R3E: DTM 2016 and Audi Sport TT Cup Released

Paul Jeffrey

Premium
R3E Audi Sport TT Cup 2016.jpg

Following release of the November patch for RaceRoom Racing Experience, Sector3 Studios have made available to purchase the 2016 edition of the popular DTM and Audi Sport TT Cup packs for the simulation, both of which are now available in the newly revamped online store.


The Audi Sport TT Cup 2016 contains all the drivers and teams of the 2016 DTM supporting series, including Simon Larsson who has played an active part in the physics testing for the new cars. A substantial advancement over the 2015 specification release, the new 2016 Cup cars are destined to be another popular online choice for drivers due to their reasonably forgiving nature and tendency to produce close on track racing. With 20 detailed liveries from the series and a new for this season shell profile, the Audi Sport TT Cup 2016 is a 310hp bespoke racing car reproduced by Sector3 with actual car telemetry from the real machine

The new pack retails for 379 vRP.

RaceRoom | DTM 2016 Introduction Video
The DTM 2016 pack has also released for purchase as part of today's new patch. Coming in as the fourth DTM pack for RaceRoom, what makes the 2016 edition special is the heavily updated physics extensively tested by real life DTM driver and former champion Bruno Spengler. With all 20 drivers, teams and cars from the most recent DTM season, the new pack features all the rules and regulations alongside the latest BMW M4 DTM, Mercedes-AMG C 63 DTM and Audi RS 5 DTM from 2016.

The DTM 2016 pack retails for 669 vRP.

RaceRoom Racing Experience is available to purchase via the Steam Network now. The DTM 2016 and Audi Sport TT Cup DLC for the game have been released today.

Check out the RaceRoom Racing Experience sub forum here at RaceDepartment. We have some of the best conversation, all the latest news and of course our epic Racing Club, where you can take the sim out on track against your fellow R3E players.
 
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Will not load. Several attempts. Got to the menu screen once otherwise a 503 error in game. The one time I did get in I could not advance. Went white screen then error again. Not the PC, it is 1 year old and a gamer set-up.
 
Will not load. Several attempts. Got to the menu screen once otherwise a 503 error in game. The one time I did get in I could not advance. Went white screen then error again. Not the PC, it is 1 year old and a gamer set-up.
unfortunately this one of the big downsides of a game being "always online". this i going to happen every single time a new update comes out.
 
The not loading error has happened to me before as well...but from experience when I finished downloading this update...I just leave it for a few days and fire up all the other Sims I have installed that I know work...then go back to R3E later
 
Why they have changed site's login to via Steam only? I don't trust sites which want to get my Steam information. And when they have done that, why they then put everything in Steam and then we could buy them there, is there any reason anymore for separate page?
 
Sector3 doesn't have your Steam login information, they just use Steam user validation. There are many sites that don't have their own user management and use the credential management of a Steam, Facebook, etc. to authenticate. Basically a hash of your credentials are sent to Steam, Sector3 will get a validation in return (successful or unsuccessful).
 
Purchased it yesterday the first time and really nice car to drive. AI was working well on the VLN-track and this P2P-System is way better and more fair than DRS. But seems the AI still sucks when driving DTM-cars on non-DTM-tracks and had a ridiculous fast pace around Sachsenring like other tracks before. Was driving both with adaptive AI-strength.
 
@sector3 @Georg Ortner @anybody connected with RRE

When a game is made to be online only, this kind of thing with all the problems you get with it gets on my stinking nerves and I'm not the only one. Make the game available offline too. You have had nearly a £100 UK pounds off me and I am getting a little pissed off with the fact that I can't fire it up when you are having poxy internet problems. Sort it out please and make it available offline, after all we have purchased a licence to play it and I presumed that licence meant I could use it anytime I felt like. :mad::mad:
 
Change log from the update:
Changelog

Game:

  • Added new content for upcoming releases and competitions.
  • Unified Experiences and moved some of the experience specific settings to R3E.
  • Added “Depth of Field” visual effect. Active in TV cameras, Hood camera, Action cameras and Free Camera. CTRL-M enables a simple UI to adjust the blurring effects and focus position.
  • Shared Memory API overhaul, added various additional data and potential for backward compatibility starting this patch.
  • Added support for SimXperience Accuforce steering wheel.
  • Extended freedom of movement for the freecam and added two modes for it: “Attached to the car position and its rotation” and “Attached to the car position only”. Pressing the key bound to free cam will cycle through the three modes.
  • When under a slow-down penalty, collisions with the car are disabled.
  • When under a slow-down penalty, the amount of speed the player is still allowed to carry has been increased, but keep in mind you will be giving back any time gained at a slower rate by driving faster.
  • Fixed an issue where the ghost car was producing audio while waiting for the player’s car at the S/F line.
  • Fixed so compact data display shows fuel in gallons if mph/imperial units are selected.
  • Fixed replays missing the first 60 seconds of a race by pausing replay recording during garage phase.
  • Re-enabled hud during garage phase while waiting on the grid.
  • Changed position bar so it doesn’t display information during garage phase.
  • Fixed the issue where you would get disqualified immediately after the lights in hillclimb tracks.
  • Fixed using arrow keys for increase/decrease in pit menu going through settings very fast.
  • Fixed a crash that was occurring when leaving a Hillclimb session after finishing a run.
  • Fixed rear lights flashing when pressing the headlights button
  • Ensured that certain reset commands are sent to DirectInput devices when effects are disabled.
  • Changed “off” steerForceVibe period to be 2000000.
  • Increased maximum execution time for all communications from 30 seconds to a minute or higher.
  • Disabled FFB when reaching the spring based lock if it’s active.
  • Cleaned up the ffb code a bit while fixing the above issue. Removed mimic code and made sure all ffb effects are turned off during AI control.
  • Fixed game crashing while navigating in the portal while in a competition session.
  • Fixed an issue with damage when downshifting without clutch.
  • Disabled foreground window lock when playing fullscreen.
  • Disabled game minimizing when losing focus.
  • Fixed game crashing/freezing when pressing pit request button while no audio device is connected.
  • Changed throttle pedal zero magnitude and vibe slope default values to 0.
Multiplayer:

  • Added 2 race format and reversed grids.
  • The netcode is now IPv6 compatible.
  • Removed some unused functions from netcode that were somehow triggering crashes for some players.
  • Potentially fixed an issue where cars not within Peer to Peer range would become invisible.
  • We now allow duplicate server names to avoid admins not being able to access their settings if a condition such as their IP changes. (Also means we no longer have to remove their names from the associated server list manually).
  • Added so the associated server list clears names that have been inactive for 30 days.
  • Removed the gridwalk camera phase since it’s irrelevant with the introduction of garage phase.
  • Fixed issue with xinput controllers ending up in an unusable state after disconnect/reconnect/usb port switch etc.
  • Fixed issue with opponent cars briefly disappearing during starting light phase.
Sounds, Cameras, Physics, AI:

  • Significant AI logic improvements.
  • Added punctures to the tire model. Past the lowest possible wear value, tires have a chance to puncture.
  • It is now impossible to disable autoclutch aid on sequential gearbox’d cars.
  • DRS effects on the aerodynamics of the car have been reworked
  • DRS allowance is now 3 activations per lap with a gap detection of 1 second at the S/F line.
  • Push 2 Pass is now disabled in qualifying and competitions to comply with the changes made in 2016 to the Audi Sport TT Cup official rules and regulations.
  • Downshifting without clutch on a H-Pattern gearbox now properly damages the gearbox.
  • BMW 635 : Interior cockpit texture update
  • BMW M1 Procar : Better standing starts for AI, made AI less easily roll up on curbs.
  • DTM : DRS adjustment to previous seasons so they also benefit from DRS aerodynamics improvements.
  • DTM 1992 : Removed Traction Control ranges
  • Ford Mustang GTO : Coast revs sounds adjustments in cockpit.
  • Formula cars : New internal gearshifts sounds (except the Junior which is H-pattern)
  • Silhouette class cars now have new action cameras
  • WTCC 2015 : AI optimizations for new code
  • Hockenheim : AI optimizations for new code
  • Indianapolis : New sets of TV cameras (reminder : use End key to cycle through them)
  • Laguna Seca : New sets of TV cameras
  • Lausitzring : New sets of TV cameras
  • Macau : AI optimization for new code. Hairpin is a no-overtake zone (for AI only for now, until we have a flag system for players)
  • Monza : New sets of TV cameras
  • Moscow : AI Optimizations for new code on the FIM layout
  • Norisring : New sets of TV cameras, AI optimizations for new code
  • Paul Ricard : AI optimizations for new code, tweaks to cut corridors
  • Portimao : New sets of TV cameras, AI optimizations for new code
  • Slovakiaring : Sector gates are now matching the real track
  • Sonoma Raceway : AI Optimizations for new code
  • Spa-Francorchamps : Runoff tarmac areas now properly have lowered grip, fixed faulty cut rules near the pit exit on Combined and Classic layouts
  • Zandvoort : AI optimizations for new code
Art:

  • LOD system improvements on many cars
  • Adjustment of distances for the fog effects for smoother transitions on zoomed cameras
  • DTM tracks have received their 2016 season advertisement dressing as well as various bug fixes
  • Audi TT cup : adjustment to the invisible collision box of the car, size adjustment of the drop shadow area under the car.
  • BMW 635 : Fixed a hole in the engine bay when the front of the car is damaged
  • Chevrolet Camaro GT3 : Fixed a slight blurb of paint on the trunk of livery #16
  • Mercedes SLS GT3 : Fixed an issue with the visual damage on the hood, fixed a few issues on various liveries
  • Volvo 240T : Interior textures update
  • Hockenheim : Updates of the 3D curbs, various bug fixes
  • Hungaroring : Updates of the 3D curbs, various bug fixes
  • Oschersleben : Updates of the 3D curbs, slight tweaks to camber and elevation in certain areas, reduced some nasty bumps on the track surface.
  • Macau : Resurfaced the track to be less bumpy, various bug fixes
  • Monza : Visual tweaks
  • Nuerburgring : Distance markers for the chicane are now visible, various bug fixes.
  • Spa-Francorchamps : Fixed various bugs, added one advertisement location at La Source.
  • Zandvoort : Made the exit curb at turn 4 (Hugenholtzbocht) 20 meters longer.
Portal & Backend

  • Revamped Portal Store with new theme and new structure.
  • Fixed some issues with certain special characters causing issues in initial username on new accounts.
  • Implemented Essential Packs and Car Class Packs.
 

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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