Two DTM Mercedes Cars and Update Deployed to RaceRoom Today

Paul Jeffrey

Premium
RaceRoom Racing Experience has received a small update today alongside the release of the 2003 and 2005 DTM winning Mercedes machines.


A new update for RaceRoom Racing Experience has been released today, and with it comes a number of fixes and improvements to the title alongside two new cars - the 2003 and 2005 title winning DTM AMG-Mercedes cars.

Forming part of the most recent eSport initiative from Sector3 Studios and RaceRoom, the CLK and C-Klasse DTM cars have now been made available for players to purchase within the main simulation, adding another two machines to the growing list of historic Mercedes DTM content within the sim.

On the update side, this October deployment is a precursor to a more substantial release once current live competitions have come to a close, and as such focuses more on fixes and minor tweaks to the title rather than any significant changes to the handling behaviour and physics of the current content offering, details of which can be found below.

DLC Details

2003 AMG Mercedes CLK DTM
hwa-team-3-7173-image-full.png

The AMG-Mercedes CLK DTM 2003 absolutely dominated the season with 9 wins out of 10 races. "Mister DTM" Bernd Schneider managed to secure the championship ahead of Christijan Albers and his team mate Marcel Fässler, making it an all AMG-Mercedes Top 3.

Available for £3.52 HERE.

2005 AMG-Mercedes C-Klasse DTM
hwa-team-3-7187-image-full.png

The AMG-Mercedes C-Klasse DTM 2005 is the successor to the AMG-Mercedes CLK DTM and led Gary Paffett to become champion of the DTM 2005 season in a nail-biting duel for the driver's crown. With a score of 5 : 3 race victories, the title went to Paffett, who switched to Formula 1 as a test driver after the season.

Available for £3.52 HERE.

Update details:
Download size = 201.9 MB
Client version = 0.3.0.6424
Client BuildID = 3241815
Dedi version = 46.0.733
Dedi BuildID = 3241888

Game
  • Player can now serve a slowdown penalty anywhere and will not be forcefully slowed down. The time illegally gained has to be given back within 60 seconds. Failing to comply will result in a drive-through penalty.
  • Cars serving a slowdown penalty are no longer ghosted.
  • Slowdown penalties are now displayed as part of the flag HUD element.
  • Sorted the controller assignments by categories in Controls settings menu.
  • Removed "Clutch Biting Point" from Advanced Controller settings, as it is no longer used.
  • Adaptive AI logic now ignores laps that are clearly slower than player's known pace. Any lap slower by at least 3% compared to player's average laptime in a given race session is now ignored.
  • Improved network communications in cases of extreme saturation. Should solve some timing issues spotted by players who are hosting a multiplayer race, racing themselves and also streaming in HD on the same computer.
  • Some performance improvements for situations where many cars are leaving skidmarks on the track.
  • Added key bindings allowing to move the cockpit camera perspective horizontally. This allows for setups with very large screens where the player isn't sitting exactly in the center of the display. This setting is remembered per car.
  • VR - Improved readability of the various HUD elements
  • VR - Mirror to screen option is now remembered between two game startups.
  • Fixed HUD messages not dealing with UTF-8 (accentuated characters will no longer be missing).
  • Chat font color is now a tiny bit darker yellow for better readability.
  • Fixed a HUD overlay showing up when switching between cars in a replay.
  • Fixed an exploit where players would leave the pitlane in the opposite direction and be allowed to cut corners after completing 2 laps.
  • Fixed the centering of the mouse cursor when driving with the mouse as a controller.
  • Fixed success ballasts not being properly transferred or applied between two championship races.
  • Fixed a live timing issue during a race start on the VLN and 24H layouts.
  • Fixed input meter being visible while flying around in free camera
  • Fixed a failure to start the executable if installed inside a folder structure that has a \Game\ folder inside it.
  • Fixed various reported game crashes
Content
  • Audi RS 3 LMS - Updated the steering wheel to the 2018 version.
  • Various small visual fixes on WTCR cars

RaceRoom Updated.jpg


RaceRoom Racing Experience is a free to play racing simulation from Sector3 Studios.

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What do you think of the new RaceRoom cars? Do you like the nod to historic Mercedes DTM content? How about the update, what are your impressions? Let us know below!

 
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Came across these comments by Georg Orton of S3 on there forms....

"There is a much bigger update already in the works. And when i say big, i mean B I G ;)"

"We'll tell you more when time is right, but there will be a lot of gifts under the christmas tree this year."

Interesting!!!

Edit: Hopefully it's new servers lol

From Discord
Sorry @everyone but things are not coming back online just yet. As thesupport staff over at the server farm is trying to figure things out with their hardware, we are now preparing some backup solution to come back online with the machines that are alive.
 
I haven't raced on Raceroom in some time, simply because most leagues seem to be using RF2 at the moment. I did a quick couple of online races the other day though in the Acquila and it was great fun, forgotten just how much enjoyment I had out of this sim.

'Most leagues' that use RR arent allowed to be mentioned here since RD's official stance is that those are competitors.

So if you are unaware how to find them (one way is to go to the official forum), then you might think no leagues use RR. In reality though, there are a ton of leagues from many different regions around the globe, in a variety of languages... that use a variety of the game's content. :)
 
So sad there's no mention of fixing the rendering (fps drop under 1/sec with error message "same frame rendered twice") issues with the 64bit executable. The support thread on their forums is also without any developer response.

I know, 32bit works, but holds back performance on higher end configs.
 
Are you sure about that? I know my setup is far from higher end at this point, but I don't see any real difference in performance between 32bit and 64bit, nor do I see a reason for it to be there.
I am. With the 64bit executable I have more consistent performance, better minimum fps and less stutters when players are joining/leaving a busy server. But currently it is bugged, and after about 10 minutes it freaks out and drops to a slideshow.

If you check my specs, would you believe it can even drop below 75fps? It does with the 32bit version on several instances, while is rock steady with 64bit.

And not to mention that SRS is only supporting the 64bit version, so no races there for me until the issue is fixed.
 
Well for one you get to use all of your memory and not just 4Gb. :thumbsup:
Given that R3E uses around 3 GB at worst (if I remember correctly), that really isn't an issue of concern.

If you check my specs, would you believe it can even drop below 75fps? It does with the 32bit version on several instances, while is rock steady with 64bit.

Well, I would believe you, but I would also say there's something more going on rather than just the difference between 32bit and 64bit. But who knows, given that I've never even ran R3E on an i7, I don't really have a leg to stand on, so... ¯\_(ツ)_/¯
 
@PicoBp BTW, I did some testing with the 64bit version, and while the game still stutters after a while if I'm running Afterburner, if I'm not, it ran just fine when not running it. So I guess they at least changed/fixed something to get back to the original state of things, it seems.
 
@PicoBp BTW, I did some testing with the 64bit version, and while the game still stutters after a while if I'm running Afterburner, if I'm not, it ran just fine when not running it. So I guess they at least changed/fixed something to get back to the original state of things, it seems.
In the original state of things I had no issue even running Afterburner with the 64bit version. Now it bugs out for me no matter if AB is running or not. :(
 

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