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VELOCIPEDE

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  1. mi raccomando: non trasformiamo il topic in una guerra di religioni
  2. Come avrete già notato visitando la nostra home page, abbiamo cambiato "vestito". Mentre il nuovo layout aggiornato del sito era già attivo da qualche giorno, oggi abbiamo pubblicato anche la nostra nuova veste grafica, che abbiamo denominato CLUB (creata dal bravissimo IPBHero) Noi ce ne siamo già innamorati, ma se a voi non piace non c'è problema: la grafica tradizionale bianca e azzurra è sempre disponibile, basta selezionarla dal menu "Theme" che si trova in fondo al sito. Fateci sapere però cosa ne pensate e segnalateci eventuali problemi nell'apposito topic del forum.
  3. anche se da errore, l'aggiornamento del database viene effettuato
  4. attivata la nuova grafica e layout che abbiamo chiamato CLUB ! NOTA: se preferisci la grafica bianca e azzurra tradizionale, puoi selezionarla dal menu "Theme" che si trova in fondo al sito
  5. La Thrustmaster ha appena annunciato la disponibilità a breve dei T150 PRO e TMX PRO: denominati Pro, i volanti sono gli stessi dei già noti T150 e TMX, ma si differenziano per la presenza in confezione della ottima pedaliera T3PA, che include il Conical Brake Mod per la frenata progressiva e la possibilità di modificare a piacere la posizione, distanza ed inclinazione dei pedali. Da notare che il T150 Pro funziona su PS3, PS4 e PC, mentre il TMX Pro su Xbox One and PC. Considerato l'abbinamento volante - pedaliera, si tratta probabilmente della migliore periferica di guida entry level per gli appassionati.
  6. La Thrustmaster ha appena annunciato la disponibilità a breve dei T150 PRO e TMX PRO: denominati Pro, i volanti sono gli stessi dei già noti T150 e TMX, ma si differenziano per la presenza in confezione della ottima pedaliera T3PA, che include il Conical Brake Mod per la frenata progressiva e la possibilità di modificare a piacere la posizione, distanza ed inclinazione dei pedali. Da notare che il T150 Pro funziona su PS3, PS4 e PC, mentre il TMX Pro su Xbox One and PC. Considerato l'abbinamento volante - pedaliera, si tratta probabilmente della migliore periferica di guida entry level per gli appassionati.
  7. iracing iRacing: parliamo ancora di "dirt"

    Si torna a parlare di sterrato (dirt appunto) per iRacing, in quanto il campione NPAS Tyler Hudson ha annunciato di essere entrato nello staff tecnico del simulatore americano ed ha iniziato a provare tutte le caratteristiche "dirt" del software. Nel lungo messaggio, Tyler ha anche confermato che la prima release alpha dirt sarà rilasciata ai beta testers la prossima settimana. 2013 NPAS Champion Tyler Hudson offers his initial thoughts on iRacing’s upcoming Dirt feature Just this week I accepted a job at iRacing working in the customer service department working with Nim, Susan, Angela and the rest of the team including helping Shannon as well with the WC series. I am very excited about it and chomping at the bit to get going. I look forward to doing my best to help iRacers for many years to come. I don’t officially start for a couple weeks. I will be flying up to Bedford to start my training on the various systems they use and start my training. The only bummer is I will not be allowed to race in the NASCAR Peak World Championship Series but I’ll still be racing everything else when I can so that will be fun! I also already started to get some employee perks. The guys let me try out the dirt content last night and after sending Steve a wall of text about it he thought it would be a good idea to post it in the forums! I’m also told Dirt is going to all alpha testers this week. First, let me start by saying most of my real world racing experience is on dirt tracks, from karts, mini stock and street stocks to late models. Not an extraordinary amount, but more than any other form of racing. So I can honestly say that climbing into iRacing’s version of a dirt late model took me by a huge surprise. From the start I had the sensation I was back in my race car; not from the adrenaline rush as much as the fact that the driving sensation and feedback were like no other car I’ve ever driven in the sim. There is so much to say about the many different cars iRacing is developing, but I'll make this as short as possible. These guys have nailed it. Sure, there are some minor issues as with anything in development, but they blew this one out of the park. Maybe it's because we dirt fans/racers have been left out for so long, we haven't had anything worth playing since the PS2 game World of Outlaw Sprint Cars or Dirt to Daytona, but believe me, this is the real deal. The track changes.... A LOT, visually and grip wise. That is a huge part of what makes dirt racing what it is, so you'll be happy to hear that. You legitimately have to search for moisture in the track for grip. After 10 laps around the bottom at Eldora, the grip had fallen off by half a second and - visually - you could SEE the track change color from wet to dry dirt. I followed the moisture every lap until I was up by the wall. Then I went back to the bottom and was 3 tenths slower than up top where it was still a little damp. Eventually, I had gotten all the initial moisture out of the track from the bottom to the top, and virtually from the inside wall to the outside wall ran almost identical lap times. This will be great for searching for grip and racing. Oh, but that's not all. I backed out, set the track state to 100% and went back out. THERE'S A CUSHION!! I couldn't really see the cushion, as I understand that's still in development, but boy you sure can feel it! And the grip it provides will make dirt racing on iRacing genuine, authentic and as real as it gets. I’ve seen a lot of forum posts by people worried by some of the pictures that the late model won't "get up on the bars." Well let me tell you, it took some messing around in the garage, but it does. I haven't found a way to make the car as far up on the bars as I’d like, but maybe that's another item in development -- or for a crew chief way better than me! I was able to twist the rear end and float the left front - everything you see in pictures of real race cars. I'm telling you guys, I am amazed at what iRacing has done. I am thrilled to be a part of it, to help develop it and I can’ wait to see how much further we can push the envelope in motor sports simulations. This is ground breaking stuff: No other game on the market has even scratched the surface at what these guys have already done with dirt – and it’s getting better every day. As I understand it there is still quite a bit of work to do but all the hype will be worth it. I can't wait to turn laps with other cars on the track. Oh, and did I even mention the Ford Fiesta?!?!? No? Well we'll save that for another day. =)
  8. 2013 NPAS Champion Tyler Hudson offers his initial thoughts on iRacing’s upcoming Dirt feature Just this week I accepted a job at iRacing working in the customer service department working with Nim, Susan, Angela and the rest of the team including helping Shannon as well with the WC series. I am very excited about it and chomping at the bit to get going. I look forward to doing my best to help iRacers for many years to come. I don’t officially start for a couple weeks. I will be flying up to Bedford to start my training on the various systems they use and start my training. The only bummer is I will not be allowed to race in the NASCAR Peak World Championship Series but I’ll still be racing everything else when I can so that will be fun! I also already started to get some employee perks. The guys let me try out the dirt content last night and after sending Steve a wall of text about it he thought it would be a good idea to post it in the forums! I’m also told Dirt is going to all alpha testers this week. First, let me start by saying most of my real world racing experience is on dirt tracks, from karts, mini stock and street stocks to late models. Not an extraordinary amount, but more than any other form of racing. So I can honestly say that climbing into iRacing’s version of a dirt late model took me by a huge surprise. From the start I had the sensation I was back in my race car; not from the adrenaline rush as much as the fact that the driving sensation and feedback were like no other car I’ve ever driven in the sim. There is so much to say about the many different cars iRacing is developing, but I'll make this as short as possible. These guys have nailed it. Sure, there are some minor issues as with anything in development, but they blew this one out of the park. Maybe it's because we dirt fans/racers have been left out for so long, we haven't had anything worth playing since the PS2 game World of Outlaw Sprint Cars or Dirt to Daytona, but believe me, this is the real deal. The track changes.... A LOT, visually and grip wise. That is a huge part of what makes dirt racing what it is, so you'll be happy to hear that. You legitimately have to search for moisture in the track for grip. After 10 laps around the bottom at Eldora, the grip had fallen off by half a second and - visually - you could SEE the track change color from wet to dry dirt. I followed the moisture every lap until I was up by the wall. Then I went back to the bottom and was 3 tenths slower than up top where it was still a little damp. Eventually, I had gotten all the initial moisture out of the track from the bottom to the top, and virtually from the inside wall to the outside wall ran almost identical lap times. This will be great for searching for grip and racing. Oh, but that's not all. I backed out, set the track state to 100% and went back out. THERE'S A CUSHION!! I couldn't really see the cushion, as I understand that's still in development, but boy you sure can feel it! And the grip it provides will make dirt racing on iRacing genuine, authentic and as real as it gets. I’ve seen a lot of forum posts by people worried by some of the pictures that the late model won't "get up on the bars." Well let me tell you, it took some messing around in the garage, but it does. I haven't found a way to make the car as far up on the bars as I’d like, but maybe that's another item in development -- or for a crew chief way better than me! I was able to twist the rear end and float the left front - everything you see in pictures of real race cars. I'm telling you guys, I am amazed at what iRacing has done. I am thrilled to be a part of it, to help develop it and I can’ wait to see how much further we can push the envelope in motor sports simulations. This is ground breaking stuff: No other game on the market has even scratched the surface at what these guys have already done with dirt – and it’s getting better every day. As I understand it there is still quite a bit of work to do but all the hype will be worth it. I can't wait to turn laps with other cars on the track. Oh, and did I even mention the Ford Fiesta?!?!? No? Well we'll save that for another day. =)
  9. - corretto il problema dell'invio delle mail di notifica
  10. le skin funzionano nella gara, quando vengono assegnate ai piloti qualificati
  11. Il team RallyLegends ha finalmente rilasciato per Assetto Corsa la nuova versione aggiornata 3.0 della sua Ford Fiesta RS WRC, disponibile sia in versione da asfalto che da sterrato. Anche i rallysti possono divertirsi ora con il simulatore made in Kunos. Per dettagli, commenti e download, correte a questo link del forum. Ford Fiesta RS WRC -Version 3.0 by Rallylegends Mod (Tarmac + Gravel Spec) List changes/update 3.0: - Added Damage by TTM - Abbo90 - peksis; - Sound Update by IMrIMike; - New shadow effect by x4fab; - New Tarmac/Gravel Physic by Abbo90 - (V 3.0): adjustment steering - Updated tyres to v10 - Engine curves - Differentiated shifting timings and gearbox inertias - Revised some gearbox ratios following FIA limitations - Revised brake temperatures behaviour - Improved suspension geometry, springing and damping - Refined weight distributiontuning and aerodynamic model with greater sensitivity to body movement and setup - Improved automatic gearbox - Updated Help Notes in car description - Included specific RL_Driver by peksis; - Added Optional All Skinpack 2K ( 2048 X 2048 for Fast FPS ) - (Racedepartment Link) LOOK HERE: - Installation: Extract the content to: SteamApps\common\ assettocorsa\content\ DELETE OLD VERSION!!!! Support for AC update Ver 1.11.4 and Tyre Model V. 10 ( Tarmac + Gravel Setup)
  12. v2.9 http://www.racedepartment.com/downloads/alzen-porsche-996-biturbo-turbinchen.10890/update?update=23176 Been some time. This patch brings the cars up to spec for the current patch. Lot's of small updates and patches everywhere. Very little work on the 3D model of them tho. Try it out Changelog: V2.9 26.12.16 - 16.01.2017 - numerous shader and texture updates/fixes - new blur texture for rims - fixed EMPTY_CURVE error produced by tyres.ini - re-evaluated inertia - adjusted fuel consumption - Better positioning of LCD instruments - UI updates - applied all changes from AWD to RWD/2003 car and both LODs
  13. Fiesta WRC v3.0 disponibile Ford Fiesta RS WRC -Version 3.0 by Rallylegends Mod (Tarmac + Gravel Spec) List changes/update 3.0: - Added Damage by TTM - Abbo90 - peksis; - Sound Update by IMrIMike; - New shadow effect by x4fab; - New Tarmac/Gravel Physic by Abbo90 - (V 3.0): adjustment steering - Updated tyres to v10 - Engine curves - Differentiated shifting timings and gearbox inertias - Revised some gearbox ratios following FIA limitations - Revised brake temperatures behaviour - Improved suspension geometry, springing and damping - Refined weight distributiontuning and aerodynamic model with greater sensitivity to body movement and setup - Improved automatic gearbox - Updated Help Notes in car description - Included specific RL_Driver by peksis; - Added Optional All Skinpack 2K ( 2048 X 2048 for Fast FPS ) - (Racedepartment Link) LOOK HERE: - Installation: Extract the content to: SteamApps\common\ assettocorsa\content\ DELETE OLD VERSION!!!! Support for AC update Ver 1.11.4 and Tyre Model V. 10 ( Tarmac + Gravel Setup)