Volvo S40 Supertouring And Silverstone Classic Available FREE In RaceRoom

Cover I.jpg
Image: KW Studios
The symphony of sound, the Volvo S40 Supertourer, is free to use across all game modes for two weeks in KW Studios' RaceRoom! Alongside this touring car icon, the classic version of Silverstone is also included, giving you the perfect location to put this Swedish steed through its paces.

Similar to the Porsche + Nurburgring free trial last month, this combination can be used across all modes, including online, so if you have always wondered what it was really like to race door to door in the most powerful touring cars ever made, then look no further!


RaceRoom's super touring content is fantastic fun to drive against and trade paint with, they are not class leaders, but the sim is more than capable of giving you a good race!

Silverstone Classic​

The other half of this free duo is the classic layout of Silverstone. This collection of layouts has seen some of the most famous touring car races in history. Includd is the illustrious Grand Prix, International and National circuits from the late 1990s, a real treat for supertouring lovers.

Silverstone Classic.jpg

The pit-straight at Silverstone Classic. Image: KW Studios

The final two rounds of the 1998 British Touring Car Championship took place at Silverstone on 20 September 1998, concluding a season marked by consistent competition in a wide range of machinery and consequent race winners.

1998 Round 25 (Sprint Race)​

  • Winner: James Thompson (Honda Accord)
  • Second Place: Rickard Rydell (Volvo S40)
  • Third Place: Yvan Muller (Audi A4)
  • Fastest Lap: Anthony Reid – 1:24.556
James Thompson led most of the race in the black and red Honda Accord, securing his victory and demonstrating Honda's competitiveness in the shorter sprint format. The Volvo S40, the one currently available in RaceRoom for free, was guided home to second by eventual drivers champion Rickard Rydell.

Rydell, S40 Brands Hatch.jpg

Rickard Rydell's championship-winning Volvo S40 on display at Supertouring Power, Brands Hatch 2023. Image: C.Minniss Photography

Round 26 (Feature Race)​

  • Winner: Anthony Reid (Nissan Primera GT)
  • Second Place: David Leslie (Nissan Primera GT)
  • Third Place: Rickard Rydell (Volvo S40)
  • Fastest Lap: Rickard Rydell – 1:24.904
Anthony Reid's victory in the feature race and David Leslie's second-place finish showcased just how strong the Nissans had been throughout the season. Still, it would be the Swedish duo of Volvo and Rydell that would take the fastest lap and the title in the final race, the first and only time a Volvo has ever won a drivers championship in the British Touring Car Championship.

Are you a fan of this era of touring cars? Let us know how you get on with the Volvo S40 at Silverstone classic in the comments down below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

I mean, as a "free to play" game with so weak (but yet +100gb size) content, i'm already on the edge of uninstalling it. And then they do this "It's free! Yay! -but for a week-" things and it annoys me more. Just make an ultimate edition or something that contains all cars and tracks, and then i might buy it for offline hotlapping... Btw, there's one more sim -cough, rf2, cough- bothers me for similar reasons, but...
 
I used to like this game years ago, but there was not really any content. Moves like this "play it for 2 weeks then its gone" antics isn't going to win anyone over......... (could have been a good game.........)
 
That's one way to look at it. Another way would be gaining market share in a competitive field requires sacrifices, especially when one's product is considered to be mostly outdated.
A way to do that is to offer the product for free for a while. If people really like it, they can buy it. A bit like those streaming services that offer a free month.

Anyway, it is an outdated sim in many ways, I agree with you, but I still launch it from time to time for the content, which is often unique in the sim racing world.
 
Just for some positivity, I thank the Raceroom devs for offering paid content for free for a while. I already have those cars but not the track yet so I'll be sure to check it out when I can.

I don't have much experience with the ST cars but I spent a good while with the Classic Touring category in Raceroom yesterday, specifically in the BMW M3 & 635 around Imola, and that was such a great experience. All the other sims feel like good or great sims, but Raceroom feels like you're racing a real car (at times) with physics that feel very natural.

Definitely worth a look / revisit in my opinion.
 
Just for some positivity, I thank the Raceroom devs for offering paid content for free for a while. I already have those cars but not the track yet so I'll be sure to check it out when I can.

I don't have much experience with the ST cars but I spent a good while with the Classic Touring category in Raceroom yesterday, specifically in the BMW M3 & 635 around Imola, and that was such a great experience. All the other sims feel like good or great sims, but Raceroom feels like you're racing a real car (at times) with physics that feel very natural.

Definitely worth a look / revisit in my opinion.
I agree 100%. I don’t own the ST cars, I was waiting for a sale. In fact, that’s the problem with RRRE: because the sim feels outdated compared to others, I am less inclined to pay full price for new content and I wait for sales. If the game was more up to date, I’d probably be more willing to pay full price. But I agree with you that the racing experience is great.
 
Just for some positivity, I thank the Raceroom devs for offering paid content for free for a while. I already have those cars but not the track yet so I'll be sure to check it out when I can.

I don't have much experience with the ST cars but I spent a good while with the Classic Touring category in Raceroom yesterday, specifically in the BMW M3 & 635 around Imola, and that was such a great experience. All the other sims feel like good or great sims, but Raceroom feels like you're racing a real car (at times) with physics that feel very natural.

Definitely worth a look / revisit in my opinion.

Controversial I think, but I agree.

I thoroughly enjoy RRRE, but then I also enjoy most other sims/games for that matter.

What I don't enjoy is the first few laps when I switch (to any game) and have to re-learn the nuances of that game, be it physics, UI, graphics or whatever. After that, I'm aligned and off we go for great racing.

I've had excellent races in RRRE, the Group A class at Bathurst for example is excellent. Would I use the game for GT3? Probably not, there are better instances of that.

The advice I'd give to those on the fence is buy one car & skin in the class you want and save - it's discounted later if you buy more cars in that class.
 
Controversial I think, but I agree.
I get your point that for some cars other titles may have the edge in some regards (they might have more conventional handling or more detailed FFB) but it's the natural physics in Raceroom the keeps me coming back.

Take my stint at Imola in the Touring Classics for example - not locking the brakes into turn 1 was an extremely delicate balancing act, one where I was at best able to really dial in muscle memory and brake hard & effectively with no tyre squeal, but sometimes I was fractionally over the limit and had to cadence brake while trying to keep my cool with tyres squealing and it was recoverable if managed well. If I mashed the brake too hard from the start there'd be a massive lock-up and the car would going into a sharp squirm to one side and I'd have to force gathering it back up, which albeit not ideal driving, felt great. To me, other games just lock up or not with no real variance and lacking nuance and just straight-lining instead of reacting as the tyres realistically would, therefore there's little to nothing in terms of gathering it up as the car hadn't reacted correctly in the first place.

I was also really playing with the physics coming out of turn 3 (left going onto small straight) as if it's done well you can clip the left kerb on the apex and deliberately cause some relatively high speed rotation, but if you don't do it exactly right then you glance over the kerb and have to balance understeer instead.

Basically every corner I approach, in the back of my mind I'm thinking "how's this going to go this time" and I need to be on point with my reflexes to adapt on the spot and get the most out of each corner.

That's what I love about Raceroom, you approach any part of the track slightly differently and due to its physics you will get a different response from the car which requires the driver to be highly reactive at all times. To me, in comparison, other games feel almost on-rails, predictable, and therefore somewhat unengaging.

Not long back I did a direct comparison with Raceroom and AC using the track Bilster Berg because of all the bumps and elevation changes, and AC felt so bland and uneventful whereas in Raceroom I was really having to fight for control of the car and it was such a hoot.

I'm not saying that other titles get it wrong or are just worse, and I do race on those occasionally, and Raceroom does have some cars that frankly aren't that great, but with the right car & track combination Raceroom has that extra magic sauce in its natural handling and 100% physics-driven FFB that makes driving and racing taste uniquely better for me, and truly delivers on being a racing simulator.
 
An overstatement if there ever was one. It's as physics-based and physics-guided as any other sim out there, in many regards less dynamic with more missing factors AFAIK.
Here's an AI summary on the matter..

RaceRoom claims to be a 100% physics-driven force feedback simulator. This means that the force feedback you feel on your steering wheel is directly calculated from the car's physics model, providing a more realistic and immersive driving experience. In other words, the game simulates the forces you would feel in a real car, like tire grip, vibrations, and engine feedback, without relying on "flavor enhancers" or canned effects.

My (over)statement was made due to the following...

AC has a typical overkill amount of FFB options within Content Manager allowing for many flavours.
ACC has much fewer options but the FFB can still be flavoured a little with what's there.
AMS2 has multiple choices of flavour of quite differing tastes.
F1 '24 can also have manipulated FFB.
rF2 is almost raw FFB.
Raceroom (aside from hardware setup) has just one FFB system and flavour.

Of course they're all physics-driven, but being entirely physics-based is significantly different (and in my opinion better). Plus they all have their own take on how physics are applied, with some obviously doing it a noticeably better than others.

To me, (most) cars just feel alive in Raceroom due to their completely raw approach and that achievement is one I recognise and appreciate. The other titles can be great fun but for whatever reason(s) just don't feel as alive & real.

Just my opinion.
 
I guess it's free for all of you to check that, like it seems it will be the future of simulation, the car is completely dumbed down to shift gears with paddles.
 
I guess it's free for all of you to check that, like it seems it will be the future of simulation, the car is completely dumbed down to shift gears with paddles.
What do you mean dumbed down? the real car had sequential shift it even had auto blip with no need for heel and toe on downshifts in the final season it ran in BTCC thats howcome these cars cost so much to build and develop in the 90s. In 99/2000 Vauxhall had a budget of £4.5 million per car to build and develop across the season.
 

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