Released Q1 2026 Update

Discussion in 'News & Announcements' started by RaceRoom, Mar 24, 2026.

  1. AlleyViper

    AlleyViper Well-Known Member

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    I'll have to inquire here about this 24th march changelog detail:
    Soooooo, has Alex Hodgkinson been using some Gr.2 physics test mules for some time that need balancing? :cool:
    As it stands, the Typ 53 Scirocco is (sadly) the only public car in class.
     
  2. Nico Kunze

    Nico Kunze Well-Known Member

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    Were there any changes that affected the (bmw) dtm 2013? I drove on lausitzring (short dtm) 3 weeks ago and today with the same setup was a whole second quicker while also noticing my tire pressures were off. Both of those occurring together seems rather unlikely if there were no changes but i cant find anything in the patchnotes
     
  3. Alex Hodgkinson

    Alex Hodgkinson KW Studios Developer

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    Try racing it against the NSU
     
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  4. Alex Hodgkinson

    Alex Hodgkinson KW Studios Developer

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    It's actually about fixing an issue where suspension could be damaged too easily when landing over jumps such as Pflantzgarten.

    Intended damage behaviour should be more or less the same still.
     
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  5. AlleyViper

    AlleyViper Well-Known Member

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    There goes all hope for a Gr.2'ish Savanna/RX-3 being worked on ;(

    On a more serious note, ty clarifying and injecting a bit more life to these classes!
     
  6. Super Nova

    Super Nova Member

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    It's extremely forgiving, it looks like there are no damage model.
    A few months ago, after seeing a video about the damage model on all sims, Raceroom was represented without any real damage.
    I found that curious, and after testing it myself on the porsche 963, I realized that it did exist, and even quite well compared to other sims.
    The front and rear bumpers are deformable and detachable, suspensions, tires can be punctured and detached.
    But even back then, it took a significant impact to achieve total destruction.
    I think this a very important aspect for a simulation, and it's already there.
    I understand your explanation, but could we have option to adjust the damage model to realistic for single-players? I want to lose my bumper if I miss a braking on my opponent :D
     
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  7. Vale

    Vale Well-Known Member

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    I´d say one thing is realistic visual and aero damage, another is that hitting a golf ball on Aragón or a "flat" kerb at Zolder totally breaks all your suspension so you can´t even drive back to the pits. That was too much, especially for tin top cars
     
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  8. Super Nova

    Super Nova Member

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    Reducing the overall damage level isn't the solution.
    I don't play online but it could be problematic with rammers.
    I did solo race with Alpine on Pau track and repeatedly hit the barrier and my opponents, yet I took absolutely no damage. I think this completely breaks the immersion and allows for ultra-aggressive driving with no consequences.
     
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  9. Maskerader

    Maskerader Well-Known Member

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    While suspension damage might've sometimes been too strong, other types of damage are almost always way too forgiving.
     
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  10. Vale

    Vale Well-Known Member

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    That was exactly my point. It also depends on the car, for instance the DTM95 Mercedes will have terminal engine breakage if you hit a wall even at low to moderate speed whereas many other similar cars are more resistant.
     
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  11. Maskerader

    Maskerader Well-Known Member

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    The golf ball at Aragon is not a good example, though. If I remember correctly, one of the devs said they are 15 cm high, so no wonder your car is destroyed after hitting it.

    Plus, some flat curbs have holes in the ground before or after them, so the issue is not the damage model, but the track model itself.
     
  12. Muca

    Muca Active Member

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    Most race cars can take quite a bit of damage. The only thing that will impact it is aero which most GT cars and similar do not have THAT much. GT3 R some years ago was very frustrating in real world. Even small touches could end the race without visible damage because the cooling sits right behind the front bumper. In general I would say Raceroom is fine. Small damages are not felt though and I am not sure if it is really needed.
     
  13. MS_Racer03

    MS_Racer03 Well-Known Member

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    Hello,
    as I didn't have much time to race in the past few weeks, my feedback for the 2026 Q1 update comes a bit late, but is as extensive as it could be in a (hopefully) useful way. I also included some comments on what happened after the big update.

    Content
    Alpine A110 Cup
    The Alpine Cup is exactly what I expected it to be - except that it's a bit harder to push it to the limits than I expected, which is a good thing in my eyes. I've had more than one situation where I couldn't catch the oversteering of the car, resulting in either a spin or a snap in the other direction. This is the right evolution of RaceRoom's physics, if you ask me. You can still push hard in the A110 Cup, but if you overdo it, you will be punished for it. That makes for more thrill when racing. :)
    Sadly, adding a permanently free car to the sim has drawn many people from other series to the Alpine Cup, resulting in more servers being less populated. I hope that some will lose interest in the A110 in the next few weeks and return to other series.

    Alpine A110 GT4+
    I tested this one for a short period of time in the Free-To-Play competition at Spa - what is true for the Cup car is also true for the GT4. Nicely done, very good look, very good feel. And great to see another car in the GT4 category. :)

    LRT NXT1
    Unlike many fellow simracers, I'm not refusing to buy/drive/race electric cars. After some testing, I must even say that I like this car. To be brutally honest, I think it is the best car in RaceRoom concerning realism and feel. Brake behaviour is exactly how it should be for an electric car without ABS - locking up at high speeds is as difficult as at lower speeds. The car feels very heavy, but when being driven the right way, it can be very agile with its FWD characteristic. The non-slick tyres lack grip in every situation, rewarding precise inputs on wheel and pedals. The FFB on Mantorp's curbs was brutal. The Push-To-Pass system is exactly how it should be. Apart from the shiny material in the cockpit, the car looks great with the new dashboard. :)
    There's one problem though: Why should I buy this car now? I'm impressed that there were over 200 participants in the special competition, but looking at the ranked multiplayer in the week after the release was disillusioning. I have not seen any NXTGen Cup race with any registrations the whole week. There has not been a single premium competition with this car since its release. I'm sure you can have great racing with the 'Mini', but finding people to race with is - well, seemingly impossilbe at this point. I hope to find this one included in some pack in the future or have a Free-To-Play weekly to release its potential. A reason for people to try this car must be found, rather sooner than later, and it needs to have a very low hurdle. :(

    Vallelunga
    A great track, four layouts, nicely modeled and textured. I was very pleased to see tyre stacks being actual tyre stacks and not a texture with black holes in it. I'm excited for some sprint racing here. :)

    Adria Raceway
    When Adria was teased for the update, I tried a mod of the 2003 layout on AC. I couldn't find any rhythm and no matter whether I tried a GT4, the M2 Cup or the Mazda Cup, the track made it feel like the car was too fast and too slow at the same time. After the release, I tried the 2021 version in the Free-To-Play competition. I admit I'm not a fan of stop-and-go circuits, but I do get along with them in general. Apart from this one. Maybe I would need to try different cars, but I can't imagine having particularly good racing here. I expect a divebomb festival, which is not what I want to have in ranked races. Anyway, the quality of the track is as good as for Vallelunga.

    Spa-Francorchamps
    Finally back! One of the top 3 best race tracks in the world is back. What still bugs me though is that some curbs make noises but don't give any feedback through the wheel. I'm absolutely aware of the fact that some curbs are made very flat for F1, but they shouldn't make the same noise as 'real' curbs then, do they? It was great to see however that rain gutter had different physics and sounds as curbs. More variety on our ears! :)
    Question: is it a fresh laser scan? Looking at the announcement of the update, it only said 'improvements'. :confused:

    Steering & Wheel Rotation
    As a Fanatec user, I'm not affected by this. However, I've heard about many with wheels from other maufacturers appreciating the new system, which is really really nice. I'm not sure about how good it works with controllers after the last fixes, but I hope they will be cared about as well so everyone can enjoy driving the same.

    Steering Ratio (car setup screen)
    I like the reduction of the two options 'steering angle' and 'wheel range' to the one 'ratio' option. It makes everything a bit more clear and you have less ways to mess up things. :)


    User Interface
    Updated Options, Garage, Car Setup and Replay menus to match the Multiplayer menu style. This is on-going work towards a unified UI style, with the main menu planned next.
    I liked the 'old design' (was it dark menu V1 or something like that?) a bit more, but having everything in the same design is way more important. Really looking forward to the main menu! :) However, these optical remakes of the menu should be used as an opportunity to improve more stuff. I wish for devs to be looking at the feature wishlist and at least implement one or two useful things, add descriptions to functions you can bind buttons to, or fix some language mayhem. :(

    HUD: Improved virtual mirror frame
    Nice. I don't use it, but it's nice. :D

    HUD: Improved driver tags above opponent cars
    Following the post of another user in this thread, I suggest replacing the national flag with the ping of the driver. While showing nationalities raise the risk for unwanted aggressive behaviour on track, seeing the high ping of another driver can lead to more caution on track and less frustration with crashes caused by connection issues. ;)

    Ranked Multiplayer
    Regional servers added for Europe, North America and Singapore; race splits are hosted in the region closest to the majority of drivers
    This is probably nice for the Free-To-Play combos which have enough participants per region. For those driving at unusual times in their regions, having the ping to the server displayed next to the 'join' button could show them the risk of being kicked and losing lots of rating and reputation because the server is located far away (where it's a normal time to drive on thus most people are from there). Is this understandable? :D

    Shared Memory API
    Extended Push-to-Pass states to support multi-step systems such as the LRT NXT1. Push-to-Pass states: -1 = None, 1 = Available, 2 = Charging, 3 = Charged and ready
    Shouldn't there be another state 'activated'? Just asking, I have no idea if you actually need it as an app developer. :D

    General Fixes & Improvements
    Updated neutral gear shift logic (when Neutral is bound): brake must be held and throttle released to shift out of neutral; neutral can be engaged using the Neutral input or by pressing both upshift and downshift
    In general, this is a good idea to prevent shifting into neutral by accident. However, as Maskerader pointed out in a seperate thread, it's a hidden feature that requires you to completely read the changelog of the update to understand what's going on. There's no hint in the menu or anywhere else that this has been introduced. It should be communicated as a new feature more prominently and have a seperate switch, maybe in the 'driving assists' menu that you can turn on and off. :)

    Improved ABS behavior and signaling for better consistency
    When I started driving with the Alpine Cup, I immediately felt how ABS was different in this car than in all the others. And I was thrilled to see this improvement asking you to be more gentle on the brakes. One step closer to realism! :)

    Fixed broken reflections on damaged cars
    Very nice. Another aspect I couldn't test, but damaged cars were indeed looking very strange in some cases. Nice to see work being done here. :)

    Fixed localization issues in menus
    No idea what this is about. Can someone tell me? :D

    Added support for concrete surfaces having their own specific properties and sounds
    Great, some concrete surfaces felt more slippery after the update, which was a pleasent surprise to me. It brings more life into the tracks, adds more immersion and makes finding the last tenths more challenging, especially with the updated ABS algorithm. I like! :)

    Fixed issues with consecutive qualifying sessions in multi-round formats
    Okay, so it's time to bring multi-round formats back in ranked, right? :D

    Improved wrecking prevention: cars are now properly ghosted after finishing, and when disqualified or retired
    Driving the wrong way for extended distance after finishing will now return the player to results

    A bit sad this is necessary, but seems to be a good solution. :)

    Removed S mode from electric cars; regeneration is now available in standard drive mode when applicable
    So there are electric cars without regeneration? :eek:

    Fixed AI not recharging correctly during pit stops
    Okay, I'll need to do some AI racing in the Cupra to see how pitstops go. Having a one hour race with 45min of pitstop could be funny. :D

    Fixed multiple crash scenarios reported by users
    Always welcome. :)

    Physics & AI

    Updated damage model: reduced wheel damage sensitivity, increased suspension resistance, and adjusted wheel detachment behavior
    The only thing I don't like to read in this changelog! :mad:
    I know Alex Hodgkinson explained this was necessary to prevent unwanted suspension damage, but it seems to me (and other users) that it's even more difficult to have wanted suspension damage now. Still not a dealbreaker for me, but I'm hoping for some improvements making wall contact something you really fear. Macau needs to be more of a challenge! :D

    Audi TT Cup: updated shift LED timings
    What does this mean? Are all the LED timings the same now and show you the perfect point in time to shift? What is the best time to shift?

    Art
    Group 5: removed incorrect Mercedes-branded helmets
    Thanks! :)

    Zandvoort (2022): fixed track hole at Scheivlak
    I hope it wasn't on track but in the gravel... :eek:

    --------------------
    More thoughts on the update

    A general idea to improve RaceRoom marketing
    Camaro GT3: improved engine, suspension, shift lights, and base setup
    It's so sad that there are many many improvements on all kind of cars and tracks and they just disappear in the shadow of the release of new cars and tracks. Couldn't you do an update to RaceRoom on every Monday bringing small improvements like these to one or two old cars or classes and integrate them into the ranked system? So when the Camaro GT3 receives improvements on suspension and setups, why not have a Camaro GT3 @ Indy Speedway daily feature race? There's a saying 'Do good and talk about it.' - this could be a way to thrill all RaceRoom fans every week with something 'new' and keep momentum up. I'm pretty sure that many people (including myself) will not be able to notice all improvents on all cars that have been released with this update before the Q2 release, also because we just don't think about them. In my eyes, this is untouched potential for attention. Super Touring BoP is another great example for this. Imagine announcing a new BoP for Super Tourers with the new ranked schedule, where we have Super Tourers at Imola as a sprint race every hour. I can't imagine how this could not raise interest in that series and RaceRoom as a whole. RaceRoom is far from perfect, but it deserves more than what it is now to the simracing community. :(

    Trying to fix a common problem
    On the day of the update, I watched a stream of a content creator testing all the stuff. When being asked about how the Alpine was, he replied: 'Nothing special, but that's a RaceRoom thing, you know? All the cars feel similar.' Another aspect he keeps complaining about in RaceRoom is it's FFB, which seems to basic and numb to him. To put this into a context, he's mainly driving LMU, where FFB effects are - in my eyes that is - too extreme. The truth is probably somewhere in the middle, but that's not the point I try to make.
    What about an official RaceRoom FFB guide as a YouTube video including software settings for all major wheel manufacturers? RaceRoom's FFB is better than many people think, but you need to be very aggressive in your wheel's software (at least that's applicable for the Fanatec DD+) and I'm sure many of those complaining about numbness and lack of effects still run damping at >30% and smoothing values of >3. You could collect proposals for settings from the community, mix them together and bring out a comprehensive guide to RaceRoom's FFB as a YouTube video. If this is published at less than ten minutes, there should be enough interested people to improve the reputation of RaceRoom's FFB. :)
    --------------------

    Hotfix 27th March
    Spa-Francorchamps (GP & Moto): moved track limits spawn point to after Blanchimont
    This was heavily needed! :)

    More free content
    Laguna Seca - Twin Ring Motegi - Mantorp Park
    Great to see the return of Laguna Seca less than a year after being removed from the store. Also great to see Motegi being added to the free content roster, this track deserves some cup car racing! However, I've seen people complain about buying one of those tracks only days before it was added to free content, and they do have a point. I think it might even be better to silently remove tracks from the store and add them as free some weeks (like 2-4, not 60 :D) later.

    Patch 31st March
    Fixed Super Touring car class that took too little time to change tyres
    Could we have a central database for how long it takes in each class to change two or four tyres? Here in the forum as a database post or something like that?

    Patch 1st April
    Added “Are you sure?” popup when selecting a track other than Nordschleife. Clicking “Yes” launches Nordschleife instead.
    Love it! :)

    Introduced pit stop microtransactions. One tyre costs 29 vRP, you get 4 for the price of 3. Fuel is following real gas prices. Get the membership for discounts!
    Career mode incoming? :D

    Patch 7th April
    Laguna Seca - Updated to 2026 specs with new paved asphalt, new runoffs, new Weathertech sign posts and advertisement boards, new drains at turn 1 and pit exit. Increased details of the environment as well as various small tweaks and fixes. A.I. improvements, fixed a TV camera placement
    Well, the old version had more style, but the new one looks better in some points (I'm not a Laguna Seca expert) - except for a 'ST Suspension' advert sign covering the Dunlop one (but not completely) on the arch. Looks super cheap. However, you won't notice the update without looking at the changelog or racing there. More announcements! ;)

    Praga R1 - A.I. improvements and reduced their top speed
    Thanks, it was very frustrating to see AI pull away while you're in the limiter of sixth gear. :D

    Twin Ring Motegi - Updated to 2026 specs ( mostly curb coloring )
    Nice. :)

    DTM Esports Pack
    Great idea! Being able to compete in DTM eSports for not even 10€ is a great move! Too sad the Ferrari is gone, but thanks to this pack, I can now choose my new GT3 from all cars allowed to race. :)

    Sebring when? :D
     
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    Last edited: Apr 20, 2026
  14. Maskerader

    Maskerader Well-Known Member

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    You can still adjust Steering angle, so it's not a reduction, still two settings (and I think they made a mistake with that).


    I like this, I think it's a good idea.


    That would've been good too!


    That's a thing now? I completely missed it somehow.
     
  15. MS_Racer03

    MS_Racer03 Well-Known Member

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    First of all - thanks for reading. :D
    I just realised that I didn't clarify it was about the car setup screen. :confused:
     
  16. Maskerader

    Maskerader Well-Known Member

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    Do you mean you can't change steering angle for the car you're driving? Could you check that again? Because if that's true, that's not an improvement at all.
     
  17. Alex Hodgkinson

    Alex Hodgkinson KW Studios Developer

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    Any car that gets this update has been run through a calculator to make sure shift show the driver the same thing.
    Optimal shift point is calculated for maximum power per gear and that corresponds with the final light illuminating. Also the first shift lights are set to correspond with the revs on once shifting in to the second highest gear for continuity across all cars.
     
  18. MS_Racer03

    MS_Racer03 Well-Known Member

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    In the setup screen, we had something like 'steering range' and 'steering angle' or something like that. The range determined how far the wheels could turn and the angle how quickly wheels turned in the first few degrees of turning in. I didn't find it to be that intuitive as I thought changing one value without the other lead to non-linear steering behaviour and it wasn't obvoius as well how you should change both values together to still have linear steering. I have no idea if I was right about that though, the way it is solved now is much more clear. Value higher or lower -> wheels turn more or less fast. Easy. And my fear about making it more difficult to find a nice solution for Macau (before I ran high range and maximum angle) was crushed as well, I was able to get around Melco hairpin with every TCR car out of the box.
     
  19. MS_Racer03

    MS_Racer03 Well-Known Member

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    Okay, so for a dashboard with green-yellow-red lights, I should shift as soon as I see the red lights light up. When all lights change to bright blue (or is it white?) or start to flash, I'm already too late. Is that correct?

    Just for clarification, is this relevant for driving or 'just' a technical unification?
     
  20. Maskerader

    Maskerader Well-Known Member

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    Why would it become non-linear? I don't think that's the idea that a lot of people would have. Sounds like you overthought it and kinda confused yourself. :D

    It's the other way around: lower steering ratio > wheels turn more. What you're describing is how Steering lock works, and we can't change it directly anymore.

    Anyway, this just shows that one/two sliders without any tooltips are not enough, either because they would fail to inform the player or because they would limit how the player can set up steering for their device. What I think would be perfect is a separate page to calibrate everything steering-related, with interactive graphics for steering wheel and front wheels to make it more visual and easy to understand what's going on when you change any of the setting.