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.
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.