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Kart Racing Pro Beta 14 disponibile

Jul 25 2015 08:30 AM | VELOCIPEDE in Software

L'inarrestabile Piboso ha rilasciato la nuova versione Beta 14 del suo Kart Racing Pro, imperdibile simulatore dedicato al mondo del karting, arrivato proprio ieri anche sulla piattaforma Steam Greenlight. Come si legge dal lungo changelog, oltre ai consueti bugfix, troviamo anche interessanti novità in questa ultima release, come la possibilità di danneggiare l'assale (ben nota ai kartisti!) e notevoli migliorie nel comparto multiplayer, che potete provare direttamente sui nostri server dedicati. Per il download del software, in un pacchetto di 757MB, correte a questo link.
Changelog:
fix: dynamic track surface optimizations
fix: steering geometry
fix: ballast inertia
fix: camber and toe setup
fix: reconnection during a race
fix: dedicated server pause / resume
fix: exhaust smoke multiple pipes support
fix: improved alpha mipmapping
fix: improved 3D grass rendering
fix: Unipro shift lights
new: axle damage
new: physics driver lean
new: laps race length option
new: event name
new: dedicated server save option
new: output plugins race data
new: EdTracker support
new: possibility to disable a joystick input
new: steer speed sensitivity option
new: replay orbit camera speed
new: engine and intake paint support
new: HUD lights
new: terrain deformation



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Kart Racing Pro arriva su Steam Greenlight

Jul 24 2015 09:15 AM | VELOCIPEDE in Software

Il già apprezzatissimo Kart Racing Pro, noto simulatore di guida dedicato al mondo del karting realizzato da Piboso, approda oggi sulla piattaforma Steam Greenlight, per poter essere distribuito anche sul canale digitale. Vi raccomandiamo quindi, anche se avete già comprato il software, di inviare il vostro voto a Steam.

 

Kart Racing Pro is a realistic karting simulator. The aim is to create a software useful as a training tool for real drivers, based on a scratch built physics engine that accurately simulates kart dynamics and setup options. As such a steering wheel is strongly recommended, although keyboard, joysticks and gamepads are fully supported. Kart Racing Pro also allows to host and join online races, with an integrated matchmaking server. During events data is collected, to provide statistics for drivers' comparison.

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Online Racing Championship si aggiorna

Jul 23 2015 03:40 PM | VELOCIPEDE in Software

E' disponibile da oggi una versione alpha aggiornata del nuovo Online Racing Championship, titolo già noto da tempo con il nome di Sirocco Racing. L'intenzione degli sviluppatori è quella di arrivare ad un autentico e realistico simulatore di guida, grazie anche al supporto di ingegneri provenienti dalla Formula 1 ed avendo come tester un pilota reale, sempre F1.

 

A new version of ORC has been released (1.0.11) here are the changes:
- Added a slider to set reflection map update rate
- Added penalties for track cutting (when gaining an advantage)
- Added option to hide steering wheel (in options.json)
- Changed voting system to make the vote easier to pass with AFK players
- Fixed problem where shift+s/shift+r etc were being activated while typing in main racing menu
- Fixed problem where wrong track name was shown when joining multiplayer server



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Assetto Corsa: Zandvoort e Toyota in video

Jul 22 2015 03:25 PM | VELOCIPEDE in Software

Se vi siete persi l'ultima video puntata della coding session di Stefano Casillo dedicata allo sviluppo della prossima release 1.2 di Assetto Corsa, vi consigliamo di dare un'occhiata almeno a partire dal tempo 1:19:26 del filmato disponibile anche qui sotto: potrete ammirare la nuovissima Toyota GT86 in azione sul nuovo circuito di Zandvoort.

 



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WRC 5 si lancia in video

Jul 21 2015 07:50 AM | VELOCIPEDE in Software

Bigben Interactive e Kylotonn Games ci presentano il trailer di lancio del nuovo WRC 5, titolo con licenza ufficiale FIA World Rally Championship 2015. Il video ha per protagonista la Ford Fiesta RS WRC, immortalata anche in alcuni screens inediti.

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Reiza conferma la Lancer Evo

Jul 20 2015 02:10 PM | VELOCIPEDE in Software

Il team Reiza torna a parlarci dei progressi riguardanti il proprio lavoro di sviluppo relativamente alle novità in arrivo per Game Stock Car Extreme: dopo averci mostrato in azione la SuperV8, averci fatto sentire il sound della nuova Formula V10, ecco arrivare la conferma della cattivissima Mitsubishi Lancer Evo RS!
Lancer Evo RS from Mitsubishi Lancer Cup - AWD beauty confirmed as an upcoming addition to GSCE, thanks to all the backers of our campaign!


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Project CARS: arrivano le Audi

Jul 18 2015 07:20 AM | VELOCIPEDE in Software

Audi 90 IMSA GTO: Some late-'80s madness here. Suspension geometry sketched up from our 3D model and photo reference; nothing too fancy going on. Gearbox is a mix of parts from the Group B WRC cars that came before it. Lovely little engine (coolest sounds ever) with little turbo lag and good for 720Nm / 720hp. Real car could be set up anywhere from 50:50 to 30:70 on the AWD torque split and I've used our hybrid system to land it somewhere in the middle. I know some people feel icky about doing it this way, but it really is a nice, effective simulation of AWD torque biasing that we can do now before spending the time on code for a fully adjustable, three-differential physics model. Aero is not lovely; typical mid/late-80s stuff here. While Group C cars were getting into underbody tunnels and crazy downforce numbers, the airflow management in GT was still quite crude and, at best, gave very modest downforce numbers. Means the car is very quick, but can feel a little unbalanced in performance. Not great in cornering, but it sure grips up and rockets out of the exits as few others can. Matches up quite well with the Trans-Am Mustang, or new GT3 stuff even. Huge power, light weight and super wide tires can do a lot for you.

 

Audi R8 LMP900: Nothing too fancy about this one, and maybe that’s why it was so dominant over its lifetime. Simple, effective suspension; aero package with strong downforce at expense of slightly higher drag; powerful engine with little to no turbo-lag. Can run fast laps all day long in this without feeling stressed. No traction control allowed when this car ran back in 2000-2006, so it’s all up to you to manage that 625hp. Great competitor for the Bentley Speed 8. Will have the measure of the BMW V12 LMR at most tracks - there was big progress in LMP900 performance from ‘99 to 2002 - but it could be a fun matchup with the right drivers.

 

Audi R18 e-tron quattro: This was a particularly exciting car to work on after it won Le Mans last year. The new hybrid regulations provide some very cool engineering challenges and the teams are, unsurprisingly, reluctant to share much data which could be used to work out where advantages may exist. That meant lots of work on our side to examine the data that was available and do some reverse engineering to figure out the details. Here’s an overview of all the essential areas and what we found.

Suspension: We got enough points from the CAD to work out steering geometry, anti-dive and such. General steering feel is a step up from the R18 TDI, IMO, and it handles the varying loads from downforce much better. LMP1 cars are lighter than before now by 30kg (870kg minimum), but the same basic suspension setup works fine from the TDI to e-tron. Not a big enough difference to throw out the basics.

 

Gearbox: 7-speed units now, and on-board telemetry that Audi broadcasted during Le Mans and other races last year was good enough to do basic speed vs. engine rpm analysis of the ratios. It's a pretty weird looking setup on paper, but drives really well since the diesel V6 has stupid levels of torque. First four gears are very very close together; I think as a plan to work in tandem with the flywheel hybrid system. Shifts were done at 4500rpm with very few exceptions.

 

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Engine: 2014 regs meant no more air restrictor and a new boost limit of 4.0bar. I don't think they're going quite that high on this car it would go beyond the fuel flow limit with a 4.0L engine. Best guess is that it's running closer to 3.0bar like they used previously in the 3.7L version of the engine, and that's probably good for upward of 1100Nm torque. Slightly more than their 'over 800Nm' claim, but then that was always a 'No shit, Sherlock' kind of claim as the also-claimed 540hp means at least 850Nm@4500rpm. My best guess, using what we know from the previous engine, is that they are hitting that 540hp power peak early - around 3500rpm - and then using ECU boost/fuel control to hold it near constant power up to the shift point. Saves fuel (540hp is enough, really) and means that the operating rev range pretty much always has max power available.

 

Hybrid: This is where it gets interesting. The streaming video/telemetry was good enough to include a meter for hybrid energy storage. Without any other hard info, we have to rely on this to get an idea of how the system is working, and that ain't all bad. We know it's a 2MJ/lap system; watching closely and taking notes, it looks like they run through about 6 full charges of the system per lap of Le Mans. Easy math, then, to figure that in LM settings it is maxing out charge at ~330kJ. Official claims for system storage are over 600kJ and a few even stating up to 1.2MJ, but it doesn't make sense at Le Mans to carry that much at once if you have at least 6 good charging points around the lap and can only use 2MJ. Perhaps they use a higher level of storage at shorter tracks for the shorter races, but we don't have tons of info on that and LM is the main target anyway. Keeping the flywheel at lower speeds would be good for reliability unless you are absolutely certain that harvesting 4MJ per lap is reliably attainable. It seems they may be thinking just that for 2015 and I would agree that the 2MJ class leaves a lot of potential on the table. This year’s race 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, out of chicanes on the Mulsanne, it is burning through that 330kJ in 5-6s and is emptied by the time the car is at 230kmh for an average system output of around 60kw (80hp). Maybe the system can do a full 170kW output as claimed, but perhaps that's only if used at maximum speed (340(ish)kph) and below that it is torque-limited so 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's not too shabby.

 

Aero: Very little 'official' data here, 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 is probably closer to 6:1 (for those who aren't aero nerds, this is very very very good). What we do know is that top speeds without a draft at Le Mans were typically recorded in the 315-319kmh range. With a draft, closer to 340. Not very high in the grand scheme of things, and works out to something around 420lbf of drag @ 150mph in LM aero spec. Prototypes can drop 5% or more of their total drag compared to static ride height when squatting down under load at top speed. So what we'll do is take that 420lbf drag figure, add about 5% when at static ride height and figure the 5:1 downforce from there. If overall lap time performance is anything to go by, this has worked out quite well.

 

Audi were also kind enough to run both aero packages at Spa last year. #3 used the LM package while #1 and #2 used the sprint package with high drag/downforce. #3 was good for nearly 300kmh at the end of Kemmel straight, and our LM setup ends up matching that. Nice. Move to high downforce and top speed on Kemmel reduces 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, IMO, were the key to Porsche’s victory this year.

What's it like to drive? Quite a bit different from the 2011-2013-era LMPs we've modeled so far. The narrower tires 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 a very interesting drive. Best laps here so far are a 3:26.3 at Le Mans, a 2:01.8 at Spa with high downforce and a 2:02.7 with low downforce. Can't wait to hear what you guys think of it.



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Project CARS PC patch 2.5

Jul 17 2015 03:35 PM | VELOCIPEDE in Software

Game Crashes
We spent a lot of time working directly with a number of users who were struggling with game crashes, and resolved as many of these as we could. The various fixes in this patch should help a great deal in making the game more stable for those of you who were experiencing these instabilities.


Pitting, tuning, setups
* Fixed a case where the in-game tuning Setup was not being saved under certain conditions.
* 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.
* Ensure that the Default pitstop strategy is selected as the Active one when starting a new session.
* Fixed an issue where the wrong vehicle setup would at times be applied to the player’s current vehicle.
* Fixed another case of where cars would sometimes leave the pits with an invisible reattached wheel.
* Fixed an issue with the Pit Strategy screen where the displayed values did not reflect the saved settings.
* 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.
* Reworked some tyre compound names as displayed in the setup screen to ensure that all compounds are named to be indicative of the type of compound it represents in the pit strategy screen.
* Restrict the selectable pit strategy tyre compound types to only those available for the current vehicle.


Online
* 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.


Controls
* New Feature – 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 Feature – The Force Feedback Calibration screen now features a multiple force feedback profile selection whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. This will then create a ‘Custom’ entry in the profile selection list in addition to the current options: "Default" (matches the FFB default settings in Patch 2.0) and "Classic” (matches the FFB settings in the original release).
* Fixed an issue with sudden loss of FFB after a crash.
* Reduced the strength of the menu spring for custom wheels.
* Fixed an issue where Mouse controls were showing a deadzone in the centre regardless of deadzone setting.
* Fixed an issue where rumble on the gamepad could at times cause the game to slow down.
* Added support and profiles for the Logitech G29 and G920 on PC
* Added accelerator slip vibration to the wheel rim of Fanatec wheels where available, and fixed brake rumble not working.


Vehicles
* Formula A – Added a new tire set which now includes two slick tires - soft and medium. Also rebalanced the heating and wear across all four tyre sets. Wear will now more closely match real-world Formula cars. Heating is more even front to rear also. Further rebalancing of the AI speed as was required, and tweaks to the base setup to accommodate the heat change.
* Modern street cars - New stiffer tyres for improved drivability to more closely match the real world experience, making these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* Mclaren P1 - Stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe.



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iRacing annuncia le Formula Renault!

Jul 16 2015 06:15 PM | VELOCIPEDE in Software

iRacing.com, the world’s premier online racing game, today announced a formal agreement with Renault to add two new single seat race cars, the Formula Renault 2.0 and the Formula Renault 3.5. These cars join the more than 40 vehicles already available on iRacing and will be integrated into the open wheel ladder system on iRacing that includes: the Skip Barber Formula 2000, Pro Mazda, Dallara DW12 Indycar, Williams FW31 and soon to be released McLaren–Honda MP4-30.

To celebrate this announcement iRacing is offering a special discount for new members – get 3-months for just $5 (a $30 value). Use promo code PR-RENAULT when you create your new account at www.iracing.com/membership.
The Formula Renault 2.0 and 3.5 cars have long been a part of young drivers’ resumes. Just as in the real world, in iRacing these new cars will be the logical stepping stone for aspiring sim racers around the world. Past champions in Formula Renaults include a distinguished list of drivers; many who have progressed to the top rung of open wheel racing. Drivers like Lewis Hamilton, Felipe Massa, Kimi Raikkonen, Carlos Sainz Jr. and Scott Speed all earned championships in Formula Renault 2.0 or Formula Renault 3.5 early in their careers before making the move to Formula 1.



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Reiza ci mostra la SuperV8

Jul 15 2015 03:00 PM | VELOCIPEDE in Software

Il team Reiza torna a mostrarci in video i progressi riguardanti il proprio lavoro di sviluppo: il trailer sottostante è dedicato in particolare alla nuovissima vettura SuperV8, in azione sul rinnovato circuito di Montreal.
As previously confirmed, thanks to everyone who has already contributed we have already been able to confirm some fresh new content for Stock Car Extreme - one of which the much antecipated SuperV8. Only a few more days now!
While our crowdfunding campaign is still in progress, we have already been able to confirm some new upcoming content for Stock Car Extreme - one of which the much antecipated SuperV8. Here are a few sample laps and a replay showcasing our upcoming australian V8 beast, set to become one of the most fun & popular additions to Stock Car Extreme! Track is Modern Montreal, another new track recently confirmed thanks to the campaign funding so far. As per previous information, backers of the campaign will have access to beta builds to try out the new content before official release - only a few days to go now!




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