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F1 2015: le features in video

Jul 02 2015 01:15 PM | VELOCIPEDE in Software

Bandai Namco e Codemasters hanno pubblicato il nuovo trailer in italiano di F1 2015, chiamato "Features", che ci mostra tutte le varie caratteristiche del gioco. Il titolo segna il debutto della serie nella nuova generazione e sarà disponibile dal 9 luglio su PC, Xbox One e PlayStation 4.



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rFactor 2: SimHQ intervista ISI

Jul 02 2015 07:05 AM | VELOCIPEDE in Software

I ragazzi del portale di SimHQ hanno pubblicato a questo link una interessante intervista fatta a vari membri del team ISI, i quali ci parlano di numerosi aspetti, anche in dettaglio, del loro rFactor 2: scopriremo i segreti del Contact Patch Model (CPM) relativamente alle gomme delle stock car, dei tracciati ovali, regole, penalità ed altro ancora. Commenti sul forum.

Doug: From what we have heard, the CPM was the most significant delay in the stock cars progress. Are there any other items slowing down development of the stock cars?
Tim: Priorities have shifted a couple of times, but the stock cars and what they needed became focus again in the last few months. The CPM is now public, and the rules plugin is well into development. Having the same highly skilled software engineers doing both of those obviously limited the speed we could get them done.



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Forza Motorsport 6 ci presenta le vetture

Jul 02 2015 06:50 AM | VELOCIPEDE in Software

1949 Mercury Coupe
1963 Volkswagen Beetle
1965 Shelby Cobra 427 S/C
1967 Chevrolet Corvette Stingray 427
1969 Dodge Charger R/T
1969 Nissan Fairlady Z 432
1970 AMC Rebel "The Machine"
1971 Plymouth GTX 426 HEMI
1975 Fiat X1/9
1985 Toyota Sprinter Trueno GT Apex
1988 Lamborghini Jalpa
1991 Honda CR-X SiR
1994 Honda Prelude Si
1994 Mazda MX-5 Miata
1997 BMW M3
1998 Subaru Impreza 22B STi
2002 Ferrari Enzo Ferrari
2003 Volkswagen Golf R32
2005 TVR Sagaris
2009 MINI John Cooper Works
2010 Renault Megane RS 250
2011 Bugatti Veyron Super Sport
2012 Lotus Exige S
2012 Mercedes-Benz SLK55 AMG
2013 Audi RS 4 Avant
2014 Maserati Ghibli S
2015 Lexus RC F

 

Altre vetture saranno svelate ogni settimana fino al lancio del gioco, che avverrà il 15 settembre 2015.

 

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rFactor 2 Build 982

Jul 02 2015 06:30 AM | VELOCIPEDE in Software

Apart from that, selected highlights include some very nice tweaks to the AI, such as detection of being on two wheels and the ability to recover, reduction in the needless braking/slowing in panic situations along with better support for pack racing and drafting. We've also raised the default car limit to 45 (previously 30), as the move to 64bit means most people have enough RAM available to run that many cars (32bit users will still run out of RAM at/around 25-30 cars).
We're quite sure you'll be happy with the full release note (see below). Probably something in there to please everyone...

 

Downloads:
http://www.mediafire...le_Plugin_#7.7z- Internals Plugin v7 - 20.4KB
http://www.mediafire...teBuild_982.exe- Lite Installer - 287MB
Content Installer - N/A
http://www.mediafire...moBuild_982.exe- Demo Installer - 836MB
http://www.mediafire...or2_SDK_982.exe- SDK/Dev Mode - 360MB

 

Build Notes:
FEATURES:
- This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED.
- Max vehicles for the All Cars & Tracks default mod was increased to 45.
- Added a configurable control for "Skip Formation" (but if none is configured, the Space key will be used).
- Added AI self-preservation reaction to preventing tipping.
- Increased effect AIW parameter AISpec has on AI acceleration and max speed.
- Added cockpit readouts "BESTLAP" and "LASTLAP" for modders to use.
- Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots.
- Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set "Steering Effects Strength" to 9999 instead of 10000.
- FOV now stored per (exact) vehicle.
- Added steering wheel ranges to plugin telemetry.
- Now recognizing GDB track type of "Oval" in addition to the original types "Superspeedway", "Superspeedway Oval", "Speedway", "Speedway Oval", "Short Track" and "Short Track Oval". Despite all these choices, the app code doesn't actually differentiate them, other than to identify these track types as not being a "Road Course". The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called "inside/outside" (ovals) or "left/right" (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code
- Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl().
- Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number.
- Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect.
- Forcing vehicle body collision model to be below a certain limit now (automatically LOD'ing if necessary). This is done for performance reasons.

 

FIXES:
- Fix for the "WCCLOUD.GMT" multiplayer loading error.
- Fixed mod sig missing when server publishes to matchmaker.
- Fixed some controller detection and rearrangement issues.
- Addressed issue where a matrix in AI physics drifted away from being orthogonal.
- Some improvements/fixes to replay and resume-from-replay for non-race sessions.
- Hopeful fix for skin transfer icon mistakingly showing successful completion of a skin that didn't.
- Gold playerfile now stores Mod name instead of RFM file name for "Game Description", since we can't guarantee that each mod will have a unique rfm name. (potentially resulting in multiplayer issues when a client loads the wrong rfm file and joins).
- Fixed AI tendency to sometimes decelerate needlessly while transitioning from main path to pit path.
- Fixed issue when a client loses their connection during a race and rejoins, and then subsequently the race is restarted, the client didn't know their correct grid location.

 

MODDING / PUBLIC DEV:
- Fix for driver editor so you can go back to main menu from track specific parameters menu.
- Added camera editor ablity to change trackside carema names. Created AI limiter slider gizmo.
- Look for digital flags up to the number of corner workers so that track builders don't need to name digital flags consecutively.
- Fixed potential bug with custom rFm file when creating mod with wizard.

 

MULTIPLAYER
- In multiplayer cars will now reload if using the car switcher only to change upgrades.
- Fixed remembering of column sort state for matchmaker list.
- Fix for number of pitstops being reported as zero in multiplayer.
- Added admin command "/forwardseconds X" in order to fast forward time by X seconds, where X is from 0-65535.
- Added admin commands "/pitbydriver" and "/pitbyteam".

 

GRAPHICS:
- Fixed rear view tonemapping
- Adjust post-gamma
- Fix for dirty sideviews in multiview
- Fixed extra slashes at end of Shader dir in viewer
- More HDR process optimizations
- Improved spotlight priority sorting
- Added multiview adjustments. Values in Config.ini, as well as parameter to disable new functionality (to retain use of older FOV options).
- Fixed for FXAA not working since last release.
- Additional SLI optimizations when using reflections.

 

UI / HUD / OPTIONS:
- Made the UI consistent with in-game with regards to the names of the Steering Help levels.
- Added indication when upgrades are required on track to the upgrade tree list on the tuning page.
- Changed password failure page to be more informative
- Added a "remove forced upgrade" button to the tuning page to easily undo user created "force upgrade" actions.
- Shrink button text to fit inside bounds



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iRacing: tracciati dinamici in video

Jul 01 2015 08:20 AM | VELOCIPEDE in Software

Nel video che potete ammirare qui sotto, Dan Garrison, Software Engineer di iRacing, ci presenta una nuova caratteristica in fase di sviluppo per il simulatore americano, fra le più attese dagli appassionati: i circuiti dinamici.
iRacing Software Engineer Dan Garrison talks about the development team's work on an exciting upcoming feature: Dynamic Tracks!

 



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I simulatori, secondo Matthias Egger

Jun 29 2015 09:10 PM | VELOCIPEDE in Software

Vi segnalo per un'interessante lettura l'articolo pubblicato alcuni giorni fa da Matthias Egger, appassionato pilota virtuale di lunga data, che ci spiega il suo punto di vista su vari simulatori di guida, analizzando pregi e difetti di titoli come iRacing, rFactor 2, Assetto Corsa e Project CARS, ma senza dimenticare neppure il mitico Grand Prix Legends della Papyrus. Buona lettura e non mancate di dire la vostra.

 

Non si può fare un percorso all’interno dei simulatori di guida, senza prima citare brevemente i titoli che hanno fatto la storia di questo genere così difficile e appassionante.
Facilissimo collocare la vera nascita di questo genere, visto che praticamente all’unanimità, si identifica Grand Prix Legends come il capostipite di tutti gli altri. Gioco monumentale, il primo vero simulatore usufruibile anche online, si occupava di simulare le gloriose monoposto di Formula 1 degli anni 60, con nomi illustri come Lotus, Ferrari, BRM e con tutti i circuiti del campionato riprodotti con un motore grafico 3D che all’epoca era letteralmente anni luce avanti agli altri e che aggiornato, riesce ancora adesso a farsi guardare.
La fisica era sopraffina, la pagina dei setup soddisfava anche gli ingegneri di pista veri, era talmente fatto bene che è sopravvissuto fino ai giorni nostri e c’è ancora chi lo apprezza e lo gioca. Non sono tanti i giochi che possono vantare ciò e specie nei simulatori si può dire tranquillamente, che è l’unico.



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RaceRoom scontato al 50%

Jun 29 2015 12:55 PM | VELOCIPEDE in Software

Dopo il successo del fine settimana gratuito appena trascorso, il team Sector3 lancia una nuova iniziativa dedicata al suo RaceRoom Racing Experience: da questo momento e per 24 ore sarà possibile acquistare tutti i pacchetti extra per il simulatore (come ad esempio WTCC 2014, DTM 2014 o GTR2 pack) con sconti che partono dal 50% !

 

We at Sector3 Studios want to thank everyone for taking part in theRaceRoom free weekend! As a big thank you we will run a 24 Hour long 50% off discount on everything in the store. Starting tonight at 20.00 CEST until tomorrow 20.00 CEST


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DiRT Rally: Tarmac Terrors Update

Jun 29 2015 12:35 PM | VELOCIPEDE in Software

La Codemasters ha appena rilasciato per il suo DiRT Rally il nuovo aggiornamento denominato Tarmac Terrors. L'update porta il software alla nuova release 0.5, correggendo svariati bugs, apportando alcune migliorie, ma anche e soprattutto offrendoci una serie gustosa di novità, come 12 nuove tappe rallystiche tedesche e 5 mitiche vetture di Gruppo B, come ad esempio la Lancia Delta 037 Evo 2 e la Peugeot 306 Maxi! Approfittate subito dell'accesso anticipato su Steam, anche perchè a partire da luglio il prezzo salirà di 3 euro, arrivando a 32,99.
Month three of DiRT Rally and our next big update is now live. Version v.0.5 - more commonly known as the Tarmac Terrors update - has now been added to DiRT Rally; it’s fast paced, technical and is going to require all your focus. Here’s the full run down of what you can expect in this month’s update.
New
12 new rally stages based at Baumholder in Germany
Owners Club Online Events – A second DiRT Daily where you compete in your own car
A second weekly event where we’ll be experimenting and throwing new challenges at you
5 new rally cars featuring new Group B RWD & Kit Car Classes
Opel Kadett GT/E 16v
Opel Manta 400
Lancia 037 Evo 2
Seat Ibiza Kitcar
Peugeot 306 Maxi
New calibration and options screens in “Advanced Wheel Settings” (added in v.0.4.5)

 



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GSCE v1.35 e novità Reiza

Jun 27 2015 05:15 AM | VELOCIPEDE in Software

Main changelog for v1.35:
Content
Cars:

  • Added Opala Stock Cars 1986 series;
Tracks:
  • Added Jacarepagua Historic;
  • Added Spielberg Vintage layout (no chicane).
Features & fixes:
  • Kansai Texture Mipmapping Optimizations & Fixes;
  • Jacarepagua Historic Loading Screens
  • Fixed Salvador AI Pit Entry;
  • Fixed Superkart loading error when using lower graphics settings;
  • Fixed missing Superkart parts when using TV cockpit cam

 

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Via alla campagna per Project CARS 2

Jun 22 2015 04:35 PM | VELOCIPEDE in Software

Dopo la conferma di Ian Bell in persona arrivata alcuni giorni fa, il team Slightly Mad Studios lancia oggi in via ufficiale il nuovo Project CARS 2. Come potete leggere qui di seguito, l'intenzione è ovviamente quella di migliorare e soprattutto ampliare il precedente titolo (che comunque richiede ancora degli aggiustamenti da parte degli sviluppatori). Il team ha già aperto sul proprio sito web la campagna di raccolta fondi disponibile per tutti gli appassionati: il funzionamento è lo stesso del primo Project CARS, con la possibilità di aderire allo sviluppo del numero 2 partendo da una spesa di 50 sterline, ottenendo vari benefit, fino ad arrivare ad una intera giornata da passare con Ian Bell, incluso un giro in Ferrari 458 Spider...

 

Attached Image: 01.jpg Attached Image: 02.jpg Attached Image: 03.jpg Attached Image: 04.jpg Attached Image: ProjectCARS2-Teaser-Banner.jpg Attached Image: Rod-Chong-Elizabeth-White-GRC-NYC-Global-Rallycross-2014-8285-1_small.jpg

 

PRO RACING. ANYTIME. ANYWHERE.
Building upon the huge success of Project CARS being one of the highest-rated and fastest-selling racing games of this generation, Project CARS 2 continues to expand and dominate with...

  • THE LARGEST TRACK ROSTER EVER - 50 unique locations and 200+ courses including 'loose surface racing' on dirt, gravel, mud, and snow. All will have dynamic time of day and weather allowing you to play anytime, anywhere
  • THE WIDEST VARIETY OF MOTORSPORTS with 8 different disciplines now including Rallycross, Hillclimbs, and Touge. 200+ cars from over 40 different vehicle classes including never-before-seen Concepts and Banned Race Cars
  • CO-OP CAREER - Play as the Teammate Driver, Spotter, Driver Swap, or Co-Pilot. More choices, more opportunities, more strategy, greater risks and greater rewards
  • SEAMLESSLY CONNECTED - Socialize and compete via Online Track Days, have players from around the world take the place of AI-controlled drivers in your solo play, and get news updates on the Driver Network around you
  • PRO ESPORTS RACING - Skill & Behavioural-based matchmaking, create your own Online Racing Seasons, and Live Broadcast and Spectator functionality
  • YOUR HOME FOR RACING - Your own personal, customisable Test Track to tune and test your cars. Invite others to showcase your passion for racing and learn race craft and engineering with the Project CARS Academy



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