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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/140/?d=1</link><description>News: News</description><language>en</language><item><title>Automobilista 2: rilasciato aggiornamento 1.2.2.0 con la Porsche RSR 3,0 1974</title><link>https://www.drivingitalia.net/home-page/software/automobilista-2-rilasciato-aggiornamento-1220-con-la-porsche-rsr-30-1974-r27461/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_07/1625592236_011(6).jpg.46f3ccd70251f69f82df6479bb0e1fb5.jpg" /></p>
<p>
	 
</p>

<p>
	Torna finalmente ad aggiornarsi Automobilista 2, e lo fa con l'aggiornamento 1.2.2.0 che porta con sè tanti fix e miglioramenti ma porta con sè anche nuovi contenuti: il nuovo update infatti aggiunge la Porsche RSR 3,0 del 1974 alla classe GT Classic Series, aggiunge direttamente dal primo AMS il Salvador Street Circuit e aggiunge alcuni layout e varianti per i circuiti di Cascais e Interlagos
</p>

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			V1.2.1.4-&gt;V1.2.2.0 CHANGELOG<br /><br />
			CONTENT<br /><br />
			Tracks:
		</p>

		<ul><li>
				Added Salvador Street Circuit
			</li>
			<li>
				Added Cascais Alternate Layout
			</li>
			<li>
				Added alternative Interlagos Stock Car / GP variants (latter features temporary grandstands from grand prix weekend)
			</li>
		</ul><p>
			Vehicles:
		</p>

		<ul><li>
				Added Porsche RSR 3.0 1974 to GT Classics Series
			</li>
		</ul><p>
			<br />
			GENERAL
		</p>

		<p>
			 
		</p>

		<ul><li>
				Added support for 6 User control sets per profile. Slots can be renamed. (known issues: reset to defaults does not reset name, controller type (wheel/gamepad) is not retained with saved set)
			</li>
			<li>
				Disabled collisions during formation laps and rolling starts
			</li>
			<li>
				Fixed Championship editor saving incorrect dates for P/Q sessions
			</li>
			<li>
				Added custom Steering Lock setting when user is running with a gamepad or digital controller for less sensitive steering than regular default steering lock
			</li>
		</ul><br />
		UI &amp; HUD
		<p>
			 
		</p>

		<ul><li>
				Added binding entries for on board TC/ABS adjustment (Assignments &gt; Vehicle).
			</li>
			<li>
				Fixed save/load notification not displaying when switching user control presets
			</li>
			<li>
				Added ability to copy another user control preset to the currently active control set
			</li>
			<li>
				Moved controls screen 'Reset to Defaults' button up to user preset section to reinforce it is profile specific.
			</li>
			<li>
				Added the current user preset name to controls screen secondary tabs.
			</li>
			<li>
				Corrected various track UI information errors
			</li>
			<li>
				Fixed setup edit screen displaying adjustable dampers when they have none when unitless option is enabled
			</li>
			<li>
				Disabled redundant aerodynamic settings in setup screen for various wingless vehicles
			</li>
			<li>
				Fixed qualify session length not correctly displaying in championship overview for custom championships
			</li>
			<li>
				Fixed incorrect help text on test day custom date input
			</li>
			<li>
				Fixed French text appearing on German version of the Time Trial loading screen tip text
			</li>
			<li>
				Fixed Engine Breaking label in Edit Setup screen
			</li>
			<li>
				Fixed untranslated Live Track preset label on session settings screen
			</li>
			<li>
				Added texts for Laguna Seca and Daytona Nascar Layout
			</li>
		</ul><br />
		PHYSICS
		<p>
			 
		</p>

		<ul><li>
				Revised tire treads for M1 Procar, Group A cars
			</li>
			<li>
				Minor tire tread adjustments for Group C, Opalas, F-Vee, Lotus 23, Copa Classics, Mini, GT5, G40 Cup, F-3, F-Trainer, Omega Stock Car, Stock Car 2019, GT3, GT4, karts (all variants)
			</li>
			<li>
				Fixed error causing new traction control model not to be used in all cars featuring the system except F-V10 Gen2 &amp; Mclaren 720S
			</li>
			<li>
				Adjusted baseline damper settings for F-Retro Gen1, F-Vee
			</li>
			<li>
				Revised brake heating functions for GTs &amp; classic tintops
			</li>
			<li>
				Adjusted body drag coefficients for Group A, Procar &amp; vintage touring cars
			</li>
			<li>
				Revised inertia values for both Vintage touring cars
			</li>
			<li>
				Revised differential ramp angles for Procar &amp; Group A cars
			</li>
			<li>
				Adjusted default front wheel camber for all karts
			</li>
			<li>
				Revised diff settings for all GTs, Stock Cars
			</li>
			<li>
				Corrected Mini 1965 gear ratios
			</li>
			<li>
				Adjusted default toe settings for Ginetta G55, Mercedes GT3
			</li>
			<li>
				Adjusted Omega diff preload
			</li>
			<li>
				BMW M4 GT4: Stiffer rear suspension rates
			</li>
			<li>
				Revised engine lifetime ranges for all cars
			</li>
			<li>
				Cadillac DPi: Fixed bug causing pitstop CTD due to missing default compound option
			</li>
			<li>
				Adjusted front &amp; rear toe ranges for F-Classics, Group C (requires setup reset)
			</li>
			<li>
				Minor default setup adjustments for both Group C cars (setup reset recommended)
			</li>
			<li>
				Added throttle map for Porsche GT3-R
			</li>
			<li>
				Minor manual H shift RPM tolerance adjustments for completing clutchless shifts
			</li>
			<li>
				Slightly reduced grass &amp; gravel bump amplitude
			</li>
			<li>
				Minor revisions to grass, gravel, grasscrete friction coefficients
			</li>
		</ul><br />
		AI
		<p>
			 
		</p>

		<ul><li>
				General AI callibration pass for dry &amp; wet weather performance
			</li>
			<li>
				Further reduced AI lateral rate in urgent moves
			</li>
			<li>
				Fixed bug where fuel would be consumed by AI during accelerated time or during skip to end when the fuel consumption is set to OFF
			</li>
			<li>
				Fixed some strategical decisions by AI not taking into account the fuel consumption setting when set to OFF
			</li>
			<li>
				Curitiba: Smoothed fastline start/finish joint to prevent AI slowdown crossing it
			</li>
			<li>
				Laguna Seca: Reset collision corridors at T11 (fix for AI pileups on rolling starts)
			</li>
			<li>
				Bathurst: Minor AI Grip adjustment
			</li>
			<li>
				Further increased AI performance in qualifying vs race
			</li>
			<li>
				Taruma: Adjust pitlane exit speed
			</li>
			<li>
				Interlagos Kart: Adjusted AI Grip for all layouts
			</li>
		</ul><br />
		AUDIO
		<p>
			 
		</p>

		<ul><li>
				Surface sounds: lowered flat curbs volume, increased dirty debris off line occurence
			</li>
			<li>
				BMW M1 Procar adjusted chase cam live-play sound.
			</li>
		</ul><br />
		TRACKS
		<p>
			 
		</p>

		<ul><li>
				VIR: Added seasonal foliage; Optimized track cut mesh; Minor art &amp; optimization pass; Fix broken shrubs
			</li>
			<li>
				Montreal (Modern &amp; Historic): Added seasonal foliage
			</li>
			<li>
				Cascavel: Fixed terrain hole and gap in the barriers near the old pit
			</li>
			<li>
				Laguna Seca: Fixed some object LOD popping
			</li>
			<li>
				Oulton Park: Updated seasonal foliage textures
			</li>
			<li>
				Cascais: Minor art &amp; optimization pass
			</li>
			<li>
				Spielberg GP: Add missing brake marker boards at T6
			</li>
			<li>
				Hockenheimring: Enable playground for short layouts
			</li>
			<li>
				Interlagos Kart1: Relax track limits at T7
			</li>
			<li>
				Kansai: Minor LOD tweaks
			</li>
			<li>
				Adjusted Interlagos, Nurburgring, Snetterton trackside camera glitches
			</li>
			<li>
				Spielberg Historic: added VR cams
			</li>
			<li>
				Cadwell Park: fixed invisible bits of road
			</li>
			<li>
				Added working trackside cameras to all Speedland layouts
			</li>
		</ul><br />
		VEHICLES
		<p>
			 
		</p>

		<ul><li>
				Superkart / Kart Shifter: Added shifter &amp; driver shifting animations
			</li>
			<li>
				Stock Car Corolla 2021: Updated front bumper and hood model as per recent series facelift
			</li>
			<li>
				Stock Car Cruze 2020: Fixed the cockpit bonnet and external damage clipping on the top
			</li>
			<li>
				Minor adjustment to first shadow cascade radius from cockpit view
			</li>
			<li>
				Switched Vintage Touring Car drivers to GT vintage models
			</li>
			<li>
				Adjusted driver LOD levels to minimise driver parts from popping out while still in sight
			</li>
			<li>
				F-Ultimate: Fixed inverted left mirror
			</li>
		</ul></div>
</blockquote>

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	<img alt="020-1-jpg.16357" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://forum.reizastudios.com/attachments/020-1-jpg.16357/" /></p>

<p>
	<img alt="001-8-jpg.16358" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://forum.reizastudios.com/attachments/001-8-jpg.16358/" /></p>
]]></description><guid isPermaLink="false">27461</guid><pubDate>Sat, 31 Jul 2021 16:53:55 +0000</pubDate></item><item><title>iRacing: prime immagini WIP della pioggia!</title><link>https://www.drivingitalia.net/home-page/software/iracing-prime-immagini-wip-della-pioggia-r27460/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_07/E7od1ieWUAABgc_.jpg.6d86a36f58a858cd029cd9b7f72ca5fd.jpg" /></p>

<p>
	 
</p>

<p>
	La pioggia è da sempre una variabile fondamentale sia nel motorsport che nel simracing, e non ci stupisce il fatto che sia da sempre una delle feature più richieste dalla community di iRacing.
</p>

<p>
	Greg Hill, durante una trasmissione in diretta su Twitch, ha risposto ad alcune domande della community fornendo importantissime indicazioni circa l'arrivo della pioggia sul simulatore americano: tutto il team, dai grafici a coloro che si occupano dell'evoluzione dinamica del tracciato, sono al lavoro per implementare la pioggia nella maniera più realistica possibile e pianificano di avere una beta interna funzionante entro la fine dell'anno. Per quanto riguarda invece il rilascio al pubblico questo dipenderà ovviamente dai risultati dati da questa beta, ma non è escluso il rilascio ufficiale entro la fine del 2021.
</p>

<p>
	Il team di Kaemmer ha anche rilasciato una prima immagine work in progress tramite i suoi social. <strong><a href="https://clips.twitch.tv/BlightedEndearingGoatAllenHuhu-8rSh5mRh-RTsjeUY" rel="external">Qui</a> </strong>potete guardare la clip presa direttamente dalla live su Twitch
</p>

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	<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedid="embed2856192735" scrolling="no" src="https://www.drivingitalia.net/index.php?app=core&amp;module=system&amp;controller=embed&amp;url=https://twitter.com/iRacing/status/1421481880457814021"></iframe>
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]]></description><guid isPermaLink="false">27460</guid><pubDate>Sat, 31 Jul 2021 15:10:18 +0000</pubDate></item><item><title>rFactor 2: roadmap di Luglio 2021</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-roadmap-di-luglio-2021-r27459/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_07/roadmap_2021_07_header-1024x585.jpg.483c2eed56a21cfc62fc91425400d6ba.jpg" /></p>

<p>
	 
</p>

<p>
	Siamo ormai agli sgoccioli di Luglio, e Studio 397 ha pubblicato la sua consueta <strong><a href="https://www.studio-397.com/2021/07/roadmap-update-july-2021/" rel="external">roadmap</a></strong> in cui ci illustra ciò a cui sta lavorando e cosa dobbiamo aspettarci in futuro per quanto riguarda rFactor 2: aggiornamento ai caschi, una nuova Safety Car, aggiornamento PBR per la USF2000 e molto altro in questa roadmap
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			Roadmap day!
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		<p>
			Happy end of July everyone – we’ve made it through the month, and now it’s that time once again to sit down, take stock and get excited about the future development of rFactor 2! The days have been long, the nights have been short, and we’ve even managed to find time to pull ourselves away from the sim rigs for a little while to do some more development work, as always marrying together our own internal roadmap plans with feedback from our ever loyal and expanding community here in rFactor 2 land.
		</p>

		<p>
			Development has been very intense behind the scenes of late, and we’ve exhausted a lot of our resources in recent weeks on bringing together the latest big build update for rFactor 2, so much of what we have in the works for the next few weeks is perhaps a little too early in development to start discussing in this Development Roadmap post – however, we really can’t let July pass without giving you some bits to get excited about, so let’s have a look at what the very near future is likely to bring…
		</p>

		<p>
			 
		</p>

		<p>
			Helmet Updates – Coming Soon
		</p>

		<p>
			The helmet model in rFactor 2 has been in use for… a while now. Let’s be honest about this, it really did need an upgrade in order to add some much-needed visual immersion to the excellent content produced both here at the studio and by our outstanding modding community that continue to work tirelessly to create great content for rFactor 2.  
		</p>

		<p>
			Whilst we have always harboured ambitions to revisit the helmets in game, allocating the artwork resource required for this task just hasn’t been possible until very recently – and to be quite frank with you, we think the efforts undertaken by our development team to upgrade the rFactor 2 helmet have paid off spectacularly – with a significant improvement having been achieved with this new update. 
		</p>

		<p>
			On the visuals front, the helmet now benefits from our PBR shader technology, which should really help to merge the visuals into the modern aesthetic of the simulation. We have added details to the normal map, and given the material a better feel. Additionally, we have also built a brand-new easy to use template, with user-friendly modular shapes and colours. This will allow us to quickly export dozens of different designs, with 15 of them already built and ready to use in future series as default skins. This new customizable template should allow creators to easily export skins and design their own styles – hopefully facilitating plenty of creative opportunities for our community! 
		</p>

		<p>
			 
		</p>

		<p>
			New Safety Car!
		</p>

		<p>
			At last! A new Safety Car is coming to rFactor 2 – we’ve done it, at long last, the previous generation safety car will be no more! With full working lights and PBR shaders, and keeping with the Corvette theme (because we really like Corvette here at Studio 397), the new C6 is here, and is something that we have been exceptionally keen to bring into the simulation for a long time now, but haven’t quite found the time to put the resources towards bringing this into fruition within the simulation. That has changed with this new car, and as soon as we get the base design liveried up and looking all official, we will be adding it into rFactor 2 for everyone to enjoy. Get ready to say your goodbyes to the old car, it’s been a long-standing member of the software for plenty of years now – but change is coming!
		</p>

		<p>
			 
		</p>

		<p>
			USF2000 PBR Update
		</p>

		<p>
			USF2000 | Steam Workshop: CLICK HERE
		</p>

		<p>
			Yes… we talked about this update ages ago… and yes, it’s taken far longer than we initially anticipated as other priorities and projects have come to the forefront of our development schedules. Despite those unintended delays, we remain huge fans of this car here at the Studio, and with such an incredible amount of love for the mighty little USF2000 we were never likely to let things slip too far into the future – a future that is now here! We’ve almost finished revisiting the car with some nice tweaks and the full PBR upgrade treatment, so expect this one to go into testing in August with a view to getting it out into the public towards the end of the month – hurray! 
		</p>

		<p>
			 
		</p>

		<p>
			Tatuus Updates 
		</p>

		<p>
			Tatuus in rFactor 2 | Steam Workshop: CLICK HERE
		</p>

		<p>
			During July, we dropped a surprise new Tatuus car to the simulation, and that got us inspired to revisit the existing Tatuus models in rFactor 2 with a view to bringing about some additional tweaks and improvements to the cars, from bug fixing to further refinements that we hope and expect will make these cars even more enjoyable to drive within the sim. 
		</p>

		<p>
			We have a pretty comprehensive collection of the Tatuus cars already, so this wasn’t exactly a quick thing to revisit them all and add the changes we wanted to make, however with the various Tatuus cars all offering something different and unique to the rFactor 2 experience, we hope you agree with us that the effort was well worth the end result – they now look, sound and drive even better than ever before! 
		</p>

		<p>
			In terms of the updates, we’ve revised some audio files to better represent the types of engines in play with these models, and we’ve also spent some time looking at the physics and handling to ensure we have as close of a relationship to the behaviour of the real cars as possible. Although many of the changes are relatively minor in isolation, we firmly believe these changes, once deployed in early August, will help our drivers enjoy these great cars even more than ever before. Watch out for the update to drop early in the new month…. 
		</p>

		<p>
			 
		</p>

		<p>
			New PBR Track Update Coming Soon
		</p>

		<p>
			August should also see the introduction of the latest track to receive our PBR update treatment. As well as bringing the visual aspect of this circuit right up to current standards, including new assets and full PBR shader updates, we’ve also taken the opportunity to revisit the circuit layout itself – adding a number of tweaks and changes to ensure it best reflects the current version in use today. Uplifting the visuals and circuit layout has been a pretty sizeable undertaking for our track team, and we have been very impressed with how much of an improvement this has made to the overall experience. Although we are pretty close to getting this into our testing process, we don’t quite feel ready to announce which track it is just yet, so we will save that one for a reveal post later this month… 
		</p>

		<p>
			 
		</p>

		<p>
			Shadows Review
		</p>

		<p>
			We’ve briefly spoken about our desire to review the shadows process within rFactor 2 in previous roadmaps, and while we still have a lot of work in front of us before we can consider these improvements ready to share with the rFactor 2 community, early indications suggest the changes we are looking to make should bring about a nice visual uplift to the simulation. Our development team have spent time in recent weeks trying to understand how and where the main gains can be found with how rFactor 2 processes shadows in different light and environment conditions, and needless to say the development team remain hard at work back at base investigating different potential solutions. Now that we are well into development of our new SSR technology, we expect this to form the largest part of our upcoming development focus.
		</p>

		<p>
			 
		</p>

		<p>
			Competition System Developments 
		</p>

		<p>
			One of the next key development goals for our Competition System is the introduction of an area of the system that allows drivers the opportunity to view and interrogate data from past sessions and events in which they have taken part in. We want the driver journey within our Competition System to be a long term commitment from racers, where regular and exciting events are available to participate in on a daily basis, but also where players have the opportunity to review their performances and attendance in previous encounters. Of course, reviewing past events and competitions is only a very small portion of the data experience we intend to bring to the Competition System, as of course we’ve also targeted the introduction of driver ratings and other informative and useful statistics and markers – however, this type of process is very much taken in smaller steps, the first of which we hope to introduce over the course of the next four weeks. At present, we are looking at how best to present the information on previous participation, with several potentially strong design directions under consideration. 
		</p>

		<p>
			We continue to work hard on refining the user experience of our CS going forward, so make sure you get into the system early as we continue to build what we hope becomes the central place to take rFactor 2 online in a competitive environment. 
		</p>

		<p>
			 
		</p>

		<p>
			Sound Issues 
		</p>

		<p>
			In recent weeks we have acknowledged several reports from our community about a frustrating issue where rFactor 2 occasionally switches the number of sound effects to one – effectively ‘breaking’ the game audio and leaving players with a lot of confusion as to what went wrong, and how to fix it. Although the fix for this is fairly straight forward – set audio effects to 64 in the settings screen – we’ve noted that a follow-on deviation from expected behaviour has manifested itself in that players then have to restart their rFactor 2 install to ensure this setting change takes effect.
		</p>

		<p>
			While this workaround is perfectly serviceable for the short term, we are of course disappointed to see it happen in the first place, and we are continuing to investigate both the cause of the issue in the first instance, and also how to ensure future setting changes are immediately rendered effective in the UI, without the need to restart the simulation. We have only just started our review of these issues, however early indications suggest we have a handle on what might be causing this, so expect a more permanent fix to be incorporated into the next Release Candidate build going forward.
		</p>

		<p>
			 
		</p>

		<p>
			Overlay Improvements
		</p>

		<p>
			Having the ability to facilitate professional and impressive race broadcasts is another aspect of the overall rFactor 2 experience that remains important to us. We know that many of our community enjoy live-streaming their racing activities on various platforms and channels, and we strongly believe that no matter how big, or how small your team and events are, you should have the opportunity to produce broadcasts that are both visually appealing, and informative to the viewers watching at home.
		</p>

		<p>
			Over the last year or two we have worked hard to bring a robust and feature rich suit of broadcast tools to rFactor 2, and as we continue to push forward with our own various esport series, new and interesting opportunities to add further interesting insights into the race events present themselves.
		</p>

		<p>
			In our next scheduled batch of improvements to the rFactor 2 broadcast overlay system, we have elected to extend the number of available fields to present data on screen, as well as applying several further refinements to both the functionality and robustness of the system. One of these is a new auto cycle feature. This allows you to select all the types of information you want to see in your overlay tower and let the overlay system do the rest. Determine the amount of time you want between each piece of data, and the overlay will automatically cycle between them.
		</p>

		<p>
			We’re not just working on features. We have also been looking into new data from the backend, such as tyre compounds and DRS. These two made their debut on screen during the Formula Challenge broadcast last Friday. The compounds will be going public soon, while the DRS functionality is already live. By default, a simple text will be shown for DRS. For those who are into a more customized overlay, we have added CSS classes to various elements whenever DRS is active. This way you can add animations or graphics to those who have DRS active, like in our bespoke Formula Challenge version of the overlays:
		</p>

		<p>
			 
		</p>

		<p>
			A New Car Announcement
		</p>

		<p>
			During August, we anticipate being in a position to reveal the identity of a brand-new car to be introduced to rFactor 2. While no one really wants to read about us teasing an announcement, and frankly we feel the same, such intricacies as licencing deals, release strategies and all the other types of things one has to consider when launching new content all come into play, meaning we aren’t quite in a position yet to tell you what it is and when it will be released – but we still wanted to let you know something is in the works, and should be in your virtual garages sooner rather than later. 
		</p>

		<p>
			Hopefully we should be able to share with you lots more details and images over the next month, so apologies for being a bit vague – hopefully it will be worth the wait!
		</p>

		<p>
			 
		</p>

		<p>
			Driver Swaps – Developments Ongoing
		</p>

		<p>
			As a simulation that very much prides itself on our capacity to provide outstanding endurance racing experiences, one of the key aspects of any multiplayer long distance race events is the ability to swap drivers mid-race. Last year we spent considerable time refining and improving the usability and robustness of our driver swap feature within the simulation, and as we head into the middle of summer we are again looking at bringing further developments and fixes to this important aspect of the game. We have noted recent feedback from the community around a few reoccurring issues with drive swap functionality, and we remain committed to investigating and resolving these issues in the very near future. 
		</p>
	</div>
</blockquote>

<p>
	<img alt="New2021Helmets.jpg" class="ipsImage" data-ratio="75.08" height="750" width="539" src="https://www.studio-397.com/wp-content/uploads/2021/07/New2021Helmets.jpg"></p>

<p>
	<img alt="roadmap_2021_07_007.jpg" class="ipsImage" data-ratio="72.00" height="375" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/07/roadmap_2021_07_007.jpg"></p>

<p>
	<img alt="roadmap_2021_07_008.jpg" class="ipsImage" data-ratio="72.00" height="375" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/07/roadmap_2021_07_008.jpg"></p>

<p>
	<img alt="roadmap_2021_07_004.jpg" class="ipsImage" data-ratio="72.00" height="375" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/07/roadmap_2021_07_004.jpg"></p>

<p>
	<img alt="roadmap_2021_07_002.jpg" class="ipsImage" data-ratio="72.00" height="375" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/07/roadmap_2021_07_002.jpg"></p>

<p>
	<img alt="roadmap_2021_07_003.jpg" class="ipsImage" data-ratio="72.00" height="375" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/07/roadmap_2021_07_003.jpg"></p>

<p>
	<img alt="roadmap_2021_07_001.jpg" class="ipsImage" data-ratio="72.00" height="375" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/07/roadmap_2021_07_001.jpg"></p>

<p>
	<img alt="roadmap_2021_07_009.jpg" class="ipsImage" data-ratio="72.00" height="375" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/07/roadmap_2021_07_009.jpg"></p>

<p>
	 
</p>

]]></description><guid isPermaLink="false">27459</guid><pubDate>Fri, 30 Jul 2021 17:36:27 +0000</pubDate></item><item><title>Forza Motorsport 7 presto non sar&#xE0; pi&#xF9; disponibile per l'acquisto</title><link>https://www.drivingitalia.net/home-page/software/forza-motorsport-7-presto-non-sar%C3%A0-pi%C3%B9-disponibile-per-lacquisto-r27457/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_07/d6af18d9-7c61-4006-a713-87d58a687fd1.jpg.a1473527042ae54ad5d328df4bf7b8f3.jpg" /></p>
<p>
	 
</p>

<p>
	Tramite gli account social ufficiali è stato annunciato che Forza Motorsport 7 raggiungerà lo stato "End of Life" il prossimo 15 Settembre e pertanto non sarà più disponibile per l'acquisto o sul Game Pass a partire da tale data.
</p>

<p>
	Coloro che possiedono già il gioco non avranno nulla di cui preoccuparsi: potranno scaricare e giocare a Forza Motorsport 7 senza problemi e avranno ancora accesso ai servizi online e multiplayer.<br />
	I giocatori di Xbox Game Pass che hanno invece acquistato un DLC per Forza Motorsport 7 riceveranno invece un token tramite il Centro Messaggi Xbox che permetterà loro di scaricare il videogioco di Turn 10. I token verranno distribuiti a partire dal 2 Agosto.
</p>

<p>
	Se non avete ancora acquistato il titolo motoristico di Turn 10 potete approfittare dei grossi sconti offerti sulle tre edizioni validi fino al 15 Settembre: tramite il Microsoft Store infatti sarà possibile acquistare l'Edizione Standard per 9.99€, l'Edizione Deluxe per 12,49€ e l'Edizione Ultimate per 19,99€
</p>

<div class="ipsEmbeddedOther">
	<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedid="embed4395294109" scrolling="no" src="https://www.drivingitalia.net/index.php?app=core&amp;module=system&amp;controller=embed&amp;url=https://twitter.com/ForzaMotorsport/status/1420791367341596678" style="height:583px;"></iframe>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27457</guid><pubDate>Fri, 30 Jul 2021 11:14:32 +0000</pubDate></item><item><title>iRacing S3 2021: rilasciata la Patch 4</title><link>https://www.drivingitalia.net/home-page/software/iracing-s3-2021-rilasciata-la-patch-4-r27456/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_07/605513362_header(2).jpg.6a47a3688a692a84279cfc886634cb94.jpg" /></p>
<p>
	 
</p>

<p>
	Nuova patch disponibile per iRacing, si tratta della quarta della build corrente (Stagione 3 2021). La patch porta con sè diversi miglioramenti alla UI e reintroduce il vecchio sistema di danni per la Porsche 911 GT3 Cup
</p>

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		<p>
			The 2021 Season 3 Patch 4 Release contains some fixes and updates for the 2021 Season 3 Release.
		</p>

		<p>
			<u><strong>iRACING UI:</strong></u>
		</p>

		<p>
			--------------------------------------------------------------
		</p>

		<p>
			Series Schedule
		</p>

		<ul><li>
				Inside the Series Schedule, users now have the option to purchase an unowned track.
			</li>
		</ul><p>
			Hosted Racing
		</p>

		<ul><li>
				When changing the selected track for a Hosted Session, the number of maximum allowable drivers now switches to the default maximum amount for the new track.
			</li>
			<li>
				Fixed an issue where the multi-car selection window could appear empty for Test Drive Sessions created from a multi-car Hosted Session.
			</li>
		</ul><p>
			Teams
		</p>

		<ul><li>
				Fixed an ungraceful error that could display when a user attempted to register themself for a second team.
			</li>
		</ul><p>
			Leagues
		</p>

		<ul><li>
				The ability to set a Starting Grid for the Feature Race of a Heat Racing weekend for Hosted League Sessions has been added.
			</li>
			<li>
				All drivers permitted to enter the Session must be added to the Starting Grid in order for them to proceed to the Feature Race.
			</li>
			<li>
				The number of drivers to advance to the Feature Race must be specified in the Heat Racing configuration of the weekend.
			</li>
		</ul><p>
			Time Attack
		</p>

		<ul><li>
				When in use, the appropriate level of Qualifying Conduct Scrutiny used during a Time Attack Competition is now displayed.
			</li>
		</ul><p>
			Paint Shop
		</p>

		<ul><li>
				Fixed an exciting typo in the title bar of the Team Paint Shop!!!
			</li>
			<li>
				Fixed an issue with the Paint Shop modal window where it could get stuck in a loading state when changing cars while unsaved changes were present.
			</li>
		</ul><p>
			Store
		</p>

		<ul><li>
				If you purchase an item via the Classic Membersite while viewing it in the iRacing UI, it’s ownership status now immediately updates correctly.
			</li>
		</ul><p>
			My Account
		</p>

		<ul><li>
				A “Manage My Account” button has been added to the My Account window.
			</li>
		</ul><p>
			Profile
		</p>

		<ul><li>
				Fixed a bug where Division was displaying incorrectly by one number off.
			</li>
			<li>
				Corrected an issue that caused some Awards and/or their completeness percentage to display incorrectly.
			</li>
		</ul><p>
			<u><strong>SIMULATION</strong></u>:
		</p>

		<p>
			--------------------------------------------------------------
		</p>

		<p>
			Rendering
		</p>

		<ul><li>
				Fixed a Simulator crash issue seen at night when DNSM is set to 1 light and PSSM shadows are disabled.
			</li>
		</ul><p>
			<u><strong>CARS:</strong></u>
		</p>

		<p>
			--------------------------------------------------------------
		</p>

		<p>
			Porsche 718 Cayman GT4 Clubsport MR
		</p>

		<ul><li>
				A new fixed paint scheme has been added.
			</li>
		</ul><p>
			Porsche 911 GT3 Cup (991)
		</p>

		<ul><li>
				The Old Damage Model has been re-enabled for this vehicle in order to take advantage of some updates and improvements.
			</li>
		</ul><p>
			<u><strong>TRACKS:</strong></u>
		</p>

		<p>
			--------------------------------------------------------------
		</p>

		<p>
			WeatherTech Raceway Laguna Seca
		</p>

		<ul><li>
				This track name has been updated.
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27456</guid><pubDate>Fri, 30 Jul 2021 10:56:32 +0000</pubDate></item><item><title>rFactor 2: nuova Tatuus disponibile gratuitamente</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-nuova-tatuus-disponibile-gratuitamente-r27451/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_07/Tatuus_MSV_F3-020_01_1080-1024x585.jpg.7ed9b076a75054dfa80e6d96ae47673a.jpg" /></p>

<p>
	 
</p>

<p>
	Studio 397 ha appena rilasciato la Tatuus MSV F3-020, che si aggiunge alle sei già presenti (Tatuus T318, F4 T104, FT50, FT60, MSV F3 T106, PM18 e USF 17).
</p>

<p>
	La vettura viene utilizzata esclusivamente nella British F3, presenta un nuovo motore 2L aspirato Mountune che produce 230 cv. La maggiore potenza, unita a miglioramenti aerodinamici e meccanici porta questa vettura a girare quasi quanto la FIA F3.
</p>

<p>
	Questa nuova monoposto è disponibile gratuitamente per il download sul <strong><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2559701680" rel="external">workshop</a> </strong>di Steam
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube.com/embed/U9jnb2R14kY?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	<img alt="Tatuus_MSV_F3-020_02.jpg" class="ipsImage" data-ratio="72.00" height="375" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/07/Tatuus_MSV_F3-020_02.jpg"></p>

<p>
	<img alt="Tatuus_MSV_F3-020_03.jpg" class="ipsImage" data-ratio="72.00" height="375" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/07/Tatuus_MSV_F3-020_03.jpg"></p>

<p>
	<img alt="Tatuus_MSV_F3-020_04.jpg" class="ipsImage" data-ratio="72.00" height="375" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/07/Tatuus_MSV_F3-020_04.jpg"></p>

]]></description><guid isPermaLink="false">27451</guid><pubDate>Wed, 28 Jul 2021 18:44:21 +0000</pubDate></item><item><title>F1 2021 Codemasters: rilasciata la patch 1.05</title><link>https://www.drivingitalia.net/home-page/software/f1-2021-codemasters-rilasciata-la-patch-105-r27450/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_07/e460f8c7e5a77fb757a8fca63a22f29821b4bf41.png.26a99cb8a2cce2777cd45f552ba47e0f.png" /></p>
<p>
	 
</p>

<p>
	E' disponibile la patch 1.05 per F1 2021. La patch, particolarmente attesa, risolve alcuni importanti problemi di crash e porta alcuni fix grafici e di gameplay, soprattutto alla modalità Braking Point e alla carriera a due giocatori.
</p>

<p>
	Ecco di seguito il changelog completo:
</p>

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	</div>

	<div class="ipsQuote_contents">
		<p>
			 
		</p>

		<p>
			Hey drivers,<br /><br />
			Patch 1.05 is out now on PC. Check out what's in this patch below:
		</p>

		<ul><li>
				Improvements to DLSS implementation.
			</li>
			<li>
				Resolved a crash that could occur after returning to a ranked lobby if the lobby had split.
			</li>
			<li>
				Addressed an issue where players could be split into a placeholder lobby when re-matchmaking in ranked.
			</li>
			<li>
				Rebalanced Prologue and chapter 9 of Braking Point on Hard difficulty.
			</li>
			<li>
				Addressed a crash when previewing items within the Podium Pass.
			</li>
			<li>
				Addressed a crash when Player 2 quits in Two-Player Career Player career while Player 1 is in an interview.
			</li>
			<li>
				Addressed a crash with UDP if the number of active cars was zero.
			</li>
			<li>
				Addressed a crash when editing colours of customisation items.
			</li>
			<li>
				Addressed a crash that could occur when saving an F2™ highlight from Grand Prix mode.
			</li>
			<li>
				Addressed an issue where Two-Player Career could be locked to equal performance.
			</li>
			<li>
				Addressed an issue where players could be placed on sub-optimal tyres during an F2™ Sprint race.
			</li>
			<li>
				Addressed an issue where the game could briefly stall when passing the start/finish line in one-shot qualifying.
			</li>
			<li>
				Addressed an issue where only the lobby host would be notified that the Virtual Safety Car was ending.
			</li>
			<li>
				Added option to select Ray Tracing quality on PC.
			</li>
			<li>
				General stability improvements.
			</li>
			<li>
				Various minor fixes.
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27450</guid><pubDate>Wed, 28 Jul 2021 10:48:04 +0000</pubDate></item><item><title>rFactor 2: nuova build disponibile con le Linked Sessions</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-nuova-build-disponibile-con-le-linked-sessions-r27447/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_07/CS-Blog-21.7-USF-3.jpg.545cb2fac1a96cc9aae5882c9978f523.jpg" /></p>
<p>
	 
</p>

<p>
	Studio 397 ha appena rilasciato la nuova build di luglio del suo rFactor 2, che porta con sè come principale novità le cosidette Linked Sessions. Tutti i dettagli qui di seguito.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_2021_07/CS-Blog-21.7-BMW-1.jpg.998d15b278b7d729ece4a0e8a3959095.jpg" data-fileid="49126" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="49126" data-ratio="56.30" data-unique="73mt55exq" width="1000" alt="CS-Blog-21.7-BMW-1.jpg" src="https://www.drivingitalia.net/uploads/monthly_2021_07/CS-Blog-21.7-BMW-1.thumb.jpg.b00191a83197ce0cecadfb35946cc952.jpg"></a>
</p>

<blockquote class="ipsQuote" data-gramm="false" data-ipsquote="">
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	</div>

	<div class="ipsQuote_contents ipsClearfix" data-gramm="false">
		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			New build day!
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			Great news, today we are delighted to release a new build update to the public branch of rFactor 2 – packed with a veritable feast of new and exciting improvements to the software that we can’t wait for you to try for yourselves!
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			If you are not a part of any existing beta program within rFactor 2, the new public build will download automatically the next time you restart your Steam client. This new build will be formed from recent improvements developed by the code team and the content of our current Release Candidate that we have been running for the last few weeks. For those of you who have been enjoying the current Release Candidate, thank you once again for your time reporting any issues that may have cropped up ahead of this public release – I’m sure you’ll agree we’ve had a pretty good run with this new build, and we hope you share our enthusiasm to get all these new updates finally out into the public domain for everyone to enjoy.
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			As this new update is quite frankly a pretty large one, we’ve taken the decision to delay our next RC build for a little while longer, so while the public ‘Opt-Out’ is now available, no new Release Candidate is scheduled for the next few weeks – fear not though, we are continuing to work on the next RC, so stay tuned for more information on that in a short while. 
		</p>

		<div aria-hidden="true" style="color:#666666; font-size:16px; padding:0px; text-align:start">
			Linked Sessions
		</div>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			As part of this new build, we are delighted to introduce a feature that we think will prove to be very valuable for our sim racing community, and one that we are extremely excited to get out into the public – Linked Sessions! 
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			Throughout the ongoing development of our rFactor 2 Competition System, we have always held the desire to run various different types of racing styles and formats, with an aim to produce an experience that our drivers find both interesting and easy to engage with for extended periods of time. As we’ve undertaken quite a substantial task to develop Competition System from scratch alongside the new UI, while maintaining and tweaking the core code to enusure it remains robust even in the more extreme situations, we’ve had to take pragmatic decisions on the timings of future feature improvements, both in terms of our capacity here at the studio and also as we gather the data and feedback from the community we need in order to make effective development decisions. 
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			One of the biggest things we planned on introducing to the CS during this first phase of development is Linked Session functionality, of which a first pass has been brought into the system as part of the build released today.
		</p>

		<div aria-hidden="true" style="color:#666666; font-size:16px; padding:0px; text-align:start">
			What are ‘Linked Sessions’?
		</div>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			Simply put, the aim of a linked session is to allow the player to remain within the same server and engage in multiple sessions without having to leave and re-enter / re-register as is the case at present. So in reality, what this means is that from now on it will be possible for example to join a qualifcation session, then move straight into a race, into another race, another qualifying, race etc etc without having to exit at any point in the process. 
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			Although the convenience factor of this new feature is one of the key benefits from adding linked sessions, especially for those who want to experience prolonged multiplayer engagement in one sitting, the new code also opens up some incredibly interesting opportunities for us to have a look at different grid sorting options within the Competition System. With Linked Sessions, we can now explore the possibility of introducing reverse grids of different types – examples of which could be a top 10 reverse in one session, top 3 in another or full reverse grid – and any other variation of our choosing.
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			Additionally, we also now have the opportunity to encorporate different weather and time of day variations into a Linked Session, so in theory a player could qualify with an in-game time from say, 10am, race at in-game 1pm and in-game 4pm and then straight into a nightime event. All within the same session, all immedatley following on from one another. 
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			Another benefit to this new feature is that we can now carry Real Road settings from one session to the next, helping us fully recreate a progressive format where weather and track conditions continue evolving from one session to the next.
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			All in all, we think this opens up some very exciting possibilities for how players engage with the Competition System races, and of course we will continue to monitor and refine this new feature set over the coming weeks and months, as we work to ensure everything is behaving as expected, and to add further feature improvements as development progresses.
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			Steam Build IDs
		</p>

		<ul style="color:#666666; font-size:16px; padding:0px; text-align:start"><li style="padding:0px">
				Client 7070526
			</li>
			<li style="padding:0px">
				Dedicated 7070530
			</li>
		</ul><h3 id="July2021BuildUpdate&amp;NewReleaseCandidate-General" style="color:#666666; font-size:1.6em; padding:0px; text-align:start">
			<strong style="padding:0px">General</strong>
		</h3>

		<ul style="color:#666666; font-size:16px; padding:0px; text-align:start"><li style="padding:0px">
				rFactor 2 Build Bumped to 1125
			</li>
			<li style="padding:0px">
				Added MetallicNoise.dds to Vehicle Common Maps so that it does not need to be packed with each car
			</li>
			<li style="padding:0px">
				Updated Flag Stations so they will not assign to the Pit Path.
			</li>
			<li style="padding:0px">
				Updated parsing of Flag Station Instances (cornerworkers, safetyworkers, digitalflags) so all instances are parsed and do not require any specific naming order.
			</li>
			<li style="padding:0px">
				Added auto grouping of flag stations to the same point on track. Note: It is now recommended to only place Safetyworkers next to Cornerworkers or Digital flags to ensure a flag is waved or shown correctly.
			</li>
			<li style="padding:0px">
				Made the distance to group flag stations together configurable (GDB: FlagStationGroupDist=30)
			</li>
			<li style="padding:0px">
				Updated Yellow Flag and Blue flag logic to work correctly with flag station grouping
			</li>
			<li style="padding:0px">
				Made the distance before and after an incident at which a yellow flag is waved configurable (GDB: FlagStationIncidentMinDist=20, FlagStationIncidentMaxDist=250)
			</li>
			<li style="padding:0px">
				Fixed digital flags all flashing checkered the second a car finishes the race. Instead they now follow the logic of other flags and only flash progressively around the track as cars finish.
			</li>
			<li style="padding:0px">
				Enabled chat command “/callvote nextsession” on a dedicated server to advance to next session.
			</li>
			<li style="padding:0px">
				Removed Hide Cursor default assignment to “delete” key from controller settings. Note this does not affect existing profiles.
			</li>
			<li style="padding:0px">
				Fixed cars showing up with the team name missing when using a custom team in multiplayer via the new UI
			</li>
			<li style="padding:0px">
				Synced min/max ranges for options in the backend (playerbasefile) with the new UI’s default (JNIOptions)
			</li>
			<li style="padding:0px">
				Added ability to specify slot using steam id for some chat commands
			</li>
			<li style="padding:0px">
				Save steam id when a driver disconnects from a session
			</li>
			<li style="padding:0px">
				SteamId is saved when somebody disconnects, so it appears in the result xml
			</li>
		</ul><h3 id="July2021BuildUpdate&amp;NewReleaseCandidate-Graphics" style="color:#666666; font-size:1.6em; padding:0px; text-align:start">
			<strong style="padding:0px">Graphics</strong>
		</h3>

		<ul style="color:#666666; font-size:16px; padding:0px; text-align:start"><li style="padding:0px">
				Reviewed &amp; updated all Cloud Textures
			</li>
			<li style="padding:0px">
				Improved Lighting Calculations on Clouds and Atmospherics
			</li>
			<li style="padding:0px">
				Fine-tuned and optimized rain particles (50% less particles now)
			</li>
			<li style="padding:0px">
				Improved ModDev options with ability to force a specific cloud texture as well as set cloud cover at any point.
			</li>
			<li style="padding:0px">
				Ensured that cloud textures are never loaded ad hoc, which would previously cause some stuttering online or in replays.
			</li>
			<li style="padding:0px">
				Fixes for various issues that were present when the cloud update was previously released.
			</li>
			<li style="padding:0px">
				Fixed an issue when saving PNG screenshots via the built-in game function where alpha information seems to get saved around the glows and glares, for example around the sun.
			</li>
			<li style="padding:0px">
				Fixed an issue where Sunglare at dawn or dusk on ultra-wide or triple screens would be undriveable.
			</li>
			<li style="padding:0px">
				SSR – screen space reflection implementation for wet road reflection
			</li>
			<li style="padding:0px">
				Reduced Sky Exposure and rebalanced auto exposure for these changes
			</li>
			<li style="padding:0px">
				Fixed issues with Night Time under-exposing.
			</li>
			<li style="padding:0px">
				Enabled Auto Exposure adjustments whilst game is paused
			</li>
			<li style="padding:0px">
				Slightly reduced TV Camera low-sun exposure levels
			</li>
			<li style="padding:0px">
				Faster Exposure Adjustment on TV Cameras to reduce the noticeable fade when changing camera
			</li>
			<li style="padding:0px">
				Fixed Differences in ToneMapper and Exposure in Showrooms vs In-Game
			</li>
			<li style="padding:0px">
				Added Missing Ambient and Static Mappers to Default Showroom
			</li>
			<li style="padding:0px">
				Fixed an issue where Static Mappers would not update after a game session time change
			</li>
			<li style="padding:0px">
				Fixed some road objects not having wet weather reflections
			</li>
			<li style="padding:0px">
				Improved Puddle Normal Maps
			</li>
			<li style="padding:0px">
				Fixed some issues with how reflections work at the side of the screen.
			</li>
			<li style="padding:0px">
				Improved blur and general tweaks to level of road reflections
			</li>
			<li style="padding:0px">
				Fixed some car parts not reflecting (including enabling reflections on car headlights)
			</li>
		</ul><h3 id="July2021BuildUpdate&amp;NewReleaseCandidate-UI" style="color:#666666; font-size:1.6em; padding:0px; text-align:start">
			<strong style="padding:0px">UI</strong>
		</h3>

		<ul style="color:#666666; font-size:16px; padding:0px; text-align:start"><li style="padding:0px">
				Load server lists (Internet, LAN, Favorites, Friends) asynchronously
			</li>
			<li style="padding:0px">
				Added extra UI options for setting up steering wheel rotation settings (Rotation limit mode, max wheel angle mode, default max wheel angle).
			</li>
			<li style="padding:0px">
				Ensured that appropriate settings are enabled/disabled with the right options.
			</li>
			<li style="padding:0px">
				Readjusted Controller Calibrate layout so that all items fit without scroll bar
			</li>
			<li style="padding:0px">
				Fixed Point to Point tracks wrongly closing loop
			</li>
			<li style="padding:0px">
				Fixed unnecessary scroll bar on Display Options Screen
			</li>
			<li style="padding:0px">
				Made it possible to sort the packages list by the installed column. Also made it possible to sort the multiplayer list by version while refactoring the table component config a bit.
			</li>
			<li style="padding:0px">
				Fixed standings table alignment where long class names would cause problems.
			</li>
			<li style="padding:0px">
				Replaced underscores in car class name with spaces and allow it to wrap to second if needed.
			</li>
			<li style="padding:0px">
				Fixed bottom shadow sometimes being positioned wrongly in the lap history pop-up.
			</li>
			<li style="padding:0px">
				Fixed an issue when losing a connection to the dedicated server that the network connection error dialogue would only show up when leaving a subsequent single player session.
			</li>
			<li style="padding:0px">
				Added spectators to player list when in race monitor, and allow kicking/banning of them via the same process as kicking/banning an active player
			</li>
			<li style="padding:0px">
				Updated event full-screen so only data that is needed for the elements being visible is fetched and updated.
			</li>
			<li style="padding:0px">
				Fetch live standings in event screen with WebSocket instead of polling.
			</li>
			<li style="padding:0px">
				Show total race time for race winner and the final gaps to winner for other drivers as they finish the race.
			</li>
			<li style="padding:0px">
				Added start-up Wizard to assign basics controls at startup
			</li>
			<li style="padding:0px">
				Fixed server join button not working if you clicked it on the outside of the “join” text.
			</li>
			<li style="padding:0px">
				Fixed upgrade description not being visible with a long list of upgrades on the tuning screen.
			</li>
			<li style="padding:0px">
				Fixed shadow positioning in packages table with only a few packages showing
			</li>
			<li style="padding:0px">
				Fixed series list being empty if there were two series with the same name
			</li>
			<li style="padding:0px">
				Added checkbox option to remember the password for a server.
			</li>
			<li style="padding:0px">
				Your last selected server list type (Internet, LAN, Favorites, Friends) is now remembered on the multiplayer matchmaker screen.
			</li>
			<li style="padding:0px">
				Removed useless scrollbar on options calibrate page when in an event.
			</li>
			<li style="padding:0px">
				Added UI setting for toggling FFB strength direction between negative and positive.
			</li>
			<li style="padding:0px">
				Added track type and length to track loading screen.
			</li>
			<li style="padding:0px">
				Added disabling of “next session” button in single player admin controls when there is no next session.
			</li>
			<li style="padding:0px">
				Made list layout the default layout on all pages that use it.
			</li>
			<li style="padding:0px">
				Made changes to reduce time the light grey screen is shown, for example when leaving an event and returning to the main menu.
			</li>
			<li style="padding:0px">
				Fixed the current selection (series, car, track) sometimes not loading in the main menu start and race screens.
			</li>
			<li style="padding:0px">
				Made sky setting also affect the rain chance setting.
			</li>
			<li style="padding:0px">
				Added showing raw range (min, max) for control axes on the options calibrate page.
			</li>
		</ul><h3 id="July2021BuildUpdate&amp;NewReleaseCandidate-Livestreamoverlay" style="color:#666666; font-size:1.6em; padding:0px; text-align:start">
			<strong style="padding:0px">Live stream overlay</strong>
		</h3>

		<ul style="color:#666666; font-size:16px; padding:0px; text-align:start"><li style="padding:0px">
				Class colors on text no longer working: No code changes; text color needs to specified with a “color” field in the custom overlay config.json along with the previous “backgroundColor” field.
			</li>
			<li style="padding:0px">
				Added RPM, speed, gear and pedal inputs to the driver info overlay.
			</li>
			<li style="padding:0px">
				Added error checking for endpoints failing when overlays folder does not exist.
			</li>
			<li style="padding:0px">
				Added driver name options drop down to overlay control panel and updated overlay elements to use it.
			</li>
			<li style="padding:0px">
				Added DRS active classes to battle box, extended battle box and tower overlay elements.
			</li>
			<li style="padding:0px">
				Added DRS active text to battle box element.
			</li>
			<li style="padding:0px">
				Fixed color swipe animation being positioned slightly wrong on some overlay elements.
			</li>
			<li style="padding:0px">
				Fixed in-game panel toggling not always working.
			</li>
			<li style="padding:0px">
				Fixed overlay not working at all if the configured overlay folder does not exist.
			</li>
			<li style="padding:0px">
				Added prev/next buttons for season standings and in-race season standings elements.
			</li>
			<li style="padding:0px">
				Added background color to control panel table rows when showing multiple car classes. The color is faded from the one defined in config.json for that class.
			</li>
		</ul><h3 id="July2021BuildUpdate&amp;NewReleaseCandidate-Modding" style="color:#666666; font-size:1.6em; padding:0px; text-align:start">
			<strong style="padding:0px">Modding</strong>
		</h3>

		<ul style="color:#666666; font-size:16px; padding:0px; text-align:start"><li style="padding:0px">
				Added a content error if a Cube Map is wrongly assigned.
			</li>
			<li style="padding:0px">
				Added New AI Editor Methods for updating Cut Corridors including Finding, Normalizing, Setting to Corridor values, Setting to Collision Corridor values as well as setting if adjusting Corridors effects Cut Corridors.
			</li>
			<li style="padding:0px">
				Added specific functions for Normalizing Corridors and Normalizing Collision Corridors.
			</li>
			<li style="padding:0px">
				Fixed RealRoad errors loading Loch Drummond in ModDev
			</li>
			<li style="padding:0px">
				IBL Road Shader: Made configurable the effects of the blue channel of a Road Detail Map. Now can enable/disable masking of the overlay function and the decal map.
			</li>
			<li style="padding:0px">
				Added the ability to constrain a Camera to the Pitlane or the Main Track.
			</li>
			<li style="padding:0px">
				Enable Trace logging by default in ModDev
			</li>
		</ul><p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			The new build is available now and should download automatically the next time you restart your Steam client. The next Release Candidate build update is still under development within the Studio 397 code team – no new RC build will be deployed alongside this latest Opt-Out branch, however more information on what to expect as part of the new RC will be shared on the Studio 397 social media channels and website in the weeks ahead.
		</p>

		<p style="color:#666666; font-size:16px; padding:0px; text-align:start">
			For now, enjoy the new build, and we will see you out on the track!
		</p>
	</div>
</blockquote>

<p>
	 
</p>

<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_07/CS-Blog-21.7-BMW-6.jpg.ca97a9ab53718d9dea19baad4763ff41.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="49127" src="https://www.drivingitalia.net/uploads/monthly_2021_07/CS-Blog-21.7-BMW-6.thumb.jpg.32cb0a68e1df917a0c32080fff5a958b.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="CS-Blog-21.7-BMW-6.jpg"></a></p>]]></description><guid isPermaLink="false">27447</guid><pubDate>Thu, 22 Jul 2021 19:37:52 +0000</pubDate></item><item><title>EA e Codemasters annunciano GRID Legends in arrivo nel 2022</title><link>https://www.drivingitalia.net/home-page/software/ea-e-codemasters-annunciano-grid-legends-in-arrivo-nel-2022-r27446/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_07/1852758205_maxresdefault(10).jpg.d10baa7bcebe2e35c33ee81428142d3c.jpg" /></p>
<p>
	 
</p>

<p>
	Nonostante il rilascio piuttosto recente di GRID nel 2019, il franchise è pronto a tornare nel 2022 con un nuovo capitolo: GRID Legends.<br />
	Con un breve trailer EA e Codemasters fanno subito capire come il focus della serie si sia spostato sulla componente narrativa: per la prima volta nella storia del franchise infatti ci sarà una vera e propria "modalità storia" con tanto di cutscene live action. Ad accompagnare il tutto ci saranno numerosi tracciati iconici di GRID e una selezione di auto che vanno dalle turing car alle hypercar, passando per drift car, auto a ruote scoperte, truck, auto elettriche e prototipi.
</p>

<p>
	Il gioco verrà rilasciato nel corso del 2022, non ci resta quindi che attendere maggiori informazioni
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube.com/embed/F3-BJfhnlWY?feature=oembed"></iframe>
	</div>
</div>

<p>
	<img alt="rki-moscow-day-1-4k.jpg.adapt.crop16x9.8" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://media.contentapi.ea.com/content/dam/eacom/grid/grid-legends/images/2021/07/rki-moscow-day-1-4k.jpg.adapt.crop16x9.818p.jpg" /></p>

<p>
	<img alt="glwebsiteevo4k.jpg.adapt.crop16x9.818p.j" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://media.contentapi.ea.com/content/dam/eacom/grid/grid-legends/images/2021/07/glwebsiteevo4k.jpg.adapt.crop16x9.818p.jpg" /></p>

<p>
	<img alt="sta-london-day-4-4k.jpg.adapt.crop16x9.8" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://media.contentapi.ea.com/content/dam/eacom/grid/grid-legends/images/2021/07/sta-london-day-4-4k.jpg.adapt.crop16x9.818p.jpg" /></p>

<p>
	<img alt="shelby-cobra-london-3-4k.jpg.adapt.crop1" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://media.contentapi.ea.com/content/dam/eacom/grid/grid-legends/images/2021/07/shelby-cobra-london-3-4k.jpg.adapt.crop16x9.818p.jpg" /></p>

<p>
	<img alt="mitsubishi-evo-drift-strada-2-4k.jpg.ada" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://media.contentapi.ea.com/content/dam/eacom/grid/grid-legends/images/2021/07/mitsubishi-evo-drift-strada-2-4k.jpg.adapt.crop16x9.818p.jpg" /></p>

<p>
	<img alt="glwebsiteffe4k.jpg.adapt.crop16x9.818p.j" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://media.contentapi.ea.com/content/dam/eacom/grid/grid-legends/images/2021/07/glwebsiteffe4k.jpg.adapt.crop16x9.818p.jpg" /></p>

<p>
	<img alt="glwebsitebigrig4k.jpg.adapt.crop16x9.818" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://media.contentapi.ea.com/content/dam/eacom/grid/grid-legends/images/2021/07/glwebsitebigrig4k.jpg.adapt.crop16x9.818p.jpg" /></p>

<p>
	<img alt="audi-london-day-2-4k.jpg.adapt.crop16x9." class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://media.contentapi.ea.com/content/dam/eacom/grid/grid-legends/images/2021/07/audi-london-day-2-4k.jpg.adapt.crop16x9.818p.jpg" /></p>

<p>
	<img alt="aston-valkyrie-ravenwest-1-4k-1.jpg.adap" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://media.contentapi.ea.com/content/dam/eacom/grid/grid-legends/images/2021/07/aston-valkyrie-ravenwest-1-4k-1.jpg.adapt.crop16x9.818p.jpg" /></p>
]]></description><guid isPermaLink="false">27446</guid><pubDate>Thu, 22 Jul 2021 18:24:34 +0000</pubDate></item><item><title>TrackDayR: nuova major release 1.0.82.14</title><link>https://www.drivingitalia.net/home-page/software/trackdayr-nuova-major-release-108214-r27441/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_07/0eac0d74c5e9586f0a3a19227d1b68fd23c7f055.png.5e2e9ba0a8d03e29a3e0939928c78c8e.png" /></p>
<p>
	 
</p>

<p>
	I ragazzi di Mad Cow hanno rilasciato una nuova build per il loro simulatore a due ruote TrackDayR, portandolo alla versione 1.0.82.14. In questa nuova major release troviamo una nuova moto, la 300cc Superbike, e un nuovo modello di pilota con nuove animazioni oltre a varie fix e migliorie alla fisica di gioco
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			BUILD 1.0.82.14
		</p>

		<p>
			Hey guys, time to release a new major update! In this update you will found a totally new rider model with new animations. We worked hard on it and we will continue to improve it day by day during early access. We also added the 300cc Superbike, one of the funniest bike you can ride on TDR! With that bike you can train yourself to find the best line without any worries on opening the throttle.<br />
			you will also try a new animation clicking D-Pad UP (on default settings) based on a gesture of one of the fastest rider of the world.<br />
			 
		</p>

		<p>
			NEW CONTENT
		</p>

		<ul><li>
				300cc SUPERBIKE
			</li>
			<li>
				NEW RIDER MODEL
			</li>
		</ul><p>
			**Template will be released soon and all the old suits design have to be re-created**<br />
			 
		</p>

		<p>
			HotFix
		</p>

		<ul><li>
				hotfix 10" tires compound
			</li>
			<li>
				hotfix leaning controll on wheelie
			</li>
			<li>
				hotfix ycf handling
			</li>
			<li>
				hotfix very low speed crash
			</li>
			<li>
				hotfix trouble raise bikes
			</li>
			<li>
				Fix Polini Handles
			</li>
			<li>
				bugfix camera
			</li>
		</ul><p>
			Physics
		</p>

		<ul><li>
				Side and Forward force computation for rear wheel
			</li>
			<li>
				Front Wobble
			</li>
			<li>
				Engine shift foot and hand
			</li>
			<li>
				Front transfer load on leaning
			</li>
			<li>
				Direct Leaning fixed
			</li>
			<li>
				Front Load stabilization
			</li>
			<li>
				Centrifugal Force distribution to suspension fix
			</li>
			<li>
				rear springs inclination
			</li>
			<li>
				Fix EB 1000pro
			</li>
		</ul><p>
			 
		</p>

		<p>
			Gameplay
		</p>

		<ul><li>
				Add Big Twin category
			</li>
			<li>
				Add Polini 135
			</li>
			<li>
				avatar crash system
			</li>
		</ul><p>
			Animations
		</p>

		<ul><li>
				throotle on animation fix
			</li>
			<li>
				avatar skin
			</li>
			<li>
				avatar animations
			</li>
			<li>
				avatar gimoto skin
			</li>
			<li>
				new animation system
			</li>
		</ul><p>
			<br />
			We will evaluate in the next days if to clear leaderboards (maybe partially)
		</p>
	</div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27441</guid><pubDate>Thu, 22 Jul 2021 08:13:39 +0000</pubDate></item></channel></rss>
