RaceRoom Racing Experience

Diskutiere RaceRoom Racing Experience im PC Games / Hardware Forum im Bereich Andere Systeme; Fast fertig... https://www.youtube.com/watch?v=giqyaXUh-3Q RaceRoom Racing Experience: Entwickler geben Überblick zu kommenden Features und...
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Doppelpost :)
 
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RaceRoom Racing | Singleplayer | WTCC 2015 @ Circuit Paul Ricard

 
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Important Change. Please Read: https://forum.sector3studios.com/index.php?threads/important-change-is-coming-please-read.5610/



Changelog aktuelles Update:

https://forum.sector3studios.com/index.php?threads/raceroom-patchnotes-thread.261/page-2#post-82901

 
Update 30-06-2016


Highlights:

Added garage phase to Multiplayer. This is a 60 second phase before race to allow players to change their car setup and fuel.

Changed login flow and integrated with Steam Web API. New players will no longer have to register an account with e-mail. The game will create accounts with the Steam ID and existing users will automatically authenticate with Steam details.


Game:

Added support for Fanatec pedal vibration. Players who have a Fanatec pedalset with vibration can tweak these via the controller file.
FFB pedal throttle vibe zero magnitude = 0.01 // Throttle pedal vibration at 0rpm (reference point) can be set between 0 and 1.0

FFB pedal throttle vibe slope = 0.15 // can be set between -99999999.0, 99999999.0

FFB pedal throttle slip vibe= 1.0 // Throttle pedal vibration on tire slip. can be set between 0 and 1.0

FFB pedal brake slip vibe= 1.0 //Brake pedal vibration on front tire slip. can be set between 0 and 1.0

FFB pedal brake vibe slope= 5.0 // Slope for brake pedal vibration based on speed and braking %. can be set between -99999999.0, 99999999.0

Fixed an issue where the game could crash while loading a replay.

Fixed an issue where game was adding fuel in liters instead gallons while refueling during pitstop.

Increased controller axis movement threshold used when detecting input (so that the player has to press the axis 90% down before it gets bound in options).

Removed the now obsolete manual login screen, modified error screen and added retry button so the player can retry login instead of having to exit the game completely to retry.

Added potential fixes for freezes that were occurring when game was trying to save replays.

Removed fuel multipliers from DTM 2015 as they were causing issues in Championship.

Fixed an issue where cars started without brakes if player skips the first race session in a 2 race format race.

Fixed speed of background music changing after watching a replay.


Multiplayer:

Added garage phase to Multiplayer. This is a 60 second phase before race to allow players to change their car setup and fuel. The garage phase ends either at 60 seconds or when all players have readied up by pressing Race.

Added a new setting to dedicated server called “Non Ready Pitlane Start Delay”. If set to 0, players that failed to press race before garage phase ends, gets put on the grid as normal. If set to any other value, the player starts from the pits as penalty and cannot drive until that value in seconds has passed.

Fixed an issue related to slow responses from/to servers that fixes cars continually remaining at ping 0.

Added potential fixes for connection issues that were causing some players to get disconnected.

Fixed issue with session timer being off by 10-16 seconds sometimes, and not counting laps done within that time.

Fixed an issue with drivetrain oscillation calculation that was causing inaccurate torque values in Multiplayer, causing cars to flip and float around unnaturally when elapsed time was reset to synchronize time.

Fixed issue with being unable to change gear after walkthrough phase in Multiplayer.

Fixed issue with "Waiting for Server Response" popup sometimes showing up and remaining on screen, after joining a multiplayer server.


Sounds, Cameras, Physics & AI:

Fixed handbrake pressure being null on cars with recently updated physics.

Fixed Honda Civic rear view camera.

Added new TV Cameras for Nurburgring, Mid Ohio, Zandvoort, Sonoma Raceway.

Fixed a case where player was given a cut track warning when entering the pitlane at Bathurst.

Fixed a couple of garage spots at Salzburgring that were outside of the pitlane limit.

Fixed a congestion issue when all AI’s would pit in simultaneously at some of the Nordschleife layouts.

Increased fuel use estimations for most of the track layouts to a safer level, addressing all issues where AI’s wouldn’t embark enough fuel to complete a 15 minutes race session.

Nurburgring: Merged cut rules between difficulty levels.

Monza: Fixed issue with AI not pitting.

Laguna Seca: Fixed issue with AI not pitting.

Zolder - Fixed AI hitting pit exit sign when leaving pits in practice and qualifying sessions,

Mid Ohio Turn 1 - Made the cut track rule less strict.

Added bigger grids for Suzuka, Hockenheim, Hungaroring, Slovakiaring, Monza, Laguna Seca, Norisring, Nurburgring, Oschersleben, Lausitzring and Raceroom Raceway, Mid Ohio, Moscow Raceway, Shanghai, Zolder.


Art:

RaceRoom Raceway: updated the tarmac, mapped the groove better, and various small fixes

Tatuus F4: made brake disks visually bigger to better match the real car.

Brands Hatch - Various art fixes and visual improvements.

Chang - Various art fixes and visual improvements.

Hockenheim - Fixed DTM pit stall being behind wall.

Indianapolis - Fixed missing collisions on some road surfaces, improved collision walls placement so they match concrete walls properly, closed some gaps between fences, added some tirewalls.

Monza - Fixed trees clipping through sign and the flickering Hyflex banner after 1st chicane

Nurburgring - Fixed an issue with some of the curbs.


Portal & Backend:

Changed login flow and integrated with Steam API. New players will no longer have to register an account with e-mail. The game will create accounts with the Steam ID and existing users will automatically authenticate with Steam details.

Removed Switch Accounts option from Account Settings.

Removed Password change section in account settings as it’s no longer relevant.

Removed change email button. Email can be changed on the field itself and will be highlighted if it’s not verified.

Added email validation to competition launch. We no longer require e-mail for a player account but a valid e-mail is required for competitions.

Fixed an issue where hidden content used for a competition was appearing in regular car selection menu.

Added a check on login for owned DLC’s so the refunded DLC’s will no longer remain owned.

Fixed an issue where an error would appear after purchasing a track through the Multiplayer browser.

Fixed so the purple server entry in Multiplayer browser refreshes immediately after purchasing the needed item, instead of player having to back out and re-enter the browser to refresh.



GT3 auch endlich als Pack erschienen: GTR3 Pack - Store - RaceRoom Racing Experience


KTM X-Bow RR licensed: https://forum.sector3studios.com/index.php?threads/ktm-x-bow-rr.5823/

McLaren 650S GT3 licensed: https://forum.sector3studios.com/index.php?threads/mclaren-650s-gt3-licensed.4525/

BMW M6 GT3 - licensed: https://forum.sector3studios.com/index.php?threads/bmw-m6-gt3-licensed.4932/

BMW M235i Racing licensed: https://forum.sector3studios.com/index.php?threads/bmw-m235i-racing-licensed.4273/


 
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Gratis: Stowe Circuit




VR Support: https://forum.sector3studios.com/index.php?threads/openvr-support.7109/


RaceRoom Update 25.1.17

https://forum.sector3studios.com/index.php?threads/25-01-2017-raceroom-has-been-updated.7110/



What’s New (Summary)


First pass of VR support

Leaderboard divisions.

Multiplayer Browser Revamp.

Manual Pitstops in Get Real.

AI Stress factor.

All DTM seasons updated to latest physics.

Silverstone and Stowe.


Game:

Added a first pass of support for OpenVR. Read more about it HERE.

Fixed an issue where turning the virtual wheel in vehicle settings on/off would not apply in game until session restart.

Tweaks to Memory usage of Instant Replays and changed so instant replays always request 300 seconds length. Memfiles are now written to disk when becoming too large.

Player is now allowed to pit in non race sessions (to practice pitstops, change tires, refuel…). Before, the player would automatically be brought to garage menu after entering pitlane.

Fixed issue with timing on single lap layouts (ie Nordschleife Tourist) when starting from garage in non race sessions.

Fixed issue with best individual sector times being calculated incorrectly.

Fixed a case where enabling Manual Depth of Field mode wouldn’t always lock the focus plane on the currently selected car

Fixed AI pitting in last lap on certain occasions by adding precision to calculations for refuelling.

Fixed incorrect stance for certain cars, fixed this for replays as well now.

Updated the Fanatec SDK to version 2.2

Added support for Fanatec CSL and added a default profile.

Moved the message area used for displaying current camera, chat messages etc. down a bit so they don't overlap with the text field that displays which leaderboard division the player is in.

Fixed issue with mouse steering resetting to zero position when looking left/right in cockpit & hood cams.

Fixed an issue with race position overlay sometimes missing entries if they get processed in the wrong order.

Fixed an issue where player would see pit lane speed window when off track on certain areas.

Fixed an issue in timing screen where multiple entries of the same driver would appear.

Minor tweaks and fixes to protocol that communicates to backend and web to support the additional data in the MP browser.

Fixed DQ on late penalties being treated as it was ON when it was OFF.

The Pit menu and Pit In Now overlays should now be hidden when restarting a non race session.

Fixed an issue where cars could remain ghosted after receiving a slow-down penalty

Fixed a crash occuring when game attempted to save pit presets on certain occasions.

Fixed a rendering issue with cars that would occur when changing visual preset from low to custom and changing shadows from off to lowest.



Multiplayer:

Fixed issue with the dedicated server writing a backend log file in the wrong folder when too many liveries were allowed on the server.

Fixed an issue in timing screen where multiple entries of the same driver would appear.



Sounds, Cameras, Physics & AI:

Introduced “Stress factor” for AI. AI’s can now be pushed into making mistakes when under pressure. Likelihood of those mistakes increases from being chased and from collisions.

Improved AI awareness of opponents on their sides.

When two AI’s are side by side reaching a braking point, one will brake 3% earlier and the other 2% later, depending on longitudinal position and relative speeds

Increased awareness for AI when under blue flag and upon leaving pitlane for incoming traffic

Punctures : occurrence of tire punctures are now tied to wheel rotation speed rather than vehicle speed.

Reduced the bouncing of certain cars upon spawning in their garage location.

Fixed a case that would cause 4WD cars to run with differentials wide open

Fixed a case where DRS could disengage when driving over bumps

Audi TT Cup and TT RS VLN : Added rear downforce to AI cars to keep them more stable in high speed weight transfers where they are often caught losing control. Tweaked AI versus players collisions to be more fair to the player

DTM : Ported 2016 physics and sounds to all past seasons of the DTM.

GTR 3 : AI update, Improved standing starts for all cars, AI versus player collisions tweak to be more fair to the player

Mercedes C63 DTM 2016 : Fixed the noisy suspensions and increased engine volume

Raceroom FR3 : updated sounds

RedBull Ring GP : Cut rules update for more strict rules


Art:

Chang: Adjusted IBL to match the new light setting

Zandvoort : fixed missing terrain, fixed missing generics, fixed terrain normals, redone sets for generics/audience, swapped 2d audience with latest models, fixed underpass shadow on track

Alpina B6 : Fixed incorrect windscreen banners in certain liveries.


Portal & Backend:

Revamped Multiplayer Browser.

Implemented Leaderboard Divisions. Leaderboards with over 100 entries will now divide into divisions.

Added thumbnail support to MP Browser. Dedi admins can now upload their custom image to represent their servers (PS: Servers with offensive images will be removed.)

Fixed some scrolling issues in certain sections of portal.

Fixed an issue where clicking the race button in MP browser while it is greyed out would lock the game.
 
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Mantorp Park






Update

 
05-04-2017


What’s New (Summary)

Flags

WTCC 2016

Game:

Changed so upon finishing a race with a slowdown penalty still active, the player will receive a penalty of 30 seconds added to his final result.

Fixed issue with video options breaking when switching monitors with same resolution but different refresh rates.

Changed so the slowdown time penalty you receive now factors in the actual track distance you have skipped to fix issue with finishing without receiving a penalty for cutting.

Changed so if the accumulated slowdown time penalty exceeds the set post-race time penalty for finishing a race with a slow down on your head, you are now disqualified from the race. Current limit is set to 30 seconds.

Fixed refueling sound continuing when refueling and returning back to garage in practice.

Fixed issue where "Pit timer" from previous event was showing when player was in a new session after completing an event with mandatory pitstop with a minimum pitstop duration.

Fixed an issue where player was sometimes able to change fuel when fuel usage was off. Player car will now always use default fuel amount if fuel usage is off.

Fixed issue with time of day setting not applying for race 2 and 3.

Fixed so slowdown cannot reach more seconds than post race penaltytime.

Xbox One controller profile: Swapped shift down and drs buttons so they match the 360 controller button layout.

Fixed Xbox One controller vibration issue.

Changed automatic DNF logic to allow players to stand still with their engine off if they're close to their pit box. So players can take breaks during long races without getting retired.

Changed so replay is no longer saved when crossing the finish line but only paused. It is now saved and closed when player finishes the race.

Fixed so headlights now strobe for 2 sec when button is clicked, or continuously if held.

Shadow splits are now always enabled.

Tweaked rumble pad/xinput ffb by disabling high speed constant rumble (steer force), rumble on grass and gravel (covered by slip effects) and engine vibrations.

Added missing return so now players get returned to menu if the pit window range is invalid for single race or championships.

Added session length format to shared memory. (if the session is time based, lap based or time+lap based).

Increased shared memory minor version to 5.

Various tweaks and fixes to data displays


VR:

Support for displaying VR sessions on a monitor. (New control to map : “VR Toggle Monitor view”)
Note: What's displayed on the monitor is a cropped copy of the left eye render for the VR headset. The crop avoids including the eye's hidden area mask and maintains the monitor window's aspect ratio. The overlays (menus, etc.) are rendered flatly on top of the cropped VR eye render.

The mouse cursor is no longer shown on the monitor window unless the game is set to show the VR session on the monitor.



Sounds, Cameras, Physics & AI:

Various AI tweaks and improvements

AI: spread out their pitstops more also in shorter races

AI: moved what they consider middle of race in lapped races back one lap

Idle engine sounds no longer include a slight presence of on-throttle samples

Fixed a case where brake sounds could be heard when standing still and steering

Brake sounds: ramp/fade/blend speeds/pressure settings improved for all cars except FRX, FR2 and FRUS

Audi TT RS VLN: AI speed tweaks

Aquila : AI speed tweaks

BMW M1 Procar : Chase camera tweaks

BMW M6 GT3 - Engine Throttle volume increased in cockpit

Formula Raceroom US : new sounds, AI speed tweaks

WTCC 14 and WTCC 13 : tweaks to fuel burn and fuel estimates

WTCC TC1 : tweaked action cameras

Karlskoga : lap not counting when passing through pitlane

Hungaroring : tightened cut track detection

Macau : Added TV camera sets

Monza : cut track detection tweaks

Moscow: Added helicopter sound sample to aerial TV cameras, cut track detection fixed on FIM layout

Paul Ricard 2A: TV camera to see the starting grid properly

RaceRoom Raceway: Added TV cameras sets

Sonoma IRL layout: Tweak AI lines

Zandvoort : Tweaked AI lines

Art:

WTCC TC1 cars : New driver animation

Switched Macau light setting to same as Paul Ricard.

Bathurst - removed tirewall blocker in mountain chicane

Zolder - Fixed weird bushes and smoothed track bumps a bit further

Portal & Backend:

Changed Leaderboard divisions to work on a percentage based system.
Division 1 0.00% 2.00% of best laptime.
Division 2 2.00% 4.00%,
Division 3 4.00% 6.00%
Division 4 6.00% 8.00%,
Division 5 8.00% 10.00%,
Division 6 10.00% 12.00%
Division 7 12.00%+​
Fixed so when a content is set to be free e.g. for a weekend it is not excluded from packs (essential and class packs) and still gets added as owned upon purchase.
 
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Update

 
05-04-2017


What’s New (Summary)

Flags

WTCC 2016

Game:

Changed so upon finishing a race with a slowdown penalty still active, the player will receive a penalty of 30 seconds added to his final result.

Fixed issue with video options breaking when switching monitors with same resolution but different refresh rates.

Changed so the slowdown time penalty you receive now factors in the actual track distance you have skipped to fix issue with finishing without receiving a penalty for cutting.

Changed so if the accumulated slowdown time penalty exceeds the set post-race time penalty for finishing a race with a slow down on your head, you are now disqualified from the race. Current limit is set to 30 seconds.

Fixed refueling sound continuing when refueling and returning back to garage in practice.

Fixed issue where "Pit timer" from previous event was showing when player was in a new session after completing an event with mandatory pitstop with a minimum pitstop duration.

Fixed an issue where player was sometimes able to change fuel when fuel usage was off. Player car will now always use default fuel amount if fuel usage is off.

Fixed issue with time of day setting not applying for race 2 and 3.

Fixed so slowdown cannot reach more seconds than post race penaltytime.

Xbox One controller profile: Swapped shift down and drs buttons so they match the 360 controller button layout.

Fixed Xbox One controller vibration issue.

Changed automatic DNF logic to allow players to stand still with their engine off if they're close to their pit box. So players can take breaks during long races without getting retired.

Changed so replay is no longer saved when crossing the finish line but only paused. It is now saved and closed when player finishes the race.

Fixed so headlights now strobe for 2 sec when button is clicked, or continuously if held.

Shadow splits are now always enabled.

Tweaked rumble pad/xinput ffb by disabling high speed constant rumble (steer force), rumble on grass and gravel (covered by slip effects) and engine vibrations.

Added missing return so now players get returned to menu if the pit window range is invalid for single race or championships.

Added session length format to shared memory. (if the session is time based, lap based or time+lap based).

Increased shared memory minor version to 5.

Various tweaks and fixes to data displays


VR:

Support for displaying VR sessions on a monitor. (New control to map : “VR Toggle Monitor view”)
Note: What's displayed on the monitor is a cropped copy of the left eye render for the VR headset. The crop avoids including the eye's hidden area mask and maintains the monitor window's aspect ratio. The overlays (menus, etc.) are rendered flatly on top of the cropped VR eye render.

The mouse cursor is no longer shown on the monitor window unless the game is set to show the VR session on the monitor.



Sounds, Cameras, Physics & AI:

Various AI tweaks and improvements

AI: spread out their pitstops more also in shorter races

AI: moved what they consider middle of race in lapped races back one lap

Idle engine sounds no longer include a slight presence of on-throttle samples

Fixed a case where brake sounds could be heard when standing still and steering

Brake sounds: ramp/fade/blend speeds/pressure settings improved for all cars except FRX, FR2 and FRUS

Audi TT RS VLN: AI speed tweaks

Aquila : AI speed tweaks

BMW M1 Procar : Chase camera tweaks

BMW M6 GT3 - Engine Throttle volume increased in cockpit

Formula Raceroom US : new sounds, AI speed tweaks

WTCC 14 and WTCC 13 : tweaks to fuel burn and fuel estimates

WTCC TC1 : tweaked action cameras

Karlskoga : lap not counting when passing through pitlane

Hungaroring : tightened cut track detection

Macau : Added TV camera sets

Monza : cut track detection tweaks

Moscow: Added helicopter sound sample to aerial TV cameras, cut track detection fixed on FIM layout

Paul Ricard 2A: TV camera to see the starting grid properly

RaceRoom Raceway: Added TV cameras sets

Sonoma IRL layout: Tweak AI lines

Zandvoort : Tweaked AI lines

Art:

WTCC TC1 cars : New driver animation

Switched Macau light setting to same as Paul Ricard.

Bathurst - removed tirewall blocker in mountain chicane

Zolder - Fixed weird bushes and smoothed track bumps a bit further

Portal & Backend:

Changed Leaderboard divisions to work on a percentage based system.
Division 1 0.00% 2.00% of best laptime.
Division 2 2.00% 4.00%,
Division 3 4.00% 6.00%
Division 4 6.00% 8.00%,
Division 5 8.00% 10.00%,
Division 6 10.00% 12.00%
Division 7 12.00%+​
Fixed so when a content is set to be free e.g. for a weekend it is not excluded from packs (essential and class packs) and still gets added as owned upon purchase.
Sieht gut aus. Gefällt mir [emoji106] Reines PC Spiel oder
 
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Ja... GTR3 wird dann auf allen Plattformen kommen :)
 
K

KamiKateR 1990

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Ja... GTR3 wird dann auf allen Plattformen kommen :)
Mach das keinem Schmackhaft, der kein Lenkrad besitzt. Die meisten raffen immernoch nicht das Rennsimulationen NIX aber auch GAR NIX mitm Controller zu tun haben.
Sah man bei Pcars und sah man bei Assetto Corsa. Ich habe GTR1 und 2 am PC mitm Lenkrad damals mal angetestet: Auf Dauer unspielbar.
Und das ist der Punkt: Es ist kein Spiel sondern ne Simulation.
Also wer nicht plant ein Lenkrad zu kaufen, sollte Abstand nehmen von sowas. Er wird keinen Spaß haben dabei.
 
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Der Simulationsgrad ist nicht so wichtig, was wichtig ist, ist eine vernünftige Pad Implementierung. Assetto und SimBin Titel sind mit guten Settings auch mit Pad fahrbar solang man nicht auf Distanz fährt. Bei PCars war die Pad Steuerung ziemlich schlecht das stimmt. Bei RR bin ich zuletzt zum testen der neuen WTCC Physics auch nach Jahren wieder mal mit Pad gefahren und das auch noch auf Macau und es war gut fahrbar. Fast jeder fängt mit Pad an und dann wird es iwann auch ein Wheel wenn man gefallen an Sims findet ;)
 
Archie Medes

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AC macht erst ab der GT Klasse Spaß mit dem Pad. Ein Ferrari 458 zb ist eigentlich unfahrbar mit dem Pad.
 
illmotion

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Thema:

RaceRoom Racing Experience

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