps - Combined layout - Fixed pit entrance waypoints that were accidentally flagged as pit exit.
  • Suzuka - AI line improved, as well as pitlane AI pathing
  • Vålerbanen - Reduced AI speed in first chicane as some AI were having issues
  • Zheijang - East layout - Fixed game sometimes throwing invalid laps
  • Zhuhai - Sanitized cut track detections

----------------------------------------------------------
 
RaceRoom has been updated
Update details:
Download size = 760 MB
Client version = 0.9.3.108
Client BuildID = 8783853


Warning:
When loading a car that has received physics updates, always make sure to load the default setup.
We have recently adjusted a lot of cars with improvements in brake bias, suspensions, differentials. Older car setups can sometimes result in unoptimal behaviours.


Changelog:
  • DTM 1992 - Dampers tuned, improved differential settings, reduced pneumatic trail, increased mechanical trail.
  • DTM 1995 - Adjusted mechanical and pneumatic trail for a more linear FFB behaviour. Improved suspension kinematics, improved differential behaviour, tuned dampers. Adjusted the pace and wear rates of each available tyre compound. Adjusted AI tyre wear.
  • Ferrari 488 GT3 EVO - new sound recordings
  • Formula RaceRoom 90 - Adjusted front wing spark emitters so they’re not quite as sparky
  • GT3’s, GT4’s, BMW M235i Racing - Reverted physics updates that went into the build too early during ranked championship.
  • Nürburgring - Müllenbach Schleife - Fixed some missing collision wall
  • P1’s - Improved differential base settings
  • Porsche 964 Carrera Cup - Damper settings adjusted in the default car setup. Dropped the differential preload a bit, increased engine braking reduction to combat lift-off oversteer. Improved rear suspension kinematics.
  • Salzburgring - Slowed down the AI in some places, and made them a bit quicker into turn 1 braking.
  • Silhouettes - Improved differential settings, improved rear suspension kinematics, reduced pneumatic trail, increased mechanical trail.
  • Silverstone - Fixed some traffic cones troubles
  • Touring Classics - Improved differential settings. The Skyline R32 received a base setup tune up.
 
Summer Sale!
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#RaceRoom’s Summer Sale has started, with big discounts available on everything in our store!

50% off all cars & tracks
25% off Packs

With almost 200 cars and 128 track layouts to choose from, Raceroom delivers you the complete motorsport experience. Love touring cars? Well, which era: we’ve got a full range of officially licensed WTCC and WTCR cars from across the last decade and more, plus classic tin-tops going right back to the ‘70s. Are GTs your thing? Then you can choose anything from legendary Group C monsters to the latest GT3 machinery. We’ve got full grids from across the years of DTM and ADAC GT Masters, plus single seaters, electric racers, hillclimb specials, Cup cars and more.

We put a huge premium on the accuracy of our physics, using real-world telemetry and data from teams to hone our cars and give you the most accurate driving model possible. We recently overhauled our Force Feedback system, and we’re incredibly proud of the results: they’ve been critically acclaimed and even credited by the community as being among the best in class.

Raceroom has been optimised over the years and doesn’t require the absolute latest hardware to run at its maximum graphics level, meaning you don’t need the latest, most expensive graphics card to experience the thrill of racing – and we also deliver a fantastic VR experience.

It’s the perfect time to pick up the cars you love and the tracks you’ve always dreamed about driving on. Buy an individual livery; buy your favourite car model; buy a whole class of cars in one of our excellent value packs – or even better you can get every single car and track currently available in #RaceRoom’s Premium Pack!

Go full throttle to https://game.raceroom.com/store/ !
 
Donington Park is now available in RaceRoom





We are very excited to bring you one of the most internationally-renowned circuits in the world!

Featuring the GP and National layout, this community favorite will be the stage of many exciting races.

The 4 km long track is located near Castle Donington in the picturesque Leicestershire, England.
Being Britain's first true road circuit to be built, the circuit has a rich history in motorsports, spanning from classic Grand Prix racing in the 1930s through to the modern era.

The track continues to host major national and international events, including yearly visits of the BTCC, British GT/F3, World Superbikes and a historic festival.
Drivers love the challenging layout defined by fast flowing corners like the "Craner Curves" and the "Old Hairpin" combined with good overtaking opportunities at "The Esses" and the "Melbourne Hairpin".
 
FORMULA RACEROOM X-22 is now available!
The Formula RaceRoom X-22 is out now.

The new benchmark in Open-Wheel Racing has arrived in RaceRoom!






The V6 Turbo Hybrid engine delivers over 1000 HP and the elegant aerodynamic design defining the beautiful silhouette of the car has been purposely built to allow close racing.

The car features adjustable Engine Maps and MGU-K modes, as well as 3 different tyre compounds and Halo visibility options, so nothing stands in your way to your next victory on track.

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  • 1.6L V6-T Hybrid Engine
  • Turbocharger
  • 8-speed paddle shift gearbox
  • 769 kg Weight
  • 1050 HP
  • No ABS, No Traction Control, No Launch Control

Features:

Halo Visibility Option
In real life the 3d depth perception helps looking past the halo, but in the sim we've added an option to make the halo transparent.

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Tyre Compounds
Tyre choice is free in every session. Softs provide the most grip but wear the quickest.

  • Soft last ~ 20 min
  • Medium last ~ 40 min
  • Hard last ~ 80 min

Engine Maps
Engine maps can be changed while driving after binding the keys for it.
A higher Engine map delivers more power from the internal combustion engine, but increases fuel consumption. This can be used for strategic purposes in longer races with pit stops.
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Hybrid System
In addition to the Internal Combustion Engine the car has an Electric Engine (MGU - Motor Generator Unit) that can be used to deliver extra power, and runs on a battery that charges while driving.

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The Battery status is displayed as a blue bar on the steering wheel and in-game HUD
The rear light of the car will blink red when it is harvesting energy.

MGU-K modes
Different MGU-K modes can be used to determine the charge & deploy rate of the Electric engine.
You can bind keys to your wheel to change the MGU-K mode while driving.
The in-game HUD displays which MGU-K mode is activated.
On the Car Setup page you see 5 MGU-K Modes that can be customized.
Since the MGU-K harvests energy from the rear axle during deceleration, the amount of regeneration also affects the off-throttle balance.

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Every mode has a regeneration and a discharge rate, defining how quickly energy is charged and how much of it is deployed per mode. The default values should work ok out of the box in most cases.
There is also an “Auto” mode that will change the MGU-K Mode automatically, depending on the battery charge state (lower power output at lower charge state).

Overtake Button
Use the “Push to Pass” key binding to use the Overtake function while driving.
The Overtake Button puts the MGU-K into its highest mode with one button press and is used to temporarily get the highest performance out of the car (ie. when trying to overtake or defend a position).

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The Battery will drain very quickly when this mode is enabled.
While Overtake mode is enabled all the MGU safety systems are overridden as well, resulting in even more performance compared to the highest MGU-K mode.
The Overtake mode stays active until the button is pressed again, at which point the car will switch back to the previously activated MGU-K Mode.

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DRS
The Drag Reduction System will be enabled in a race when a driver crosses the start/finish line less than 1 second behind the driver ahead and can be activated 3 times per lap anywhere the driver chooses to do so. The rear wing angle changes so the car produces less drag and therefore can achieve higher top speeds.
In Practice Sessions there is unlimited DRS activations available.

Enjoy!








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RaceRoom has been updated
Update details:
Download size = 3.9 GB
Client version = 0.9.4.2
Client BuildID = 9421882
Dedi version = 86.0.1385
Dedi BuildID = 9421904

Known issue: Some new MGU bindings are missing english localization, we'll push a hotfix asap.

Changelog:
  • New Content - Formula RaceRoom X-22
  • Added support for hybrid engines, MGU-K modes switches, Overtake mode, HALO visibility setting, new bindings and car setup menu elements, all featured in the Formula RaceRoom X-22
  • Added support for trackside animations (wind turbines, planes near airports, birds, etc)
  • Added support for dirt buildup on the vehicles during long driving sessions, off road excursions, etc.
  • Added support for normal maps on track textures
  • Formula RaceRoom X-17 - Physics updates, suspension and tyre tweaks to give more force at low speed, less at high speed. Base setup improvements, improved differential settings, tweaks to engine heat and cooling, increased mechanical trail for increased self-centering steering forces, better tyre heating behaviour, reduced lap time performance differences across the tyre compounds and increased the differences in wear rates and reduced fuel tank capacity to 140 L. Equalised AI/player tyre wear rates as well as improved AI’s fuel use estimations.
  • Bilster Berg - animated wind turbines
  • Daytona - Updated chicane curbs to 2022 specs, added normal maps for grass and tarmac, added animated planes and added blinking neons to the ferris wheel
  • Motorland Aragon - Brushed up AI corridors so they have increased respect for track limits
  • Motorland Aragon - Added penalty lap area, normal maps to road and terrain, updated sausage curbs.
  • Nogaro - Extended the pit entrance gate, added grass and tarmac normal maps, added small planes activities at the aeroclub.
  • RaceRoom Hillclimb - Animated blimp and balloon
  • Watkins Glen - Redone some curbs in 3D, added normal maps to road and terrain, added a missing tyrewall
  • Zolder - animated wind turbines
 
WTCR 2022 car class is now available!
The FIA WTCR 2022 cars are now available in RaceRoom. Stay tuned for the detailed announcement of the new Esports WTCR season!

The 2022 features the latest model of the Audi RS 3 LMS TCR as well as the Hyundai Elantra N TCR, it also has new livery designs for the Honda Civic TCR in a Liqui Moly theme.



The class features all the teams of the ongoing 2022 season.
  • Audi RS 3 LMS TCR
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  • Cupra Leon Competicion TCR
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  • Honda Civic TCR
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  • Hyundai Elantra N TCR
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  • Lynk n Co TCR
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Trucks are coming to RaceRoom
We at KW Studios are excited to introduce a special new vehicle to the RaceRoom platform!


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The RR Truck
  • 1100 HP
  • 5000nm @ 1250rpm
  • 12.4 litre 6 Cylinder engine
  • 5300 kg
  • 16-speed gearbox
  • Water cooled Brakes

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We are bringing you a fully authentic Truck Racing Experience, thanks to our close contact with real Truck driver Sascha Lenz[www.sl-trucksport.de] during the development.

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Sascha has provided us with deep insights into the world of Truck racing and its intricacies, such as the brake cooling system, the unique transmission properties and the required driving style, which varies substantially from a GT3 car.

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But don't worry, we've included some accessibility options for ease of use.

Gearbox
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A real Racing Truck has a total of 16 forward ratios operated by an H-Shift gear stick.

Gear RangeThe gears are divided in 2 Ranges:
  • 1st Range (LO): Gear 1 - 4
  • 2nd Range (HI): Gear 5 - 8
The driver changes the Gear Range by pressing a button, depending on which gears he needs access to.

Gear SplitsEach of these 8 gears is Split in to two ratios:
  • Low Split (L): Better acceleration
  • High Split (H): Higher Top Speed
The Gear Split is operated by another button pressed by the driver. For the H split to engage you have to lift the throttle.

This results in 16 gears (2x8)
A low and high Split for 8 gears that are accessed in 2 different Ranges.
These settings are being displayed on your data display in the cockpit and the HUD.

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You can bind buttons for both gear Range & Split in the controller options.

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In real life drivers do not constantly change gears during a race however.
In fact, on most tracks drivers are only using a couple of the top gears, as the engine produces an incredible amount of torque at relatively low RPM.

In the real trucks, drivers use specially designed gear sticks, that allow them to easily operate all these gears. In the Sim world however this can be quite tricky, which is why we gave you options for accessibility.

Accessibility Options
[EASY] Automatic gear shifts
If you choose automatic gear shifts in the gameplay options, the sim will shift through the 8 gears and remain in H split.

[NORMAL] Sequential gear shifts
If you disabled the H Pattern Shift option in advanced controller settings, the sim will let you manually shift through the 8 gears using your paddles or sequential stick, but you can still manually choose between L and H split if you bound a key for it.
If you didn't bind a key for "Toggle Gear Split" you will remain in H split.

[ADVANCED] H Pattern shifts
If you enabled the H Pattern Shift option in advanced controller settings, you need to bind a key for "Toggle Gear Range" in order to access the Low and High Range of gears.
If you didn't bind a key for "Toggle Gear Split" you will remain in H split.
If you did bind a key for "Toggle Gear Split" you can change between L and H split yourself.

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Brakes
The truck brakes have a hard task in slowing down a 5300kg vehicle.
Temperature management is critical to maintaining a consistent braking performance.

Therefore the vehicle is fitted with a water cooling system on the front brakes which when activated sprays cold water onto the brake discs, which rapidly cools them.

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However the water tank capacity is limited to 200L so it must be managed carefully. Keep an eye on the HUD to see how much water remains in your tank during the race.

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Bind a key for "Brakes Water Spray" to manually operate this system, or leave it unbound for the sim to automatically activate the brake cooling once the brakes exceed their optimal temperature, which is 350 DegC.

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Speed Limit
In Real life as well as in the Sim, the top speed is limited to 160kph at all tracks for safety reasons.
Once you reach this speed, an engine limiter is preventing the vehicle from exceeding it.

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Driving techniques
In the real world it is normal for the truck to be raced mainly in 8th gear, simply toggling between Low and High split on different parts of the track as there is more than enough torque at low revs.

The other gears are used once, to get up to speed leaving the pit lane or at race starts.
All truck races are started rolling in real life.

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As the truck has a much higher center of gravity than anything else racing, high apex curbs tend to be avoided as they can easily tip a truck on to two wheels.


Summary
If you want the most realistic experience you should:
  1. Use an H-Shifter and enable the "H Pattern Shift" option in advanced controller settings
  2. Bind a key for "Toggle Gear Range"
  3. Bind a key for "Toggle Gear Split"
  4. Bind a key for "Brake Water Spray"

If you want a more accessible experience disable the H-Shift option to shift either manually or automatically between the 8 gears, and choose yourself if you want to bind keys for the Gear Split and Water Spray.

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The RR Truck will become available very soon!
 
Praga R1 - Coming in December





Downforce is a mysterious concept. You have to believe that invisible air will interact with your car’s aerodynamics and enable it to deliver cornering performance in a way it wouldn’t otherwise be able to do. It requires a completely different driving style from a car that generates lap-time from mechanical grip and driver bravery. Corners you’d feather in a touring car become arcs where you bury the throttle and experience the converse effect from the expected: the faster you go the more downforce you generate and the quicker you can go round the corner. You just have to believe, as you tip the scales from mechanical grip to aero, and the air pressure turns from enemy to ally.

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Thankfully, in a race sim you can explore that balance without jeopardy, and Raceroom’s latest aero-laden machine will be the Praga R1, part of our Drivers Pack release that’s due in early December. This pack is deliberately curated to contain a mini ladder of cars that give you a cross section of very different driving experiences, but that all very much come under the headline of Fun To Drive. The R1 represents the top level in our Drivers Pack: downforce-laden, prototype-style performance, all in one svelte and incredibly lightweight package.

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We’ve developed the Raceroom Praga R1 from official CAD data, combined with our usual attention to detail and collaboration directly with the company. We’ve witnessed the car up close, and built the car and its physics hand-in-hand with Praga’s Product & Operations Specialist, Chris Bridle, as well as the drivers that emerged victorious in the 2022 Praga Cup UK: sim racing superstar Jimmy Broadbent and break-out talent Gordie Mutch.

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The Praga R1 is a car that works for novices and veterans alike. For the former it provides both excitement and a progressive learning curve that allows you to get fast, quickly. For pros – and experienced sim racers in Raceroom – as ever there are those final tenths that can achieved, that delve into the car’s final percentages of performance. It’s why we think it fits so well into our theme for December, as does Chris Bridle: “It’s fantastic to see such an accurate model of the Praga R1 on a platform that is well established but also really accessible to sim racers!”

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The Praga name may not be on the tip of racers’ tongues, but the Czech company have been quietly working away over the last decade to put the marque front and centre in the motorsport world. It’s where it deserves to be: this is a proud company whose history actually stretches back over a century. The 2022 version of the R1 that we feature in Raceroom is the latest update of Praga’s track weapon, weighing in at an insanely light 660kg but packing a 365bhp, turbo-charged punch. In real life, it barely comes up to your waist: the top of the cockpit scoop is under a metre off the ground.

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The R1’s power comes from a retuned 2.0-litre, four-cylinder turbo taken from a Formula Renault single-seater, and the suspension features inboard pushrods and double wishbones. The bodywork is all carbon fibre and features exposed cut-outs that accentuate its mecha-warrior looks: this is one aggressive-looking car, that looks like the bodywork has been shrink-wrapped around a single-seater.

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The R1 has phenomenal braking power to balance the speed and its relatively diminutive size. Combined with that low weight (which is helped by a high-spec carbon tub at the car's heart), the R1 has a go-kart edge to the handling: but a go-kart that can pull 3G through a corner. Although the bodywork looks the business, there's a strong emphasis on underbody tunnels to generate LMP2-levels of downforce. However, it's also stiffly sprung and has an open differential, plus the turbo does take some managing in terms of delivery – which means it's a car where you can't let concentration slip. But driving an R1 is a quick – in every sense – way to scare big and heavy GT3s that might think they’re going to breeze past.

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Our Praga R1 comes with all the main liveries used in the Praga Cup UK, including some beauties designed by Frank Stephenson – a man who has designed cars that include the McLaren P1, Maserati MC12 and Ferrari FXX!

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The final word goes to Praga Cup UK co-champion Jimmy Broadbent:
“It's been awesome working with Raceroom to bring our Praga to the sim world. The detail on this car is amazing and honestly it's surreal to see it recreated to this level in sim!”

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The Praga R1 is part of Raceroom’s Drivers Pack, which will be available in early December.

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Mazda MX5 is coming to Raceroom






Every generation has its aspirational car. An icon that seems to represent the zeitgeist of the time. Think Golf GTI and AE86 at one end, or Lamborghini Countach (for people of a certain age) and Bugatti Veyron at the other . But Mazda’s MX-5 has somehow pulled the trick of being the car for every generation, reinventing itself in subtle ways to remain one of the world’s go-to starting points for genuine driving joy and tuning possibilities.

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It’s why the MX-5 can be seen as the flagship of our December Raceroom Drivers Pack – perfectly complementing the other three cars we’re releasing – and it’s the perfect machine to explore the limits of the Charade track that’s also part of the the content drop.

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The MX-5 isn’t flashy. It’s not expensive. Out of the box it’s not particularly high powered. The platform is lightweight, compact and – heresy of heresies for the claim of being a performance car – a drop-top. But there’s no question that this is a true driving icon.

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The first MX-5 was delivered unto the world in 1989, and since then we’ve seen four iterations over three decades – but the spirit of the car has never changed. It’s still instantly recognisable, with its mechanical principles the same over all that time (two seats; front engined; rear-wheel drive) and it’s mostly the superficial body styling that’s evolved to keep it looking fresh, along with minor bumps in power output.

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In its origins the MX-5 openly tips a hat to what’s seen as the ultimate lightweight racer-for-the-road, Lotus’ iconic Elan from the 1960s: a giant killer on and off the track. The first MX-5 bore rather more than a passing resemblance to the Elan: but as a reference there could be fewer more deserving targets, and purists’ grumblings were soon rendered irrelevant as the Mazda sold by the ton – and well over a million have been enjoyed (and are likely still being enjoyed) all round the world.

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Originally released as the Miata in North America and known as the Eunos Roadster in its homeland of Japan, in Europe it’s always been the simpler but still memorable MX-5. And almost immediately it was clear that the MX-5 presented a unique opportunity for those of us who can’t afford supercars or high-performance GTs. With the MX-5, the driving experience would be the thing to show off, not the exterior bling or look-at-me scream of a V12 (that likely never gets used in anger). The MX-5 sat was the sweet spot in the Venn diagram of just the right amount of everything: power, grip, feedback, stability… fun.

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The latest fourth-generation ND MX-5 that you’ll soon be driving in Raceroom has taken the car back to its roots. The MX-5 was admittedly getting a little larger and a little heavier over time, and has benefitted from a fitness regime. The newest ND is actually shorter than the original model and almost as light; a balance of modern materials countering the effects of more stringent safety regs that inevitably add weight despite their necessity.

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The original model is still the standard by which all later models were judged, such was its quality, but the ND has earned rave reviews since its release – and most importantly is as drivable and enjoyable as ever. It still features a normally-aspirated, inline four-cylinder engine, though it now develops 181hp and is mated to a six-speed ‘box to make it the quickest off-the-shelf MX-5 yet.

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We’re featuring the ND2 Cup model in Raceroom, so you can let it loose in an MX-5’s natural environment of door-to-door racing in a massed pack of cars. Pretty much every country with a racing pedigree boasts an MX-5 Cup series: it’s a staple of global motorsport and always has been since the car was launched. It’s just a natural thing to do.

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The Cup shows just how few modifications you need to make to an MX-5 to turn it into a bona fide racer. There’s the roll-cage for safety, an uprated ECU and improved cooling, a strengthened transmission, you can upgrade the suspension… and that’s about it. You just don’t need to do much to it – although being such a pure platform you can if you want: the possibilities are endless, as shown in the tuning scene.

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But in Raceroom we think you’ll love the ND2 Cup. It’s a proper racer’s racer: nimble and just quick enough, but not so quick that overtakes are easy: building up your skill against equally matched cars is what will make the difference, and practice will be everything. Especially as we expect our online ranked races with the Mazda to be super competitive!

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Four cars, one track. Our Drivers Pack gives you the MX-5: the perfect starting point, a simple thoroughbred racecar that encourages simple, elbows-out racing. There’s the Crosslé 9S, a classic sports prototype from the ‘60s that’s barely changed since that time, a compliant car that wants to be taken to the limit. Its sister, the Crosslé 90F is full-on, wind-in-your-face throwback single-seater fun: a tiny missile of edginess. And then you’ll get the modern Praga R1, the pinnacle of performance, laden with downforce and rocketship-fast. All curated to be quick out of the box, but all with their quirks that need to be mastered. France’s epic Charade track, our Drivers Pack circuit of choice, will be the perfect place to put these four to the test.

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Get ready for the Raceroom Drivers Pack, due to be released on December 14th.
 
On The Edge Pack: Mazda RT24-P - The power of prototype
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The third car in our On The Edge pack is not just a small step, but more like a giant leap forward for racing kind. Raceroom already features some epically fast racecars: our Formula X class showcases the pinnacle of modern single seater performance; the R18 TDI was the whisper-quiet but rocketship-quick LMP1 of its generation; and the VW ID.R proves that battery power is the quickest way to get to the top of a mountain. Our new addition to the prototype ranks sits up there with them: Mazda’s RT24-P DPi prototype is an absolute weapon – and a blast to drive.

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There are few things that can beat the visceral thrill of a modern prototype. Whereas in a single-seater you’re lying down with your head poking out of a 200mph carbon fibre bathtub, in a prototype you’re enclosed in the tight confines of a cockpit, with the big fenders over the front wheels obscuring your lateral views and the sound of the engine reverberating around you – also at 200mph, but usually also racing against GT cars potentially going 50mph slower than you are. You have to drive with your senses in overdrive: you have to be at one with the machine. A prototype cockpit is a claustrophobic but exhilarating place to be.

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IMSA forged ahead with its own set of North American prototype regulations back in 2017, sensibly taking a more modest approach based on LMP2 chassis clothed in manufacturer-backed bodykits – something that avoided the worst troughs of the WEC’s own search for its future technical platform. IMSA’s Daytona Prototype International rules set enjoyed an impressive and entertaining run right up to the introduction of the new Le Mans-aligned Hypercar spec in 2022: Mazda went up against Cadillac, Acura and (for a limited time) Nissan in five seasons of hard-fought races.

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Mazda have a proud history in sportscar racing, with an almost constant presence in grassroots motorsport capped with occasional high level programmes. There’s the ubiquitous MX-5 (the latest version of which we released last December), but then they also deliver left-field haymakers, like the iconic, Le Mans-winning 787B or the racing RX-7s (whether touring car, pumped-up GTO or rally variants).

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In tune with IMSA’s desire to make prototypes have more relevance to fans, the RT24-P incorporated Mazda’s KODO design philosophy – the ‘soul of motion’ – that took cues from its road cars. The aero levels it produces are enormous, empowered by the huge shovel of a front wing mounted under the nose, replete with multiple dive planes, sidepod profiling and rear wing.

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Following a difficult first year after Mazda stepped up to DPi, they engaged the legendary Joest team (giants during the Group C era and stalwarts of Audi’s domination of LMP1 in the 2000s) to manage the race programme, and the car’s performance potential was truly unlocked. The RT24-P racked up seven wins and 25 podiums in its career, including prestigious wins at Daytona, Sebring and Road Atlanta.

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Sure, this DPi doesn’t feature one of Mazda’s legendary rotary units, but it’s still a screamer. Powering this low-slung racer is a two-litre turbocharged four-cylinder engine. As a statement that sounds relatively unimpressive: but this highly-tuned AER unit pushes out around 600hp, turning what sounds like something from a family saloon into a screaming monster.

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The core Riley MkXXX chassis was developed by North American engineering specialists Multimatic, continuing a relationship with Mazda that had seen the two field a Lola-based prototype in the US. The resulting 930kg package is fast. Very, very fast. We will be releasing the car with plenty of liveries to make single-class races fun, but the best environment will be in proper multi class events: the RT24-P’s natural hunting ground. Expect this car to feature heavily in Ranked races in the coming months.

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We’ve had great fun getting this cars ready for you, and we can’t wait to get them in your hands in a couple of days’ time. The On The Edge pack features a trio of very different performance machines that deliver a set of completely different driving experiences, further boosting the range we can offer you – and also laying foundations for more cars to add to under-represented classes. Watch this space!

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