Another Update to R3E, another GT3 Leaderboard Setup

RRRE 2015-11-21 19-21-29-02.jpg

With Sector 3 Studios recently rolling out a large physics update to RaceRoom Racing Experience, and a growing amount of people checking out the title due to sheer curiosity, it’s time for yet another Ultimate GT3 Setup to get everyone up to speed. While car setups are usually part science, part personal preference, I’ve noticed throughout 2015 that RaceRoom tends to have extremely simple car setup tricks. One differential setting worked across every car in the game, anti-roll bar settings were always set at either minimum or maximum values, toe settings were universal, and suspension/ride height values were always dropped to the minimum value.

But anyways, a new build has brought slightly different tricks. This is the setup I personally use in both public lobbies, and to attack some of the leaderboard challenges. It’s obviously designed for the McLaren 12C GT3, but I’m fairly certain it will work across all cars within the same class, as has been the case with previous versions of R3E.

RRRE 2015-11-21 19-16-29-23.jpg

The biggest exploit this build is the rear wing, which can be ran with a value of 1 on any track in the game. I’m not sure how accurate this is, or what the value of 1 relates to in terms of raw angle of attack, but I can safely give y’all the thumbs up to drop the rear wing as low as it will go. Even at a treacherous street circuit like Macau, the car suffers from no noticeable handling oddities, while gaining a massive speed boost on any flat-out sections. I know when I raced in a public room at Hockenheim a week ago with Ortner and a few other R3E regulars, I was eating people on the long run down to the hairpin. It would be nice to hear from Sector 3’s  Kelvin Van der Linde if this is realistic or not.

The anti-roll bar behavior has changed slightly, with the optimal configuration now residing at minimum values for both ends of the car. In theory, this should make the car a bit of a death trap, allowing the car to wander everywhere in the center of the corner, but the car has so much overall grip that the rear end never gets to the point where it breaks loose, nor does the front end turn in too much.

Ride Height and Suspension settings, as Maple has talked about previously, should always be set as low as they can go. A lower ride height results in a lower center of gravity, giving you more stability, and a soft suspension lets the car sink to the ground even further over bumps.

The rest of the values are carry-overs from previous builds. Differential settings are now locked at 60%, though you’ll want the Preload set at 1. Brake bias is comfortable at 58, though if it’s stepping out in the entrance to the corner, change it to 62 and you should be fine.

I don’t recommend this setup in other ISI powered sims, but with whatever Sector 3 have injected into the ISI code, this is what works in their world.

RRRE 2015-11-21 19-18-55-87

34 thoughts on “Another Update to R3E, another GT3 Leaderboard Setup

  1. yeah i like R3E cuz i start to sim R07 with a gamepad..R3e also has prroper 5.1 support not like that rf2 horrible audio mixing..anyway goodluck to them.Its the pricing that keep me away and no Steam standalone for DTM contents.
    R07>rf1
    F1 2012 > rf2

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  2. Ok look I really like R3E, and would recommend it if you’ve not tried it. However, I’m also pretty pissed about their recent server outage that left me and many other users unable login and thus unable to play the content that I paid for. I really hope these clowns at Sector 3 toss this pricing model and get an offline mode setup because that kind of thing is unacceptable. If I paid for it, I should be able to play it whenever I want. Usually it’s been ok with R3E but once is one time too many.

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    1. Update: It’s still down. I got on earlier today but that might have been a fluke. This has been three days now. Absolutely unacceptable.

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    2. Sales and pricing model is the domain of Raceroom AG in Germany and not Sector 3. The good people of Sector 3 hate the vRP as much as the end user!

      The owner of Sector 3 and the publisher Raceroom owns KW Suspension and probably sees ‘his’ PC sim on the same level as iRacing and structures the pricing model around that.

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  3. The truth about RRE is this:
    Phase one is to fire up a GT3 car and off you go and boy it feels cool, physics graphics etc. First impressions – even after a long layoff – are great.
    Then phase two after some serious hours and time to move to another car – GT3, Prototype, Touring whatever – and suddenly the penny drops all cars have exactly the same physics feel – it seems that all they do is ramp up the power, loosen the grip and change the sounds (to suit the respective cars) and there you have it. When you eliminate the fake effects imo it is all the same.
    Phase three switch off for another few months.
    Phase four? Revert to phase one and the same old story….
    Hence why the setups are one size fits all…

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    1. Like the physics approved by DTM drivers for the 2015 DTM Experience, the 2014 ADAC champion who approved the 2015 ADAC Experience and GT3 class cars or the two Audi TT Cup drivers who helped with the physics for the upcoming add-on?

      I’m sure you’re a more skilled and better educated driver than these people…no wonder sim developers don’t interact with Joe Public who’ve never sat their arse inside a race car, let alone know who one drives.

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      1. Many real world race drivers “approve” physics of games like Forza, Project Cars and Gran Turismo, it doesn’t have much relevance at all since they are paid marketers

        I have written few physics engines myself so I got pretty good understanding how they work.

        Liked by 1 person

      2. >I have written few physics engines myself so I got pretty good understanding how they work.

        You have a tech demo yet? Let us review your work practically. You can even rip a 3d model if you can’t create it, but lets test your physics work. Who knows, maybe you can even steal some professional clients from ISI.
        Now that would be fantastic, associat0r competing in the same market as ISI.

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  4. Man, so many exploits… Something must be wrong for sure. If the lowest ride height with the softest springs and sway bars don’t give you terrible bottoming down issues either the range is off or underbody collisions are shit.

    A setup like that should give you lack of support and a wobbly and unresponsive car, that should also scrap the ground badly.

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    1. Never heard of bump stops? There is no reason a GT car on its softest spring settings should scrape on the ground. Try it in GTR2, GTREvo, rF2, AC or pCARS. If it does scrape on the ground then there is something wrong with the physics.

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      1. Hitting the bumpstops is better than hitting the ground but worse than having proper spring support. If you hit them hard (and you´ll do if your springs are very soft) they will also cause the car to be unstable. For road racing it´s a good idea to use small or no bumpstops and supportive springs, the transition from a very soft spring compressing easily to a very rigid bumpstop is not nice behind the wheel.

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    2. well the limits are quite tight you can only drop the cars by one centimeter.
      also 1-1 wings is not the fastest on all tracks from my experience only ones with long straight laguna seca is about 1-5 for optimum drive out of the corners.
      in the end of the day these cars are based off adac in which setup plays almost no role in the outcome of the race and the teams have a setup they use almost all the time according to kelvin van der linde.

      Liked by 1 person

  5. “Many real world race drivers “approve” physics of games like Forza, Project Cars and Gran Turismo, it doesn’t have much relevance at all since they are paid marketers”

    Except all of the drivers volunteered their time and Bruno Spengler ran time trials and races in the 2014 DTM Experience long before he offered his time, for free, to improve the 2015 DTM Experience.

    If you bothered to watch any of the physics testing videos Sector 3 have uploaded to YouTube, you’d already know there are no paid for opinions, just racers who want their series to be reflected with as much realism as possible.

    “I have written few physics engines myself so I got pretty good understanding how they work.”

    Piboso is making comments on PRC! By your fucked up logic, I must be as good as Mozart because I arranged some random notes on a Casio keyboard.

    Once you make something close to isiMotor 2 which is the basis for R3E or inject your own tyre and physics modelling into it, let the community have access to it so we can judge for ourselves.

    Liked by 1 person

      1. Look fuckwit, sector 3 use real world drivers feedback.

        Your father, Hex or Asshat, should have settled for the massage at the parlour.

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  6. ha ha

    “The biggest exploit this build is the rear wing, which can be ran with a value of 1 on any track in the game.” – where is the video? Where do you point times where you “eat” ur opponents?

    “I’m not sure how accurate this is,” – so, u dont know actually, why they apply more downforce on rain setups? Anyway, where is the video?

    “but the car has so much overall grip that the rear end never gets to the point where it breaks loose, nor does the front end turn in too much.” – maybe you need to be faster?

    “I don’t recommend this setup in other ISI powered sims, but with whatever Sector 3 have injected into the ISI code, this is what works in their world.” – why not, mister hackerman?

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