<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/156/?d=1</link><description>News: News</description><language>en</language><item><title>TrackDayR disponibile su Steam da oggi, sconto 10%</title><link>https://www.drivingitalia.net/home-page/software/trackdayr-disponibile-su-steam-da-oggi-sconto-10-r27062/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_03/2097287959_trackday.JPG.1cda4cbac5418f1d9d24a00ba277193a.JPG" /></p>

<p>
	 
</p>

<p>
	Gli sviluppatori di <a href="https://www.drivingitalia.net/index.php?/forums/topic/76652-track-day-r-videogame-bike-sim-experience/page/16/#comments" rel="">TrackDayR</a>, simulatore su due ruote in origine chiamato Bike Sim Experience, hanno annunciato stamattina che il nuovo titolo è disponibile ufficialmente da oggi <a href="https://store.steampowered.com/app/1511630/TrackDayR/" rel="external">tramite Steam</a>, con lo sconto del 10%, al prezzo di 17,99€.
</p>

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			<strong>Direttamente dalla fisica e dai libri di testo delle dinamiche delle motociclette</strong><br>
			Le radici di TDR si sono intrecciate fin dall’inizio con i più importanti articoli accademici riguardanti la dinamica motociclistica (ad esempio Cossalter). Abbiamo lavorato duramente per capire la fisica riguardante le moto, in modo da replicarla il più accuratamente possibile in game. Il nostro scripting fisico viene convalidato da formule di simulazione industriale, come Magic Formula di Pacjecka, la quale è stata usata come base per creare il nostro modello fisico degli pneumatici. La nostra intenzione era quella di creare un videogame che potesse dare un’esperienza il più fedele possibile alla vita reale.<br><br><img alt="111bb.jpg?t=1610114958" data-ratio="53.85" width="572" src="https://cdn.cloudflare.steamstatic.com/steam/apps/1511630/extras/111bb.jpg?t=1610114958"><br><br><strong>Realismo ma con divertimento!</strong><br>
			Siamo pienamente impegnati a creare un videogame che potrebbe offrire il massimo realismo disponibile, ma che possa anche essere goduto con un semplice gamepad e senza alcun tipo di frustrazione. TDR sicuramente non è un gioco Arcade, il che significa che, al primo approccio, si commetteranno alcuni errori, come una frenata tardiva, uno sbacchettamento, un impennata improvvisa, una derapata troppo accentuata rovinerà il tuo giro veloce. Grazie a una curva di apprendimento alla portata di chiunque, più correrai più imparerai a conoscere la moto e a raggiungere i tuoi limiti e diventerai un pilota migliore giro per giro. Vogliamo sicuramente che TDR sia il culmine dell’esperienza simulativa, ma anche qualcosa con cui divertirsi un sacco!<br><br><strong>Usura dinamica pneumatici</strong><br>
			Gli pneumatici hanno un’usura dinamica, vengono simulati fisicamente attraverso il punto di contatto della gomma sull’asfalto. In base alle condizioni della pista e al tuo stile di guida è possibile gestire la prestazione dello pneumatico.<br><br><strong>Modelli 3D di Circuiti e Moto in alta definizione!</strong><br>
			Tutti i nostri circuiti sono fedeli riproduzioni di circuiti reali, realizzati professionalmente all’interno del nostro studio. Anche le nostre moto sono riproduzioni di moto reali, fatte tenendo conto di tutte le dimensioni reali ottenute tramite i CAD: pneumatici, sospensioni, forcelle, sterzo, peso, passo, ecc. tutti i dati sono tutti fedelmente riportati nella simulazione.<br><br><strong>Non solo ruote grandi.</strong><br>
			In TDR non vogliamo simulare solo motociclette standard, ma amiamo esplorare altri settori in crescita, come quello delle piccole ruote. Siamo stati supportati da un marchio leader nel settore delle moto da 10″ come Ohvale GP-0, moto utilizzata ufficialmente per allenare un sacco di piloti professionisti, e siamo felici di averla in veste ufficiale nel nostro videogame insieme a marchi prestigiosi come Polini con il suo scooter che ha segnato la svolta nelle gare e YCF, una delle aziende più famose produttrici di pitbike. Le ruote piccole ci permetteranno di spostare la sfida sui circuiti come Adria International Raceway (in versione karting), Jeepers Kart, e il kartodromo Misanino e quindi di aprire una prospettiva completamente nuova sulla simulazione motociclistica.<br><br><strong>Danni dinamici (arriveranno successivamente)</strong><br>
			Le moto avranno danni dinamici. Questi varieranno in base all’entità dell’impatto e influenzeranno le prestazioni della moto.
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</p>
]]></description><guid isPermaLink="false">27062</guid><pubDate>Wed, 17 Mar 2021 13:20:00 +0000</pubDate></item><item><title>Ride 4: disponibile l'Ulster GP con il Bonus Pack 06</title><link>https://www.drivingitalia.net/home-page/software/ride-4-disponibile-lulster-gp-con-il-bonus-pack-06-r27114/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_03/XBOX_TitledHeroArt-3.png.a9fbc63be23296982b5943ac448e3c38.png" /></p>

<p>
	 
</p>

<p>
	E' disponibile il Bonus Pack 06 per Ride 4, che aggiunge in maniera totalmente gratuita il circuito dell'Ulster, dove ogni anno si disputa l'omonimo Grand Prix sul circuito da ben 11 kilometri.
</p>

<p>
	Oltre al tracciato sono stati aggiunti 5 nuovi eventi. Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/80591-milestone-annuncia-larrivo-di-ride4-nel-2020/page/5/&amp;tab=comments#comment-920719" rel="">topic dedicato</a>
</p>

<p>
	<img alt="ss_ebdf8012d6cda5d9a9810d711b975b0754657" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365200/ss_ebdf8012d6cda5d9a9810d711b975b07546572e1.1920x1080.jpg?t=1615881909"></p>

<p>
	<img alt="ss_3d832320924a510f18ba1be1b4fb67c1f4b6f" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365200/ss_3d832320924a510f18ba1be1b4fb67c1f4b6f01e.1920x1080.jpg?t=1615881909"></p>

<p>
	<img alt="ss_22a5a5a059ec026ef526ab964c4fb194ed066" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365200/ss_22a5a5a059ec026ef526ab964c4fb194ed06614b.1920x1080.jpg?t=1615881909"></p>

<p>
	<img alt="ss_d374ff8c990b749c978de671c53165537b188" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365200/ss_d374ff8c990b749c978de671c53165537b188a2a.1920x1080.jpg?t=1615881909"></p>

<p>
	<img alt="ss_6c45bb01e944e2e4078174ef07848f5232a8c" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365200/ss_6c45bb01e944e2e4078174ef07848f5232a8c528.1920x1080.jpg?t=1615881909"></p>

<p>
	<img alt="ss_430354e180092019e4010255347bb6c5abc4c" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365200/ss_430354e180092019e4010255347bb6c5abc4ceeb.1920x1080.jpg?t=1615881909"></p>

<p>
	<img alt="ss_ff944ed71505202398631095d5e89e94ab2bb" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365200/ss_ff944ed71505202398631095d5e89e94ab2bb52e.1920x1080.jpg?t=1615881909"></p>

<p>
	<img alt="ss_ea45e51ee8e727cb30cd4533f4061e4d05008" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365200/ss_ea45e51ee8e727cb30cd4533f4061e4d05008717.1920x1080.jpg?t=1615881909"></p>

<p>
	<img alt="ss_7f1a8b693e21265a20b154a7f91bc399dc5c8" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365200/ss_7f1a8b693e21265a20b154a7f91bc399dc5c8317.1920x1080.jpg?t=1615881909"></p>

<p>
	<img alt="ss_0acdae9a2ec075e364a22f12b7d6085f75ae4" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365200/ss_0acdae9a2ec075e364a22f12b7d6085f75ae4db2.1920x1080.jpg?t=1615881909"></p>
]]></description><guid isPermaLink="false">27114</guid><pubDate>Tue, 16 Mar 2021 21:57:28 +0000</pubDate></item><item><title>rFactor 2: aggiornati quattro tracciati Formula E</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-aggiornati-quattro-tracciati-formula-e-r27110/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_03/Berlin_wp_featured-1024x585.jpg.7c600ac7291a353b723921725adf709d.jpg" /></p>
<p>
	 
</p>

<p>
	Studio 397 ha appena rilasciato una serie di aggiornamenti e miglioramenti alla vettura di Formula E Gen 2 e a quattro dei tracciati dedicati alla Formula E: Hong Kong, Berlino, New York e Lester Electric Docks Test Track.
</p>

<p>
	Gli update sono sostanzialmente una serie di piccoli miglioramenti e piccole correzioni ad animazioni, cartelloni pubblicitari e cut detection oltre ad aggiungere la zona per l'Attack Mode al Lester Test Track.
</p>

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

<blockquote class="ipsQuote" data-ipsquote="">
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		<p>
			<strong><u>Gen 2 Formula E Car</u></strong><br />
			v1.37
		</p>

		<ul><li>
				Updated liveries based on manufacturer feedback
			</li>
		</ul><p>
			<strong><u>Hong Kong E-Prix</u></strong><br />
			v1.83
		</p>

		<ul><li>
				Fixed: Pit official SCN error.
			</li>
			<li>
				Fixed: Cut Detection Issues.
			</li>
			<li>
				Fixed: Minor Material Updates to Road Surfaces.
			</li>
			<li>
				Fixed: Various material errors.
			</li>
			<li>
				Minor Advertisement Updates.
			</li>
		</ul><p>
			<strong><u>Berlin E-Prix</u></strong><br />
			v.1.25
		</p>

		<ul><li>
				Fixed :Closed terrain gaps, new rrbins, fixed lines mapping.
			</li>
			<li>
				Fixed: Hat collision on two objects.
			</li>
			<li>
				Fixed: Pitworker animation.
			</li>
			<li>
				Fixed: irradSpecular and refmap texture flag issues.
			</li>
			<li>
				Fixed: Cut Detection Issues.
			</li>
			<li>
				Fixed: Minor Material Updates to Road Surfaces.
			</li>
			<li>
				Moved Atmospherics to GDB file.
			</li>
			<li>
				Minor Advertisement Updates.
			</li>
		</ul><p>
			<u><strong>New York E-Prix</strong></u><br />
			v.1.19
		</p>

		<ul><li>
				Fixed: Pit officials animation update
			</li>
			<li>
				Fixed: irradSpecular and refmap texture flag issues
			</li>
			<li>
				Fixed: Set atmospherics
			</li>
			<li>
				Fixed: Cut Detection Issues
			</li>
			<li>
				Fixed: Minor Material Updates to Road Surfaces
			</li>
			<li>
				Reduced bumpiness in TDF
			</li>
			<li>
				Rdt balancing
			</li>
			<li>
				More safe cut settings
			</li>
			<li>
				Minor Advertisement Updates
			</li>
		</ul><p>
			<strong><u>Formula E Test Track</u></strong><br />
			v2.19 
		</p>

		<ul><li>
				Fixed: Much stricter track cut detection.
			</li>
			<li>
				Fixed: Camera at SF not able to see down pitlane.
			</li>
			<li>
				Fixed: various collision issues.
			</li>
			<li>
				Fixed: Start light issue.
			</li>
			<li>
				Fixed: Wall shadow issues.
			</li>
			<li>
				Regenerated RRBIN.
			</li>
			<li>
				FE Advertisement updates.
			</li>
			<li>
				Adjusted default session times.
			</li>
			<li>
				Updated Crowds.
			</li>
			<li>
				Added Digital Flags.
			</li>
			<li>
				Road Material updates.
			</li>
			<li>
				Reworked barriers around chicanes.
			</li>
			<li>
				Tightened up T1 Chicane.
			</li>
			<li>
				Revised Cut Corridors.
			</li>
			<li>
				Updated Advertisements.
			</li>
			<li>
				Replaced Tyre Stacks with TecPro.
			</li>
		</ul></div>
</blockquote>

<p>
	<img alt="HongKong.jpg" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/03/HongKong.jpg" /></p>

<p>
	<img alt="Berlin.jpg" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/03/Berlin.jpg" /></p>

<p>
	<img alt="NewYork.jpg" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/03/NewYork.jpg" /></p>

<p>
	<img alt="ElectricDocks.jpg" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/03/ElectricDocks.jpg" /></p>]]></description><guid isPermaLink="false">27110</guid><pubDate>Tue, 16 Mar 2021 17:52:14 +0000</pubDate></item><item><title>Automobilista 2: nuovo update con la serie Stock Car 2021</title><link>https://www.drivingitalia.net/home-page/software/automobilista-2-nuovo-update-con-la-serie-stock-car-2021-r27107/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_03/ss_6d5b93efb2a3afde3bcaf87fa9d879a1e00633be.1920x1080.jpg.df90d2ff26075f0450d117d9f647ed8c.jpg" /></p>

<p>
	 
</p>

<p>
	Automobilista 2 è stato <a href="https://www.drivingitalia.net/index.php?/forums/topic/80985-automobilista-2-official-thread/page/28/#comments" rel="">aggiornato alla v1.1.2.5</a>: si tratta di un'altro update complementare alla versione di fine febbraio, che aggiunge la serie Stock Car 2021, alcuni ulteriori progressi nel supporto G923 e Trueforce e un altro lotto di piccoli miglioramenti e correzioni.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_2021_03/ss_d867c05ec7d2c32d0d5e3964af315d417b05710d.1920x1080.jpg.89b1f8b26335d5c35f959d206f271cb9.jpg" data-fileid="48453" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="48453" data-ratio="56.30" data-unique="8tfwdqf6n" width="1000" alt="ss_d867c05ec7d2c32d0d5e3964af315d417b05710d.1920x1080.jpg" src="https://www.drivingitalia.net/uploads/monthly_2021_03/ss_d867c05ec7d2c32d0d5e3964af315d417b05710d.1920x1080.thumb.jpg.55111b8bb4228dbae73849e46a46b3ed.jpg"></a>
</p>

<p>
	<b><span style="text-decoration: underline">V1.1.2.5 CHANGELOG</span></b><br><b>CONTENT</b>
</p>

<ul><li>
		Added Stock Car 2021 series
	</li>
</ul><p>
	<b>UI &amp; HUD</b>
</p>

<ul><li>
		Fixed AI name occasionally disappearing from list in session timing board
	</li>
	<li>
		Fixed name text being partially clipped in session timing board
	</li>
	<li>
		Added missing DRS on trackmaps of circuits featuring DRS zones (Azure, Hockenheim, Imola, Kansai, Montreal, Nurburgring, Silverstone, Spa-Francorchamps, Spielberg)
	</li>
</ul><p>
	<b>PHYSICS &amp; FFB</b>
</p>

<ul><li>
		Further tweaks and cleanup of new TrueForce device and Logitech sdk support
	</li>
	<li>
		Added pneumatic trail, caster trail, rar wheels forces as customizable variables FFB script
	</li>
	<li>
		Fixed in-session per vehicle FFB adjustments not being maintained when restarting a sessionRevised F-Retro tires
	</li>
	<li>
		Minor tire tread adjustments for F-Vintage, F-Trainer, GT3, P1, intermediate &amp; wet compounds
	</li>
	<li>
		Initial pass on tire wear revisions for various compounds (WIP)
	</li>
	<li>
		Adjusted splitter / Front Wing height sensitivity for Group A, F-Vintage, F-Classic, Copa Classic, Hot Cars, Ginetta G58, Camaro GT4R, F-Trainer, Superkart, ARC Camaro
	</li>
	<li>
		Corrected error on Opala differentials introduced in the previous build which led to it not being fully open
	</li>
	<li>
		Adjusted Ginetta G58 damper rates
	</li>
	<li>
		Adjusted pneumatic trail for Porsches &amp; F-Vintages
	</li>
	<li>
		Reduced pitch &amp; yaw sensitivity for Group C cars
	</li>
	<li>
		Adjusted Procar default rear ARB &amp; clutch setting
	</li>
	<li>
		Minor timing adjustments to F-Ultimate gearbox
	</li>
</ul><p>
	<b>AI</b>
</p>

<ul><li>
		Further callibration of AI wet weather performance
	</li>
	<li>
		Further customized AI brake distance offsets per car
	</li>
	<li>
		Minor Bathurst AI Grip adjustments
	</li>
</ul><p>
	<b>AUDIO</b>
</p>

<ul><li>
		Updated SprintRace transmission whine
	</li>
	<li>
		Updated Porsche 911 GT1 engine &amp; turbo sound
	</li>
	<li>
		Updated McLaren F1 LM: engine sound
	</li>
</ul><p>
	<b>TRACKS</b>
</p>

<ul><li>
		Cascais: Minor art &amp; performance pass
	</li>
	<li>
		Silverstone: Minor art &amp; performance pass
	</li>
	<li>
		Added VR trackside cams to Snetterton 300 &amp; VIR Full
	</li>
	<li>
		Added rainblockers to indoor section of Speedland kart layouts
	</li>
	<li>
		Updated trackside ads for Interlagos &amp; Goiania
	</li>
</ul><p>
	<b>VEHICLES</b>
</p>

<ul><li>
		Super V8: Fixed incorrect team names
	</li>
	<li>
		Stock Corolla: Fixed Brake disc visual glitch
	</li>
	<li>
		Omega StockCar: Fixed the RF wheel arch edge loops
	</li>
	<li>
		Fixed base windscreen textures to fix white windscreen problem on some cars when users turn on livery overrides
	</li>
</ul>
]]></description><guid isPermaLink="false">27107</guid><pubDate>Tue, 16 Mar 2021 07:04:24 +0000</pubDate></item><item><title><![CDATA[American & Euro Truck Simulator 2: nuovo sistema illuminazione con l'update 1.40]]></title><link>https://www.drivingitalia.net/home-page/software/american-and-euro-truck-simulator-2-riceveranno-un-nuovo-sistema-di-illuminazione-con-laggiornamento-140-r27105/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_03/1731563566_maxresdefault(2).jpg.17a6c31c6d987b57810decd5466422b8.jpg" /></p>
<p>
	 
</p>

<p>
	SCS Software ha annunciato che i suoi due trucking sim American Truck Simulator ed Euro Truck Simulator 2 riceveranno un nuovo sistema di illuminazione con l'aggiornamento 1.40: questo nuovo sistema si è rivelato essere il più grande rework grafico affrontato dal team in anni.
</p>

<p>
	Questo sistema fisico di illuminazione rappresenta per la casa di sviluppo il primo cruciale passo verso un miglioramento dell'intero modello fisico del mondo di gioco: anche se non si tratta ancora di un rendering fisico completo, l'update 1.40 rappresenta uno step nella giusta direzione.
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" width="200" data-embed-src="https://www.youtube.com/embed/glv8ONotnKM?feature=oembed"></iframe>
	</div>
</div>

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

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

	<div class="ipsQuote_contents">
		<p>
			<strong>The major internal changes</strong>
		</p>

		<ul><li>
				The scene is lit using real-life intensities (illumination: tens of thousands of lux for the daytime,  tens of lux at night) 
			</li>
			<li>
				To get light ratios into play - the rising sun overpowering street lamp lights and truck headlights, etc. This means we had to adjust all light sources and also readjust every emissive material in the game.
			</li>
			<li>
				We have a new display mapping function for better artistic control (exposure, contrast, toe, shoulder) 
			</li>
			<li>
				We needed to get those real-life intensities onto the computer screen in a similar way as a camera's exposure works. 
			</li>
			<li>
				Improved and more sensitive histogram for exposure selection
			</li>
			<li>
				This is due to the actual exposure being selected differently in every scene, and this varies also with differing light levels and the current weather type. 
			</li>
			<li>
				Light source (street lamps, vehicle lights) changes. 
			</li>
			<li>
				We have switched light sources to a more physical attenuation ('inverse square falloff'). 
			</li>
			<li>
				We are in the process of switching to a physical-unit-based configuration to reduce guesswork. 
			</li>
		</ul><p>
			<strong>But also many smaller visual tweaks </strong>
		</p>

		<ul><li>
				Relightable reflection 
			</li>
			<li>
				Reflections in shop windows and smooth surfaces better matches the time of day and weather 
			</li>
			<li>
				Improved reflection behavior 
			</li>
			<li>
				On truck paint, shop windows, and glass in general 
			</li>
			<li>
				Sun horizon shadow
			</li>
			<li>
				Visible when the sun rises or sets 
			</li>
			<li>
				And a zillion other small tweaks, fixes, and changes.
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>]]></description><guid isPermaLink="false">27105</guid><pubDate>Mon, 15 Mar 2021 18:30:54 +0000</pubDate></item><item><title>iRacing: rilasciata la McLaren 570S GT4</title><link>https://www.drivingitalia.net/home-page/software/iracing-rilasciata-la-mclaren-570s-gt4-r27100/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_03/20210311-McLaren570SGT4.jpg.85cddbdfdf580f6d98e82d35cd7938b3.jpg" /></p>

<p>
	 
</p>

<p>
	Dopo averci mostrato <a href="https://www.drivingitalia.net/index.php?/home-page/software/iracing-ecco-la-nuova-build-season-2-del-2021-r27091/" rel="">la build della Stagione 2 2021</a> il team di Dave Kaemmer ha rilasciato un hotfix contentente, oltre a migliorie e fix vari, la McLaren 570S GT4. La 570S è quindi la terza GT4 ad aggiungersi al roster dopo la Porsche 718 Cayman GT4 e la BMW M4 GT4
</p>

<p>
	Ecco di seguito il changelog completo. Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/83446-iracing-season-2-2021/&amp;tab=comments#comment-920601" rel="">topic dedicato</a>
</p>

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

		<p>
			<strong>AI Racing</strong>
		</p>

		<ul><li>
				The McLaren 570s GT4 is now available for AI Racing!
			</li>
		</ul><p>
			<strong>Pace Car</strong>
		</p>

		<ul><li>
				Logos have been updated for the Sedan Pace Car.
			</li>
		</ul><p>
			<strong>New Damage Model</strong>
		</p>

		<ul><li>
				Fixed some potential instabilities with hyper-extending springs that could cause the Simulator to crash.
			</li>
		</ul><p>
			<u><strong>CARS:</strong></u>
		</p>

		<p>
			<strong>BMW M8 GTE</strong>
		</p>

		<ul><li>
				Toe-out adjustments are no longer allowed for the rear.
			</li>
			<li>
				Toe adjustment increments have been updated to 0.1 mm.
			</li>
			<li>
				English units for display of toe is now in thousandths of an inch.
			</li>
		</ul><p>
			<strong>Chevrolet Corvette C8.R GTE</strong>
		</p>

		<ul><li>
				Toe-out adjustments are no longer allowed for the rear.
			</li>
			<li>
				Toe adjustment increments have been updated to 0.1 mm.
			</li>
			<li>
				English units for display of toe is now in thousandths of an inch.
			</li>
		</ul><p>
			<strong>Dallara IR18</strong>
		</p>

		<ul><li>
				iRacing setups have been updated.
			</li>
		</ul><p>
			<strong>Ferrari 488 GTE</strong>
		</p>

		<ul><li>
				Toe-out adjustments are no longer allowed for the rear.
			</li>
			<li>
				Toe adjustment increments have been updated to 0.1 mm.
			</li>
			<li>
				English units for display of toe is now in thousandths of an inch.
			</li>
		</ul><p>
			<strong>Ford GTE</strong>
		</p>

		<ul><li>
				Toe-out adjustments are no longer allowed for the rear.
			</li>
			<li>
				Toe adjustment increments have been updated to 0.1 mm.
			</li>
			<li>
				English units for display of toe is now in thousandths of an inch.
			</li>
		</ul><p>
			<strong>McLaren 570s GT4</strong>
		</p>

		<p>
			NEW CAR!
		</p>

		<p>
			A new Road Car, the McLaren 570s GT4, is now available!
		</p>

		<ul><li>
				Few manufacturers can match the thrill of driving a McLaren in any class or specification, and the 570S, the legendary brand's foray into the world of GT4s, is no exception. Powered by a 3.8-liter twin turbo V8 engine and sitting on McLaren's carbon fiber MonoCell II chassis, this highly agile machine is the car of choice for a number of customer race teams competing in GT4 formula series around the world. The 570S GT4 broke cover at the 2016 Goodwood Festival of Speed and made its competitive debut in British GT under the brand's own supervision that same year, allowing customers that took delivery of the cars in 2017 to drive a racer that had been refined in real competition. Since then, it's proven to be a highly popular car with anyone who's driven it, setting a high water mark of 140 global podium finishes in 2019.
			</li>
			<li>
				Add the McLaren 570s GT4 to your digital garage by purchasing it from the iRacing Store, here: https://members.iracing.com/membersite/member/CarDetail.do?carid=135
			</li>
		</ul><p>
			<strong>NASCAR Chevrolet Monte Carlo - 1987</strong>
		</p>

		<ul><li>
				For the New Damage Model, adjusted tire and suspension parameters for hyper-extensions and stabilized hinging rear bumpers.
			</li>
		</ul><p>
			<strong>NASCAR Ford Thunderbird - 1987</strong>
		</p>

		<ul><li>
				For the New Damage Model, adjusted tire and suspension parameters for hyper-extensions and stabilized hinging rear bumpers.
			</li>
		</ul><p>
			<strong>Porsche 911 RSR</strong>
		</p>

		<ul><li>
				Toe-out adjustments are no longer allowed for the rear.
			</li>
			<li>
				Toe adjustment increments have been updated to 0.1 mm.
			</li>
			<li>
				English units for display of toe is now in thousandths of an inch.
			</li>
			<li>
				Number boards have been updated.
			</li>
		</ul><p>
			<strong>Porsche 919</strong>
		</p>

		<ul><li>
				Number boards have been updated.
			</li>
		</ul><p>
			<strong>Super Late Model</strong>
		</p>

		<ul><li>
				Camber adjustment ranges have been updated.
			</li>
			<li>
				Fixed a cosmetic issue with the visible rotation of the steering wheel.
			</li>
		</ul><p>
			<u><strong>TRACKS:</strong></u>
		</p>

		<p>
			<strong>Atlanta Motor Speedway</strong>
		</p>

		<ul><li>
				Fixed a ".BMX" file loading error at this track.
			</li>
		</ul><p>
			<strong>Chicagoland Speedway</strong>
		</p>

		<ul><li>
				Track surface parameters have been updated.
			</li>
		</ul><p>
			<strong>Hockenheimring Baden-Württemberg</strong>
		</p>

		<ul><li>
				Track limits have been updated, and gain-time checkpoints have been added at the exit of Turn 1 and Turn 10 to prevent going wide in the run-off area.
			</li>
			<li>
				Rolling start location has been moved to shorten the parade lap time.
			</li>
			<li>
				Improved gravity's grasp of several objects, including: pit buildings, pit walls, track marshals, and cones.
			</li>
			<li>
				Reduced visual popping and enabled collision on some garage buildings.
			</li>
			<li>
				Some wall end-caps have been added.
			</li>
			<li>
				A hole in the fabric of the universe has been patched, preventing drivers from leaving this plane of existence.
			</li>
		</ul><p>
			<strong>Michigan International Speedway</strong>
		</p>

		<ul><li>
				Track surface parameters have been updated.
			</li>
		</ul></div>
</blockquote>

<p>
	<img alt="EwNaUZJXMAcY-DZ?format=jpg&amp;name=4096x409" class="ipsImage" data-ratio="75.08" height="546" width="1000" src="https://pbs.twimg.com/media/EwNaUZJXMAcY-DZ?format=jpg&amp;name=4096x4096"></p>

<p>
	<img alt="EwNaUZKWYAE5khr?format=jpg&amp;name=4096x409" class="ipsImage" data-ratio="75.08" height="546" width="1000" src="https://pbs.twimg.com/media/EwNaUZKWYAE5khr?format=jpg&amp;name=4096x4096"></p>

<p>
	<img alt="EwNaUZEXMAA8cLV?format=jpg&amp;name=4096x409" class="ipsImage" data-ratio="75.08" height="546" width="1000" src="https://pbs.twimg.com/media/EwNaUZEXMAA8cLV?format=jpg&amp;name=4096x4096"></p>

<p>
	<img alt="EwNaUZCWYAUZIP2?format=jpg&amp;name=4096x409" class="ipsImage" data-ratio="75.08" height="546" width="1000" src="https://pbs.twimg.com/media/EwNaUZCWYAUZIP2?format=jpg&amp;name=4096x4096"></p>
]]></description><guid isPermaLink="false">27100</guid><pubDate>Thu, 11 Mar 2021 17:14:36 +0000</pubDate></item><item><title>MotoGP 21: il primo gameplay mostra il long lap penalty</title><link>https://www.drivingitalia.net/home-page/software/motogp-21-il-primo-gameplay-mostra-il-long-lap-penalty-r27097/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_03/maxresdefault.jpg.3eb932ffdf962d64b80de9d733cb1ff2.jpg" /></p>

<p>
	 
</p>

<p>
	Il team italiano Milestone ha rilasciato sul suo canale YouTube il primo video gameplay dedicato a MotoGP 21. Nel breve video è possibile vedere in azione una delle nuove feature del gioco dedicato alla classe regina delle due ruote: il long lap penalty, che costringe il pilota che è stato sanzionato a percorrere un giro più lungo del normale, perdendo qualche secondo.
</p>

<p>
	MotoGP 21 verrà rilasciato il 22 Aprile 2021 su PC, Xbox One, Xbox Series X/S, PS4, PS5 e Nintendo Switch. Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/83463-annunciato-motogp-21-in-arrivo-il-22-aprile-2021/&amp;tab=comments#comment-920140" rel="">topic dedicato</a>
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			Milestone e Dorna Sports S.L. sono finalmente pronte a mostrare il primo gameplay di MotoGP™21, il prossimo capitol dell’inimitabile simulazione su due ruote in arrive su PlayStation 4™, PlayStation 5™, Xbox One, Xbox Series X|S, Nintendo Switch™, PC, Steam ed Epic Games Store il 22 Aprile, 2021.
		</p>

		<p>
			Poiché il gioco avanza nel futuro, l'edizione 2021 presenterà una serie di nuove introduzioni nelle meccaniche del titolo. Una di queste è la nota Long Lap Penalty, una penalità per i piloti che non corrono in modo equo. Ciò consiste nell'aggiunta di diversi secondi ad un giro, se il pilota corre su un percorso al di fuori della pista, che è più lento della normale traiettoria. È davvero un modo utile per i commissari di imporre una penalità minore che potrebbe costare al corridore una sola posizione.
		</p>

		<p>
			Inoltre, MotoGP ™ 21 promette un'esperienza più reale che mai, questo significa che il gameplay mira ad offrire una simulazione di corsa elettrizzante, strategica e adrenalinica. Ci sarà molto altro da discutere presto, quindi rimanete sintonizzati! Nel frattempo, la Long Lap Penalty fa il suo debutto insieme ad una sequenza di gioco che inizia a introdurre il giocatore alla straordinaria sensazione di guida del titolo. MotoGP™21 sarà pubblicato il 22 Aprile 2021 su PlayStation 4™, PlayStation 5™, Xbox One, Xbox Series X|S, Nintendo Switch™, PC, Steam ed Epic Games Store.
		</p>
	</div>
</blockquote>

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]]></description><guid isPermaLink="false">27097</guid><pubDate>Thu, 11 Mar 2021 11:42:00 +0000</pubDate></item><item><title>iRacing: ecco la nuova build Season 2 del 2021</title><link>https://www.drivingitalia.net/home-page/software/iracing-ecco-la-nuova-build-season-2-del-2021-r27091/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_03/iracing.jpg.48ae4df523643e6c453632f97832e054.jpg" /></p>

<p>
	 
</p>

<p>
	<span class="VIiyi" jsaction="mouseup:BR6jm" jsname="jqKxS" lang="it"><span class="JLqJ4b ChMk0b" data-language-for-alternatives="it" data-language-to-translate-into="en" data-phrase-index="0" jsaction="agoMJf:PFBcW;usxOmf:aWLT7;jhKsnd:P7O7bd,F8DmGf;Q4AGo:Gm7gYd,qAKMYb;uFUCPb:pvnm0e,pfE8Hb,PFBcW;f56efd:dJXsye;EnoYf:KNzws,ZJsZZ,JgVSJc;zdMJQc:cCQNKb,ZJsZZ,zchEXc;Ytrrj:JJDvdc;tNR8yc:GeFvjb;oFN6Ye:hij5Wb" jscontroller="Zl5N8" jsdata="uqLsIf;_;$10" jsmodel="SsMkhd" jsname="txFAF"><span jsaction="click:qtZ4nf,GFf3ac,tMZCfe; contextmenu:Nqw7Te,QP7LD; mouseout:Nqw7Te; mouseover:qtZ4nf,c2aHje" jsname="W297wb">La <strong><a href="https://www.drivingitalia.net/index.php?/forums/topic/83446-iracing-season-2-2021/" rel="">stagione 2 del 2021 di iRacing</a></strong> è arrivata!</span></span> <span class="JLqJ4b ChMk0b" data-language-for-alternatives="it" data-language-to-translate-into="en" data-phrase-index="1" jsaction="agoMJf:PFBcW;usxOmf:aWLT7;jhKsnd:P7O7bd,F8DmGf;Q4AGo:Gm7gYd,qAKMYb;uFUCPb:pvnm0e,pfE8Hb,PFBcW;f56efd:dJXsye;EnoYf:KNzws,ZJsZZ,JgVSJc;zdMJQc:cCQNKb,ZJsZZ,zchEXc;Ytrrj:JJDvdc;tNR8yc:GeFvjb;oFN6Ye:hij5Wb" jscontroller="Zl5N8" jsdata="uqLsIf;_;$11" jsmodel="SsMkhd" jsname="txFAF"><span jsaction="click:qtZ4nf,GFf3ac,tMZCfe; contextmenu:Nqw7Te,QP7LD; mouseout:Nqw7Te; mouseover:qtZ4nf,c2aHje" jsname="W297wb">Questa nuova build presenta il leggendario tracciato dell'Hockenheimring Baden-Württemberg, la Super Late Model 2021, una nuova configurazione del tracciato di Sonoma Raceway (IndyCar 2012-2018), la nuova pista sterrata di Bark River International Raceway e molti altri contenuti dirt racing.</span></span></span>
</p>

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</div>

<p>
	 
</p>

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	</div>
</div>

<p>
	<span class="VIiyi" jsaction="mouseup:BR6jm" jsname="jqKxS" lang="it"><span class="JLqJ4b ChMk0b" data-language-for-alternatives="it" data-language-to-translate-into="en" data-phrase-index="2" jsaction="agoMJf:PFBcW;usxOmf:aWLT7;jhKsnd:P7O7bd,F8DmGf;Q4AGo:Gm7gYd,qAKMYb;uFUCPb:pvnm0e,pfE8Hb,PFBcW;f56efd:dJXsye;EnoYf:KNzws,ZJsZZ,JgVSJc;zdMJQc:cCQNKb,ZJsZZ,zchEXc;Ytrrj:JJDvdc;tNR8yc:GeFvjb;oFN6Ye:hij5Wb" jscontroller="Zl5N8" jsdata="uqLsIf;_;$12" jsmodel="SsMkhd" jsname="txFAF"><span jsaction="click:qtZ4nf,GFf3ac,tMZCfe; contextmenu:Nqw7Te,QP7LD; mouseout:Nqw7Te; mouseover:qtZ4nf,c2aHje" jsname="W297wb">Sono stati aggiunti pneumatici da sterrato speciali, reso sterrato il Bristol Motor Speedway ed aggiunta la nuova configurazione rallycrosso del Circuit de Barcelona-Catalunya.</span></span> E' disponibile il nuovo sistema dei danni<span class="JLqJ4b ChMk0b" data-language-for-alternatives="it" data-language-to-translate-into="en" data-phrase-index="3" jsaction="agoMJf:PFBcW;usxOmf:aWLT7;jhKsnd:P7O7bd,F8DmGf;Q4AGo:Gm7gYd,qAKMYb;uFUCPb:pvnm0e,pfE8Hb,PFBcW;f56efd:dJXsye;EnoYf:KNzws,ZJsZZ,JgVSJc;zdMJQc:cCQNKb,ZJsZZ,zchEXc;Ytrrj:JJDvdc;tNR8yc:GeFvjb;oFN6Ye:hij5Wb" jscontroller="Zl5N8" jsdata="uqLsIf;_;$13" jsmodel="SsMkhd" jsname="txFAF"><span jsaction="click:qtZ4nf,GFf3ac,tMZCfe; contextmenu:Nqw7Te,QP7LD; mouseout:Nqw7Te; mouseover:qtZ4nf,c2aHje" jsname="W297wb"> ad altri cinque veicoli, nuovi pneumatici sono stati aggiunti a 14 auto e la IA aggiunta a 17 contenuti.</span></span> Inoltre il <span class="JLqJ4b ChMk0b" data-language-for-alternatives="it" data-language-to-translate-into="en" data-phrase-index="4" jsaction="agoMJf:PFBcW;usxOmf:aWLT7;jhKsnd:P7O7bd,F8DmGf;Q4AGo:Gm7gYd,qAKMYb;uFUCPb:pvnm0e,pfE8Hb,PFBcW;f56efd:dJXsye;EnoYf:KNzws,ZJsZZ,JgVSJc;zdMJQc:cCQNKb,ZJsZZ,zchEXc;Ytrrj:JJDvdc;tNR8yc:GeFvjb;oFN6Ye:hij5Wb" jscontroller="Zl5N8" jsdata="uqLsIf;_;$14" jsmodel="SsMkhd" jsname="txFAF"><span jsaction="click:qtZ4nf,GFf3ac,tMZCfe; contextmenu:Nqw7Te,QP7LD; mouseout:Nqw7Te; mouseover:qtZ4nf,c2aHje" jsname="W297wb">Paint Shop è stato revisionato.</span></span></span>
</p>

<p>
	<span class="VIiyi" jsaction="mouseup:BR6jm" jsname="jqKxS" lang="it"><span class="JLqJ4b ChMk0b" data-language-for-alternatives="it" data-language-to-translate-into="en" data-phrase-index="4" jsaction="agoMJf:PFBcW;usxOmf:aWLT7;jhKsnd:P7O7bd,F8DmGf;Q4AGo:Gm7gYd,qAKMYb;uFUCPb:pvnm0e,pfE8Hb,PFBcW;f56efd:dJXsye;EnoYf:KNzws,ZJsZZ,JgVSJc;zdMJQc:cCQNKb,ZJsZZ,zchEXc;Ytrrj:JJDvdc;tNR8yc:GeFvjb;oFN6Ye:hij5Wb" jscontroller="Zl5N8" jsdata="uqLsIf;_;$14" jsmodel="SsMkhd" jsname="txFAF"><span jsaction="click:qtZ4nf,GFf3ac,tMZCfe; contextmenu:Nqw7Te,QP7LD; mouseout:Nqw7Te; mouseover:qtZ4nf,c2aHje" jsname="W297wb"><strong><a href="https://www.drivingitalia.net/index.php?/forums/topic/83446-iracing-season-2-2021/" rel="">Qui di seguito</a></strong> la lista completa delle novità, migliorie e bugfix implementati nella nuova release.</span></span></span>
</p>

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			Season highlights include:<br>
			• Super Late Model (upgraded for 2021)<br>
			• Circuit de Barcelona-Catalunya - Rallycross<br>
			• Bark River International Raceway<br>
			• Bristol Motor Speedway - Dirt<br>
			• Hockenheimring Baden-Württemberg<br>
			• Sonoma Raceway - IndyCar 2012-2018<br>
			• Paint Shop Overhaul<br>
			• Stockcar Dirt Tires<br>
			• Smoke and Dust Volumetric and Lighting Updates<br>
			• Replay Audio Processing - Compression and Distortion DSP Effects<br>
			• A new Pace Car<br>
			• New Damage Model (Dallara iR-01, Formula Renault 2.0, NASCAR Chevrolet Monte Carlo - 1987, NASCAR Ford Thunderbird - 1987, and Street Stock)<br>
			• New Tires (Aston Martin DBR9 GT1, Audi 90 GTO, BMW M4 GT4, Chevrolet Corvette C6.R GT1, Ford GT GT2, Indy Pro 2000 PM-18, Porsche 718 Cayman GT4 Clubsport MR, Supercars Ford Mustang GT, Supercars Holden ZB Commodore, USF 2000, [Legacy] Riley MkXX Daytona Prototype - 2008, [Legacy] V8 Supercar Ford Falcon - 2009, [Legacy] V8 Supercar Ford FG Falcon - 2014, and [Legacy] V8 Supercar Holden VF Commodore - 2014)<br>
			• AI Racing Content (Audi R8 LMS, BMW M4 GT3, Ferrari 488 GT3, Ford GT GT2/GT3 - Ford GT GT3, Lamborghini Huracán GT3 EVO, McLaren MP4-12C GT3, Mercedes-AMG GT3, Auto Club Speedway - Oval, Hockenheimring Baden-Württemberg (ALL), Las Vegas Motor Speedway - Oval, New Hampshire Motor Speedway - Road Course with South Oval, and New Hampshire Motor Speedway - Oval)
		</p>
	</div>
</blockquote>

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	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27091</guid><pubDate>Sun, 07 Mar 2021 14:24:00 +0000</pubDate></item><item><title>Strategia ad ampio raggio: Motorsport Games, Studio 397, NASCAR, rFactor 2, BTCC...</title><link>https://www.drivingitalia.net/home-page/software/strategia-ad-ampio-raggio-motorsport-games-studio-397-nascar-rfactor-2-btcc-r27084/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_03/Elliott-truck.jpg.d0b3bc69c415463373880ac7527e4faa.jpg" /></p>

<p>
	 
</p>

<p>
	La notizia dell'<a href="https://www.drivingitalia.net/index.php?/home-page/software/motorsport-games-scatenata-acquisisce-studio-397-e-rfactor-2-r27083/" rel="">acquisizione da parte di Motorsport Games dello Studio 397</a>, che sta dietro al progetto rFactor 2, ha già profondamente scosso il mondo del simracing. I compratori hanno già voluto rassicurare tutti gli appassionati, spiegando che non solo rFactor 2 non subirà rallentamenti nello sviluppo, ma anzi beneficerà di ulteriori risorse - finanziarie, tecniche, infrastrutturali ed editoriali - per crescere ulteriormente.
</p>

<p>
	Motorsport Games ha anche svelato le intenzioni future riguardanti un nuovo progetto NASCAR. L'attuale gioco NASCAR Heat, infatti, è sviluppato su Unity, un motore ideale per titoli non troppo complessi. “Quello che ci siamo proposti di fare è ricostruire completamente la serie NASCAR. Ci abbiamo lavorato negli ultimi due anni con la migliore tecnologia, nella quale Studio 397 gioca un ruolo enorme. In definitiva, sentiamo di essere sulla strada per qualcosa di incredibilmente speciale ", ha detto Paul Coleman, Director of Design di Motorsport Games.
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="48388" href="https://www.drivingitalia.net/uploads/monthly_2021_03/March-Update-1.jpg.e9a1b0ad7a73ccaee7bf587b23fdb464.jpg" rel=""><img alt="March-Update-1.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="48388" data-ratio="56.30" data-unique="qpk1pz9jv" width="1000" src="https://www.drivingitalia.net/uploads/monthly_2021_03/March-Update-1.thumb.jpg.d0c6ccbb0c05ba2574dbfbbbf4dafec8.jpg"></a>
</p>

<p>
	"NASCAR potrebbe non essere la scelta ovvia per qualcuno dall'Europa, ma io stesso come sim-racer mi sono goduto molte gare NASCAR in un campionato locale. È una sfida strategica interessante guidare sugli ovali, che è qualcosa che ho imparato ad apprezzare", ha detto Marcel Offermans, Managing Director di Studio 397.
</p>

<p>
	Possiamo quindi supporre che il prossimo gioco NASCAR includerà una parte di tecnologia di rFactor 2 all'interno della sua struttura. Da tenere in considerazione, tuttavia, che Paul ha sottolineato che, sebbene sarà un grande miglioramento a livello di guida, il gioco sarà comunque accessibile a tutti.
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="48386" href="https://www.drivingitalia.net/uploads/monthly_2021_03/NASCAR-Heat-5.jpg.e816c029f664b6b8687cfeaa059ca0aa.jpg" rel=""><img alt="NASCAR-Heat-5.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="48386" data-ratio="56.30" data-unique="z5y60anv3" width="1000" src="https://www.drivingitalia.net/uploads/monthly_2021_03/NASCAR-Heat-5.thumb.jpg.05e807c235f0c182ce462a77df2bd2fa.jpg"></a>
</p>

<p>
	"Spesso vediamo discussioni sul fatto che le gare di simulazione siano elitarie o forse troppo difficili e c'è solo un'alternativa che è un'esperienza arcade casuale, ma non la vedo così. Crediamo nell'autenticità e se fai un'esperienza autentica, penso che puoi creare qualcosa che catturi un pubblico molto più ampio. Quando crei un gioco con licenza come NASCAR, hai bambini di appena due o tre anni fino a piloti esperti nella vita reale che cercano qualcosa da fare quando non corrono al fine settimana. Crediamo di poter costruire un motore di gioco che renda l'auto più facile da controllare ma anche molto più piacevole da guidare. Man mano che impari a padroneggiare quell'esperienza di guida, puoi iniziare a giocare con gli assist abbassandoli per iniziare a farti un'idea di com'è quella macchina e avvicinarti il più possibile all'esperienza del mondo reale ".
</p>

<p>
	Quindi in sostanza, se da un lato rFactor 2 continua per la sua strada ma con il supporto necessario per portare più funzionalità e contenuti, la serie NASCAR ottiene il riavvio di cui aveva bisogno con l'aiuto, i consigli e la tecnologia di Studio 397.
</p>

<p style="text-align: center;">
	<img alt="btcc.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="48387" data-ratio="66.22" data-unique="oymviusga" width="900" src="https://www.drivingitalia.net/uploads/monthly_2021_03/btcc.jpg.77be0d2244e26170a6914bd93734c124.jpg"></p>

<p>
	Non dimentichiamoci però che Motorsport Games ha la licenza anche per il British Touring Car Championship e la 24 Ore di Le Mans, oltre all'appena acquisita licenza del simulatore di go-kart KartKraft, creando persino un nuovo studio, Motorsport Games Australia.
</p>

<p>
	“Siamo estremamente ambiziosi. Non vogliamo solo creare giochi di corse con licenza. Vogliamo catturare l'essenza di ciò che rende speciale un particolare sport motoristico. Portare a bordo Studio 397 è un'enorme aggiunta per noi. Portano così tanta conoscenza, esperienza e passione per le corse che rende le nostre vite molto più facili dal punto di vista del game design. Possiamo chiedere a Studio 397: questo è un prodotto BTCC, ma cosa rende il BTCC speciale e come possiamo catturarlo dal modo in cui le auto guidano e l'IA si comporta?", ha spiegato Paul di Motorsport Games.
</p>

<p>
	Il rapporto tra Studio 397 e Motorsport Games è stato consolidato dietro le quinte, come spiega Marcel. "Stiamo già lavorando con Motorsport Games da un paio d'anni al titolo NASCAR e a molti eventi di eSport. Potrebbe sembrare una sorpresa per alcuni, ma è qualcosa su cui stiamo lavorando da un po' di tempo e ci sentiamo molto a nostro agio con questa fusione e non vediamo l'ora che arrivi un brillante futuro insieme".
</p>

<p style="text-align: center;">
	<img alt="enascar-pro-invitational-news-960x510-1.png" class="ipsImage ipsImage_thumbnailed" data-fileid="48390" data-ratio="53.13" data-unique="mkp9v3yhj" width="960" src="https://www.drivingitalia.net/uploads/monthly_2021_03/enascar-pro-invitational-news-960x510-1.png.44a7a3a5fc61c77d5cf64ab2ba87cd4b.png"></p>

<p>
	Quindi riassumendo, nei prossimi mesi dovremmo avere fra le mani un KartKraft che finalmente lascia l'Early Access, rFactor 2 che continua il suo sviluppo ed un titolo NASCAR ufficiale finalmente tutto nuovo, oltre alle ulteriori novità che nei prossimi anni dovrebbero arrivare dal fronte BTCCe Le Mans...
</p>

<p>
	Il campionato NASCAR è la serie motoristica più importante d'America, seguita da milioni di fans e che muove milioni di dollari in sponsor e partnership. Non meraviglia affatto quindi che Motorsport Games voglia riportare in auge un titolo ufficiale con licenza NASCAR che, negli ultimi tempi, è stata decisamente "offuscata" dalla saga di NASCAR Heat, titoli assolutamente mediocri, anche nelle vendite. Naturalmente il producer punta alla grande massa degli appassionati NASCAR, quindi il pubblico più vasto possibile, non certo la nicchia dei simdrivers più intransigenti, che peraltro possono tranquillamente sfogarsi su iRacing. Il prossimo titolo NASCAR non sarà quindi per forza di cose un simulatore puro, come già ammesso da Paul Coleman, ma certamente potrà dare ulteriore forza e spinta all'intero panorama della guida virtuale.
</p>

<p>
	Voi cosa ne pensate? <a href="https://www.drivingitalia.net/index.php?/forums/topic/83520-motorsport-games-%C3%A8-scatenata-e-acquisisce-anche-studio-397-e-rfactor-2/&amp;tab=comments#comment-920409" rel="">Ditecelo sul forum dedciato</a>.
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="jpg" data-fileid="48389" href="https://www.drivingitalia.net/uploads/monthly_2021_03/March-Update-2.jpg.b24088a81ee3f7d873a6e334e593ed4b.jpg" rel=""><img alt="March-Update-2.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="48389" data-ratio="56.30" data-unique="z0a28gy32" width="1000" src="https://www.drivingitalia.net/uploads/monthly_2021_03/March-Update-2.thumb.jpg.4b756d7b1d86d341e8e08491016253e6.jpg"></a>
</p>
]]></description><guid isPermaLink="false">27084</guid><pubDate>Thu, 04 Mar 2021 17:50:00 +0000</pubDate></item><item><title>rFactor 2: nuova build di Marzo disponibile</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-nuova-build-di-marzo-disponibile-r27085/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_03/March-Update-2.jpg.aacc7e8555f833e6da5010c9df3faa40.jpg" /></p>

<p>
	 
</p>

<p>
	Il team Studio 397 ha appena rilasciato una nuova build aggiornata del suo rFactor 2. L'update porta con sè varie migliorie e tanti bugfix, inoltre gli sviluppatori ci spiegano come intendono procedere con le varie release "candidate" e "beta" del software.
</p>

<p>
	<a href="https://www.drivingitalia.net/index.php?/forums/forum/202-rfactor-2-by-isi/" rel="">Commenti sul forum dedicato in italiano</a>.
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_2021_03/March-Update-1.jpg.863fdc9839585a935c7b1b0368a47dbd.jpg" data-fileid="48383" data-fileext="jpg" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="48383" data-ratio="56.30" data-unique="j9bky4h4m" width="1000" alt="March-Update-1.jpg" src="https://www.drivingitalia.net/uploads/monthly_2021_03/March-Update-1.thumb.jpg.ea2c4a12d8a1f7ccabefbc439cf48ccc.jpg"></a>
</p>

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

	<div class="ipsQuote_contents ipsClearfix" data-gramm="false">
		<p>
			New build day!
		</p>

		<p>
			Today we are very pleased to release another new build update to rFactor 2, as we deploy the latest ‘release-candidate’ update to the simulation and transition our former release-candidate branch to become the main public ‘opt-out’ version of rFactor 2. 
		</p>

		<p>
			The new build deployed today comes ahead of our next content release for rFactor 2 – the Diriyah E-Prix Formula E street circuit – which should be made available to purchase in the rFactor 2 Steam Store later this evening.
		</p>

		<h2>
			How build update branches work
		</h2>

		<p>
			We now have three separate branches of rFactor 2 for players to select, and depending on your individual requirements you may have a preference for the particular build you wish to use when launching rFactor 2. Below we will quick a quick overview of what each build is, ahead of looking into the detail of the latest changes.
		</p>

		<p>
			<strong>‘Opt-Out’</strong> – This is the main public build of rFactor 2, without any beta branches or additional early updates applied. This is the build that will be available as default. 
		</p>

		<p>
			<strong>Release-Candidate</strong> – This build will always feature the latest updates and improvements that have been introduced by our development team ahead of main public release. Although these changes will have been reviewed by our test team here at Studio 397 prior to deployment, we will use this build branch to give our users the opportunity to opt into these changes early, and report any unexpected issues that may or may not occur before we launch to the main public ‘opt-out’ branch of the software.
		</p>

		<p>
			<strong>Previous-Build </strong>– Our new ‘previous-build’ branch will contain a copy of the last public ‘opt-out’ version of rFactor 2, prior to updates being deployed, should any communities need to revert to the last known stable branch of the software for any reason. 
		</p>

		<p>
			As we release new updates for rFactor 2, each branch will ‘move up’ to the next step of the branch ladder, from ‘release-candidate’ to ‘opt-out’ to ‘previous-build’, replaced by the respective new updated version. 
		</p>

		<figure class="wp-block-image size-large"><img alt="steam.png" class="wp-image-10397" height="585" loading="lazy" sizes="(max-width: 830px) 100vw, 830px" srcset="https://www.studio-397.com/wp-content/uploads/2021/03/steam.png 830w, https://www.studio-397.com/wp-content/uploads/2021/03/steam-300x211.png 300w, https://www.studio-397.com/wp-content/uploads/2021/03/steam-768x541.png 768w" width="830" src="https://www.studio-397.com/wp-content/uploads/2021/03/steam.png"></figure><p>
			With that all out of the way, let’s move on to what new updates and improvements we can look forward to in this latest release-candidate build that has been deployed to Steam today. 
		</p>

		<h2>
			New release candidate build
		</h2>

		<p>
			In this latest update the development team here at rFactor 2 have been working hard to continue to address a selection of bugs and missing features from the current build of rFactor 2. Of course, this is very much an ongoing piece of work and will continue to be worked on by the team here at Studio 397, however we are pleased to report that plenty of progress has been made by the development team already in regard to our ongoing progress, as you will be able to see in the below update notes. 
		</p>

		<h3>
			March 4th Release Candidate Notes – release-2021-2 (Client Steam Build ID 6276424)
		</h3>

		<h3 id="rFactor2|March2021NewBuildRelease-Changelog">
			Changelog
		</h3>

		<h3 id="rFactor2|March2021NewBuildRelease-General">
			General
		</h3>

		<ul><li>
				Fixed an issue enforcing physics upgrades
			</li>
			<li>
				Fixed an issue where custom skins would be allowed even when the server does not allow them.
			</li>
			<li>
				Fixed an issue where a custom skin would glow white after changing session if skin transfers are disabled. Also ensures other players see you with the default skin of your car.
			</li>
			<li>
				Fixed an issue where a series does not initialize correctly on first time use. This would manifest in not being able to select upgrades when joining a competition.
			</li>
			<li>
				Fixed an issue where FFB changes would not register until you go to the track for the second time.
			</li>
			<li>
				Fixed a crash to desktop during game load when the current selected series was uninstalled, however the install file remains in packages folder.
			</li>
			<li>
				Removed a setting that exited the game after leaving a server
			</li>
			<li>
				Added extra logging during the loading of content for debugging purposes
			</li>
		</ul><h3 id="rFactor2|March2021NewBuildRelease-HUD">
			HUD
		</h3>

		<ul><li>
				Fixed an issue where the time remaining in a race session would not be shown.
			</li>
			<li>
				Message centre now displays same name/value as show in the garage screen when changing vehicle settings
			</li>
		</ul><h3 id="rFactor2|March2021NewBuildRelease-Graphics">
			Graphics
		</h3>

		<ul><li>
				Fixed an issue where secondary wet weather reflections would not show on roads. (The reflections from a damp road surface, rather than puddles)
			</li>
			<li>
				Fixed some issues which could cause graphical glitches in the skies.
			</li>
			<li>
				Fixed VR UI boundaries showing a faint black line when in game
			</li>
		</ul><h3 id="rFactor2|March2021NewBuildRelease-UI">
			UI
		</h3>

		<ul><li>
				Added driver and car info displays to full screen replay; steering, throttle, brake, clutch, speed, rpm, gear and g-force traction circle. This information will also be shown live for a driver.
			</li>
			<li>
				Fixed an issue where Wheel Loads were not shown in the UI
			</li>
			<li>
				Fixed an issue where the UI would run at uncapped FPS
			</li>
			<li>
				Fixed an issue where the refresh button in package management would not detect newly copied in files in the packages folder
			</li>
			<li>
				Fixed an issue where real road settings weren’t reset in the session settings screen if the user changes track.
			</li>
			<li>
				Fixed an issue where session settings would remain from a previously selected series
			</li>
			<li>
				Now automatically update the favourite server list on race screen after adding or removing a favourite.
			</li>
			<li>
				Fixed an issue where Tracks, Cars and other components would inherit the uninstall status of the last series.
			</li>
			<li>
				Fixed wrong driver name displaying in replay when there was a driver swap
			</li>
			<li>
				Fixed an issue where disqualified drivers could still go to track
			</li>
			<li>
				Fixed an issue when joining a server the ui would display invalid cars
			</li>
			<li>
				Fixed an issue where a server client mismatch was reported the wrong way around
			</li>
			<li>
				Removed language toggle from player profile
			</li>
		</ul><h3 id="rFactor2|March2021NewBuildRelease-Modding">
			Modding
		</h3>

		<ul><li>
				Added reporting for driveable surfaces which are not defined in the TDF file in ModDev
			</li>
			<li>
				Fixed issues with using Vertex Colour in the Standard Blend Shader
			</li>
		</ul><figure class="wp-block-image size-large">
			 
		</figure><h2>
			‘Opt-out’ public build
		</h2>

		<p>
			As we have developed a new release candidate, with all the latest changes and improvements we have brought to the simulation, the time is right to now migrate our current ‘release candidate’ to the main public build of rFactor 2. This means that the default public branch of the simulation will automatically be updated to incorporate the changes from our existing ‘Release Candidate’, in effect turning the <a href="https://www.studio-397.com/2021/02/february-build-update-and-indianapolis-pbr-release/" rel="external"><strong>build that we released under the RC banner back on February 10th</strong></a> into the main public build of the simulation. 
		</p>

		<p>
			For those of you wishing to review the changes that will form the main ‘opt-out’ build of rFactor 2 from today, please find below the update notes that originally formed our February 10th ‘release candidate’ build deployment:
		</p>

		<h3>
			March 4th Opt-Out Notes – release-2021-1
		</h3>

		<ul><li>
				We’ve removed the Max 2012 plugins as they no longer work, and provided the last working Max 2017 plugins. We have no intention to upgrade them any longer as we can’t get these versions of Max any more to test. Furthermore, we urge the modding community to upgrade to current Max versions.
			</li>
			<li>
				Fixed: Reflection mapper in Scene Viewer, so it renders from the same point as the user sees.
			</li>
			<li>
				Fixed: Bind a mouse click to any input control.
			</li>
			<li>
				Fixed: Issues with showroom performance.
			</li>
			<li>
				Fixed: Missing error prompt when textures are missing from content.
			</li>
			<li>
				Fixed: Issue with a white screen you get when you try to assign a control.
			</li>
			<li>
				Fixed: Visible damage sometimes corrupting car bodies, to properly fix the hotfix that temporarily disabled the visible damage.
			</li>
			<li>
				Fixed: Issue where clouds could show similar corruption as car bodies.
			</li>
			<li>
				Fixed: Showroom Upgrades not displaying which require MAS Files.
			</li>
			<li>
				Fixed: Glitch where “the lights would suddenly go off” when transitioning from light to dark at dusk.
			</li>
			<li>
				Fixed: Exploit where you could still set the FE car to use 250kW in the setup in a race when that setting is reserved for “attack mode”.
			</li>
			<li>
				Fixed: Overlays would not correctly follow the attack mode countdown timing.
			</li>
			<li>
				AIW Editor: Added new line smoothing option, and added soft selection for manual adjustments.
			</li>
			<li>
				Added an internal option to the player.json to turn off multi-threading in the UI. Defaults to “on”.
			</li>
			<li>
				Added code support, so we can detect a disabled Steam overlay, to warn you about why a shopping cart won’t show up.
			</li>
			<li>
				Changed how a dedicated server shuts down when asked so it no longer crashes with a non-zero return code.
			</li>
			<li>
				Pausing sessions in a dedicated server will now only pause the first one.
			</li>
			<li>
				Increased an internal timeout when talking to Steam to give it more time before we give up or retry.
			</li>
			<li>
				Scene Viewer Changes: Moved Web UI Port to 5396 by default and added support for up to 128 scenes in configuration file
			</li>
		</ul><p>
			As mentioned at the beginning of this article, we have also taken the decision to retain what was until today the main opt-out public branch of rFactor 2 – this will now become the ‘previous-build’ branch, and will remain active for players to select until the next time we deploy a release candidate build, whereupon the current release candidate will be migrated to the public build, and that current public build will then become the ‘previous-build’ branch. 
		</p>

		<p>
			We hope you enjoy the new update(s) to rFactor 2, and we look forward to continuing to work hard behind the scenes as we look to further develop and improve the simulation in the weeks, months and years ahead.
		</p>
	</div>
</blockquote>

<p>
	 
</p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_03/March-Update-4-1920x1080.jpg.a90eeaa152148a6e57d2fc8fa0e9213d.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48384" src="https://www.drivingitalia.net/uploads/monthly_2021_03/March-Update-4-1920x1080.thumb.jpg.481b67a3b0c2cc9426d15f6c5ac407e3.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="March-Update-4-1920x1080.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_03/rFactor-2-Diriyah-Release-1-1.jpg.d2de2bc51d16b1f0736193e768d9e6d1.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48385" src="https://www.drivingitalia.net/uploads/monthly_2021_03/rFactor-2-Diriyah-Release-1-1.thumb.jpg.b7523685a751e0601639d614d6a14df9.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rFactor-2-Diriyah-Release-1-1.jpg"></a></p>
]]></description><guid isPermaLink="false">27085</guid><pubDate>Thu, 04 Mar 2021 17:20:36 +0000</pubDate></item></channel></rss>
