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F1 2016: giro veloce in Messico

Oct 27 2016 02:19 PM | VELOCIPEDE in Software

Ritorna questa settimana il video hot lap con F1 2016: la Codemasters ci propone infatti un giro veloce di Sergio Perez con la Force India sul tracciato messicano di Hermanos Rodriguez.


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Assetto Corsa v1.9 & Porsche Pack Vol.1

Oct 25 2016 04:54 PM | VELOCIPEDE in Software

Changelog v1.9:
- New Porsche 991 Carrera S (Porsche Pack #1 DLC)
- New Porsche 918 Spyder (Porsche Pack #1 DLC)
- New Porsche 718 Cayman S (Porsche Pack #1 DLC)
- New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
- New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
- New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
- New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
- New Porsche Panamera G2 Turbo
- New Silverstone 1967 historic track
- Added session time/laps on the top of the screen (laps are the leader ones)
- Now race is over when the car complete its lap and the leader has finished his last one
- Added dynamic ARB
- Fixed possible collision still active on race restart
- Added ERS recharge digital display
- Improved precision on all digital leds
- GT3 cars use tire model v10.
- Fixed TC sound distortion when triggered for the first time
- New camber grip variation formula (Thank You Nao!)
- Simplified DirectX 11 initialization
- Added official "Sparco" license to Assetto Corsa
- Added Ballast system through Ballast App (single player only)
- Added new F9 vertical layouts
- Added new driver + crew texture system
- Added new personal driver texture
- Fixed virtual mirrors rendered when not necessary
- Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
- Improved FFB App UI, so label is readable by VR users
- Added multiplayer splits
- Added Time Table leaderboard mode: this includes realtime splits and delta
- Added Fmod optimizations
- Added Anti-Wrecker protection
- Fixed AI "flapping" DRS in traffic
- Improved autoshifter
- Improved laptimes board by adding splits and tyre compound
- Fixed backfire animation freezing after session change
- Fixed leaderboard history in multiplayer
- Added voting spam protection
- horizon locked view removed from Bumper camera
- Delta App reviewed
- Fixed possible flickering in case of engine stall
- Added backfire animation to Zonda R
- python new functions and members
- getCarTyreCompound(carid)
- Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation
- Fmod updated to 1.08.12
- Updated SDK for modders
- Removed reverb snapshot in the Fmod project
- General audio engine code cleaning and bug fixing
- Vastly improved Fmod resource usage
- Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
- Fixed listener priority for cars in pits. They don't steal the priority anymore
- Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
- Overall volume balance
- 7.1 surround should now work as expected (on all platforms)
- Fixed audio initialization pop when the session starts
- Stereo imaging now works as expected
- Fixed ambience sound affected by reverb zones
- Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
- Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
- Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
- Reworked surfaces audio curves
- Reworked skids logic
- Fixed skids positional sound
- New exterior skids sound
- Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
- Reworked code management for traction control and limiter events
- Tweaked wind and limiter sound emitter position in dashboard camera
- Audio compressor on engine_ext event now works as expected when many cars are involved
- Surfaces, crashes and skids are now properly audible in chase and track cameras
- Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
- Fixed load/coast smooth for AIs and multiplayer
- Fixed transmission smooth and pitch for multiplayer opponents
- Engine volume setting is now related to the player/focused car
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
- Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
- Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc...
- New dirt sound effects
- New brake squeal for some "old" cars
- Added audio fade when track camera changes
- Added [VERSION] section in audio.ini
- Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
- Slightly modified gear grind sound
- Fixed wrong listener position for track and car cameras in some situations
- added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
- added templates for Porsche Vol. 1 cars
- fixed excessive brake light brightness on Ford Mustang
- minor graphics fixes on Triple Pack cars
- [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
- [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
- Added PACKER_RANGE_HF and PACKER_RANGE_HR for heave springs packer settings in setup.ini
- Packers now use bump stop rates

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rF: ottimizzare il setup reale al simulatore

Oct 24 2016 08:20 PM | andreapeterpan in Software

Il nostro amico Andrea ci propone un nuovo ed interessante articolo "tecnico" dedicato al buon vecchio rFactor targato ISI: questa volta ci parla di un progetto recente, supportando un team reale di classe LMP2, con delle sessioni al simulatore per ottimizzare il setup reale delle loro vetture. L'articolo mostra, ancora una volta, quanto in lá si possa andare con i nostri amati simulatori di guida, se usati con precisione e avendo a disposizioni dati accurati delle vetture reali. Tutti i dettagli e commenti a questo link del forum.


First of all, I am extremely glad to say that, as it happened in 2015, an article I wrote will be published in the “24H Race Technology” magazine this year too. As for my latest post here, it will cover some performance studies I did with the simulator about LMP1-L cars. I hope many of you will have a chance to read it without getting too bored! Beside this, I was pretty busy lately, both on fun (technical) and private side. I moved into a new apartment, this meaning that for a certain time I could not really access my pc freely and all the simulation work had to stop. Anyway, the new apartment offers me a new room for my simulation hardware, this meaning I could even post some videos sometime in the future because I know have some space for some interesting upgrades and I should be able to have something to show on video without having to shame myself!

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Video confronto: Project CARS vs realtà

Oct 23 2016 08:10 PM | VELOCIPEDE in Software

Dopo il confronto con Assetto Corsa utilizzando la realtà virtuale di Oculus Rift, oggi un nuovo trailer mette in paragone diretto Project CARS con la realtà: come protagonisti abbiamo la Caterham e il tracciato di Cadwell Park.


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Automobilista v1.1 & Brit Pack DLC disponibili

Oct 22 2016 08:20 AM | VELOCIPEDE in Software

Automobilista v1.10 is now released! With it our first DLC for AMS, as the BRIT PACK is now also available for purchase here with a release discount of 10%. If you are interested in the other upcoming Automobilista DLCs however it is strongly recommended you check the AMS "Season Pass" for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (including the base game), as the prices are soon to be upgraded. Below is the Changelog for v1.10:


Added Ultima GTR Series (Road & Race versions)
Added F-Trainer Series (Novice & Advanced specs)
Added MCR Sports 2000 Series
Added Caterham cars series - 270, 360R, 620R


Added Brands Hatch (2 layouts, GP & Indy)
Added Cadwell Park
Added Oulton Park (4 layouts)


Features & Fixes
Added Radio Spotter feature
Improved vehicled shaders & applied to all older cars along with skin adjustments
Adjusted rear wing efficiency on Montana, StockV8, Boxer Cup, Superkart, Ultima GTR
Adjusted tires on F-V12, Montana, StockV8, Boxer Cup, Ultima GTR
Adjusted AI Torque Stab in all cars to reduce their excessive stability when in contact with player car
Added Vehicle Configuration menu to Vehicle Showroom
DynHUD: Improved Delta widget functionality in Time Trial mode
Updated vehicle shaders
Added new batch of community drivers
F-Vee: Main LOD optimization for better performance / lower memory load
Metalmoro: Main LOD optimization for better performance / lower memory load
Boxer Cup: Adjusted mirror position
SuperV8: Added configuration option for cockpit type

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F1 2016 - Americas Trailer

Oct 20 2016 04:11 PM | VELOCIPEDE in Software

In order to celebrate the United States Grand Prix, Mexican Grand Prix and Brazilian Grand Prix, we've released a special trailer.


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iRacing: in arrivo la Ferrari 488 GTE

Oct 18 2016 04:30 PM | VELOCIPEDE in Software

“This is a landmark moment for iRacing and online racing,” says Steve Myers, Executive Vice President and Executive Producer for iRacing.com. “Ferrari is synonymous with world championship caliber race cars and high performance automobiles. The Prancing Horse logo famously inspires passion among racing and automotive aficionados everywhere. iRacers are also passionate about online racing and I have no doubt they will be thrilled at the prospects of racing the 488 GTE and other Ferraris in the future.”


The Ferrari 488 will join iRacing’s stable of more than 50 meticulously-modeled open wheel, sedan, sports and stock cars which race on laser-scanned versions of the world’s legendary road courses and ovals in private leagues and officially-sanctioned series including the Blancpain GT Series, the iRacing World Championship Grand Prix Series and the NASCAR PEAK Antifreeze Series.

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rFactor 2: Roadmap Update October 2016

Oct 15 2016 06:13 PM | VELOCIPEDE in Software

A car we’ve teased before is the USF2000 and we are happy to report that it is almost ready for release. We are particularly proud of this car as we were able to build it with a lot of support from the series and teams so we’ve ended up with a car that is extremely accurate in terms of both physics and car model. On top of that it is also a lot of fun to drive and has become a favourite of many people on the test team.
Our next track release is going to be NOLA Motorsports Park. Both the race and kart track will be available in different configurations. We’ve been working on it for the past couple of months. Most of the 3D objects are done and we’re currently assembling everything in preparation for further testing.
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On the development side a lot has happened. In the background we have moved everything over to new infrastructure that allows us to work on new features in parallel, ensuring that they are only added to the next release when done and tested. We have also spent time automating our processes and intend to use those improvements to deliver updates more quickly.
Over the last year we have been working hard in close cooperation with the Stock Car community to improve the rules for oval racing. That work is still ongoing, and we feel we’re on the final stretch now!
Announced a month ago, the development of the DX11 engine with VR support is still ongoing. This is obviously a big project and apart from building and integrating the new engine we also need to make sure that we stay compatible with our existing content. Our current timeline for getting this integrated is by the end of Q1 2017.
We are also moving closer to the first public release that will be Steam only. It will definitely be released this year and is scheduled to contain a whole list of bugfixes and improvements to the codebase. I would like to take this opportunity to invite everybody that is still using the non-Steam version to take advantage of the free option to migrate to Steam. Future updates will start leveraging more Steam features so the only way to take advantage of those is to move to Steam.
Finally, we have an announcement to make. We have secured a license with Radical sportscars and will be bringing those into rFactor 2. With full access to CAD drawings and performance data we can deliver these cars with a very high amount of accuracy. Work on this has just started, but we are very excited as these are great cars to drive and race!
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That’s all for this month. Happy Simracing!


fonte Studio 397

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