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Euro Truck Simulator 2 update 1.20

Sep 02 2015 07:20 PM | VELOCIPEDE in Software

SCS Software ha rilasciato il nuovo update ufficiale per aggiornare il suo apprezzatissimo simulatore di camion Euro Truck Simulator 2 alla nuova versione 1.20, con vari bugfix ed alcune novità e migliorie interessanti.
As of now ETS2 1.20 update is live. We would like to thank all participants of the open beta for helping us polish this release. A quick recap of the three main features of this update:

  • GPS route customization
  • Geographically correct sun position
  • Image Spotlight (community feature)

Attached Image: ets2_custom_gps_routes.jpg Attached Image: ets2_geographical_sun_position.jpg Attached Image: ets2_image_spotlight_001.jpg Attached Image: ets2_image_spotlight_002.jpg



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WRC 5 in un nuovo video

Sep 01 2015 01:05 PM | VELOCIPEDE in Software

BigBen ci propone oggi un nuovo video di anteprima dedicato al suo prossimo WRC 5, titolo ufficiale del mondiale rally. Il trailer ha per protagonista la Citroen DS3 WRC e ci permette di apprezzare le varie condizioni meteo e di luce che potremo avere nel gioco.

 



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Forza Motorsport 6 in demo e trailer

Sep 01 2015 01:00 PM | VELOCIPEDE in Software

Microsoft ha reso disponibile la demo di Forza Motorsport 6 per Xbox One, come previsto. Il dimostrativo giocabile occupa circa 13 GB. Inoltre è stato pubblicato l'atteso trailer di lancio di Forza Motorsport 6, quasi due minuti dominati da bolidi da sogno. I filmati sono generati da materiale in game, come confermato da Turn 10, che specifica come questo sia "il più grande Forza di sempre".

 



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Game Stock Car Extreme v1.38 (Super V8 e Montreal)

Aug 31 2015 02:15 PM | VELOCIPEDE in Software

Il team Reiza Studios ha puntualmente rilasciato la nuova versione aggiornata 1.38 del suo ottimo Game Stock Car Extreme. Oltre ai consueti bugfix e migliorie varie, questa release ci offre la nuovissima serie Super V8, ispirata ovviamente al V8 Supercar australiano ed il nuovissimo e spettacolare tracciato di Montreal in versione moderna.

 

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Main changelog for v1.38:
Cars & tracks:
  • Added Super V8 series - added Modern Montreal
Features & fixes:
  • Minor Jacarepagua Historic LOD fixes
  • Updated trackside ads
  • Fixed error with 2 F3 talent files
  • Adjusted F-Extreme gear & final drive ratios to better match 2015 standards
  • Updated off-track & rumblestrip sounds in closed cockpit cars



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Sim Racing Tools utility anti cheat

Aug 29 2015 12:55 PM | VELOCIPEDE in Software

Il problema dei "trucchi" e dei piloti virtuali poco seri nelle gare online è noto purtroppo da tempo, ma con l'avvicinarsi dell'inverno, periodo florido proprio per gare e campionati virtuali, si fa sempre più pressante. Potrebbe quindi rivelarsi molto comoda la nuova utility denominata Sim Racing Tools, per adesso dedicata al solo rFactor 2, ma con previsione di crescita ed allargamento ad altri titoli.

 

SimRacingTools.com si inserisce nel contesto del SimRacing offrendo servizi sia per le associazioni/comunità e per i singoli utenti. Attualmente è in fase di sviluppo e da settembre inizierà una fase di test della durata iniziale di 2 mesi durante i quali i servizi verranno offerti gratuitamente. Inizialmente l'offerta è destinata agli utenti ISI rFactor2 La maggior parte dei servizi si basano sulla web application e su un client appositamente sviluppato. I servizi sono diversi e vari: ANTICHEAT, ANTICUT, TELEMETRIA, TEAM DASHBOARD, CENTRO MESSAGGI, PUBBLICAZIONE EVENTI, alcuni servizi sono completati da API invocabili dal proprio sito e da blocchi di codice da includere (embed code).
SRT consente l'iscrizione sia di utenti che di comunità. Il controllo cheat viene svolto dall'insieme di client e server ed i dati elaborati giornalmente (report) vengono mostrati alle comunità. Ogni comunità si crea la propria lista di utenti da tenere sotto controllo ed ogni utente può essere ovviamente controllato da più comunità. Pensiamo al caso di un pilota che partecipa a eventi in più comunità, ebbene sarà controllato da entrambe.


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F1 2015 official patch 27/8

Aug 28 2015 11:15 AM | VELOCIPEDE in Software

We just set live a small patch for F1 2015, below are the patch notes.

  • Fixed the AI not using DRS and running lean fuel mix for the first two sectors in One-Shot Qualifying sessions.
  • Fixed an issue which caused the AI to run in to the back of other cars.
  • Fixed an issue which caused the AI to pit too frequently in some circumstances.
  • Advanced Wheel Settings are now unlocked for all controllers.
  • Removed the restriction from the Beginner Introduction hopper.
  • Fixed the countdown timer in hoppers so it always starts at 60 seconds in between sessions.
  • Removed cars that are not present in Qualifying 2 and 3 from the mini-map.
  • Fixed a number of issues with multi monitor support.

     

    Please note that voice command support is still being developed, and is expected to be delivered in a later update.
    Please let us know if you have any new problems following today's update, we'll have more news about our next patch and ones for the other platforms soon.



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Forza Motorsport 6 è in gold

Aug 28 2015 10:25 AM | VELOCIPEDE in Software

The latest mile marker on the road to Forza Motorsport 6’s launch has arrived: We’ve gone gold! In two weeks, Forza Motorsport 6 will be available to play via early access for owners of the Ultimate Edition. Five days later, Forza 6 will be unleashed to everyone! Before the full game launches, however, fans will have the chance to experience the thrills of Forza Motorsport 6 in the official free demo for the game, which launches on September 1.
The Forza Motorsport 6 demo will let players experience the most beautiful and comprehensive racing game of this generation, named “Best Racing Game” and “Best Simulation Game” of gamescom 2015. The demo features a selection of the 450+ Forzavista cars available in the full version, all with working cockpits and full damage. You’ll experience highlights from the game’s 26 world-famous locales, including wet weather and night racing, all at a stunning 1080p resolution and 60 frames per second.
Everyone who plays the Forza Motorsport 6 demo will automatically get the new Ford GT delivered to their garage in Forza Motorsport 6 for no additional cost. In addition, the demo will include additional features that allow fans to get even deeper into the Forza Motorsport 6 experience. Look for more details on that when the demo launches on September 1!

 

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We’re celebrating all of this Forza news with some new details on the game, including the announcement of a number of previously unannounced cars in Forza Motorsport 6, as well as full details on all the tracks in the game. Read on for all the details!

 

Brand New Cars
Led by the awesome power of the 2015 Mercedes-AMG GT S, these ten newly announced cars bring the total car count to Forza Motorsport 6 to 460 cars in the standard edition, the largest number of cars ever seen at the launch of a Forza game! Here’s the list:

 

2015 Mercedes-Benz AMG GT S
When you first think of Mercedes-Benz, you may be drawn to the lavish luxury the brand is renowned for. But with the company’s recent dominance in Formula One (F1) – where its “Silver Arrows” are poised to capture a second Constructors’ Championship in a row – it’s clear Mercedes can do performance too. But what about both? Mercedes’ new AMG GT S balances the two disciplines, with equal doses of F1-like speed and la-z-boy luxury. Under the AMG GT S’s sleek hood sits a 4.0-liter twin-turbo V8 producing more than 500 horsepower. That’s enough boosted motor to pull competitive laps at any racetrack and hit 193 mph flat out, complimented by a leather-lined interior befit for autobahn blasts. Bordering on supercar, but still competing with other top models from Germany, the AMG GT S is exactly what you’d expect from Mercedes: the pinnacle of performance and luxury.

 

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The rest of the cars we’re revealing today:

 

· 1979 BMW #6 BMW Motorsport M1 Procar
· 2015 Volvo S60 Polestar
· 2014 Audi #45 Flying Lizard Motorsports R8 LMS ultra
· 2014 BMW #5 Ebay Motors 125i M Sport
· 2014 Chevrolet #3 Corvette Racing Corvette C7.R
· 2015 Jaguar XKR-S GT
· 1976 Lotus #5 Team Lotus 77
· 1969 Lola #10 Simoniz Special T163
· 2014 Ferrari California T

 

Track Details
Forza Motorsport 6 will feature 26 locales and more than 100 ribbons total, including brand new locations like Brands Hatch, Daytona Motor Speedway, Monza, and more. Tracks in Forza 6 include a mix of real-world circuits and fictional tracks based on real locations. Each of the real racing circuits in the game has been carefully chosen because of its stature on the world stage of motorsport, as well as its fun and challenge. In addition, we have brand new tracks like Rio, which have been created specifically to create a one-of-a-kind driving experience for the player, full of stunning beauty and excitement.

 

Forza Motorsport 6 is taking its track lineup to the next level with its stunning night and rain racing and the team at Turn 10 has worked incredibly hard to bring racing in the rain and racing at night to life on Xbox One in a way no other game has. Let’s take a look at the full track list in Forza 6, and how you’ll experience them in a brand new way. First up, here’s the full list of all 26 environments in the game:

  • Autodromo Nazionale Monza

 

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  • Circuit of the Americas

 

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  • Hockenheimring

 

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  • Sonoma Raceway

 

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  • Watkins Glen

 

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The other tracks we have announced for Forza Motorsport 6.

  • Brands Hatch
  • Bernese Alps
  • Circuit de Catalunya
  • Circuit de Spa Francorchamps
  • Daytona International Speedway
  • Indianapolis Motor Speedway
  • Le Mans Circuit de la Sarthe
  • Lime Rock Park
  • Long Beach
  • Mazda Raceway Laguna Seca
  • Mount Panorama Circuit (Bathurst)
  • Nürburgring
  • Prague
  • Rio
  • Road America
  • Road Atlanta
  • Sebring International Raceway
  • Silverstone
  • Test Track
  • Top Gear
  • Yas Marina
Racing in the Rain
No matter how fast you think you are, the rain will humble you. There’s a reason they call rain “the great equalizer” – it’s enough to bring even the greatest racers down to earth. It’s where the smallest errors are magnified a hundredfold, and where the greatest risks can be the difference between victory and an embarrassing spin.

 

With Forza Motorsport 6, we’ve brought rain to life; simulating the experience of not just how rain looks and sounds but, most importantly, how it feels. Fully modeled 3D puddles lurk on wet-weather tracks, waiting to pounce on your car like hungry sea monsters. Get an apex wrong or dip a tire in the water, and you’ll feel the puddle pulling your car deeper into the wet.

 

Perhaps the most challenging aspect of racing in the rain is relearning the course. After all, your racing line changes in wet weather – where once there was an apex, there might be a puddle, and you’ll need to react and relearn your racing line in order to find the fastest (and safest) way around the track.

 

Each of the wet-weather tracks in Forza Motorsport 6 have been selected because of their close ties to rain racing. Whether its U.K.-based circuits like Brands Hatch or Silverstone, or famous endurance racing tracks like Spa or the Nürburgring (the latter of which features more than 500 accurately placed puddles!), these locations will test your mastery of the car, the weather, and yourself:

 

Brands Hatch

 

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Circuit de Spa Francorchamps

 

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Le Mans Circuit de la Sarthe

 

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Nürburgring

 

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Sebring International Raceway

 

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Silverstone

 

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Additionally, the Top Gear Track will feature wet conditions.

 

Racing at Night
Racing makes demands of the driver in an entirely different way. Call it bravery, chutzpah, or sheer will , driving at ludicrous speeds when all you have to guide you are a pair of headlights and, if you’re lucky, the brake lights of the cars ahead, requires race drivers to go above and beyond what is already expected of them.

 

The same is true in Forza Motorsport 6. Whether you are careening down the back straight at Le Mans or navigating tight traffic on Daytona, night racing in Forza Motorsport 6 requires you to use your driving skills in new ways. We’ve taken inspiration from different variations of night, too. After all, racing under the neon lights of the Viceroy Hotel at Yas Marina is a very different experience from battling it out in the darkest depths of Sebring. With reduced grip thanks to the cooler track temperatures, you’ll experience a unique challenge in each of the night-racing tracks in Forza 6:

 

Circuit de Spa Franchorchamps

 

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Daytona International Speedway

 

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Le Mans Circuit de la Sarthe

 

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Nürburgring

 

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Plus, Sebring International Raceway, and Yas Marina will be available to race at night.
Your first taste of Forza Motorsport 6 is coming on September 1 with the arrival of the demo. Look for more information on Forza Motorsport 6 later this week!



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Project Cars Official Patch v3.0

Aug 28 2015 09:20 AM | VELOCIPEDE in Software

Project CARS - All Platforms - Patch 3.0 - Release notes - OUT NOW on PC, PS4, XB1
Hi all, Here are the new and enhanced features and bug fixes that are coming in patch 3.

 

PLEASE NOTE - The patch is not yet finalized and is still in testing, meaning that some of this may still change. I will post up the final list, or confirm that this one is final, as soon as the fixes are all confirmed and the patch is in final submission.

 

IMPORTANT - We are investigating and fixing all reported issues, so if there is an issue that you don't see in this list, please don't post "Where is the fix for this issue?" style questions in this thread. There are dedicated threads in other areas on the forum where you can post and discuss other issues. Please keep discussions in this thread to issues mentioned in the list below.
Finally, please be aware that this patch is not yet in submission with Microsoft and Sony, so we are most likely looking at a few weeks before it will be released. We will post the final release dates as soon as we have them.

 

Project CARS – Patch 3.0 – Release Notes
New & Enhanced Feature Summary
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.

 

Online
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Implemented support for Leaderboards reset across all platforms.
* PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.

 

Time Trial
* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’

 

Pitting, Tuning, Setups, Strategy
* Enhanced Setup and Pit Strategy system:
- - Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
- - In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
- - The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
- - Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
- - Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
* Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.

 

Physics & AI
* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.

 

Cut Track / Off Track System
Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.

 

Career
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
- - GT3: Bentley Continental GT3
- - LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.

 

Audio
* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there's an immediate quit at race start.

 

GUI, HUD, Telemetry
* GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.

 

Replays
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.

 

Controls & FFB
New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).

 

New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

 

Fixed:
* Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
* Logitech wheels – added LED support for the G29.
* Custom wheels – reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.
* Xbox One – fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.
* PS4 USB keyboard – corrected mapping for keypad '.' / 'Del' keys, removed Pause being incorrectly hardcoded to the 'P' key.

 

Vehicles
* 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
* Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
* McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
* Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
* Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
* Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars – updated to use the correct tread textures for various tyre compounds
* Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles – enabled visual backfires.

 

Tracks
* Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
* Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
* California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
* Dubai layouts – fixed a graphical anomaly on the track surface.
* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
* Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
* Sakitto GP – unblocked pit lane and added pit lane directional signage.
* Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts – fixed a false cut track warning at the pit entrance.
* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.

 

Oculus Rift
* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn't available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.

 

General
* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* PC – added support to enable Opponent Car Reflections by using the “-insane” command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
* PC – fixed an issue with Real-time weather not working.
* PS4 – fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
* PS4 – anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.

* PS4 – fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
* Xbox One – implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.



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VRC Pro disponibile su Steam

Aug 28 2015 09:00 AM | VELOCIPEDE in Software

AVAILABLE ON STEAM
VRC Pro is now available on Steam, the world's biggest gaming platform with over 80 million users! You can add VRC Pro to your Steam collection of games and play VRC Pro with your Steam friends. Already thousands of Steam members are playing VRC PRO (incl. 92% positive rating!), so join in on the fun!
We are offering a MASSIVE value package at a normal game price, and 35% discount the next couple of days. Visit the VRC PRO Steam store page here: http://store.steampo....com/app/335070

 

VRC PRO Steam package:
✓ 15 cars (incl. high performance cars)
✓ 22 tracks total (off-road and on-road, indoor & outdoor)
✓ Access to all game features & online racing services
✓ 100% money back guarantee, so no risk (by Steam Refund)
✓ Cars included: nitro buggies, short course trucks, touring cars, drifter cars, pan cars, sportscars, NASCAR trucks.


Here are some reviews by Steam users:
"Lovin this game, so realistic and 100% spot on to the real thing and one of my best games to date." Mike
"If you're into rc, this is the game to get! It feels just like Friday night at the track, just a lot less expensive." MyKal
"This is probably one of the best simulator games out of all the simulators on Steam. When i was little i had my own little Nitro Buggy and I would always race it around our street. And i must say, playing this game using that Nitro Buggy that i built in-game felt almost as real as it did in real life" Nitro987
"As an rc enthusiast I highly recomend this game. The amount of detail and realism is astounding. The controls were imediately recognisable from racing rc and the physics are great." Cbucholz
"This is an awesome game, I have never driven a RC car before in real life. So i didn't really know what to expect, but I love car games. And I can say this is one of the funnest car games to date! A must buy if you love cars! This is so authentic, first race online and I cruised to the checkers! Racing on here feels very realistic, I could feel the pressure from my opponents." Chill

 

IMPORTANT: 35% discount available only a few days



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iRacing annuncia sistema anti - cheat

Aug 27 2015 09:10 AM | VELOCIPEDE in Software

However in our next quarterly software update (early September) our current plan is to include new cheat prevention & detection in the update and release notes for several reasons. Mainly because the new cheat prevention and detection comes in the form of a partnership and integration we did with a professional gaming anti-cheat company called Easy Anti Cheat. We are excited about this partnership as we have enhanced our ability to detect and prevent cheating significantly. The EAC system prevents cheaters from using several common methods to try to gain an advantage over other players. This includes things like: running the iRacing simulation inside a “sandbox”, to prevent external programs from hacking into and modifying the simulation as it runs; or modifying the iRacing installation files (cars and tracks) to gain an advantage; or replacing system level components used by the simulation with versions that include cheat hacks.

 

When applying this next build on a Windows computer, the installer program for the EAC software will automatically be run. On Mac OSX and Linux, the EAC software is able to operate without this explicit installation step. In all cases, the EAC software is only active on your computer when you are running the iRacing simulation software – when the sim exits, the EAC software exits, too.
If you launch the simulation and an issue is detected before the simulation has connected to the race server, a message describing the problem will be shown to you in a dialog box, and the sim will not run. If an issue is detected after connecting to the race server, a message describing the problem will be shown in the Chat Pad, and you will be disconnected from the server.

 

The error messages are intended to be sufficient to identify what caused the issue. But if it’s not clear how to resolve the issue, email iRacing customer support at support@iRacing.com to help get you back to racing. We will work diligently with you to correct any issues. However, we do not expect many issues as we have done extensive testing already. The most likely error to arise will be if you are using replacement versions of system libraries (d3d9.dll, for example) that are not already flagged as being innocuous. Since such replacement libraries could potentially contain hacks to enable cheating, they are not allowed unless they have been validated. You can also check out the FAQ’s at Easy AntiCheat if you want here: http://faq.easyantic....net/index.html
We are excited to add another significant level of cheat prevention to iRacing.



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