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Found 26 results

  1. RaceRoom update con il circuito di Imola

    Il team Sector3 ha appena rilasciato per il suo RaceRoom Racing Experience il nuovo update del mese di settembre che, oltre a numerosi bugfix e migliorie varie elencati in dettaglio qui di seguito, ci mette a disposizione anche lo spettacolare circuito Enzo e Dino Ferrari di Imola. La patch, fra le novità più interessanti, ci offre le gomme di mescole diverse per la Formula X-17 e la US, il warmup sul server ed una riduzione del join lag. Il tracciato del Santerno, che vedete negli screens e video di anteprima qui sotto, è disponibile per l'acquisto ad euro 4,98 direttamente sullo shop online. Commenti e discussioni sul forum. We are back live with a new track for you to race on! Autodromo Enzo e Dino Ferrari di Imola is now available ➤http://bit.ly/RaceRoom_Imola Further patch highlights include: - Different tyre compounts for the FR X-17 and FR US - Optional warmup session before multiplayer races - Reduced join lags Game: Reduced Join Lags in multiplayer Fixed car-to-car collisions that could sometimes have “magnetic” effects of either repulsion or attraction. Results files generated by the dedicated server now include car class information and results per class. Added warmup option to dedicated servers. When multiple race sessions are enabled, a warmup will be taking place before each of them. Sessions such as free practice, leaderboard challenge, competitions, “try before you buy” are now set to last much longer than anyone could reasonably have a need for (24 hours) Decision to inflict Stop and Go and Drive Through penalties is now more lenient. Slow Down penalties will no longer increase once the player has triggered the automatic slow down of his car. Wall Riding prevention no longer triggers if player is applying pressure on the brakes at the moment of impact. Graphic options : Car reflections can now be set to Low, Medium or High. High has smoother moving reflections, at the price of some performance. Improved AI decision making in pitstops when it comes to tire wear and changing tires. Cases like Hillclimb Icons where there are only 2 liveries in total no longer result in AI all picking the same car. Custom Championship default naming now includes the car class name instead of just the date and time. Resetting the car on the track now takes the raceline in consideration to avoid placing a car right on the ideal line. Added variables for tire compounds in shared memory. Made the “near pitlane” speed overlay warning only show up if player has requested a pitstop. Should prevent accidental occurrences on tracks where the pitlane entry is close to the ideal raceline (ie Salzburgring). Added a default profile for Fanatec 2.5 wheelbase. Fixed a short freeze of the game that was occuring when setting a faster lap in time attack modes. Fixed a typo in a driver name “Roberto Ravaglia” (DTM 92) Fixed an issue with Hockenheim alternative layouts that did not have a defined amount of turns and were messing up ranking/safety rating calculations and results in general. Fixed an issue with the opponents revlimiter being too low on replays recorded in multiplayer that included a Formula RaceRoom X-17 Fixed an issue with cursor becoming invisible when using Mouse Steering and coming back from an instant replay. Fixed an issue where player could see the menu disappear when clicking on the timing screen right at the moment of a session switch. Fixed an issue where the pitlane speed overlay would remain visible on screen when finishing a race by driving through the pitlane. Fixed an issue where mouse scrolling in certain menu pages wasn’t working after moving the window or changing the resolution of the game. Fixed an issue with the fuel gauge in the BMW M235i Racing that could sometimes be lighting on and off. Fixed an issue with the data display in the Formula RaceRoom X-17 where it would state P2P instead of DRS in Time Attack modes. Fixed an issue where players could sometimes end up in Garage phase (prior to race) without having the menu visible. Fixed an issue where the player’s car would sometimes use the min/max steering lock values of the previously loaded car. Fixed an issue where the game would sometimes load the low detailed version of the cockpit on top of the high detailed version. Fixed an issue where exiting from an instant replay while in free camera would result in a mouse cursor being visible on top of the gameplay. Sound, Physics & AI: Audi R18 : Fixed the default driving camera that was too high BMW M235i Racing : New cockpit sounds, louder, grittier, gruntier. Chevrolet Corvette Z06 GT3 : Fixed the rearview in triple screen resolutions Formula RaceRoom U.S. : 2 compounds are now available. Primary and Alternate. AI behavior and speed tweaks. Formula RaceRoom X-17 : 3 compounds are now available. Soft, Medium and Hard. AI behavior and speed tweaks. Chang International : updated cut detection rules Nordschleife : tweaked a TV camera at Aremberg that could go behind an advertisement board. Spa-Francorchamps : Fixed a TV camera that was set behind ADAC advertisement banners on Kemmel straight when driving GT Masters 2015 cars. Suzuka : Fixed a cut detection around the pitlane entry of the GP layout where you could get a cut while only driving near the pitlane path. Art: BMW 134 Judd - New driver animation BMW M6 GT3 : improved the yellow headlights visuals Chevrolet Daytona Prototype : New driver animation DMD P20 : New driver animation Mistral M530 : New driver animation Mistral M531 : New driver animation Formula RaceRoom X-17 - New DRS animation for the rear wing. Much more visible
  2. Il team Sector3 ha appena annunciato per il suo RaceRoom Racing Experience il prossimo arrivo dello spettacolare circuito Enzo e Dino Ferrari di Imola. Il tracciato del Santerno, che vedete negli screens di anteprima qui sotto, sarà disponibile con la patch della prossima settimana.
  3. Dopo gli ultimi 18 mesi di duro lavoro, che hanno portato con sè un totale di ben 22 vetture e 13 diversi circuiti, il team Reiza ci aggiorna anche in ottobre sullo sviluppo del suo interessante Automobilista. Come prima cosa il 15 novembre sarà rilasciato l'update v1.15 che, fra le altre cose, risolverà anche i problemi dei volanti Logitech, quindi sarà disponibile il primo DLC Legendary Tracks Part 1 - Imola, che al prezzo di US$ 5.99 ci permetterà di scendere in pista sul mitico autodromo del Santerno, nelle sue configurazioni degli anni 1972, 1988, 2001 e 2016! Entro dicembre infine, sarà la volta del DLC dedicato ai Formula Truck, ovvero i possenti camion da competizione. Hello everyone! Here´s our round-up of AMS development over the last month and what´s coming up for this month of november. It´s been a busy 18 months! To begin with a little retrospective of the past 18 months from the car & track guys - this will probably sound like we´re tooting our own horn a bit but mainly it´s a small tribute to a team who have been working exceptionally hard and really shifted up a gear in this last year and a half. The image below shows all new cars and tracks released since may 2015, from the end of Stock Car Extreme into the release of AMS, and finally moving into AMS DLCs A total of 13 new venues along with 20 car models for 14 series have been released over a period of 18 months. That in itself is notable, even more so if you consider that in the same timespan all old content was updated to keep up with newer standards and include all latest features - a total of 27 series and 38 tracks which currently features in AMS. It´s easy to underestimate the workload involved in delivering all this - if you´re on the other end waiting for stuff to materialise, it probably doesn´t feel very fast at all make no mistake though, this would be substantial output even for a bigger team with bigger budget than ourselves, so there´s a feeling of mission accomplished in delivering on what has been a very aggressive plan. Beyond the sheer volume, there´s also satisfaction from the fact that quality standards have not only been retained but upgraded, and older content has not been left to become too outdated relative to the newer stuff, so the sim remains as consistent as possible no matter what and where you´re racing. What´s coming next We´re not going on vacation just yet though - in fact we´re still still pushing hard not only with new content but also towards several significant new features and general improvements all across the sim - there are some exciting things already in the works with others being evaluated, but with development being what it is and known to throw some curve balls on occasion we´ll refrain from jumping the gun and push to cover a bit more ground before we confirm stuff. If you´re a Reiza Member though you may not only have a glance of what we´re aiming for, but help influence the development path in this Reiza 51 poll. We´ve got one, possbly two updates planned over the course of this month, with v1.15 scheduled for November 15th. One important note regarding this update: @gongo has been working on integration with the latest Logitech drivers to better support G29 and G920. This however will require all users on Logitech wheels to upgrade to their latest software - even those running older models like G25 or G27, so those running Logitech gear please be advised to upgrade in time for v1.15 release. Upcoming DLCs Part 1 of Legendary Tracks is next up - Imola is coming, oozing history with 4 distinct versions from 4 different decades - 1972, 1988, 2001 and 2016 The 1972 & 1988 versions are hitting AMS Beta within a couple of hours from this post. 2001 & 2016 should follow next friday. Legendary Tracks Part 1 - Imola will sell for US$ 5.99 on release, scheduled to come along with v1.15 on November 15th. Before the end of november or at the latest early on december, we´re pushing to wrap another pack: For those of you keeping track of AMS development, it will come as no surprise that the trucks from Formula Truck are bound to come to Automobilista - fully revamped and featuring new custom rules and functionalities. The good news is that we´re very close to finalizing a new deal with Formula Truck series, which would allow us to officially release the complete, fully branded series (not just the trucks) for AMS. That would in turn open up the possibility of expanding this pack to include the latest season in a future update. One way or another, to begin with we´ll be releasing the Trucks from 2013 after Imola - the pack will also sell for US$ 5.99. As previously announced, this DLC will be free to those that already own Formula Truck on Steam (if you own the non-Steam copy make sure to retrieve your Steam key for it here). Always worth reminding also that those who took part in last year´s crowdfunding campaign on any level, acquired our Membership pack or bought the Season Pass on Steam have already secured these and all the other DLC packs to come to AMS. And what´s next after the Trucks I hear you ask? That´s subject for our next update To wrap up I´d like to remind that as more stuff is confirmed, prices for both the Season Pass on Steam & Membership pack here are bound to receive another upgrade - by the time next Dev Update rolls out with some more DLC confirmations, the Season Pass will be upgraded from the current US$ 29.99 to US$ 39.99, so don´t wait too long Fonte Reiza forum This post has been promoted to an article
  4. Hello everyone! Here´s our round-up of AMS development over the last month and what´s coming up for this month of november. It´s been a busy 18 months! To begin with a little retrospective of the past 18 months from the car & track guys - this will probably sound like we´re tooting our own horn a bit but mainly it´s a small tribute to a team who have been working exceptionally hard and really shifted up a gear in this last year and a half. The image below shows all new cars and tracks released since may 2015, from the end of Stock Car Extreme into the release of AMS, and finally moving into AMS DLCs A total of 13 new venues along with 20 car models for 14 series have been released over a period of 18 months. That in itself is notable, even more so if you consider that in the same timespan all old content was updated to keep up with newer standards and include all latest features - a total of 27 series and 38 tracks which currently features in AMS. It´s easy to underestimate the workload involved in delivering all this - if you´re on the other end waiting for stuff to materialise, it probably doesn´t feel very fast at all make no mistake though, this would be substantial output even for a bigger team with bigger budget than ourselves, so there´s a feeling of mission accomplished in delivering on what has been a very aggressive plan. Beyond the sheer volume, there´s also satisfaction from the fact that quality standards have not only been retained but upgraded, and older content has not been left to become too outdated relative to the newer stuff, so the sim remains as consistent as possible no matter what and where you´re racing. What´s coming next We´re not going on vacation just yet though - in fact we´re still still pushing hard not only with new content but also towards several significant new features and general improvements all across the sim - there are some exciting things already in the works with others being evaluated, but with development being what it is and known to throw some curve balls on occasion we´ll refrain from jumping the gun and push to cover a bit more ground before we confirm stuff. If you´re a Reiza Member though you may not only have a glance of what we´re aiming for, but help influence the development path in this Reiza 51 poll. We´ve got one, possbly two updates planned over the course of this month, with v1.15 scheduled for November 15th. One important note regarding this update: @gongo has been working on integration with the latest Logitech drivers to better support G29 and G920. This however will require all users on Logitech wheels to upgrade to their latest software - even those running older models like G25 or G27, so those running Logitech gear please be advised to upgrade in time for v1.15 release. Upcoming DLCs Part 1 of Legendary Tracks is next up - Imola is coming, oozing history with 4 distinct versions from 4 different decades - 1972, 1988, 2001 and 2016 The 1972 & 1988 versions are hitting AMS Beta within a couple of hours from this post. 2001 & 2016 should follow next friday. Legendary Tracks Part 1 - Imola will sell for US$ 5.99 on release, scheduled to come along with v1.15 on November 15th. Before the end of november or at the latest early on december, we´re pushing to wrap another pack: For those of you keeping track of AMS development, it will come as no surprise that the trucks from Formula Truck are bound to come to Automobilista - fully revamped and featuring new custom rules and functionalities. The good news is that we´re very close to finalizing a new deal with Formula Truck series, which would allow us to officially release the complete, fully branded series (not just the trucks) for AMS. That would in turn open up the possibility of expanding this pack to include the latest season in a future update. One way or another, to begin with we´ll be releasing the Trucks from 2013 after Imola - the pack will also sell for US$ 5.99. As previously announced, this DLC will be free to those that already own Formula Truck on Steam (if you own the non-Steam copy make sure to retrieve your Steam key for it here). Always worth reminding also that those who took part in last year´s crowdfunding campaign on any level, acquired our Membership pack or bought the Season Pass on Steam have already secured these and all the other DLC packs to come to AMS. And what´s next after the Trucks I hear you ask? That´s subject for our next update To wrap up I´d like to remind that as more stuff is confirmed, prices for both the Season Pass on Steam & Membership pack here are bound to receive another upgrade - by the time next Dev Update rolls out with some more DLC confirmations, the Season Pass will be upgraded from the current US$ 29.99 to US$ 39.99, so don´t wait too long
  5. CHANGE LOG: Website – The Race Guide now has a filter for filtering out “unofficial” sessions. – League Admins may now quickly add a session to one of their active league seasons by clicking the plus icon when looking at their “All Leagues/Find Leagues” page. – The Set Up Grid button has been moved up the page to a more relevant position when setting up a league session. – The Grid Builder context menu now positions itself correctly to correlate with the Racer Grid position. – The My Series Results page now features a dropdown menu for jumping to a specific page of results. – The Date column on the My Series Results page now displays the LOCAL date and time in the cell, and both GMT and LOCAL time in the tooltip. – The My Series Results page now shows detailed pagination details for searches with more results than can be displayed (ie: Showing Results 1-25 of 36 Total Results). – When a user selects a series on the Series Results page, the page will now look for data relevant to that selected series. If any is available, the page will display a link that takes the user to the archival page that shows ALL results from ALL races from that season. – Adding an item to your cart should now be more responsive. – Adjusted the font sizes of the homepage News section for increased readability. – Fixed the myRacers Online pop-out menu. – Fixed an issue where sometimes a racer would be prevented from joining a session because they required updates, when in fact the racer was up to date. – Fixed an issue that prevented you from joining your friends’ sessions directly from the myRacers persistent footer. – Fixed an issue that sometimes prevented you from joining an open practice session. – Fixed an issue that sometimes prevented the Race Panel from populating correctly where looking at Series Stats or Results pages. – Fixed an issue where duplicate entries could be seen for each Team Session on the myTeam Racing page. – Fixed functionality for scrolling while dragging drivers around the Race Setup Grid and for the context menu for moving drivers. – Fixed an issue where the Lap Results page could sometimes break when data was emerging slowly. – Fixed an issue on the My Personal Stats page where your last 10 races sometimes would not load. – Fixed the Settings Panel so that when opting to not use IPv6, your selection is saved correctly. – Fixed an issue where sometimes the side splash panels would not display correctly. – Fixed an issue with the display of promotional prices where they would drop a zero from the cents value. – Fixed an issue where some users were able to see region restricted series for which they were not qualified. – All chat features have been removed. – The Previous and Past Seasons page is now depreciated. Paint Kit – Leo Bodnar, Simability, and Simsteering logos have been added to the Paint Kit. – the Inside Sim Racing logo has been revised. Simulation – The description of the “maxParticleThreads” option in the “app.ini” file has been updated to include the value of “0” as an acceptable option. Race Sessions – Fixed a bug that was preventing League Sessions with qualifiers and without a race from using shared pit stalls. Dynamic Track – Dust and gravel can now be dragged and thrown onto the track by wayward cars, which then interacts with the tires to affect grip and accumulation of debris on the tires. – The way the Dynamic Track is stored in a replay has been improved to allow sudden changes in the track surface state to be seen immediately. Rendering – The cubemaps for all tracks have been updated. This will cause much brighter reflections off of objects. – Post-processing effects have been removed from the cubemaps for all night tracks. This was useful in the past, but is no longer needed. – Fixed occlusion culling so that very large nearby objects no longer incorrectly disappear, especially in mirrors. – Fixed a crash that could happen when trying to draw a lot of cars in the world with headlights. – Improved the algorithm for updating Dynamic Track textures to ensure timely graphical updates. – The option, “DynamicTrackTextureUpdateRate,” has been added to the “renderer.ini” file to control the maximum frequency of Dynamic Track texture updates. – The option, “ParticlesDetail,” has been renamed to “ParticleDetail” in the “renderer.ini” file. – Hang logging is now disabled by default, but can be enabled in order to help us investigate issues. DirectX 9 – Fixed a memory leak that occurred when rendering a Tech Track. DirectX 11 – Tech Tracks utilizing direct laser scan data can now be rendered in DirectX 11. – Glowing light effects now interact more accurately with fog. – Ghost car now renders correctly. – The old spark system is now hidden if PopcornFX is active, due to the new PopcornFX spark system. – Adjusted the graphical autoconfig selection of default graphics modes to favor higher refresh rates and standard scaling modes. – Fixed several bugs with night lighting and high detail headlights, where DX11 could look significantly different than DX9. – Fixed an issue with track shaders when using “Low” Shader Detail. – Fixed an issue where random flickers of geometry could render along with some particles. – Fixed several issues related to the antialiasing of painted lines and other surface decals at both night and day tracks. – Fixed an issue where tire rims could appear white when using the “Low” Shader Detail setting. – Fixed the Sim’s UI to correctly toggle between fullscreen and windowed cursor modes when the Sim toggles between fullscreen and windowed modes. – Fixed an issue where shadow volume geometry was being created at load time even when the “ShaderQuality” option in the “DX11.ini” file was set to 0. – If DirectX 11 fails to report a display mode, a fake display mode is created. This may allow the Simulator to operate in a windowed display mode or a fake fullscreen. – All new installations of iRacing will now default to DirectX 11. PopcornFX – All tracks now have complete particle collision, so particles such as dirt, sparks, and gravel can bounce along the surface instead of passing through the environment. Audio – Improved road rolling, aero, and wind sounds for all vehicles. – Scrape noises for Armco fence rails and vehicle undertrays have been improved. Tires – Improved the effective tire grip calculations related to marbles and dust on track. Incident Points – The Info tab on the Session screen will now show your incident point count for the current session. In a team event, it will also show the count for your team as a whole. – The Entries tab now has a new “INCS” column. In a live session, you will see the incident point counts for the current session. There is no way to “back up” and see the incident point counts for prior sessions. In race sessions, everyone is only able to see their own team’s incident point counts. However, in a non-race session, or once a race session is complete, everyone is able to see the incident point counts for everyone. Admins are also able to see the incident point counts for everyone during a race session. – When watching a replay, you will see the incident point counts for the session replay you are currently watching. The same session visibility restrictions apply to watching replays (so you can not circumvent the restriction during an event by having a teammate save the replay, and load it to see everyone’s incident point counts). Radio – Fixed a rare issue that could allow you to transmit a text chat message that would be rejected by the race server. If the configuration of your radio changed just as you finished the message, it was possible that the message would be created with the identifying information from the prior configuration of the radio. Video Capture – Timestamp will no longer appear on screen captures. – A new video capture library has been added. – Fixed an issue that was preventing some members from utilizing this feature. Telemetry – Three new telemetry variables related to incident count have been added. If the event is a team race, the incident count is broken down in different ways; but if not, then all three variables will equal the same value. The variables are as follows: – – “PlayerCarTeamIncidentCount” = Incident count this session for your whole team. – – “PlayerCarMyIncidentCount” = Incident count this session just for you. – – “PlayerCarDriverIncidentCount” = Incident count this session for the current team driver. – A new session string entry, “WeekendInfo:WeekendOptions:IncidentLimit:,” has been added that indicates the maximum incidents you can receive before being ejected from the session. – A new telemetry variable, “PlayerTrackSurface,” has been added that indicates the track surface under the player vehicle. This is available both live and on disk. – A new telemetry variable, “PlayerCarIdx,” has been added that allows developers to access the current player’s car index without loading up the session string. This is available both live and on disk. – Fixed a bug where setup information in a telemetry session string could become stale. iRacing API – A new iRacing SDK disk client C++ wrapper has been added that will allow you to read “.ibt” files with less effort. – A new iRacing SDK example application, “irsdk_ffbforce,” has been added that can analyze the wheel torque data found in our telemetry files. ARX – A new Force Feedback demo (ffb_demo) has been added that can help users setup Force Feedback for their racing wheel in the Sim. – ARX clients can now send text chat messages to the Sim via the call: irArx.sendChatString(“message”). Additionally, these messages can include macro commands. Oculus Rift – Support for the consumer version of the Oculus Rift has been added to iRacing, based on the Oculus 1.3.2 SDK. This new support is available only in the DirectX 11 version of the Simulator. The DirectX 9 version of the Simulator is still based on the Oculus 0.4.2 BETA SDK. – Whenever the Oculus Rift is in use, the Simulator will mirror its output to a resizable window on the desktop. You may resize/position this window. Using a very small mirror window may reduce mouse pointer precision inside of the Rift, so try not to make it too tiny. The window will remember any adjustments to dimensions/positions between sessions. – The following section of Rift related options will be added to the Oculus Rift section of the “rendererDX11.ini” file after you exit the simulator for the first time: – – RiftEnabled=1 ; Enable Oculus Rift Detection/Support – – PixelsPerDisplayPixel=150 ; (50% to 300%): 125%=1.25, over 100% may hurt performance! – – AutoSelect=0 ; Use Rift, if detected, without prompting – – AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears – – UIScreenSize=130 ; 3D UI screen width (cm) – – UIScreenDistance=70 ; 3D UI screen distance (cm) – – MirrorEnabled=1 ; Create mirror texture and render copies on screen. – The “RiftEnabled” option allows you to disable the auto-detection of the Rift if necessary, and simply disables it completely. For instance if you do not want to be prompted to use the Rift every session, you can disable that here. – The “PixelsPerDisplayPixel” option adjusts the rendering resolution for the scene before it is warped into the Rift’s display. It defaults to 1.5 which improves quality but may hurt performance on some systems. If you are having performance problems with the Rift, try lowering this to 1.0 (100%). If you are still having issues, try lowering your graphics settings. It is important to have a good frame rate when using the Rift. – The “AutoSelect” option is useful if you always want to use the Rift, and want to automatically skip the prompt. – The “AutoCenter” option will automatically re-center the head tracking when you acknowledge the health and safety warning, or when loading completes, whichever comes first. Otherwise, to re-center tracking during loading, hit the space bar. Or to re-center tracking after loading use the assigned control (see the options screens for the “HMD re-center” command). You may reassign this command to a keyboard key combo or to a controller input. – The “UIScreenSize” and “UIScreenDistance” options control how far away and how large the user interface screens appear inside of the virtual world. – The “MirrorEnabled” option allows you to disable the mirror output rendering to the desktop window. This will save some video memory and, in some cases, slightly improve frame rate. Peripherals – A new feature, called “forceMap,” has been added. By adding a file named, “forceMap.csv” to your [documents]\iRacing\ folder you can remap your racing wheel’s force output to make it more linear. See the thread http://members.iracing.com/jforum/posts/list/3482238.pagefor more details. – Windows 10 support for Xbox One controllers is now enabled by default. CARS Aston Martin DBR9 GT1 – The baseline setup for this vehicle has been updated. – The aerodynamic calculations have been adjusted with the goal of making aero performance more linear and predictable in response to changes in ride heights. Also, aero is now dependent on vehicle roll angle, so you will find greater downforce and a forward aero balance shift when cornering. Overall, these changes resulted in a rearward shift of aero balance (more aero understeer). This allowed us to reduce the size of the front anti-roll bars to a more representative dimension. Finally, we increased the aero drag penalty for running greater rear wing levels so that running maximum rear wing is not the optimum at most tracks. – Minimum vehicle weight has been increased to 7.1 kg for GT1 BOP. – The tire compound has been adjusted to better handle high operating temperatures; it now is matched to the Chevrolet Corvette C6.R GT1. – Three different selectable brake pad materials (low friction, medium friction, and high friction), will now make it easier to tune brake bite for different tracks and pedal setups. – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. – Mirrors have been adjusted. Audi R8 LMS GT3 – Deactivated the fuel mixture increment, decrement, and level controls for this vehicle. – Throttle Shaping tooltip text has been updated to no longer overrun the available space. – Mirrors have been adjusted. BMW Z4 GT3 – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). – Mirrors have been adjusted. Cadillac CTS-V Racecar – Aerodynamics have been modified to make them more benign; very similar in character to the GT1 cars. – Tire construction has been changed to be more forgiving at and over the limit. – Front bump rubbers have been re-introduced to better reflect real-life setups. – Mirrors have been adjusted. Chevrolet Corvette C6.R GT1 – The baseline setup for this vehicle has been updated. – The aerodynamic calculations have been adjusted with the goal of making aero performance more linear and predictable in response to changes in ride heights. Also, aero is now dependent on vehicle roll angle so you will find greater downforce and a forward aero balance shift when cornering. Overall, these changes resulted in a rearward shift of aero balance (more aero understeer). This allowed us to reduce the size of the front anti-roll bar to a more representative dimension. Finally, we increased the aero drag penalty for running greater rear wing levels so that running maximum rear wing is not the optimum at most tracks. – A more temperature resistant tire compound has been added, so that the Chevrolet Corvette C6.R GT1 is more competitive with the Aston Martin DBR9 GT1, particularly in hot ambient conditions. – Three different selectable brake pad materials (low friction, medium friction, and high friction), will now make it easier to tune brake bite for different tracks and pedal setups. – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. Dallara DW12 – Indiana Donor Network sponsored KV Racing Technology Dallara DW12 Indycar scheme has been added to the Paint Kit. This is a non-color changeable scheme. – Several new Levels of Detail (LODs) have been added to the car model to aid performance, especially during night racing. Ford Falcon FG V8 – The baseline setup for this vehicle has been updated. – Significant modifications have been made to the 2014 V8 Supercars to address handling issues, particularly over bumps and curbs. These modifications include: – – Chassis torsional stiffness has been added. – – Available rear damping forces have been increased. – – Spring perch offsets have been added in the Garage. This provides the ability to adjust bump rubber engagements without changing ride heights via combined damper length and perch offset adjustments. Spring perch offsets that produce less than 40-50mm of shock deflection in the Garage are not recommended. – This vehicle now uses V6 tires. These tires are capable of maintaining grip at higher operating temperatures, so they should feel less greasy in hot ambient conditions and more catchable in big slides. However, be aware that grip will be slower to build when the tires are cold, so it will feel icy for the first few laps when ambient temperatures are cold. Also, you will nominally find peak grip at around the 3rd to 5th timed lap on a qualifying run. We understand this is not ideal for 2-lap qualifying runs, but felt that better grip at high operating temperatures (where the tires run most of the time) would be a worthwhile tradeoff against a relatively slow build of grip when cold. – Chassis torsional stiffness has been reduced to help the rear lose lateral grip more progressively. – Rear suspension geometry has been adjusted to slightly reduce the effect of camber sensitivity. – Fixed a display issue with the digits on the steering wheel display. – This vehicle has been converted to use PBR shaders. – Updated engine, gear shift, transmission, backfire, and rev limiter sounds, and pit limiter sounds have been added. Ford GT – The baseline setup for this vehicle has been updated. – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. Ford GT GT3 – The baseline setup for this vehicle has been updated. – Slight reduction in aero drag for GT3 BOP. – Changed differential build for less overall locking and less locking on throttle to address feedback that the car snaps to oversteer when putting power down. – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). Ford Mustang FR500S – Updated engine, gear shift, transmission, and brake sounds. Formula Renault 2.0 – A taller final drive has been added so now this vehicle can be used in a draft on high speed ovals. – Handling by Opponent vehicles has been improved. – Mirrors have been adjusted. Holden Commodore VF V8 – The baseline setup for this vehicle has been updated. – Significant modifications have been made to the 2014 V8 Supercars to address handling issues, particularly over bumps and curbs. These modifications include: – – Chassis torsional stiffness has been added. – – Available rear damping forces have been increased. – – Spring perch offsets have been added in the Garage. This provides the ability to adjust bump rubber engagements without changing ride heights via combined damper length and perch offset adjustments. Spring perch offsets that produce less than 40-50mm of shock deflection in the Garage are not recommended. – This vehicle now uses V6 tires. These tires are capable of maintaining grip at higher operating temperatures, so they should feel less greasy in hot ambient conditions and more catchable in big slides. However, be aware that grip will be slower to build when the tires are cold, so it will feel icy for the first few laps when ambient temperatures are cold. Also, you will nominally find peak grip at around the 3rd to 5th timed lap on a qualifying run. We understand this is not ideal for 2-lap qualifying runs, but felt that better grip at high operating temperatures (where the tires run most of the time) would be a worthwhile tradeoff against a relatively slow build of grip when cold. – Chassis torsional stiffness has been reduced to help the rear lose lateral grip more progressively. – Rear suspension geometry has been adjusted to slightly reduce the effect of camber sensitivity. – Fixed a display issue with the digits on the steering wheel display. – This vehicle has been converted to use PBR shaders. – Updated engine, gear shift, transmission, backfire, and rev limiter sounds, and pit limiter sounds have been added. HPD ARX-01c – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. – Particle collision bodies, that were previously missing, have been added to this vehicle. Kia Optima – Various new sounds have been implemented for this vehicle, including: engine, gear shift, transmission, brakes, backfires, and limiters. Global Mazda MX-5 Cup – The baseline setup for this vehicle has been updated. – The extended length of the rear dampers has been reduced in order to prevent heavy engagement of the rear bump rubbers, which had resulted in rear instability, especially at curb strikes. – The operating temperatures of the tires have been reduced to help maintain more consistent grip throughout longer runs. – Mirrors have been adjusted. – Fixed an issue with an incorrect normals texture reference with the vehicle tires. McLaren MP4-12C GT3 – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). McLaren MP4-30 – Fixed an issue with the deployment of the Energy Recovery System (ERS). If the driver crashed repeatedly on out laps, the counter that determines the amount of energy to transfer from the ERS battery for deployment to the MGU-K did not reset. Once this counter reached a rules-specified maximum, no more energy could be transferred from the ERS battery to the MGU-K until the driver reached the next valid lap crossing. The result was that the driver may have experienced low deployment on out lap(s) until they managed to successfully complete an out lap without crashing. – Mirrors have been adjusted. Mercedes-AMG GT3 – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). – The Low Fuel warning has been updated to trigger off of fuel level instead of fuel pressure. The warning now activates when the fuel level drops below 10 liters. – Mirrors have been adjusted. NASCAR Camping World Chevrolet Silverado – This vehicle has been converted to use GGX Shaders. – Vehicle appearance has been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – Mirrors have been adjusted. NASCAR Camping World Toyota Tundra – This vehicle has been converted to use GGX Shaders. – Vehicle appearance has been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – Mirrors have been adjusted. NASCAR K&N Pro Chevrolet Impala – The baseline setup for this vehicle has been updated. – New engine sounds have been added for this vehicle. NASCAR Nationwide Chevrolet Impala circa 2011 – New engine sounds have been added for this vehicle. NASCAR Sprint Cup Chevrolet SS – The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen. – The fog light and upper grill decals have been updated to match the 2016 NASCAR Season. – The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted. – The template for this car has been updated to reflect the above changes. NASCAR Sprint Cup Ford Fusion – The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen. – The appearance of the vehicle has been updated to match the 2016 NASCAR Season. – The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted. – The template for this car has been updated to reflect the above changes. NASCAR Sprint Cup Toyota Camry – The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen. – The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added to this vehicle. NASCAR XFINITY Chevrolet Camaro – The appearance of the vehicle has been updated to match the 2016 NASCAR Season. – Vehicle contingency decals have been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added for this vehicle. NASCAR XFINITY Ford Mustang – Vehicle contingency decals have been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added for this vehicle. NASCAR XFINITY Toyota Camry – Vehicle contingency decals have been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added for this vehicle. Radical SR8 – Unfortunately, the developments for Season 2 did not have the desired effects on car performance, drive-ability, and real-world correlation. As a result, this vehicle has been restored to the 2016 Season 1 specifications. Ruf RT 12R Track – The baseline setup for this vehicle has been updated. – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). Sprint Car – The baseline setup for this vehicle has been updated. Star Mazda – Small shift rearward in aerodynamic center of pressure (10 mm) to reflect feedback from real-world drivers, resulting in more aero understeer. Super Late Model – This vehicle has been converted to use PBR shaders. – Mirrors have been adjusted. V8 Supercar Ford Falcon circa 2012 – This vehicle now has V6 tires that match the 2014 V8 Supercars. TRACKS Atlanta Motor Speedway – Fixed an issue with cars appearing off the ground near the entrance to pit road. Autodromo Enzo e Dino Ferrari – NEW TRACK RELEASED! Test out your circuit racing skills on this counter-clockwise Italian racetrack steeped in history. Autodromo Nazionale Monza – The Time Gain Checkpoint at Turn 1 has been updated. – Barriers have been added to the Grand Prix Circuit config to prevent use of the oval as a shortcut. – A bump has been removed from the entrance of Turn 1 on the Junior config. – A missing wall cap has been added to the pit out. Iowa Speedway – Fixed a few seams near the entrance to pit road. Irwindale Speedway – The Pace Car now completely exits the race groove before the Green Flag is given. Long Beach Street Circuit – Fixed the brake markers so they no longer disappear in “Low” Detail mode. Martinsville Speedway – Fixed a pit road cheat by placing some collision volumes. New Hampshire Motor Speedway – Fixed several seams that were visible in the grass area of Turn 1. Nürburgring – A Time Gain Checkpoint has been added on the right side of Turn 14. – Fixed an issue with white splotches and inconsistent white/red corner curb lengths in several places. – Fixed several track geometry issues including: – – Fixed a bump on the outside of the T1 asphalt runoff. – – Fixed a “curbed” white line at Döttinger Höhe, near the Gantry. – – A seam on the right side towards Hohenrain chicane. – – A seam on the Nordschleife at the T13 pit exit. – – A seam on the left side at Fuchsröhre. Phoenix International Raceway – Fixed a surface-type issue with a portion of the wall along the front stretch. Road America – Fixed some missing textures on some terrain areas. South Boston Speedway – South Boston Speedway has received an extensive art upgrade for all track configs, including the track surface, environment objects, and structures to help it shine like new! Talladega Superspeedway – Fixed an issue where a scenic camera was drawing through the ground. Thompson Speedway Motorsports Park – Fixed a bump in the track at the entrance to Turn 3
  6. iRacing.com, the world’s premier online motosports simulation service, announced today it has reached an agreement with Autodromo Internazionale Enzo e Dino Ferrari (aka Imola) to build a laser-scanned version of the famed Italian circuit. The announcement caps a remarkable week for iRacing, during which it released Auto Club Speedway to its members (completing iRacing’s catalogue of NASCAR Sprint Cup tracks) along with the RUF sports car . . . and announced plans to build the Holden VF Commodore V8 Supercar as well as the Autodromo Nazionale Monza (Monza). “It’s been quite a week for iRacing and iRacers,” says Steve Myers, executive vice president and executive producer of iRacing.com. “We released our 24 NASCAR Sprint Club track in Auto Club Speedway together with the RUF, and we also announced plans to build the Holden VF Commodore and Monza. Now, thanks in large part to the support of iRacers throughout Italy, we’re delighted to say we’ll be adding another legendary track in Imola to the service. “It sure has been an exciting week at iRacing,” added Tony Gardner, president of iRacing.com. “But it wouldn’t have been possible without the incredible enthusiasm of our members. Their passion for iRacing is truly gratifying . . . and it’ll help carry us forward with what is shaping-up as a challenging ‘To Do’ list.” Today’s announcement also means plenty of work for travel agents, who will be adding a stop in Imola to the itinerary of iRacing’s laser-scan technicians and photographers already scheduled to visit Monza this spring. And it adds to the anticipation of 50,000 iRacers worldwide looking forward to the addition of Monza, the Holden VF Commodore, another RUF and now Imola to the service in 2014 . . . while they’re sim-racing on the full slate of NASCAR Sprint Cup tracks. Go to www.iracing.com for a complete inventory of all the race cars, tracks, series and unique features on the most realistic racing experience ever created for a personal computer.
  7. iRacing: Imola il 7 Giugno

    Il team di iRacing ci mostra oggi un nuovo video di anteprima dedicato al circuito Enzo e Dino Ferrari di Imola, che sarà disponibile nel simulatore americano dal prossimo 7 Giugno. Il trailer ci permette di apprezzare un intero giro, dall'abitacolo della McLaren-Honda MP4-30.
  8. iRacing: Imola in video!

    Il team di iRacing ci mostra finalmente il trailer di presentazione del nuovo circuito Enzo e Dino Ferrari di Imola, che sarà disponibile nel simulatore americano a partire dal mese di giugno. This is Autodromo Internazionale Enzo e Dino Ferrari - most know it simply as Imola. It's a track rife with motor racing history, and has evolved significantly since it was founded in 1953. Learn about the track in our video below. Imola - coming to iRacing next month.
  9. iRacing: Imola in video

    Il team di iRacing conferma nuovamente l'arrivo a Giugno dell'atteso autodromo Enzo e Dino Ferrari di Imola per il simulatore americano: nell'attesa possiamo gustarci questo brevissimo ma intenso trailer...
  10. iRacing: Imola a Giugno!

    Con due spettacolari screens di anteprima, che trovate qui sotto, il team di iRacing ha confermato ufficialmente l'arrivo a Giugno nel simulatore americano del tracciato Enzo e Dino Ferrari di Imola!
  11. GSCE: Bologna in video?

    Il team Reiza ci mostra nel video di anteprima visibile qui sotto il prossimo tracciato extra in arrivo per il suo Game Stock Car Extreme: si tratta della storica pista di... Bologna. Indovinate di quale tracciato stiamo parlando... Recreating a historic track is as close to art as one gets in sim racing development - beyond the relative scarceness of reference material making it very challenging to evaluate the measures of the track and its surroundings, there is also the elusive quality of "atmosphere" - recreating the feeling of being in a time and a place that is no longer. Our track team goes to great lengths to not only recreate these historic tracks as accurately as possible, but to capture that elusive quality. With Bologna Historic they have done their best job yet! Enjoy a few intense racing laps against an AI field of Formula V12s. Coming up next for Stock Car Extreme:
  12. [AC - Track]Imola

    File Name: Imola File Submitter: VELOCIPEDE File Submitted: 18 Feb 2015 File Category: Track This 3D-track was made by carrera4 for the F1 1988 rFactor mod. It was converted and enhanced to Assetto Corsa by Rainmaker and members of schwarzbierbude.de. Click here to download this file
  13. RIDE: la Ducati a Imola

    AUTODROMO INTERNAZIONALE ENZO E DINO FERRARI è universalmente riconosciuto come un tracciato molto tecnico, difficile da interpretare, con curve e staccate piuttosto complesse, percorribile ad un ritmo elevato che richiede un profilo professionale. Conosciuto in tutto il mondo grazie alle blasonate competizioni motoristiche che vi si svolgono, l’Autodromo Internazionale di Imola è portatore, da più di cinquant’anni, di valori sportivi, storici, culturali ed economici, per il territorio in cui è situato e per l’intero Paese. La forza evocativa di questo nome è legata ad una storia di eventi sportivi indimenticabili, che, nell’immaginario collettivo, erigono l’Autodromo a paradigma del mondo dei motori. Gli studi di sviluppo italiani di Milestone sono nuovamente al lavoro. Moltissime le novità messe in pista dagli sviluppatori, che hanno fatto del mondo racing un marchio di fabbrica. Realizzato per i giocatori e creato sull’esperienza degli appassionati di moto, la nuova IP offrirà la possibilità di salire in sella ad oltre 100 moto, divise in 4 categorie diverse – Superbikes, Supersports, Naked, Moto Storiche – e sfrecciare a tutta velocità attraverso una grande varietà di tracciati cittadini, country o circuiti storici legati al mondo del motociclo. Ulteriore elemento di spicco sono le possibilità di personalizzazione del veicolo e del pilota, che offriranno al giocatore un gameplay vario e mai ripetitivo, per un’esperienza destinata ad accompagnarli verso la strada del vero biker.
  14. Imola 1988 made by carrera4 conversion by schwarzbierbude.de ​ This 3D-track was made by carrera4 for the F1 1988 rFactor mod. It was converted and enhanced to Assetto Corsa by Rainmaker and members of schwarzbierbude.de. The conversion of the 1988s tracks is a project of schwarzbierbude.de your friendly AC-Server. Please note that this track and others are in development which takes so much time, that it is impossible to watch every question in every thread and forum. WIP screens of the track: ​ Facts: (not set yet) pit boxes 3.636meters long Features: -AI (pit and fast lane) -Cameras -Trackmap -Shadows for all objects -AC road shader -AC grass shader -working pit lane -a skybox -new values for the lighting.ini -hot lapping function Release: needs a bit longer for this one
  15. Il team Slightly Mad Studios inizia a mostrarci oggi le prime otto piste che saranno protagoniste del prossimo Project CARS: possiamo ammirare in tutto il loro splendore grafico i tracciati di Zolder, Silverstone, Oschersleben, Dubai, Monza, Imola, Hockenheim e Brands Hatch. Da non perdere i numerosi video di anteprima dedicati al gioco, come gli ultimi due pubblicati da AdrianF1 e DigiProst. This post has been promoted to an article
  16. Ecco le piste di Project CARS

    Il team Slightly Mad Studios inizia a mostrarci oggi le prime otto piste che saranno protagoniste del prossimo Project CARS: possiamo ammirare in tutto il loro splendore grafico i tracciati di Zolder, Silverstone, Oschersleben, Dubai, Monza, Imola, Hockenheim e Brands Hatch. Da non perdere i numerosi video di anteprima dedicati al gioco, come gli ultimi due pubblicati da AdrianF1 e DigiProst.
  17. Assetto Corsa: update 0.7.2 e video

    Gli appassionati più attenti di Assetto Corsa si saranno già accorti che la Kunos ha rilasciato l'altro giorno un nuovo aggiornamento per il simulatore, ora giunto alla release 0.7.2, con alcune correzioni e migliorie. Fra i tantissimi e spettacolari trailer dedicati al sim, vi segnaliamo questa sera un nuovo ed incredibile video di confronto con la realtà: possiamo ammirare la BMW Z4 GT3 impegnana sulla pista di Imola!
  18. iRacing: Monza (e Imola?) in arrivo!

    Il team di iRacing ha annunciato oggi la seconda novità pre natalizia, dopo la già annunciata RUF: si tratta della licenza ufficiale dell'Autodromo Nazionale di Monza, che consentirà di avere il famoso tracciato brianzolo nel sim americano per la prossima estate. A quanto si apprende da un cinguettio di Steve Myers, è stato decisivo per l'acquisizione della licenza anche l'intervento di Max Papis. Inoltre è stato confermato un "interessamento" per ottenere anche il circuito Enzo e Dino Ferrari di Imola. Great news! Autodromo Nazionale Monza – aka Monza – is coming to iRacing.com. One of the world’s most historic motorsports venues, Monza will be the seventh current Formula One track available to iRacers. “This is great news for iRacing and iRacers everywhere,” says Steve Myers, iRacing.com executive vice president and executive producer. “Monza is hallowed ground, synonymous with motorsports around the world. The marriage of such an historic facility with one of the newest form of motorsports is a natural partnership, one that will enable new generations of racers the world over to face the challenges of this legendary circuit.”
  19. Assetto Corsa: McLaren MP4 a Imola

    Nuovo spettacolare video di anteprima pubblicato pochi minuti fa da Marco Massarutto della Kunos Simulazioni per mostrarci in azione l'atteso Assetto Corsa: questa volta possiamo ammirare la McLaren MP4 12C stradale sulla pista dell'Autodromo Enzo e Dino Ferrari di Imola. Ingame graphics detail level: mid (1920x1080, Anisotropic filtering 8, 4xAA, 4xFXAA, car reflections: mid, shadow map: mid, faces per frame: 4, 3x motion blur) Before someone starts to complain about the missed use of Elgato, Fraps or any other software/device for video capture: this is not a promotional video or channel related to Kunos Simulazioni or Assetto Corsa; our videomaker is already working on several official teasers and gameplay videos that will be released at the proper time. The following video is just to be intended as a first look about gameplay, dynamic car behaviour, general appearance, and so on, even if the game is still in development. Hope you like it.
  20. Car: McLaren MP4-12C Circuit: Autodromo Enzo e Dino Ferrari - Imola Time of the day: 12:00 Free practice Driving assists: disabled Game device: Thrustmaster T500RS Hardware configuration Intel Quad Core 4 GB Ram GeForce GTX 560 Ingame graphics detail level: mid (1920x1080, Anisotropic filtering 8, 4xAA, 4xFXAA, car reflections: mid, shadow map: mid, faces per frame: 4, 3x motion blur) Before someone starts to complain about the missed use of Elgato, Fraps or any other software/device for video capture: this is not a promotional video or channel related to Kunos Simulazioni or Assetto Corsa; our videomaker is already working on several official teasers and gameplay videos that will be released at the proper time. The following video is just to be intended as a first look about gameplay, dynamic car behaviour, general appearance, and so on, even if the game is still in development. Hope you like it. This post has been promoted to an article
  21. Vi presento uno straordinario articolo - inchiesta curato dall'amico Alessandro Micali, che analizza la morte del compianto Ayrton Senna. Questo non è un documento ufficiale e non vuole in alcun modo accusare le “sfortunate” scelte dei tecnici Williams, ma è una tesi del tutto “personale” ricostruita dopo aver letto il libro di Nicola Santoro “Il Caso Senna” e un’attenta ricerca sul web di video e immagini pubbliche. Alessandro Micali DOWNLOAD articolo -> http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=5173 This post has been promoted to an article
  22. 1 Marzo 2012 Kunos Simulazioni ha il piacere di annunciare un nuovo circuito ufficiale per il proprio racing game Assetto Corsa, l'Autodromo Enzo e Dino Ferrari di Imola Bentornata Imola nel mondo del simracing! Kunos Simulazioni celebra la rinascita di uno dei circuiti più richiesti dagli appassionati di simulazioni, acquisendo la licenza ufficiale dell'autodromo e riproducendolo come non è mai stato fatto in precedenza, grazie alla tecnologia Laserscan. Il fan più celebre dell'autodromo, Enzo Ferrari, era solito definire Imola come il "piccolo Nurburgring", facendo riferimento alle sue caratteristiche, molto esigenti con auto e piloti. Ancora oggi, grazie ai suoi saliscendi e alle sue curve più celebri, Imola è uno dei circuiti più emozionanti su cui correre. Riprodurre un circuito così particolare in una scena tridimensionale rappresenta una vera sfida. La ricognizione Laserscan completata nel 2011 ha permesso ai grafici di modellare ogni curva e pendenza con assoluta precisione, per garantire le stesse emozioni che il vero circuito sa regalare. E' un privilegio per Kunos Simulazioni poter offrire ai fan di Assetto Corsa questo circuito, immerso nella campagna emiliana, parte integrante della storia del motorsport che il team di sviluppo è orgoglioso di poter rappresentare in virtuale. Sito ufficiale Autodromo Enzo e Dino Ferrari http://www.formulaimola.it/ Facebook fan page http://www.facebook.com/autodromoimola Assetto Corsa – www.assettocorsa.net - 2012 Kunos Simulazioni
  23. E' ufficialmente iniziata l'avventura di C.A.R.S., titolo che (come sappiamo) verrà sviluppato dagli Slightly Mad Studios sfruttando gli investimenti e le richieste della community. Direttamente sul sito ufficiale è possibile acquistare uno dei cinque pacchetti proposti per poter così scaricare la primissima build del gioco, contenente 8 vetture fittizie (riconducibili ad auto reali, quali l'Audi R18 TDI, la Lotus 48, l'Audi A4 DTM, le Radicals e un'ulteriore monoposto) e due piste. Proprio queste ultime riservano una piacevole sorpresa: dietro al tracciato indicato come "Bologna" troviamo infatti la nostra Imola riprodotta nell'attuale layout, mentre la seconda pista altri non è se non Watkins Glen. Ad aiutare il team nel testing del gioco ci sarà poi Ben Collins, conosciuto dai più come The Stig della nota trasmissione televisiva TopGear. I primi screen e commenti fanno ben sperare, non resta che augurarsi che nei prossimi 18 mesi si arrivi finalmente al titolo che tutti noi abbiamo sempre sognato. Planned Features - FRANCHISE MODE allows you to carve out a personalized career starting in the Karting world and then progressing on to whichever motorsport specialization you prefer including Rally, Touring Cars, Open-Wheel, GT, Le Mans, and many more! - Play CO-OP with a friend as Driver/Co-Driver - FULL TEAM MANAGEMENT… Have a large number of friends? Create, manage, and compete together! - Experience the excitement of PIT STOPS like you’ve never seen before! - Revolutionary PIT-2-CAR RADIO gives you the strategic advantage - DYNAMIC Time Of Day & Localized Weather make every race unique and challenging - 10+ GAME MODES covering every form of motorsport - CLOUD-BASED SOCIAL NETWORK allows you to connect with friends, compare times & scores, compete and challenge each other, and share content - USER-GENERATED CONTENT – Create your own liveries, decals, tuning setups, and even events! Then share them with the world – either for free, in-game credits or even real money! - PUSHING TO THE LIMITS – Advanced physics, lighting, and AI This post has been promoted to an article
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