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VELOCIPEDE

Member Since 02 Mar 2003
Offline Last Active Yesterday, 08:58 PM

Topics I've Started

Ride by Milestone

Yesterday, 06:25 PM

Milestone è lieta di annunciare lo sviluppo di RIDE, la sua prima esclusiva Intellectual Property (IP) prevista in uscita per la primavera 2015.

Due ruote. Stringhe di codice. Elementi grafici. Tracciati cittadini e da gara. Velocità. Passione per i motori. Elementi che si intrecciano e si fondono in un legame carico di energia e particelle adrenaliniche per dare vita ad una nuova forma di vita. Un atomo/elemento primordiale, primo tassello di una rivoluzione nella concezione di ‘two-wheels videogame’ che prende il nome di RIDE.

Gli studi di sviluppo italiani di Milestone sono nuovamente al lavoro. Moltissime le novità messe in pista dagli sviluppatori, che hanno fatto del mondo racing un marchio di fabbrica. Realizzato per i giocatori e creato sull’esperienza degli appassionati di moto, la nuova IP offrirà la possibilità di salire in sella ad oltre 100 moto, divise in 4 categorie diverse – Superbikes, Supersports, Naked, Moto Storiche – e sfrecciare a tutta velocità attraverso una grande varietà di tracciati cittadini, country o circuiti storici legati al mondo del motociclo.

Ulteriore elemento di spicco sono le possibilità di personalizzazione del veicolo e del pilota, che offriranno al giocatore un gameplay vario e mai ripetitivo, per un’esperienza destinata ad accompagnarli verso la strada del vero biker.
“E’ per noi un grande onore poter annunciare la nostra prima IP al pubblico, RIDE. Milestone ha lavorato duramente in questi anni per poter competere sullo scenario videoludico internazionale con le grandi aziende e questo è stato possibile grazie ai prodotti licenziati che ha sviluppato e distribuito nel mondo. Dopo oltre 15 anni di duro lavoro, abbiamo sentito la necessità di sviluppare qualcosa che racchiudesse tutto il nostro know-how e fosse l’espressione del DNA Milestone riguardo al mondo due ruote”, afferma Marco Micallef, Direttore Marketing e Vendite. “Come sempre nella nostra storia, abbiamo analizzato quello che la community di giocatori ci chiedeva e studiato internamente un modo per poterli soddisfare appieno. Con RIDE siamo sicuri che i giocatori e gli appassionati di due ruote sentiranno il bisogno, mantenendo stretto il loro pad, di fare delle pieghe “in piedi o sul divano” conclude Micallef.

In fase di sviluppo presso lo studio italiano Milestone, RIDE sarà disponibile dalla primavera 2015 per Xbox One, Xbox 360, Windows PC, Steam, PlayStation 3 e PlayStation 4.
Seguici su Facebook, attraverso il canale ufficiale di YouTube, consulta l’hashtag #ridevideogame o visita il sito internet www.ridevideogame.com.

SCOPRI LE MOTO

Corri su quattro diverse categorie per un totale di più di 100 moto disponibili.
Non mancheranno altre classi importanti, come le moto elettriche!
In Ride troverai le seguenti tipologie principali:

  • NAKED
  • SUPERSPORTS
  • SUPERBIKES
  • HISTORICAL
COME TU LA VUOI

Divertiti a personalizzare la moto secondo il tuo stile di guida preferito.
Cambia l’aspetto e sostituisci i componenti interni per aumentarne le statistiche.
Avrai a disposizione ben 5 aree di miglioramento:

  • CARENA E ASPETTO (Livrea, Frecce, Targa, Specchietti, Leva del freno/frizione, Manubrio, Manopole)
  • CAMBIO (Scatola del cambio, Quick Shifter, Catena)
  • FRENI E SOSPENSIONI (Dischi dei freni, Pinze dei freni, Tubi dei freni, Sospensioni)
  • RUOTE (Cerchioni, Pneumatici)
  • MOTORE (Centralina, Filtro dell’aria, Elaborazione Testata, Cambio olio, Scarico)

 


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[GSC] - [GSC] FIA GT3 Mod

19 September 2014 - 08:51 PM

File Name: [GSC] FIA GT3 Mod

File Submitter: VELOCIPEDE

File Submitted: 19 Sep 2014

File Category: Cars & Skins


Conversione del mod originale degli Apex, che funziona con Game Stock Car e con Game Stock Car 2013
Apex Modding has released their massive FIA GT3 mod for rFactor, bringing us a carefully crafted recreation of the popular European sports car championship.
Being in the works for over five years, the first version of the mod includes the following seven car models with plenty of liveries:
Aston Martin DBRS9
BMW Alpina B6 GT3
Porsche 997 GT3 R
Audi R8 LMS
Corvette Z06
Lamborghini Gallardo
Ferrari F430

The physics have been made with help from real FIA GT3 drivers, the team uses some new shader and DirectX9 optimized graphics for a proper optical presentation.


Click here to download this file


rFactor 2 Build 860 update 26

19 September 2014 - 08:38 PM

Dopo alcune release di test instabili, il team ISI ha rilasciato oggi la nuova Build 860 - update 26 del suo rFactor 2. Questa nuova versione si propone di migliorare la stabilità generale, ulteriori migliorie alla fisica, alla IA, risolvere bugs e problemi vari, oltre a fornire una nuova interfaccia per il server dedicato. Sul fronte grafico troviamo in particolare nuovi shaders per il terreno. Per il download fate click qui.

 

Much like our last build, we’ve been working to improve overall stability, refining code and consolidating development towards more complete features.

Highlights of the new build include improvements to physics, AI improvements, fixes to various bugs and crashes, and a new experimental UI (see right) for the dedicated server that allows hosts to schedule a series of races/events.

 

dediinterface-300x204.jpg

Experimental interface for dedicated server.

 

We also introduced new terrain shaders with this build. These of course become immediately available to modders. You can find documentation in the Dev Corner. Modders: Don’t forget that each build also brings a brand-new SDK/Mod Mode! Download that also from the Dev Corner.

The new dedicated server we are producing will only reference the content being used in each single event. vMod creation will be automatic per-single event, and clients will be able to join if they have the content being used for that single event, not everything that is scheduled to be used in future events. This will effectively eliminate the issues joining servers in rF2 compared to rF1, while still keeping the mismatch and cheat protection, etc, new to rF2.

Note: If updating from a build older than 798, please either use auto update – or – freshly install. File structure changes introducing 64bit executables with B798, so an ‘install over top’ with the Lite installer will leave redundant files everywhere from a much older build!

 

Update 26 (Build 859-unstable, 860-release) Changelog Sep 12, 2014
=====================================================

FEATURES:
————-
- Dropped support for Windows XP and Windows Server 2003 to make exploitation of state of the art Windows APIs possible.
- Added slightly more informative (as in, the actual file names that fail to load) logging to commentary loading.
- Ride height measurement (for aerodynamics and telemetry output) is no longer affected by vertical offsets in the undertray feelers. This was done so that the physics is more consistent between the player vs. the AI. This slightly affects the physics for the Nissan 370Z and it is possible that it affects some 3rd-party cars. Also, we fixed the HDV parameter CorrectedInnerSuspHeightRear to work with rear axles, and eliminated the hacky AIEvenSuspension and AITorqueStab variables.

BUG FIXES / OPTIMIZATIONS:
————-
- Fixed crash on exit.
- Fixed TrackIR in 64-bit.
- Forcing playerfile variables to exist between their min and max upon load from file.
- Fixed bug with English version of the game to make degree signs for temperature (°) consistent through out.
- Fixed bug with RCD editing from UI in dev mode so we now create drivers (that exist in the veh file) that don’t exist in any RCD file.
- Reduced some violent collisions caused by tiny gaps in the wall.
- Prevent physics blow-ups caused by negative wheel inertias.
- Fixed possible crash at shutdown.

MULTIPLAYER:
————-
- New dedicated server UI added as an option in the advanced tab. It can be used to start quick pick up races based on settings made by the conventional dedicated server.

MODDING / PUBLIC DEV:
————-
- Modmode: Fixed pit location picking resetting the menu every time a location is recorded.
- Improved AIW editor waypoint by waypoint calculated speed matcher. It’s now less likely to get confused and auto advances the selected wp in the direction you are (or should be) working.

AI:
————-
- Added an “AI setup” button to the “car tuning” page so that one can set the upgrades the AI should use for a specific track.
- Can set AI setup (select the AI from the grid, then select the setup you want from the garage, and hit the set to AI button), and it takes next time the car enters the garage
- Made the AI speed reduction due to darkness start at 0.5 light instead of .99. Made player car under AI control operate at %100 speed instead of being based on original driver rcd stats
- AIs now turn off engine when heading back into garage.
- Fixed a bug where AI can forget how to stop on their pit spot.
- Changed “AI Setup” button so that user dictated setups can’t overwrite upgrade configurations dictated by component. Renamed it to “Force Setup”, because it’s not just AI that are forced to use this setup, but the player as well.


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iRacing: Nurburgring Nordschleife in arrivo

19 September 2014 - 05:59 PM

Steve Myers, vice presidente di iRacing, ha annunciato l'arrivo per il 2015 del mitico tracciato del Nurburgring Nordschleife per il simulatore americano. Il Green Hell sarà realizzato come al solito in laser scan e sarà disponibile sia nella versione da 20 Km, ovvero il Nordschleife dove corre il VLN e la 24 Ore, che in quella moderna dove si disputa il GP di Formula 1.

 

iRacing announced today at the iRacing Nürburgring 1000 that it plans to add the Nürburgring's fabled Nordschleife and the modern Grand Prix Stecke (along with a combination track linking the two great circuits together) to the service. “iRacing’s partnership with the Nürburgring marries state-of-the-art motorsports simulation with what is widely regarded as the world’s greatest race circuit,” said Steve Myers, Executive Vice President and Executive Producer of iRacing.com.   “We are honored and pleased to be able to make the Nordschleife and the Grand Prix Stecke available to our members who will be tremendously excited by this news.”

“We are delighted that iRacing is adding the Nordschleife and the Grand Prix Stecke to its catalogue of great race circuits,” said Dr. Karl-Josef Schmidt, General Manager, Nürburgring. “Thanks to iRacing, race fans and sim-racers all around the world who may not have the opportunity visit the Nürburgring in person will be able to accept the challenge of racing on these legendary circuits.” Laser-scanned versions of the 73 turn, 20.8 km (12.9 mile) Nordschleife and the 17 turn and the 5.15 km (3.2 mile) Grand Prix Stecke will each be released in 2015.

 

ring-announcement_495x2582.jpg


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GP Bikes Beta 6 Wip...

17 September 2014 - 02:25 PM

Piboso si è messo sotto a lavorare sulla nuova beta 6!

 

Changelog so far:
fix: rider movement
fix: race length different for each category
fix: race classification
fix: reference lap time
fix: pitch setting for the second onboard view
fix: categories setup
fix: URL spaces
fix: aerodynamic drag
fix: rolling resistance

fix: 2D pitboard
fix: bike stand model
new: race laps length option
new: ideal lap time
new: clients list in web server browser
new: helmet camera support
new: "photo" page
new: chassis flex
new: automatic rider lean override