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Here’s an overview of all the essential areas, and what we discovered about the R18.
We received enough points from the CAD to work out steering geometry, anti-dive, and so forth. The general steering feel is clearly a step up from the R10 TDI, and the R18 handles the varying downforce loads far better that the R10. LMP1 cars in 2014 were lighter than previous years (by 30kg—870kg minimum), but the same basic suspension setup works fine from the R10 to the R18 e-tron. Not a big enough difference, anyway, to throw out the basics.
The R18 features a 7-speed unit, and the on-board telemetry that Audi broadcast during Le Mans and other races during 2014 was enough to give us basic speed-versus-engine RPM analysis. The gear ratios paint a pretty weird-looking setup on paper, but it drives really well since the diesel V6 has stupid levels of torque. The first 4 gears are incredibly tightly spaced; the plan, presumably, was to work in tandem with the flywheel hybrid system. With the odd exception here and there, shifts are executed at 4,500RPM.
The 2014 regulations meant no more air restrictors, and a new boost limit set to 4.0 Bar. It’s doubtful Audi went quite that high on the R18 because that would go beyond the fuel-flow limit with a 4.0 litre engine. Best guess is that it was running closer to 3.0 Bar, which lines up neatly with what was used previously with the 3.7 litre version. That’s good for upward of 1,100Nm torque, and is slightly north of Audi’s vague ‘over 800Nm’ claim. But then that was always a no-brainer given the also-claimed 540hp means at least 850Nm@4,500RPM. Extrapolating what we know then from the previous engine, we can safely suggest the R18 was hitting that 540hp power peak early—around 3,500RPM—and then using ECU boost/fuel control to hold it at near constant power all the way up to the shift point. This has two advantages: it saves fuel (540hp is enough, really), and it means that the operating rev’ range pretty much always has maximum power available.
This is where it gets interesting. Audi’s streaming video/telemetry included a meter for hybrid energy storage. Without any other hard info’, we had to rely on this to get an idea of how the system is working—and that ain’t all bad. We know it was a 2MJ-per-lap system. A closer analysis suggests the R18 was running about 6 full charges of the system per lap around Le Mans. Easy maths, then, to figure that, in Le Mans settings at least, the R18 is maxing-out charge at ~330kJ. Official claims for system storage are over 600kJ, with some even stating up to 1.2MJ, but it doesn’t make much sense to use only 2MJ when you have at least 6 good charging points around the lap. Perhaps Audi used a higher level of storage at shorter tracks for the shorter races, but we don’t have tons of info’ on that, and Le Mans is the main target anyway. Keeping the flywheel at lower speeds would be good for reliability, too, unless harvesting 4MJ per lap is reliably attainable. The race in 2014 also gave us some confirmation on the 330kJ number as Audi have claimed that they doubled their flywheel storage capacity to around 700kJ in their move to the 4MJ class.
Going back to the telemetry, we established that, out of chicanes on the Mulsanne, the R18 was burning through that 330kJ in 5-6s, and was emptied by the time the car hit 230kmh. This suggests an average system output of around 60kW (80hp). Maybe the system can do a full 170kW output as claimed, but that’s only if used at maximum speed (roughly 340kph): below that it is torque-limited in order not to burn through the 2MJ too fast. We’ve got it modeled this way, so 170kW is possible, but not ever really used as it isn’t practical for performance over a whole lap. What you end up with is about the equivalent of an extra 200Nm from the engine accelerating through 5th gear, and that ain’t too shabby.
Very little ‘official’ data came our way on aero’, but a lot can be inferred. Audi have made public claims of lift:drag efficiency of 5:1, and we can be sure they are understating that. At top speed, when ride height reduces under downforce load, it’s probably closer to 6:1 (for those who aren’t aero’ nerds, this is seriously efficient). What we also know is that top speeds, without a draft at Le Mans, were typically recorded in the 315-319kmh range. With a draft, that number gets up closer to 340kmh. Not very high in the grand scheme of things, and it works out at something around 420lbf of drag@150mph in Le Mans aero’ spec’. Prototypes can drop 5 percent or more of their total drag compared to static ride height when squatting down under load at top speed. So what we did was: we took that 420lbf drag figure, added about 5 percent when at static ride height, and figured the 5:1 downforce from there. If overall lap time performance is anything to go by, this worked out well.
Audi were also kind enough to run both aero’ packages at Spa in 2014. The Audi number 3 used the ‘LM’ package, while cars number 1 and 2 used the sprint package with high drag/downforce. Car number 3 was good for nearly 300kmh at the end of Kemmel straight, and our ‘LM’ setup matched that exactly. Nice. Move to high downforce, and top speed on Kemmel goes down to 275-279kmh while keeping similar efficiency. That’s downright slow for an LMP1! These new generation cars are getting all of their speed in acceleration and hitting top speeds early on the straights. This is why the higher energy hybrid classes are the way to go, and may have been the key to Porsche’s victory in 2015.
What’s it like to drive? Quite a bit different from the 2011-2013-era LMPs. The narrower tyres mean there is a lot less mechanical grip available, and you end up hustling the car more at low speed. At the same time, the new aero/chassis rules mean more downforce on less mass, so high speed corners are an even more intense experience. Cruising to hit a good fuel number and maximize hybrid use is a very different experience and makes for an interesting drive.
Fonte Project CARS
Available from 19 August for PS4, Xbox One and Windows PC (DVD), F1 2016 boasts the most in-depth Career Mode ever seen in the franchise, which allows you to create their own legend over the course of ten seasons. You can select an avatar and number to carry throughout your career, as well as the team you want to start with. You’re able to move between teams, or you can choose to develop a team into a championship contender by working with your Research and Development Engineer and Player Agent to develop your progress. You can see both of these in our previous trailer below!
The Formation Lap will feature for the first time in the game’s history, as does the brand new Virtual Safety Car which accompanies the return of the regular Safety Car, a fan favourite. The level of immersion has been further enhanced by the inclusion of manual starts and manual pit lane entry and braking – all vital to avoid losing time, penalties and track position.
With multiplayer support for up to 22 drivers, F1 2016 allows you to form a full grid of human players across the 21 circuits featured in the 2016 FIA FORMULA ONE WORLD CHAMPIONSHIP, including the tight Baku street circuit, the latest addition to the calendar. In single player, you’re able to create your own legend in the expansive Career Mode which stretches for up to ten seasons and includes drama both on and off the track.
F1 2016 Limited Edition includes the ‘CAREER BOOSTER’ DLC PACK, which will give you a head start in your career, as well as exclusive Career Helmet and Laptop designs.
Che cosa hanno in comune il leggendario Gilles Villeneuve ed il suo acerrimo rivale Didier Pironi? I due piloti hanno in comune il destino che li legò al circuito di Zolder, tracciato sul quale il canadese volante perse la vita nel 1982, ma anche il pilota francese ebbe modo di ricordare grazie ad una Renault Alpine A442B.... Possiamo scoprire tutti i dettagli grazie al bell'articolo dedicato a Project CARS, nel quale la pista belga è presente. Commenti sul forum.
Betrayed, and with vengeance in his heart, Ferrari legend Gilles Villeneuve went to his death at Zolder in 1982. But how does the Renault A442B in Project CARS factor into Gilles’s tragedy?
On Friday, Nic Hamilton will challenge you at Zolder in the Le Mans-winning Renault Alpine A442B. If you’re up to the challenge, there’s one turn where, as you come sweeping through, you might want to slow down and feel the echo of time. It comes right after the tight chicane half-way round the lap. Hustle through the Kleine Chicane, and head up the hill. Over the rise, under the bridge, and into that fast left sweep known as Butte, get off the throttle and listen. Here, in 1982, two men made a choice in a fraction of a second that changed Formula One history forever.
Dopo essere stato presentato ufficialmente in TV, con tanto di spot sul canale NBC, il team Monster Games ci presenta oggi il primo trailer dedicato al nuovo titolo con licenza ufficiale Nascar, che arriverà il 13 settembre su PC, PlayStation 4 e Xbox One, NASCAR Heat Evolution ed offrirà un'esperienza di guida casual o hardcore, grazie alle numerose regolazioni presenti, e includerà i piloti e le vetture del campionato NASCAR.
Research and Development
Research and Development points are used to upgrade various parts of your car. In the race to be the best, every point matters. You’ll earn research and development points for every session you do, from practice, to qualifying and the race itself. This means your practice sessions count more than ever. Your points are given based on how you do and what you do – did you meet your team’s objectives for this race, or did you exceed them? There is the option to skip and simulate sessions for those races you just can’t get on with, though keep doing it and you’ll find you’ve less points to spend than you’d like.
For the first time, there’s a new and deep practice development programme which mirrors the testing carried out by the teams in real life. You’ll be able to master each circuit with our track acclimatisation, gauge your qualifying pace with our qualification performance tests, test your tyres and fuel management and hone your race strategy to perfection. The more you practice, the more valuable research and development points you’ll earn.
Let’s Go Racing
The most important part of any grand prix weekend is, of course, the race itself. After you’ve made sure your brakes and tyres are at an optimal temperature with the formation lap, your race start is more crucial than ever. Time your start right to launch from the grid perfectly and gain positions, but be wary of jumping the race start!
Fight your way through the field and get the inside track on your rivals with the race strategy you crafted during practice. Keep your wits about you, the remodelled kerbs and and car damage sensitivity (including wheel tethers) could undo your hard work, though make sure you minimise the time lost when pitting with the manual pit lane entry.
Create Your Own Legend
Legends are created in the heat of championship battles. Keep winning races, upgrade your car, take that opportunity to move to the team at the top of their game, or stay in your current one, and take them on the path to glory. However you do it, cement your own legacy on the world of Formula One, and create your own legend.
A new Early Access build of Automobilista has been released - v0.9.8 is now out.
This is the main changelog:
- Added Speedland Kart track venue (4 layouts)
- Enhanced pneumatic trail by adding new PneumaticTrailGripFractPower (PTGFP) function, for much improved self-aligning torque (should make tire forces more perceivable through FFB)
- Tweaked FFB output code & added "FFB Low Force Boost" to Controller UI (this should help wheel "lightness" under low steering forces with lower end FFB controllers)
- Added new low speed FFB fuction to eliminate vibration / oscillation at very slow speeds
- Revised default Realfeel settings and pneumatic trail values to match to new FFB functions
- Added AIWs to Time Trial anticheat verification (this will lead to failed authentication in case of AIW edits)
- Added function to sort cars of different performances within the same series for the TT leaderboards
- Tweaked road dust smoke & skid properties
- Brasilia: Tweaked track limits to allow running over green crete run-off
- VIR: Improved road & curb textures
- Superkart: Adjusted tires, slight increase of front/rear track width
- Karts: Adjusted tires
- Montana: Adjusted mirror height; Fixed oversized interior Windshield resolution (from 2048px to 1024px)
- Boxer: Added wiper to cockpit view; Corrected AI tire wear
- Lancer Cup: Fixed pneumatic trail bug which numbed FFB output
As per the changelog, V0.9.8 features some substantial Force Feedback updates - read about these in the AMS FFB topic.
Tyre model improvements and v10
The new build also introduces improvements of the current v7 tyre model, with tyre temperatures being more sensitive to initial tyre pressures, improvements in the realigning force and more. Furthermore, as an additional proof of KUNOS commitment to realistic physics, we introduce the new tyre model v10 for some of the new RedPack cars. The new tyre model follows the handling philosophy of KUNOS and offers a very similar driving feel, but at the same time is a complete rewrite that permits us to validate much better our results with real life data, hence the jump from v7 to v10. All Assetto Corsa cars will be eventually updated to the new tyre model, in the following months.
Introducing brake temperatures for some of the RedPack cars.
Assetto Corsa now simulates brake temperatures. Following our tradition of step by step evolution, some cars from the RedPack have now brake temperature. In the following months, we will add more features like air ducts and pads and all Assetto Corsa cars will be updated with brake temperatures and their effects.
MGU-K, MGU-H, ICE with variable Turbo, Batteries charging and energy deployment
Another KUNOS tradition is to update the physics engine with new features, every time we have a new car with very specific characteristics. RedPack includes the Ferrari F138 and SF15-T. The F138 features a typical KERS system that can be simulated very well by our existing hybrid simulation, as seen in the LaFerrari and McLaren P1. Nevertheless the F138 required a maximum energy deployment per lap feature, as well as a bypass button. Both features are now simulated in Assetto Corsa and this permitted also an update of the McLaren P1 that now includes a push to pass button.
On the other hand the SF15-T has the new power unit with a very complex ERS system. The system includes an MGU-K with specific charge and deploy energy values, various profiles of energy deployment, different levels of energy charging, active rear braking pressure, MGU-H for energy harvesting from the Turbo that can be directed to the batteries or to the MGU-K, and different ICE engine braking levels. It has been a very intense period of research and implementation but everything has been coded and simulated in Assetto Corsa and it is available through keys and driving buttons for all Assetto Corsa users to configure!
Physics features commands are now configurable on keyboard and controllers.
Relevant features like Traction Control, ABS, Turbo, MGU-K, MGU-H, Engine brake etc, can be configured on the gaming device, and on the keyboard.
AI improvements, multiplayer improvements
The update includes new artificial intelligence algorithms, improving overtaking manoeuvres; also, now AI drivers are much more variable in performance during a single lap and during a session.
New experimental multiplayer code (selectable from server manager) that greatly reduces bandwidth usage and improves quality. Fixed setups can now be saved and loaded.
More improvements in various other aspects of Assetto Corsa as for example, pitstop time requirements improvements and others, are described in the changelog.
Assetto Corsa REDPACK
KUNOS Simulazioni and 505 Games are proud to present the "RED PACK", the DLC package for ASSETTO CORSA that includes seven legendary Italian sports cars and Austria’s RedBull Ring circuit.
Since the birth of modern motorsports, Red has historically been the colour of choice for Italian Manufacturers & competitive teams. In keeping with that theme, the RED PACK includes some of the most wanted cars from the most iconic italian Factories, Ferrari, Lamborghini and Maserati!
Ferrari 488 GT3
Maserati 250F 6C
Maserati 250F T2 12C
Maserati GranTurismo MC GT4
Lamborghini Aventador SuperVeloce
Spielberg REDBULL Ring Circuit
The Ferrari SF15-T is the first Ferrari GP car to debut for ASSETTO CORSA, it is the second car made by Ferrari since the reintroduction of turbo engines in 2014. The red single seater has been reproduced in cooperation with Ferrari.
The Ferrari F138 (originally known as the Ferrari F2013, and sometimes referred to by its project number, the Ferrari 664) is a Formula One racing car designed and built by Scuderia Ferrari for use in the 2013 Formula One season. It was driven by two-times World Champion Fernando Alonso and his team-mate Felipe Massa. The chassis was named F138 to represent the year that it would be raced in, 2013, and to mark the final season that Formula One would use V8 engines.
The Maserati 250F took part of Formula One racing between January 1954 and November 1960, when rules allowed 2.5 liter unsupercharged or 750 cc supercharged engines.
Maserati went with the former, chosing a straight six aspirated engine configuration; in 1956 it mounted a V12 engine.
With a quite roomy cockpit, Maserati 250F featured a 4 gears transmission (plus reverse) and Continental fashion pedals arrangement: clutch, throttle and brake in this order.
The Ferrari 488 GT3 is the the racing version of the latest 488 GTB, presented at the Ferrari Finali Mondiali, as replacement for the 458 Italia.This car features large side intakes to provide a better air flow to its twin-turbocharged 3.9-liter V8.
With increased power, lower weight, improved aerodynamics and innovative technologies the Lamborghini Aventador LP 750-4 Superveloce is the most pure incarnation of a Lamborghini to date: unmistakable Lamborghini super sports car DNA, dynamic superiority and exceptional driving precision.
A focus on weight reduction while incorporating innovative technologies has resulted in the most sports-oriented, fastest and most emotional series production Lamborghini ever. The weight has been further reduced by 50 kg through enhanced lightweight engineering including significant use of carbon fiber. The naturally aspirated V12 engine's power is increased to 750 hp. This results in a power-to-weight-ratio of 2,03 kg/hp. The Superveloce accelerates from 0 to 100 km/h in 2.8 seconds and powers on to reach a top speed of more than 350 km/h.
After the experience with Trofeo Series, Maserati is ready to push the GranTurismo MCs into a new challenge: the international GT4 series.
The modifications needed for GT4 homologation mainly concern the engine and aerodynamics. The car's overall technical make-up will be unchanged: the 4700cc engine, electro-actuated transmission with paddle-shift commands and a kerb weight of 1410 kg will stay. The fitting of an air scoop will reduce the car's power output to 430 bhp from its current 488 bhp while a newly-designed rear spoiler and modified diffuser will bring the car's performance into line with that of the other GT4 cars.
The RedBull Ring has been reproduced for Assetto Corsa to the highest level of detail through the use of laserscan technology.
The Circuit of RedBull Ring
Due to its complexity, it took nine months of work to reproduce the Circuit of Catalunya. Laser Scanning Technology allowed the team to recreate the most faithful version of the Spanish track available in any racing game to date.
For the first time ever in a PC racing simulation, the Circuit of Spielberg has been digitally recreated using Laser Scanning Technology. The resulting accuracy combined with the advanced physics model of Assetto Corsa offers an unprecedented driving experience blurring even more the difference between virtual racing and reality.
REDPACK DLC – List of Contents
Circuit of RedBull Ring – GP / NATIONAL version
Ferrari 488 GT3
Maserati 250F 6C
Maserati 250F 12C
Maserati GranTurismo GT4
Lamborghini Aventador SuperVeloce
Assetto Corsa 1.7 Changelog
- Added Red Bull Ring track (Red Pack DLC)
- Added Ferrari SF15-T (Red Pack DLC)
- Added Ferrari F138 (Red Pack DLC)
- Added Ferrari 488 GT3 (Red Pack DLC)
- Added Lamborghini Aventador SC (Red Pack DLC)
- Added Maserati GranTurismo MC GT4 (Red Pack DLC)
- Added Maserati 250F 6 cylinder (Red Pack DLC)
- Added Maserati 250F 12 cylinder (Red Pack DLC)
- Added Maserati Levante S
- Performance Delta App: Added instant velocity difference bar
- Realtime App: Added road/ambient temperatures and grip
- Fixed system messages when ABS and TC are not available
- Added loading/saving system for fixed setup sessions
- Added audio device selector on Audio App. If saved device is not there, main device will be used
- Added volume ramp function to overcome issues with logitech headphone drivers
- Added Precision slider in Photo App
- Added missing icons on replay interface
- Added QUANTITY_MULT in system/cfg/skidmarks.ini
- Fixed RX-7 Tuned turbo sound behavior
- Fixed Alfa 155 mixing route for external sounds
- Fixed Ferrari F40 low-pass filter and some events volume
- Balanced exterior volume for all the cars
- New Bmw M3 e92 external sounds
- Added brake disc temperature simulation to (Ferrari 488 GT3, Maserati GranTurismo MC GT4,Maserati Levante)
- New Drivemotive Drifting School livery for BMW M3 e92 drift and S1 variants
- Tyre pressure now influences temperature spread and build up
- Added dynamic controller for EBB (electronic brake balance). Use file ctrl_ebb.ini for the controller.
- Added daylight function on "lights" script
- Added multiple turbo analogue instruments management
- Added server hints on RaceControl screen
- Added TC, ABS, Turbo keys to controller interface (both up and down)
- now TC and ABS can be cycled back through CTRL + SHIFT
- Added Flashing lights
- Showroom: Added video editing camera controls
- Showroom: Added car lights trigger as script "SHOWROOM""LOAD_LIGHTS" (previews are made without car lights)
- Showroom: Added support for extra animations (extra_animations.ini). Numkey_6
- Added blinking light system
- Fixed Volume App not saving bumper audio
- Added jump start
- Added penalty for "ESC to pits" during race
- Fixed some car/track combination resetting to pits at the start of HotLap sessions
- Improved remote cars movements over curbs
- AI is not making brake mistakes for cars that have ABS available
- Different level of engine brake are now selectable by the users on cars that offer the option (Ctrl+E)
- Added graphics smoothing for rigid bodies coming from physics
- Onboard brake bias now follows same limits in the FRONT_BIAS section in setup.ini
- Red lines and indications for gear change in the GUI are now considering damage rpms as well as limiters
- Laps completed indications in the GUI during races now refer to "leader completed laps" and not player completed laps
- Performance Delta app is now using spline position for calculation instead of distance calculated from car speed (less realistic but much more precise)
- New camera view at start, showing car instead of track
- New AI algorithms for race craft
- AI drivers are now much more variable in performance during a single lap and during a session
- "Lights on/off" is now a status of a car instead of a switch and gets replicated over the network properly
- Tyre radius is now also a function of tyre angular velocity
- Fixed self align torque going to negative values too early
- New Tyre Model V10 for selected cars
- Additional general bugfixing on car graphics and some improvements to lods across the entire vehicle content
- 3D improvements on the Nissan R34 Skyline
- 3D improvements on the Nissan 370Z Nismo
- 3D improvements on the Ferrari LaFerrari
- General bugfixes in several tracks
- New clouds textures
- Improved PPeffects
- Improved Weathers
- Fixed GUI not showing on Oculus with PP off and AA on
- Added the possibility to launch sim directly. Add section
To race.ini then start AssettoCorsa.exe
- Added experimental Bandwidth Optimizer to acServer
Bigben Interactive e Kylotonn Racing Games ci mostrano oggi un nuovo video di anteprima del prossimo WRC 6, titolo con licenza ufficiale FIA WRC che sarà disponibile a partire da ottobre.
Start your engines and get ready to defy the most extreme tracks in the world! WRC 6, the official video game of the 2016 FIA World Rally Championship is hitting PS4, Xbox One, and PC/Steam this October!