<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/148/?d=1</link><description>News: News</description><language>en</language><item><title>TrackDayR: disponibile via Steam la prima build con il multiplayer!</title><link>https://www.drivingitalia.net/home-page/software/trackdayr-disponibile-via-steam-la-prima-build-con-il-multiplayer-r27271/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_05/trackdayr.png.f74f46d0b1b46a6dea01c56094b0268c.png" /></p>

<p>
	 
</p>

<p>
	E' disponibile da questa mattina la nuova build aggiornata di TrackdayR. Si tratta della prima build multiplayer, grazie alla quale è possibile unirsi o creare una stanza ed eseguire una sessione di trackday! E' inoltre disponibile una nuova moto, una superbike V2 1200cc, un vero mostro di coppia.
</p>

<p>
	TrackdayR è disponibile <strong><a href="https://store.steampowered.com/app/1511630/TrackDayR/" rel="external">tramite Steam</a></strong>, in accesso anticipato, ad euro 19,99. Per commenti e discussioni fate riferimento al <strong><a href="https://www.drivingitalia.net/index.php?/forums/topic/76652-track-day-r-videogame-bike-sim-experience/page/17/#comments" rel="">forum dedicato</a></strong>.
</p>

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			Here we are guys! Multiplayer first build is finally up! You can join or create a room and run a trackday session! We also added a new bike, a V2 superbike 1200cc, a torque monster! We hope you will enjoy this major release!
		</p>

		<div class="bbcodes_Header1_2SIyP BB_Header1 eventbbcodeparser_Header1_SPYFj">
			<div class="bbcodes_Bold_Whyj8">
				NEW MODE
			</div>
		</div>

		<ul class="bbcodes_List_2YF79"><li class="bbcodes_ListItem_3FrNm">
				MULTIPLAYER (trackday only)
			</li>
		</ul><div class="bbcodes_Bold_Whyj8">
			NEW CONTENT
		</div>

		<ul class="bbcodes_List_2YF79"><li class="bbcodes_ListItem_3FrNm">
				<div class="bbcodes_Bold_Whyj8">
					1200pro BIKE
				</div>
			</li>
		</ul><div class="bbcodes_Bold_Whyj8">
			Multiplayer
		</div>

		<ul class="bbcodes_List_2YF79"><li class="bbcodes_ListItem_3FrNm">
				new box time board
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				ingame room Manager
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				multy bike on map
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				fix time board
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				add ureslist
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				add bikeinfo on room info
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				fix avatar issues
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				fix bike teleporting
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				avatar bugfixing
			</li>
		</ul><div class="bbcodes_Bold_Whyj8">
			HotFix
		</div>

		<ul class="bbcodes_List_2YF79"><li class="bbcodes_ListItem_3FrNm">
				Fix illumination problem with non UTC time zone.
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Fix wrong datetime format in tracks mod ini file
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				fix transport time
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				fix transport user info
			</li>
		</ul><div class="bbcodes_Bold_Whyj8">
			Bike Mod Tool
		</div>

		<ul class="bbcodes_List_2YF79"><li class="bbcodes_ListItem_3FrNm">
				Add Dashboard link to handlebar option
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Add Elbow on throttle option
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Add Leg on brake option
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Fix some missing data export
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Upgrade Scene 2 template with new feature
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Add Bike category
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Add Bike name
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Add Bike ID
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Add Rear Suspension template
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Add Front Suspension template
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				chain scale
			</li>
		</ul><div class="bbcodes_Bold_Whyj8">
			Game
		</div>

		<ul class="bbcodes_List_2YF79"><li class="bbcodes_ListItem_3FrNm">
				Fix avatar knee problem
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Adjust some avatar IK problem
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Enable self collision from bike
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Burnout smoke
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				New Trick
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				add fuel managment in garage tab
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				 
			</li>
		</ul><div class="bbcodes_Bold_Whyj8">
			Physics
		</div>

		<ul class="bbcodes_List_2YF79"><li class="bbcodes_ListItem_3FrNm">
				Limit lean angle on wheelie
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Improved limit lean angle on wheelie
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				New ECU AW code
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				wheelie improvment
			</li>
		</ul><div class="bbcodes_Bold_Whyj8">
			Gameplay
		</div>

		<ul class="bbcodes_List_2YF79"><li class="bbcodes_ListItem_3FrNm">
				Multy Check MOD track
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				New Menu pipeline
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Multy new lobby creation
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Multy new lobby wait room
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Multy new track selection
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				New loader for MOD bikes
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				Multy new bike footer
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				removed embedded bikes ( menu only )
			</li>
			<li class="bbcodes_ListItem_3FrNm">
				brake and throttle managment for burnout
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27271</guid><pubDate>Thu, 20 May 2021 05:27:17 +0000</pubDate></item><item><title>rFactor 2: Competition System Blog, il punto della situazione</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-competition-system-blog-il-punto-della-situazione-r27270/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_05/316347305_rfactor2Tatuuts_FT-60_01.jpg.63c5cb93ab4955a6b25069126b20b3e7.jpg" /></p>

<p>
	 
</p>

<p>
	Oggi è una giornata particolarmente attiva per il team Studio 397: è stato pubblicato infatti anche il nuovo <strong><a href="https://www.studio-397.com/2021/05/competition-system-blog-week-16/" rel="external">Competition System Blog di rFactor 2</a></strong>, relativo alla settimana numero 16. Con l'avvicinarsi della metà dell'anno, gli sviluppatori hanno pensato di rivisitare la roadmap iniziale pubblicata al momento del lancio, per vedere a che punto ci si trova, cosa è cambiato in base al feedback degli utenti e fare un'analisi dettagliata di come la comunità simracing si è impegnata all'interno del sistema durante le prime fasi di questo processo di sviluppo beta.
</p>

<p>
	Si parla quindi di ulteriori competizioni, penalità e reclami, sistema di rating, commissari di gara, sistema broadcasting, integrazioni ed altro ancora. Non mancano le consuete domande e risposte del team.
</p>

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			<strong>More competition formats</strong> — we decided to pull some of the different competition formats forward, and we just finished running the first season of GT Challenge in the Competition System. That taught us some valuable things about where we need to add more flexibility to the system, and how we can better accommodate the different styles and formats of racing that we know are so important to our existing and potential new players of rFactor 2. With these findings in our growing databank of knowledge, we’ve elected to spend some more time focussing on this area in the immediate future, however that said, this is probably going to be a continual task, so expect more formats to emerge in the upcoming months.
		</p>

		<p>
			<strong>Protests and decisions</strong> — This is a topic that we have decided is best managed by splitting it into two distinct parts. The first part of it, making sure we can handle protests and having race control take decisions, is in place in terms of the basic mechanics, which we will continue to monitor, test and expand upon as the system matures and clear trends and requirements make themselves apparent. We have some firm ideas of what we expect this system to look like and the things we plan to achieve with it, however we are also finding it valuable to absorb the excellent feedback from within the community, feedback which will no doubt have an impact upon the finished product going forward.
		</p>

		<p>
			<strong>Ratings </strong>— based on the data we have gathered, we have completed the internal testing of our algorithms, so our next steps are to look at how to integrate them into the UI and decide what competitions we want to use them for. 
		</p>

		<p>
			In parallel, we’ve also been looking at some forms of safety ratings, but as I’m sure you can imagine, this is an aspect of the system we want to be fully confident is producing fair and balanced results for all of our users, as such this is very much under evaluation back at the studio as we look to ensure we can offer a robust and well-thought-out solution come public release.
		</p>

		<p>
			<strong>Stewarding </strong>— This is another thorny topic of discussion, and arguably one of the most labour-intensive aspects of running racing events on any sim racing platform. When we introduced the idea of the Competition System in rFactor 2, one of the key goals of the platform had to be around how to make life easier for event organizers to put on top quality racing activations, rather than being bogged down with unnecessary levels of administration that doesn’t add to the quality of life experience of our drivers and participants. With this in mind, we have always aspired to offer a significant amount of automation within the system, with aspects such as protests and decisions being one of the key areas we are working to streamline. Of course, this is a rather large area of discussion, and as the system continues to evolve and develop in this regard, we will expand further on this top separately. Our goal is definitely to let the in-game systems do a lot of the (easy) work here, monitoring when you cut the track or commit other offences and directly handing out penalties. At the same time we are aware that not everything can be decided by robots.
		</p>

		<p>
			<strong>Broadcast integration</strong> — no big changes here, as we are gradually introducing these features, first internally and then also as part of our overlay package. Some things you will have seen in GT Pro and Challenge over the last couple of months. The goal is still to make sure that overlays showing standings, points, participants and calendars accurately reflect the competition they’re a part of.
		</p>

		<p>
			<strong>Roles and team based driving</strong> — This is something that many of you within the community have been requesting from the rFactor 2 Competition System in recent months, and as keen endurance racing fans ourselves, we are certainly incredibly enthusiastic to bring this level of functionality to the system for you to enjoy.  As things stand currently, we are working on adding the ability to allow multiple drivers to share an “entry”, or car, in a competition. Additionally, we plan on allowing roles to be defined within the system, which means that teams can elect to allocate specific roles for a manager or race engineer for example. Other roles are stewards, race control, and cameramen to facilitate broadcasts.
		</p>

		<p>
			<strong>Offline Championships</strong> — I’m sure you will appreciate that a lot of our development attention has been focused on improving the online experience of rFactor 2 lately, however with these changes we are also looking at introducing new features to benefit the offline portion of our player base. Already we have identified ways to implement the much request offline championship mode within the core simulation – this will be added once the online part is running smoothly. We will leverage the features introduced as part of the Competition System to allow players to develop their own custom championship tool to race against the AI, something that has been a long time coming to rFactor 2, but hopefully should be worth the wait!
		</p>

		<p>
			<strong>Integration </strong>— This is a topic that is currently under active discussion within Motorsport Games, the new owners of Studio 397 and rFactor 2 With the rFactor 2 engine becoming the base of many new games, the Competition System is being reviewed and considered for those, as well as integration of it in the Traxion.gg website. No decisions have been made here. We’ll update you as time goes on.
		</p>

		<p>
			That’s about it in terms of updating our current thinking behind the latest and future developments of the Competition System for now, so as is the tradition, let’s move on to some of the questions submitted by our community over the last couple of weeks…
		</p>

		<h1>
			Q&amp;A
		</h1>

		<blockquote class="wp-block-quote">
			<p>
				In the cars we were able to modify the skins, in the future will we be able to change the circuit boards/banners/billboards of the tracks?
			</p>
			<cite>Lethal</cite>
		</blockquote>

		<p>
			We are looking into the option to customize billboards, but this is typically complicated by the licensing agreements we have with tracks which, more often than not, define what we can and cannot do in terms of the actual billboards and sponsors we put on them. So in general this will not be possible.
		</p>

		<blockquote class="wp-block-quote">
			<p>
				It would be nice if you put another showroom to see the car to take good photos without background and varied. The hangar we have now is pretty, but one side of the car is still black. Will we see more rooms in the future?
			</p>
			<cite>Adrian Blasco</cite>
		</blockquote>

		<p>
			Likely, yes. Internally we use another showroom to create the icons for the cars. Third parties have provided various showrooms too. The tricky part at the moment is the lighting. That is just not as good in the current showrooms as it is on track. So that’s another thing on our shortlist (which actually, is not a short list at all  ).
		</p>

		<blockquote class="wp-block-quote">
			<p>
				Great to see the new round of CS races having more regular timed, short events. Is this something that was always on the cards for the system or something that you’ve introduced following community feedback?
			</p>
			<cite>Jack</cite>
		</blockquote>

		<p>
			I think from the start we said that, a) we want to experiment with different ideas, and that will continue for the rest of the year, and b) we will listen to the community and schedule events accordingly. There is definitely more to come as one internal refactoring we still need to do is to make our scheduler a bit more flexible so we can stack even more events, but that’s where we’re headed.
		</p>

		<blockquote class="wp-block-quote">
			<p>
				As you get closer to moving out of Beta, when the Competition System content changes are you planning on publicizing these changes more in future; maybe on the website or something?
			</p>
			<cite>Victor39</cite>
		</blockquote>

		<p>
			Yes. We have been discussing making a collection of series that last longer than just a single competition. Another reason for moving in this direction is that those series can then also be used a) for hosting on your own servers, and b) for off-line competitions....
		</p>
	</div>
</blockquote>

<p>
	 
</p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_05/531155170_rfactor2GRAB_182.jpg.d00d55adef99967b6df6af3b8c4f831b.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48849" src="https://www.drivingitalia.net/uploads/monthly_2021_05/1400470389_rfactor2GRAB_182.thumb.jpg.c736a7508f14afa42c891fc0c738037e.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rfactor 2 GRAB_182.jpg"></a></p>
]]></description><guid isPermaLink="false">27270</guid><pubDate>Wed, 19 May 2021 20:21:22 +0000</pubDate></item><item><title>Il simracing di Geoff Crammond: quando Montecarlo era a cubetti...</title><link>https://www.drivingitalia.net/home-page/software/il-simracing-di-geoff-crammond-quando-montecarlo-era-a-cubetti-r27250/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_05/f1gp-2.jpg.323f1f2a71728dcfe676fcfe7785184d.jpg" /></p>

<p>
	 
</p>

<p>
	Provate a chiedere ad un appassionato di simracing con i capelli bianchi qual'è stato il più grande simdriver italiano della fine degli anni '90... Potrebbe rispondere "Luigi Rivellini" ! <span><img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f642.png" class="ipsEmoji" alt="🙂"> In realtà dietro a questo pseudonimo si celava il grande Riccardo Patrese, riconoscibile anche dal casco dell'immagine qui sotto. Non era però un problema, perchè grazie all'editor interno al gioco si poeva facilmente modificare ogni cosa.</span>
</p>

<p style="text-align: center;">
	<img alt="setup 2.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="48822" data-ratio="61.62" data-unique="dio2e8pyy" width="641" src="https://www.drivingitalia.net/uploads/monthly_2021_05/379127344_setup2.JPG.5dcbe7f586b8c4395f0b8849c2bc088f.JPG"></p>

<p>
	Se poi allo stesso appassionato "anziano" chiederete anche il nome del Re indiscusso del simracing di quell'epoca, non avrà certamente alcuna esitazione: <em>Geoff Crammond</em>.
</p>

<p>
	Crammond è un programmatore britannico specializzato in videogiochi di corse automobilistiche, che, pur non essendo per sua stessa ammissione un appassionato di motori, ha saputo sfruttare la sua laurea in fisica in modo magistrale, al servizio del realismo più puro. Autore di titoli come Revs (1987) e Stunt Car Racer (1989) prima, è stato poi il creatore di una delle serie più apprezzate dai piloti virtuali di tutto il mondo: Formula One Grand Prix.
</p>

<p style="text-align: center;">
	<img alt="cockpit.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="48819" data-ratio="62.03" data-unique="1o4cy1d01" width="640" src="https://www.drivingitalia.net/uploads/monthly_2021_05/cockpit.JPG.e7e2731193c6e3e548ead2f692d5a3de.JPG"></p>

<p>
	Già con il primo Revs il buon Geoff fece capire al mondo che la rivoluzione della guida simulata stava per arrivare: nel gioco era infatti possibile agire sull’incidenza degli alettoni, con le conseguenze del caso ! Un'affermazione del genere oggi può far sorridere, ma bisogna contestualizzarla alla fine degli anni '80, un periodo storico nel quale il massimo della guida virtuale era rappresentato da <strong><a href="https://it.wikipedia.org/wiki/Out_Run" rel="external">Out Run</a></strong>, un racing game molto divertente, ma ben lontano da qualsiasi parvenza di guida simulata...
</p>

<p style="text-align: center;">
	<img alt="f1gp-2.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="48820" data-ratio="62.50" data-unique="wjhxoplcz" width="640" src="https://www.drivingitalia.net/uploads/monthly_2021_05/f1gp-2.jpg.2a6315a6f3d17d96535ece9551afb816.jpg"></p>

<p>
	Il primo capitolo Formula One Grand Prix (per Amiga, Atari ST, PC) è del 1992 e si evolve successivamente in Grand Prix 2 (1996), Grand Prix 3 (2000) e Grand Prix 4 (2002). Caratteristiche peculiari della serie sono l'eccellente comparto tecnico, l'originale modalità multiplayer (detta hot seat, la possibilità di giocare in più persone su un unico personal computer, sfruttando un sistema a turni) e un accurato livello simulativo.
</p>

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		<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="150" id="ips_uid_9231_6" src="https://www.drivingitalia.net/applications/core/interface/index.html" width="200" data-embed-src="https://www.youtube.com/embed/7jAzarFOl5I?feature=oembed"></iframe>
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<p>
	Nei titoli Grand Prix di Crammond era fondamentale trovare l’assetto giusto per poter competere con le altre monoposto, soprattutto ai livelli più alti. Ogni modifica effettuata, per esempio agli alettoni ed alle marce, corrispondeva a quello che era lecito attendersi dalla vettura in pista. Non solo, persino i tempi sul giro erano allineati a quelli del tempo, l’effetto scia è concreto, la traiettoria fondamentale, cosi come i cambi di direzione, i cordoli scomponevano la monoposto e l’erba era un pericolo reale. Parliamo di titoli di 30 anni fa ed allora avere caratteristiche che oggi consideriamo la normalità, rappresentava praticamente... fantascienza!
</p>

<p>
	Non mancavano neppure I danni, non solo visibili, ma che rendevano la monoposto inguidabile. Per non parlare dei tocchi di classe, come i commissari di pista che sventolano bandiera gialla in prossimità di un incidente o di una monoposto ferma in pista.
</p>

<p style="text-align: center;">
	<img alt="setup 1.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="48821" data-ratio="57.79" data-unique="agltiewb4" width="642" src="https://www.drivingitalia.net/uploads/monthly_2021_05/1983877916_setup1.JPG.cc573b9837bd8db97bde95ff5f08c8c1.JPG"></p>

<p>
	L'anno 2000 viene ricordato come il primo del nuovo millennio, ma fu soprattutto l'anno zero del simracing, con l'uscita di quel <a href="https://it.wikipedia.org/wiki/Grand_Prix_3" rel="external" target="_blank">Grand Prix 3 di Geoff Crammond</a> entrato di diritto nella storia e nel mito e che, dopo il Grand Prix Legends dei Papyrus uscito due anni prima, che purtroppo non aveva riscosso il meritato successo, consolidava definitivamente il genere della "simulazione di guida". Tutto iniziò praticamente da quel momento, persino la nascita di DrivingItalia... <img src="https://cdn.jsdelivr.net/gh/twitter/twemoji@14.0.2/assets/72x72/1f609.png" class="ipsEmoji" alt="😉"></p>

<p style="text-align: center;">
	<img alt="s-l640.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="48823" data-ratio="70.63" data-unique="l5dk35ypz" width="640" src="https://www.drivingitalia.net/uploads/monthly_2021_05/s-l640.jpg.ea0278ec62328a0af09849ac063ea423.jpg"></p>

<p>
	Ricordo ancora perfettamente la prima volta che lanciai il gioco. Il mio enorme stupore nell'ammirare una grafica che per l'epoca era fuori da ogni standard e l'emozione nel rendermi conto delle condizioni meteorologiche variabili, pioggia inclusa. All'epoca guidavo ancora con un vecchio joystick, che mi accompagnava già dal precedente Grand Prix 2, mentre avevo cominciato la mia esperienza di guida con Grand Prix nel 1992 con la tastiera. Conservo ancora quel joystick: la base pesantissima nera, con la leva rossa, cosi come due grandi pulsanti. Ovviamente progressività di sterzo o dei pedali non esistevano, ma il gioco era programmato talmente bene da lasciarsi guidare in modo perfetto, dando persino l'illusione della progressività. Ho passato migliaia di ore a guidare, ringraziando Crammond alla fine di ogni gara. Era un'esperienza incredibile.
</p>

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	</div>
</div>

<p>
	Ricordo ancora perfettamente, nel primo Grand Prix, l'immensa emozione nel guidare sul circuito di Montecarlo. Era tutto molto "cubettoso", come potete vedere dal video qui sotto di confronto, ma era la prima volta in assoluto che un'appassionato poteva girare sulle stradine del Principato, riprodotte perfettamente, con salite e discese, con edifici, ponti, tunnel, tutti esattamente al loro posto. Ovviamente si lavorava molto di fantasia, non di grafica con spaventose schede video: la curva era perfetta, il Casinò era un bel cubo monocromatico, ma era lì, al suo posto, un riferimento...
</p>

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		<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="150" id="ips_uid_7385_7" src="https://www.drivingitalia.net/applications/core/interface/index.html" width="200" data-embed-src="https://www.youtube.com/embed/sl4KMMEPFCY?feature=oembed"></iframe>
	</div>
</div>

<p>
	Con i successivi capitoli della serie, fu tutto ulteriormente perfezionato, a cominciare dalla grafica, guidare a Montecarlo con la pioggia era un must che, probabilmente, non è stato mai più superato a livello emozionale, neppure con i simulatori più moderni. Già nel 2000, con il Grand Prix 3 che più di tutti ha rappresentato un salto in avanti incredibile a livello di simulazione e spettacolarizzazione, avevamo il volante della monoposto che si muoveva in sincrono in modo perfetto!
</p>

<p>
	Lo so che gli appassionati più giovani adesso staranno ridendo a crepapelle, ma per capire l'impatto dei cambiamenti apportati da Crammond in pochi anni, potreste provare a pensare ad un mondo simracing nel quale, da DOMANI, tutti i simdrivers avranno normalmente a disposizione volante direct drive, pedaliera idraulica, sistema dinamico 6DOF, visore VR in altissima risoluzione, PC superpotente, il tutto che funziona in modo semplice e perfetto e tutto per poche centinaia di euro! Adesso capite la rivoluzione dell'epoca?
</p>

<p>
	Crammond è stato senza ombra di dubbio un grande precursore dei tempi ed il suo merito più grande è stato forse quello di non lasciarsi scoraggiare dai limiti tecnici dell'hardware che allora erano notevoli ed insuperabili. Non solo i PC allora erano preistoria, ma basta pensare che all'uscita di Grand Prix non esistevano volanti e pedaliere! Tra l'altro il programmatore britannico era l'unico capace di spremere l'hardware a disposizione a livelli che si pensavano irraggiungibili.
</p>

<p>
	Potete trovare ancora oggi i titoli di Crammond, installarli ed utilizzarli in modalità emulatore DOS ove necessario, come per esempio il <strong><a href="https://giochiabandonware.com/grand-prix-2/" rel="external">glorioso Grand Prix 2</a></strong>, oppure potete provare con Assetto Corsa il pacchetto mod rilasciato qualche tempo fa: <strong><a href="https://www.drivingitalia.net/index.php?/home-page/modding/assetto-corsa-formula-grand-prix-tribute-to-geoff-crammond-r26888/" rel="">Grand Prix Tribute to Crammond</a></strong>, mai nome poteva essere più appropriato.
</p>

<p>
	Da segnalare invece agli appassionati del circuito di Montecarlo, l'evento denominato <strong><a href="https://www.instagram.com/monacovirtualgp/" rel="external">Monaco Virtual GP</a></strong>, che si preannuncia già essere come unico nel suo genere!
</p>

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	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27250</guid><pubDate>Wed, 19 May 2021 16:19:43 +0000</pubDate></item><item><title>rFactor 2: nuova build aggiornata disponibile via Steam</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-nuova-build-aggiornata-disponibile-via-steam-r27269/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_05/847485744_rfactor2.jpg.6969014cf00d37ecedff07f9c4535430.jpg" /></p>

<p>
	 
</p>

<p>
	Dopo aver aggiornato qualche giorno fa la <strong><a href="https://www.drivingitalia.net/index.php?/forums/topic/79025-rfactor-2-racing-into-the-future/&amp;do=findComment&amp;comment=921717" rel="">Ligier LMP2</a></strong>, oggi il team Studio397 rilascia anche una <strong><a href="https://www.studio-397.com/2021/05/released-new-rfactor-2-build-update-available/" rel="external">nuova build completa</a></strong> del suo rFactor 2. L'update introduce i fari e tergicristalli automatici, varie migliorie grafiche e la consueta manciata di bugfix.
</p>

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			New build update day!
		</p>

		<p>
			Hello sim racers – today is a good day for fans of rFactor 2 as we are pleased to release a new build update to the title, moving the existing ‘Release Candidate’ build of rFactor 2 into the main public branch of the software – and with it plenty of new and improved features, fixes, developments and changes to enhance your experience within the simulation.
		</p>

		<p>
			Before we look deeper into what changed as part of this latest update, we want to take the opportunity to thank those of you who elected to opt in to the Release Candidate early – your feedback has been exceptionally valuable to us here at the Studio as we look to refine and iron out any early issues with the latest changes, as we hope you agree that this build marks another good step forward in our continued work to develop and improve rFactor 2 for the years ahead.
		</p>

		<p>
			For those of you who are perhaps less familiar with the latest developments that have been in the works, let’s take a look at what has changed as part of this new public build update of rFactor 2;
		</p>

		<h2>
			<strong>Key Highlights</strong>
		</h2>

		<h3>
			Automatic Wipers &amp; Lights
		</h3>

		<figure class="wp-block-image size-large"><img alt="Auto-Headlights.jpg" class="wp-image-11312" data-ratio="75.08" height="1080" loading="lazy" sizes="(max-width: 1920px) 100vw, 1920px" srcset="https://www.studio-397.com/wp-content/uploads/2021/05/Auto-Headlights.jpg 1920w, https://www.studio-397.com/wp-content/uploads/2021/05/Auto-Headlights-300x169.jpg 300w, https://www.studio-397.com/wp-content/uploads/2021/05/Auto-Headlights-768x432.jpg 768w, https://www.studio-397.com/wp-content/uploads/2021/05/Auto-Headlights-1536x864.jpg 1536w" width="1920" src="https://www.studio-397.com/wp-content/uploads/2021/05/Auto-Headlights.jpg"></figure><p>
			The latest build now features new options for the player to enable or disable as they so choose in the settings screen of the UI. Two of those new options that may prove particularly interesting to players focus on the addition of automatic headlights and windscreen wipers for cars that enable these features. 
		</p>

		<p>
			The new options allow players to set the turning on of both lights and/or wipers automatically by the software, dependent on the specific conditions out on the circuit. For example, should you have windscreen wipers set to Auto, the simulation will detect when rain begins to fall and turn the wipers on for you. Of course, these functions can still be manually instigated by the player, should you continue to map the appropriate key to this function within the controller assignment screen. Additionally, should a player not have either lights or wipers mapped to their controller, rFactor 2 will recognize that fact and apply the automation routine itself – so no longer will you find to your dismay that you’ve forgotten to map headlights to your wheel when it starts getting dark on track, and then find yourself being disqualified from the race because of it!
		</p>

		<h3>
			Auto Exposure Rework
		</h3>

		<p>
			Another visual aspect of the simulation that has received attention for this new build is our recent auto exposure feature. Our development team have been working hard to bring this feature to cockpit cameras within rFactor 2, while also reworked how auto exposure is calculated within the simulation. With this new build update, we have produced some changes to the auto exposure that should help to reduce the calculated exposure “bouncing” around in different conditions
		</p>

		<h3>
			Replay Monitor Stutter Fix
		</h3>

		<p>
			We’ve experienced several reports from the community since our last major build update release around both major and minor stutter issues when players watch the in race replay monitor in the garage UI. After plenty of detailed analysis, we have uncovered the issues behind these stutters and this new build release represents our latest fixes to the problem. In this new build, replays should now remain smooth from both the basic replay screen within the in race replay monitor, and also when the user hovers over the additional replay information areas at the top and bottom of the screen.
		</p>

		<h3>
			Sunflare Improvements
		</h3>

		<figure class="wp-block-image size-large"><img alt="Sunflare.jpg" class="wp-image-11313" data-ratio="75.08" height="1080" loading="lazy" sizes="(max-width: 1920px) 100vw, 1920px" srcset="https://www.studio-397.com/wp-content/uploads/2021/05/Sunflare.jpg 1920w, https://www.studio-397.com/wp-content/uploads/2021/05/Sunflare-300x169.jpg 300w, https://www.studio-397.com/wp-content/uploads/2021/05/Sunflare-768x432.jpg 768w, https://www.studio-397.com/wp-content/uploads/2021/05/Sunflare-1536x864.jpg 1536w" width="1920" src="https://www.studio-397.com/wp-content/uploads/2021/05/Sunflare.jpg"></figure><p>
			Sunflare effects recently returned to rFactor 2, and in this build we took the opportunity to further refine and fine tune how these are displayed within the simulation, evening out the effects across the many varied time of day and weather conditions within the software to produce a measured and realistic result to the end user. As part of these new updates, we have paid attention to how sunflares are represented in multiple different field of view configurations used by our community, with extra work also being undertaken to ensure transitions in and out of the glare properly reflects how this would look from real life – improving the immersion and visual experience of the effect, and overall improving how rFactor 2 behaves in heavy glare situations out on the circuit.
		</p>

		<h2>
			<strong>rFactor 2 Update Notes:</strong>
		</h2>

		<p>
			Steam Build IDs
		</p>

		<ul><li>
				Client 6660506 
			</li>
			<li>
				Dedicated 6660508
			</li>
		</ul><p>
			<strong>General</strong>
		</p>

		<ul><li>
				Added SteamID of each client to race results logs generated by a Dedicated Server
			</li>
			<li>
				Fix issue with Attack Mode overlay information not correctly resetting.
			</li>
			<li>
				Stopped AI playing wipers when in Garage
			</li>
			<li>
				Added automatic headlight and wiper settings for player.
			</li>
			<li>
				These show as an extra step in the key toggles (Headlights: Off / Auto / On) or (Wipers: Off / Auto / Slow / Fast)
			</li>
			<li>
				Skip Auto option when the setting is disabled
			</li>
			<li>
				Added a message about windscreen wiper state to the message centre. Don’t show a message if the vehicle does not have wipers.
			</li>
			<li>
				Auto Headlights and Windscreen Wipers are forced on if no key is assigned”
			</li>
			<li>
				Fixed issue where automatic gears would require a false top gear to correctly downshift for some vehicles
			</li>
			<li>
				Report steam branch and build number on startup
			</li>
		</ul><p>
			<strong>HUD</strong>
		</p>

		<ul><li>
				Fixed spacing for weather info in HUD
			</li>
		</ul><p>
			<strong>Graphics</strong>
		</p>

		<ul><li>
				Renamed Anti-Aliasing options to show the amount of MSAA applied.
			</li>
			<li>
				Adjust Sunflare strength so that they work with different field of views
			</li>
			<li>
				Added a blend out at screen edge to smooth transition of Sunflare going off screen.
			</li>
			<li>
				Fixed an issue where a texture sampler would not set correctly
			</li>
			<li>
				Fixed an issue that DigitalFlags would behave as Marshals online
			</li>
			<li>
				Reworked Auto Exposure to reduce the calculated exposure “bouncing” around in different conditions
			</li>
			<li>
				Enabled Auto Exposure in Cockpit Cameras
			</li>
			<li>
				Fixed Water not rendering on TV Screens
			</li>
			<li>
				Removed GPU V-Sync option from Graphics Configuration settings
			</li>
			<li>
				Updated Environment Reflection Settings
			</li>
			<li>
				Low/Medium/High/Ultra settings which increase refresh rate and resolution.
			</li>
			<li>
				Ambient light probes now allow for more advanced blending options
			</li>
			<li>
				Fixed stuttering on Replay Monitor screen.
			</li>
		</ul><p>
			<strong>UI</strong>
		</p>

		<ul><li>
				Added sector and lap timing to full screen replay bar.
			</li>
			<li>
				Updated the styling and alignment of the full screen replay bar.
			</li>
			<li>
				Fixed UI stopping updating when clicking repeatedly on the track map in the event screen.
			</li>
			<li>
				Corrected the display of FXAA to On/Off
			</li>
			<li>
				Fixed the units to seconds for displaying Transparent Trainer Lead Timer
			</li>
			<li>
				Fixed the display units for Low Speed Information to show a percentage
			</li>
			<li>
				Fixed race countdown not always showing for a multiplayer race.
			</li>
			<li>
				Fixed showing the maximum time for a single player race before the race start.
			</li>
			<li>
				Improved formatting of time durations.
			</li>
			<li>
				Fixed issue where RealRoad setting was carried over from previous track selection in session setup screen
			</li>
			<li>
				Fixed an issue where some tracks would not show in game due to having packed SCN files which were not valid track layouts
			</li>
			<li>
				Added Auto Blip, Auto Lift, Hold Brakes, Hold Clutch, Repeat Shifts, Start Engine, Auto Wipers and Auto Headlight settings to difficulty screen
			</li>
		</ul><p>
			<strong>Modding</strong>
		</p>

		<ul><li>
				Fixed some minor issues with sample ModDev content
			</li>
			<li>
				Added pop up (mod dev &amp; scene viewer only) / logging to paths where the RRBIN file fails to load
			</li>
			<li>
				Force an update after loading RRBIN in scene viewer or moddev so that it shows correctly straight away.
			</li>
			<li>
				Updated default RRBIN filename scene viewer / moddev tweakbar rollout
			</li>
			<li>
				Setup a stable and beta version of Max Plugins 2021. Stable is the last fully tested internally. Beta is built to the absolute latest code.
			</li>
		</ul><p>
			The new Public build is available on the standard release branch of rFactor 2 within Steam (Betas – None). Players can chose to opt into this build version by right-clicking on rFactor 2 in the Steam Library list, selecting options – betas – none from the drop-down list.
		</p>

		<h2>
			<strong>Next Release Candidate Build</strong>
		</h2>

		<figure class="wp-block-image size-large"><img alt="Next-RC.jpg" class="wp-image-11314" data-ratio="75.08" height="1080" loading="lazy" sizes="(max-width: 1920px) 100vw, 1920px" srcset="https://www.studio-397.com/wp-content/uploads/2021/05/Next-RC.jpg 1920w, https://www.studio-397.com/wp-content/uploads/2021/05/Next-RC-300x169.jpg 300w, https://www.studio-397.com/wp-content/uploads/2021/05/Next-RC-768x432.jpg 768w, https://www.studio-397.com/wp-content/uploads/2021/05/Next-RC-1536x864.jpg 1536w" width="1920" src="https://www.studio-397.com/wp-content/uploads/2021/05/Next-RC.jpg"></figure><p>
			As is tradition with our build deployment schedule,  the release of a new public update to the simulation usually means we can then move some of our latest beta changes to the new ‘Release Candidate’ version of the software – again available to select on the Beta tab within the Steam Library entry for rFactor 2. Unlike in previous releases, on this occasion we have elected to delay our new ‘Release Candidate’ update for a short while as we look to further refine the build before putting it into the hands of our community player base. Although we are sure some of you will be disappointed to have to wait before getting your hands on the latest changes to rFactor 2, we thought it wouldn’t be fair to continue holding back the current updates for the main player base as we further tune the next Release Candidate build – however those looking forward to getting their hands on the next RC shouldn’t have long to wait, we anticipate we should be in a position to push our next Release Candidate build to Steam in the very near future.
		</p>

		<p>
			On a final note; thank you all for continuing on this development journey of rFactor 2, we hope you enjoy the new changes, and we look forward to sharing more about the next steps of development for the simulation in the very near future.
		</p>

		<p>
			Happy racing !
		</p>
	</div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27269</guid><pubDate>Wed, 19 May 2021 16:00:06 +0000</pubDate></item><item><title>rFactor 2: al via il Summer Showdown con 3 eventi speciali</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-al-via-il-summer-showdown-con-3-eventi-speciali-r27268/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_05/rFactor-2-summer-showdown-poster-1-1024x585.png.26210b6c63f2ad4546e57a04eea183d7.png" /></p>
<p>
	 
</p>

<p>
	Dopo tante richieste Studio 397 è finalmente lieta di annunciare i primi 3 eventi speciali che si terranno sul Competition System. Scopriamo di seguito di cosa si tratta.
</p>

<p>
	<strong>StockCar Challenge: SC2018x a Portland</strong><br />
	Sono già aperte le registrazioni per questa gara, con due sessioni di qualifica al giorno dal Lunedì al Venerdì (ad eccezione del Mercoledì) alle ore 21:00 e 3:00. La competizione è totalmente gratuita e il top split verrà trasmesso in diretta su Twitch. La gara si terrà Sabato 22 Maggio alle 18
</p>

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			STOCKCAR CHALLENGE RACE DAY DETAILS
		</p>

		<p>
			Race length: 30 mins<br />
			Race day: May 22nd<br />
			In-game race time: 15:00
		</p>

		<p>
			Schedule:<br />
			Qualifying on weekdays: 03:00, 09:00, 15:00 and 21:00 CEST<br />
			17:45 – 18:00 – Registration in CS<br />
			18:00 – 18:10 – Warm up<br />
			18:10 18:40 – Race 30 mins<br />
			Heavy rubber at start of race
		</p>
	</div>
</blockquote>

<p>
	<b>Indy rF250</b><br />
	Il secondo evento, come potete già intuire dal nome, è una gara di 100 giri (250 miglia, ndr) sul mitico ovale di Indianapolis a bordo ovviamente della IndyCar Dallara DW12. Le modalità di qualifica saranno le stesse della StockCar Challenge (con le qualifiche che si apriranno il lunedì successivo alla StockCar Challenge), con il top split trasmesso su Twitch. La gara si terrà il 29 Maggio alle ore 21
</p>

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			RF250 AT INDIANAPOLIS RACE DAY DETAILS
		</p>

		<p>
			Race day details:<br />
			Race length: 100 laps<br />
			Race day: May 29th<br />
			In-game race time: 15:00
		</p>

		<p>
			Schedule:<br />
			Qualifying on weekdays: 03:00, 09:00, 15:00 and 21:00 CEST<br />
			20:45 – 21:00 – Registration in CS<br />
			21:00 – 21:10 – Warm up<br />
			21:10 – Race 100 laps<br />
			Heavy rubber at start of race
		</p>
	</div>
</blockquote>

<p>
	<strong>60 minuti del Ring</strong><br />
	Il terzo ed ultimo evento speciale si terrà al Nurburgring Nordschleife e consisterà in una gara da 60 minuti a bordo delle vetture di classe GT3. Degna conclusione per questo trittico di eventi, sarà ovviamente aperto a tutti (anche se questa volta servirà possedere i DLC necessari). Le qualifiche si apriranno il 7 Giugno, con la gara che si terrà il 12 Giugno alle ore 18 e vedrà come sempre il top split trasmetto su Twitch
</p>

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			60 MINUTES AT THE RING RACE DAY DETAILS
		</p>

		<p>
			Race day details:<br />
			Race length: 60 minutes<br />
			Race day: June 12th<br />
			In-game race time: 15:00
		</p>

		<p>
			Schedule:<br />
			Qualifying on weekdays: 03:00, 09:00, 15:00 and 21:00 CEST<br />
			17:45 – 18:00 – Registration in CS<br />
			18:00 – 18:10 – Warm up<br />
			18:10 19:10 – Race 60 mins<br />
			Heavy rubber at start of race
		</p>
	</div>
</blockquote>

<p>
	 
</p>]]></description><guid isPermaLink="false">27268</guid><pubDate>Wed, 19 May 2021 14:08:11 +0000</pubDate></item><item><title>iRacing Season 2 2021: disponibili Patch 6 e Hotfix 1</title><link>https://www.drivingitalia.net/home-page/software/iracing-s2-2021-disponibili-patch-6-e-hotfix-1-r27267/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_05/d32630b73e7a003a5d0d9854961ab8ce76924c7c.jpg.ed07f998a42f2fd008f2b26e2763ea63.jpg" /></p>
<p>
	 
</p>

<p>
	Il team di iRacing ha rilasciato la Patch 6 della Stagione 2 2021 e il relativo Hotfix. Tra i vari fix e miglioramenti si segnala l'aggiornamento del tyre model su circuito per tutte le vetture NASCAR del servizio
</p>

<p>
	Patch 6:
</p>

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	<div class="ipsQuote_contents">
		<p>
			This patch contains some updates and fixes for the 2021 Season 2 Release.
		</p>

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

		<p>
			<strong>Friends List</strong>
		</p>

		<p>
			- Fixed issues with the "Watch" and "Spot" options in the Friends List.
		</p>

		<p>
			<u><strong>SIMULATION:</strong></u>
		</p>

		<p>
			<strong>Race Control</strong>
		</p>

		<p>
			- Fixed an issue with the missed start delay timing for standing starts if the starting grid has stalls that are beyond the start line. This was causing an unintentional extra lap's-worth of delay.
		</p>

		<p>
			- Fixed an issue where the pacing info box was subtracting a lap for how many to go green during road course cautions.
		</p>

		<p>
			<strong>Tires</strong>
		</p>

		<p>
			- Stockcar tire parameters while running on Road courses have been updated.
		</p>

		<p>
			- - This change affects the following vehicles:
		</p>

		<p>
			- - - ARCA Menards Chevrolet Impala
		</p>

		<p>
			- - - NASCAR Chevrolet Monte Carlo - 1987
		</p>

		<p>
			- - - NASCAR Cup Series Chevrolet Camaro ZL1
		</p>

		<p>
			- - - NASCAR Cup Series Ford Mustang
		</p>

		<p>
			- - - NASCAR Cup Series Toyota Camry
		</p>

		<p>
			- - - NASCAR Ford Thunderbird - 1987
		</p>

		<p>
			- - - NASCAR Gander Outdoors Chevrolet Silverado
		</p>

		<p>
			- - - NASCAR Gander Outdoors Ford F150
		</p>

		<p>
			- - - NASCAR Gander Outdoors Toyota Tundra
		</p>

		<p>
			- - - NASCAR Next Gen Chevrolet Camaro ZL1
		</p>

		<p>
			- - - NASCAR Next Gen Ford Mustang
		</p>

		<p>
			- - - NASCAR Next Gen Toyota Camry
		</p>

		<p>
			- - - NASCAR Xfinity Chevrolet Camaro
		</p>

		<p>
			- - - NASCAR Xfinity Ford Mustang
		</p>

		<p>
			- - - NASCAR Xfinity Toyota Supra
		</p>

		<p>
			- - - [Legacy] NASCAR Cup Chevrolet Impala COT - 2009
		</p>

		<p>
			- - - [Legacy] NASCAR Cup Chevrolet SS - 2013
		</p>

		<p>
			- - - [Legacy] NASCAR Cup Ford Fusion - 2016
		</p>

		<p>
			- - - [Legacy] NASCAR Nationwide Chevrolet Impala - 2012
		</p>

		<p>
			- - - [Legacy] NASCAR Truck Chevrolet Silverado - 2008
		</p>

		<p>
			- - - [Legacy] NASCAR Xfinity Chevrolet Camaro - 2014
		</p>

		<p>
			- - - [Legacy] NASCAR Xfinity Ford Mustang - 2016
		</p>

		<p>
			- - - [Legacy] NASCAR Xfinity Toyota Camry - 2015
		</p>

		<p>
			<u><strong>CARS:</strong></u>
		</p>

		<p>
			<strong>Dallara IR18</strong>
		</p>

		<p>
			- iRacing setups have been updated.
		</p>

		<p>
			<strong>NASCAR Cup Series</strong>
		</p>

		<p>
			- Tire parameters have been updated slightly.
		</p>

		<p>
			- Dynamic heating of brake pads has been adjusted.
		</p>

		<p>
			- Some garage adjustment ranges for vehicle parameters have been updated.
		</p>

		<p>
			- iRacing setups have been updated.
		</p>

		<p>
			<strong>NASCAR Next Gen</strong>
		</p>

		<p>
			- Engine and transmission sounds now emit from the correct locations.
		</p>

		<p>
			- Damage decals as seen at a long distance have been updated.
		</p>

		<p>
			- Fixed an issue with an excessive reverse gear ratio.
		</p>

		<p>
			<u><strong>TRACKS:</strong></u>
		</p>

		<p>
			<strong>Charlotte Motor Speedway</strong>
		</p>

		<p>
			- (Oval - 2018) - Track surface parameters have been updated.
		</p>

		<p>
			<strong>Circuit of the Americas</strong>
		</p>

		<p>
			- (ALL) - Track surface parameters have been updated.
		</p>

		<p>
			<strong>Darlington Raceway</strong>
		</p>

		<p>
			- Fixed an issue that could cause pit service checkboxes to be reset midway down pit road.
		</p>
	</div>
</blockquote>

<p>
	Hotfix 1
</p>

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

	<div class="ipsQuote_contents">
		<p>
			This Hotfix contains some fixes and updates for the 2021 Season 2 Patch 6 Release.
		</p>

		<p>
			<u><strong>iRACING UI: (5.13.05-2021-s2)</strong></u>
		</p>

		<p>
			<strong>Launching</strong>
		</p>

		<p>
			- Fixed an issue where using "Remember Me" was logging the user into the UI twice.
		</p>

		<p>
			<strong>Connectivity</strong>
		</p>

		<p>
			- Improved the connectivity between the iRacing UI and Session data, allowing for greater stability.
		</p>

		<p>
			<strong>Up Next</strong>
		</p>

		<p>
			- Fixed an issue where the Event Start Countdown column was not sorting correctly.
		</p>

		<p>
			- Fixed an issue with sorting by MPR in Table view.
		</p>

		<p>
			<strong>Race Series</strong>
		</p>

		<p>
			- Fixed an issue where the current sessions for a Series would initially appear to be sorted by the number of drivers, but actually were not.
		</p>

		<p>
			- Fixed an issue where sorting by the number of drivers was not working correctly.
		</p>

		<p>
			<strong>Car Classes</strong>
		</p>

		<p>
			- Fixed an issue with the display of car classes that arose due to lacking ownership of some of the items displayed.
		</p>

		<p>
			<strong>My Cars</strong>
		</p>

		<p>
			- Tooltips have been added for column headers.
		</p>

		<p>
			<strong>My Tracks</strong>
		</p>

		<p>
			- Tooltips have been added for column headers.
		</p>

		<p>
			- The table may now be sorted by the Location column.
		</p>

		<p>
			<strong>Store</strong>
		</p>

		<p>
			- Fixed a sorting issue when switching from Tile view to Table view.
		</p>

		<p>
			<strong>Hosted Races</strong>
		</p>

		<p>
			- Fixed an issue where the Number of Drivers column was not being properly displayed and sorted while using table view.
		</p>

		<p>
			- Fixed an issue where sorting by Start Time in Table view was not working correctly.
		</p>

		<p>
			<strong>Leagues</strong>
		</p>

		<p>
			- Fixed an issue where editing a League Session would cause it's specific Time of Day to be reset to Afternoon.
		</p>

		<p>
			- Fixed an error that appeared when attempting to sort League Sessions by Start Time.
		</p>

		<p>
			<strong>Results</strong>
		</p>

		<p>
			- Added the ability to filter results by Practice, Race, and Hosted
		</p>

		<p>
			<strong>Replays</strong>
		</p>

		<p>
			- Replays may now be alphabetically sorted by Car Name.
		</p>

		<p>
			<strong>Paint Shop</strong>
		</p>

		<p>
			- The McLaren MP4-30 interface model has been updated to better match the in-Sim version.
		</p>

		<p>
			<strong>Views</strong>
		</p>

		<p>
			- Fixed an issue when sorting in a table view, leaving the page and then returning, the sort was not maintained.
		</p>

		<p>
			<strong>Notifications</strong>
		</p>

		<p>
			- The Notifications panel has been updated to make some notices more clear. Also, not yet viewed announcements are now included in the total number of notices.
		</p>

		<p>
			<u><strong>CARS</strong></u>:
		</p>

		<p>
			<strong>ARCA Menards Chevrolet Impala</strong>
		</p>

		<p>
			- For the New Damage Model, spring damper hyper extension limits have been increased to prevent the car from hopping when in a specific damage state.
		</p>

		<p>
			<u><strong>TRACKS</strong></u>:
		</p>

		<p>
			<strong>Circuit of the Americas</strong>
		</p>

		<p>
			- Some ads and signs have been updated.
		</p>
	</div>
</blockquote>

<p>
	 
</p>]]></description><guid isPermaLink="false">27267</guid><pubDate>Tue, 18 May 2021 12:18:53 +0000</pubDate></item><item><title>Ride 4: rilasciato Bonus Pack 09</title><link>https://www.drivingitalia.net/home-page/software/ride-4-rilasciato-bonus-pack-09-r27266/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_05/XBOX_TitledHeroArt-7.png.3f5f1d38b5e486f421a44af506790e23.png" /></p>
<p>
	 
</p>

<p>
	E' disponibile il nuovissimo Bonus Pack gratuito per Ride 4, il nono in totale. Protagonista del DLC gratuito è la Mr Martini Ducati Flashback II (2015). Oltre a questa moto sono stati aggiunti 5 nuovi eventi dedicati
</p>

<p>
	<img alt="ss_adc1b64106e5fb5bd37f6e67d66f4d4311aba" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365260/ss_adc1b64106e5fb5bd37f6e67d66f4d4311aba093.1920x1080.jpg?t=1621321598" /></p>

<p>
	<img alt="ss_c0adbddbae62fe41efd2d012d1105437d19f1" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365260/ss_c0adbddbae62fe41efd2d012d1105437d19f1121.1920x1080.jpg?t=1621321598" /></p>

<p>
	<img alt="ss_58fb068c609723adc6cd48994453b234f8620" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365260/ss_58fb068c609723adc6cd48994453b234f8620196.1920x1080.jpg?t=1621321598" /></p>

<p>
	<img alt="ss_e29136e9316edb91c71127cc80ad0f58e3e1d" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365260/ss_e29136e9316edb91c71127cc80ad0f58e3e1d10c.1920x1080.jpg?t=1621321598" /></p>

<p>
	<img alt="ss_c5dfa08251c959b21f30bba343219f2022301" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365260/ss_c5dfa08251c959b21f30bba343219f2022301e24.1920x1080.jpg?t=1621321598" /></p>

<p>
	<img alt="ss_bd58c19a5326399a998e3cb63418a88922e8d" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365260/ss_bd58c19a5326399a998e3cb63418a88922e8d062.1920x1080.jpg?t=1621321598" /></p>

<p>
	<img alt="ss_40cbda768dc6b154f0762d1f0fa8b377fa488" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365260/ss_40cbda768dc6b154f0762d1f0fa8b377fa4885f3.1920x1080.jpg?t=1621321598" /></p>

<p>
	<img alt="ss_fda1bb8100c000c5968ae3f0cf7981ef1c79f" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365260/ss_fda1bb8100c000c5968ae3f0cf7981ef1c79f7f8.1920x1080.jpg?t=1621321598" /></p>

<p>
	<img alt="ss_2dd16ce963b23dd728700d32252632ff87b3d" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365260/ss_2dd16ce963b23dd728700d32252632ff87b3d692.1920x1080.jpg?t=1621321598" /></p>

<p>
	<img alt="ss_d0a49ee730c12d5420b16ab427b8af02d7c31" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365260/ss_d0a49ee730c12d5420b16ab427b8af02d7c31b14.1920x1080.jpg?t=1621321598" /></p>]]></description><guid isPermaLink="false">27266</guid><pubDate>Tue, 18 May 2021 12:01:07 +0000</pubDate></item><item><title>MotoGP 21: nuovo aggiornamento disponibile</title><link>https://www.drivingitalia.net/home-page/software/motogp-21-nuovo-aggiornamento-disponibile-r27265/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_05/MotoGP2021-03-4K-1920x1080.png.35036fb999934ecf83271f83cb6e6fc3.png" /></p>
<p>
	 
</p>

<p>
	Milestone ha appena rilasciato un corposo aggiornamento per MotoGP 21 (circa 3.8 GB): il nuovo update porta in dote l'aggiornamento di livree e tute per i piloti della classe regina, un nuovo aiuto di guida (Long Lap Penalty automatico), una ricalibrazione dei valori dei piloti del Junior Team in modalità carriera, alcuni fix e miglioramenti relativi alla IA Neurale e altri fix minori.
</p>

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

	<div class="ipsQuote_contents">
		<p>
			– Added Editable Camera Angle<br />
			– MotoGP™ riders and bikes updated to the 2021 season<br />
			– New riding help: Autodrive for Long Lap Penalty<br />
			– Added 3 new patterns for custom suits<br />
			– Career Mode: Re-tuning of the skill of the riders of the Junior Team<br />
			– Career Mode: Re-tuning of the progressions values of the riders of the Junior Team<br />
			– Career Mode: Re-tuning of the reliability of the riders of the Junior Team<br />
			– Several fixes on the Neural AI<br />
			– Minor fixes
		</p>
	</div>
</blockquote>

<p>
	 
</p>]]></description><guid isPermaLink="false">27265</guid><pubDate>Tue, 18 May 2021 11:06:23 +0000</pubDate></item><item><title>KartKraft: aggiunto il supporto a TrackIR</title><link>https://www.drivingitalia.net/home-page/software/kartkraft-aggiunto-il-supporto-a-trackir-r27264/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_05/46a34625d1d5f74c8669154049ea945c03ca3331.jpg.036b9ab24f47665748f50a3d690b5e40.jpg" /></p>
<p>
	 
</p>

<p>
	Con il rilascio del kartodromo di Genk ormai imminente, il team Black Delta ha deciso di effettuare un veloce pit stop per rilasciare un piccolo ma importante aggiornamento per KartKraft: con quest'ultimo update è stato infatti aggiunto il supporto a TrackIR, il popolarissimo sistema di head tracking usato in molti videogiochi e simulatori. Il team ne ha anche approfittato per aggiornare il motore di gioco ad Unreal Engine 4.25.
</p>

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

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

	<div class="ipsQuote_contents">
		<p>
			<u><strong>CHANGES</strong></u>
		</p>

		<ul><li>
				Updated Engine to 4.25
			</li>
			<li>
				Added support for head tracking using TrackIR
			</li>
			<li>
				Fixed a bug which prevented the ability to bind brake input to gamepad
			</li>
		</ul><p>
			<br />
			Please restart Steam if you do not see the update.
		</p>
	</div>
</blockquote>

<p>
	 
</p>]]></description><guid isPermaLink="false">27264</guid><pubDate>Tue, 18 May 2021 11:00:52 +0000</pubDate></item><item><title>Motorsport Games: i primi risultati finanziari mostrano l'investimento nel simracing</title><link>https://www.drivingitalia.net/home-page/software/motorsport-games-i-primi-risultati-finanziari-mostrano-linvestimento-nel-simracing-r27263/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_05/motorsport-games.png.b080e0120261983c09c37b4e4468aec3.png" /></p>

<p>
	 
</p>

<p>
	Motorsport Games ha <strong><a href="https://ir.motorsportgames.com/news-releases/news-release-details/motorsport-games-reports-first-quarter-2021-financial-results" rel="external">reso noti i risultati finanziari</a></strong> del primo quarto dell'anno 2021. Come si può notare dai notevoli investimenti già fatti finora e dai risultati sinora ottenuti e da quelli previsti per i prossimi mesi, gli appassionati di simracing possono essere già decisamente soddisfatti.
</p>

<p>
	Dal comunicato emergono anche alcuni fattori interessanti: Il nuovo gioco di punta della società, NASCAR NXT, dovrebbe essere rilasciato nella seconda metà del terzo trimestre di quest'anno. Inoltre MG ha ulteriormente ampliato la propria partecipazione nell'ambito Le Mans.
</p>

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

	<div class="ipsQuote_contents ipsClearfix" data-gramm="false">
		<p>
			Motorsport Games, Inc. ha riportato oggi i risultati finanziari per il primo trimestre terminato il 31 marzo 2021. La Società ha anche pubblicato un video di revisione del primo trimestre 2021, evidenziando le tappe fondamentali che si sono verificate nel periodo, accessibile nella sezione investor relations del proprio sito web.
		</p>

		<p>
			Dmitry Kozko, CEO di Motorsport Games, ha commentato: “Siamo lieti di annunciare un altro trimestre positivo in termini di costruzione di infrastrutture aggiuntive per far crescere il business. I risultati del nostro primo trimestre dimostrano i progressi che stiamo compiendo nell'attuazione del nostro piano di crescita a lungo termine. Abbiamo avuto successo aggiungendo sviluppatori di talento al nostro team al fine di espandere il nostro portafoglio di giochi di corse. Inoltre, abbiamo migliorato la nostra tecnologia proprietaria, migliorando quindi la nostra capacità di fornire prodotti di prima classe. Riteniamo che le nostre recenti acquisizioni consolidino la nostra posizione di fornitore di riferimento per i giochi di corse e l'intrattenimento di eSport. Abbiamo un impegno costante verso l'innovazione e la crescita mentre continuiamo a cercare opportunità di investimento che creino valore per gli azionisti e continuiamo a portare la gioia dei giochi di corse a tutti i nostri fan in tutto il mondo ".
		</p>

		<p>
			Kozko ha commentato: “Dal completamento dell'IPO a gennaio, abbiamo lavorato per stabilire una presenza globale migliorando le capacità dei nostri studi di sviluppo negli Stati Uniti, nel Regno Unito, in Russia, in Australia e nei Paesi Bassi. La nostra presenza in studio globale è importante in quanto cerchiamo ulteriori opportunità di proprietà intellettuale per espandere la nostra base di fan e diventare il leader di mercato nelle corse automobilistiche virtuali in tutto il mondo ".
		</p>

		<p>
			Per aiutare a raggiungere questo obiettivo, la società ha portato Gérard Neveu dal campionato mondiale di endurance FIA, dove ha guidato la crescita e il successo della serie come CEO negli ultimi 10 anni. Kozko ha osservato: “Gérard sarà determinante nell'aiutarci a costruire e mantenere rapporti con alcune delle più importanti serie di sport motoristici e partecipanti del settore. Siamo entusiasti di accelerare il nostro piano di crescita per stabilire una maggiore presenza globale con l'assistenza di Gérard ".
		</p>

		<p>
			Aspetti salienti del primo trimestre 2021<br>
			I ricavi del primo trimestre sono stati tracciati in anticipo rispetto alle aspettative del management a $ 2,5 milioni. Ciò si confronta con un fatturato di $ 3,2 milioni nel periodo dell'anno precedente, che era più vicino al lancio di un gioco e quando la partecipazione al gioco era ai massimi storici guidati dalla pandemia globale. Il nuovo gioco di punta della società, NASCAR NXT, dovrebbe essere rilasciato nella seconda metà del terzo trimestre di quest'anno. Nel primo trimestre, la Società ha creato e rilasciato NASCAR Heat Ultimate Edition per aumentare i ricavi.
		</p>

		<p>
			La rielaborazione del nuovo franchise NASCAR è nel suo significativo periodo di sviluppo finale e sarà sottoposta ai titolari della piattaforma per test e certificazione. NASCAR NXT dovrebbe essere lanciato nella seconda metà del terzo trimestre di quest'anno.
		</p>

		<p>
			Joint Venture della Le Mans Esports Series.<br>
			La Società ha acquisito un ulteriore 6% di partecipazione nella joint venture di Le Mans che ha portato la proprietà totale al 51% e consente alla Società di consolidare la joint venture di Le Mans nei suoi risultati finanziari in futuro. Inoltre, la joint venture ha stipulato accordi di licenza in cui alla joint venture sono state concesse più licenze esclusive di 10 anni per l'utilizzo di determinate proprietà intellettuali concesse in licenza relative a tema o contenenti il FIA World Endurance Championship e la 24 Ore di Le Mans per gli eSport e Giochi.
		</p>

		<p>
			Consulenti per sport motoristici.<br>
			La società ha assunto Gérard Neveu, promotore di sport motoristici di grande esperienza. Servirà da Motorsports Motorsports Advisor di Motorsport Games, fungendo da canale principale tra Motorsport Games e le serie mondiali di sport motoristici e l'industria automobilistica più ampia nel suo insieme. Neveu sarà responsabile dello sviluppo, del miglioramento e dell'esecuzione di progetti e accordi tra il business degli eSport di Motorsport Games e l'industria del motorsport, garantendo la massima autenticità attraverso le offerte virtuali di Motorsport Games lungo il percorso.
		</p>

		<p>
			Acquisizioni completate.<br>
			Motorsport Games ha completato le acquisizioni di KartKraft e Studio397. Sia Motorsport Games Australia (KartKraft) che Studio397 (rFactor 2) continuano a essere integrati nella Società con tutte le parti che lavorano insieme per sfruttare e integrare personale, processi e tecnologie. Entrambi gli studi forniranno competenze significative e capacità di prodotto a Motorsport Games nei prossimi mesi e anni. La Società ha inoltre annunciato di aver completato l'acquisizione delle restanti azioni in circolazione di 704Games Company.
		</p>

		<p>
			Eventi Esports.<br>
			La Società continua a ospitare il suo evento eSport NASCAR Heat 5, Ultimate Summer Showdown, che è un torneo di eSport di quattro eventi che è iniziato il 30 aprile e culminerà con una finale di punta il 22 luglio.
		</p>

		<p>
			Stephen Hood, Presidente di Motorsport Games, ha dichiarato: "Sono lieto di annunciare che stiamo facendo grandi progressi sul fronte del prodotto, finalizzando NASCAR NXT, che attualmente prevediamo sarà disponibile nella seconda metà del terzo trimestre. Aggiungeremo anche nuove opportunità per piattaforme come Nintendo Switch entro la fine dell'anno. L'integrazione dei nostri nuovi studi, come Motorsport Games Australia, che porterà avanti il prodotto KartKraft e Studio397 con rFactor2, è stata una transizione senza soluzione di continuità per fornirci nuova tecnologia, creatività e competenza. Questo incredibile talento ci aiuterà ad accelerare i nostri interessi commerciali lungimiranti e, insieme, credo che definiremo il futuro degli sport motoristici virtuali ".
		</p>
	</div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27263</guid><pubDate>Tue, 18 May 2021 05:49:49 +0000</pubDate></item></channel></rss>
