The Esports WTCR OSCARO will see its first multiplayer race event take place this weekend on RaceRoom. The very first of 7 scheduled events will bring us to the famous Hungaroring.
Thanks to the local hero race driver Norbert Michelisz, this round always provides a special atmosphere at the real track and it was no surprise to see so many of his fellow Hungarian gamers qualifying with great success for one of the 96 spots on the grid, split over 4 divisions.
Livestream for this first round will take place on Sunday, 26th August at 17:00 GMT (19:00 EU). You can watch the live stream with live commentary either on the Facebook Page of the FIA WTCR or on YouTube: https://www.youtube.com/c/TheFIAWTCCworldtouringcarcup/live
Do you want to qualify and enter for Round 2?
Do not hesitate or think you're coming too late, you can still enter and qualify for round 2! Over the 7 rounds of the series, there will be one score drop, allowing for an absence, so it's still possible to enter with a chance to win!
You can also enter for the Time Attack championship. The top 100 players will win tickets to use at the final LAN event of the Esports WTCR OSCARO (date and location are to be announced).
Let's have a look at the Round 1 Qualifying Time Attack: At the very top of the virtual grid, none other than our 2017 champion. Alexander Dornieden topped the timing sheets for Veloce Esports in the #68 Honda, the same car that Yann Ehrlacher took to victory in the FIA WTCR race earlier this year. Slovakian Bence Bánki was 2nd for ACR Zakspeed ahead of Turn1’s Tim Heinemann, while Wisniewski and Leaune rounded out the top 5 ahead of the strongest newcomer, Andika Rama Maulana from Indonesia. The fastest local hero was Adam Pinczes in 10th, while Gergo Baldi, who won the Hungaroring race at the Esports WTCR Prologue Event earlier this year, only managed a still honorable P13.
The field is tougher than ever before, with Márk Nándori, 4th in the championship last year being the last driver to even qualify for the first grid, and with strong regular contenders like Fredriksson, Delsaux, Moisescu, Stempurszki or Knatz starting the season in the second grid.
Emulating the real FIA WTCR OSCARO as closely as possible, there were discussions about the Balance of Performance amongst the cars after the strong showing of the Hondas. As a result, the race direction decided to give a weight reduction to several cars, to make sure that all cars will be represented. This puts the drivers in front of an interesting choice, as they have to pick a car and stick to it for the entire duration of the season.
Today we're bringing some performance balancing to the 7 cars within the WTCR 2018 class. After careful analysis of the performance of the cars since their release, we have tested and applied the below modifications.
These will come right on time for the opening round of the Esports WTCR OSCARO, you can watch the live stream on Sunday, 26th August, at 17:00 GMT (19:00 EU) with live commentary either on the Facebook Page of the FIA WTCR or on YouTube: https://www.youtube.com/c/TheFIAWTCCworldtouringcarcup/live
Apart from the balance of performance, we're also patching in a few art fixes that we didn't have time to include on release day. More will come in a later patch.
Update details: Download size = ca 235 MB Client version = 0.3.0.6417 Client BuildID = 3056970
The WTCR class contains all 7 brands of the championship, including all official teams and drivers. The cars from Alfa Romeo, Audi, Cupra, Honda, Hyundai, Peugeot & Volkswagen are built to the highly popular TCR specifications, which are a great recipe for exciting touring car action!
Today we're pushing a client fix for a false positive detection of clock-cheating. At the same time we are pushing some art fixes for various tracks.
Update details: Download size = around 1,5 GB Client version = 0.3.0.6414 Client BuildID = 2954930
Game:
Fixed a false positive detection of a clock-hack on Nordschleife (with the Nordschleife layout) that was resulting in the first lap started right after loading would always be invalidated.
Art
Brands Hatch - Fixed some extreme bumps, swapped old 2D spectators, small AO tweaks.
Sonoma - Fixed an issue where "Long" layout would trigger an off-track incident point event in turn 7 when running a bit wide but still on-track.
Falkenberg - Fixed an issue where player could be considered as having entered the pitlane by driving too close to the pit entry. Pitlane entrance has been moved further back.
Motegi - Fixed a tyrewall that had no collision and could be driven through on the start/finish straight.
A new track is now available! Joining the list of WTCC venues comes Twin-Ring Motegi. This track, located in Japan, was on the calendar of the final three seasons of the FIA WTCC series: 2015, 2016 and 2017.
This is not all, we're also bringing a complete overhaul of various cars. The biggest change being a big merger between GTR 1 and GTR X car classes. They're now upgraded to our highest physics quality level and closely balanced together.
For those of you who were around in 2012 when RaceRoom was in open beta, you'll remember the Nissan GTR GT1. After all these years sitting in a dark virtual garage, this car has now been unleashed and added to the GTR 1 class as well.
The Pagani Zonda R was also upgraded and now lives in its own single-make cup class with many liveries available.
Another car received some physics upgrades: the Formula RaceRoom Junior. Alex, our physics designer, has treated you with his own version of what this car should handle like, all based on the data and experience collected when he was racing such cars a few years ago.
On the sound side, we're improving as well! Anthony, our sound engineer, has been busy delivering many new reasons for our ears to rejoice! Read about it all in detail below!
Added a Volume slider in Sound Options for Brake Squeal volume.
Skidmarks left on the track are no longer a fixed width but instead match the size of the tyre that suffered for it.
Reduced the floating above ground of the skidmark decals when seen from a low angle camera.
Underbody scraping sounds are now played in replay sessions. Also adjusted volume and fade for them.
FFB Multiplier in Car Setup menu now allows to go up to 10.0 (was 5.0)
Autoclutch assist is now forced ON when H-Pattern option is enabled but no direct gear buttons are mapped.
Modifications to Clutch and H-pattern cars logic, making it required to lift throttle in order to upshift.
Fixed mini data display in HUD that was using a slightly different logic for rev warnings.
Fixed a game crash reported upon exiting certain replay sessions
Fixed Input Meter HUD tool that would wrongly appear at the beginning of a race session.
Fixed a lack of shift backfires when watching replays and on remote cars in multiplayer
Fixed so skidmarks left on tarmac are now properly erased when restarting a session or rewinding a replay.
Fixed an issue reported with replays or ghosts failing to save if a folder did not exist.
Sounds
350 new gearshift / backfire / shift backfire samples were added.
Various modifications to the backfire patterns and speed.
Adjusted the hearing distance for gearshifts, backfires and shift backfires
All cars - Brake squeal sounds improved. Better pressure versus volume fading, hearing distance adjusted for external cameras. Pitch adjusted to match recent recordings.
BMW M1 Procar - Coast transmission volume adjusted in cockpit
BMW M3 DTM 2013 - Transmission volume adjusted in cockpit
BMW M4 DTM 2014/2015- Transmission volume adjusted in cockpit
Chevrolet Camaro GT3 - Main volume increased in cockpit. Transmission volume adjusted. Transmission pitch adjusted for both cockpit and external sounds.
Chevrolet Corvette Z06 GT3 - Coast and Throttle volume balance adjusted
Fixed a pitstop exploit where a player could turn on ignition and engine back on much earlier than normal by stopping at the spot with the engine already turned off.
Fixed an issue in multiplayer where the player could end up having only 1 lap to perform in the race session. This was spotted on certain systems only.
Fixed an FFB initialization on the "Championship progress saved" message.
Content
Moscow - Modified track side banners in preparation for the Porsche virtual series.
KTM X-Bow RR - New livery #8 was added to store
Nuerburgring GP - Updated pitwall with latest Porsche hashtag, new Ravenol sign, new tarmac patches, fixed curbs shapes at the Schumacher esses as well as other various fixes and tweaks.
Lausitzring GP - Fixed HUD track map that was still using simple visuals.
Today's update adds the remaining cars for the future rounds of this outstanding competition: the AMG-Mercedes CLK DTM 2003, the AMG-Mercedes C-Klasse DTM 2005 as well as a competition-only version of the Mercedes-AMG C 63 DTM 2015.
You can watch all the races on Mercedes-Benz' YouTube channel :
But it isn't all! We're also bringing some fixes for Direct Drive wheels and other controller types that were reported recently. Check this out:
Update details: Client version = 0.3.0.6406 Client BuildID = 2821569 Dedi version = 42.0.665 Dedi BuildID = 2821571
Game:
FFB - No longer sends Jolt effects on extreme forces, which caused strong effects being felt when the car was bottoming out.
FFB - Fixed various reported issues with Direct Drive wheels
FFB - An issue was spotted with the effect creation for Fanatec devices. While this is being investigated on Fanatec side, a workaround has been introduced, solving the ffb loss, framerate and freezes issues reported when resetting FFB or loading multiple game sessions.
Input meter - Fixed an issue where the meter would render before a racing session started.
Fixed an issue where cockpit gauges would sometimes be showing wrong values when coming back from an instant replay (spotted in the Zakspeed Capri)
Content
Mid-Ohio - Fixed a cut track detection when driving near the pitlane entrance in the last two turns.
Laguna Seca - Fixed wrong pitlane speed limit
Sepang - Fixed some minor texture flickering on the back of the pit building
Pitstop menu now automatically confirms the requested changes upon entering the pitlane.
Added an input meter graph showing steering and pedals axes and a keybinding to toggle it on/off from the HUD. It was made to also be working in replays and render no matter the camera. Position and scale of this new HUD element are up to user’s preferences through hud_options.xml. Default has been aligned with FFB meter.
Added a “Fixed Setup” option to dedicated servers. When enabled, players are only allowed to modify the fuel and the brake pressure.
Added support for upcoming “Fixed Setup” time attack competitions.
Cockpit steering animation setting now has an extra option to render the steering wheel in a static position. Useful for cars featuring a data display on the steering wheel (ie. BMW M235i Racing or Formula cars)
Added more data to Dedicated server results .json: StartPosition, StartPositionInClass were added to Session. Sector Times, PositionInClass and a boolean stating if the lap was valid or not were added to Lap.
Updated to libcef 3.3282.1742 / Chromium 64.0.3282.119. Should help with certain crash reports and users reporting black screens.
Game now waits a full minute for http requests and ghost uploads after some users reported failed upload of leaderboard entries.
Changed so laps completed, invalid laps & best lap time statistics are not sent to the backend if cut track rules are disabled.
Changed so driving at high speed on grass (ie: on the side of a straight) now triggers a yellow flag event.
Changed so a car causing a yellow flag event is allowed to overtake other cars inside the yellow zone.
Fixed LED’s of the Fanatec CSL Elite that were lighting up by group of 3 instead of 1 by 1.
Fixed a bounce of the vehicle that could be observed with certain cars upon spawning on track.
Fixed a case where some users would still receive penalties upon spawning on the starting grid.
AI - Fixed a reported game crash related to DRS / PTP zones.
AI - Fixed a case where AI would sometimes be caught pitting before the pitlane opened.
AI - Added some variations to their tyre management to increase pitstop strategy differences.
VR - Added a loop for VR initialization so it tries 3 times before returning failure. In case it's just a temporary error.
VR - Fixed an issue where some system chat messages could not be seen (such as “user has joined the server” messages)
VR - Fixed a reported game crash
VR - Fixed an issue where the head position would move erratically when transiting to another racing session.
Tweaks to the revlimiter code to get more of a dogtooth effect in the rpm.
Tweaks to pitlane speed limiter to reduce some bouncing over the speed limit in certain cars. Just like in a real car, it is recommended to not apply full throttle while on limiter.
Tweaks to the slow-down penalty messages to make it more explicit that the user has to give up a certain time advantage.
Sounds, cameras, physics & AI:
All Tracks - Tweaked AI pace in qualifying versus race
Audi RS 3 LMS - Triple screen cockpit camera is now properly positioned
Formula RaceRoom 2 - Tweaks to AI braking ability to better match player’s
Formula RaceRoom U.S. - Sound adjustments to the idle and low revs
Mistral M530 - Improvements to cockpit sounds
Nordschleife - Fixed AI scraping the apex guardrail during a race start on the Nordschleife layout
RedBull Ring - Tweaks to cut corridors
Sachsenring - Tweaks to cut corridors
Silverstone - Fixed AI braking in an unsafe manner to enter the pitlane