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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/160/?d=1</link><description>News: News</description><language>en</language><item><title>Automobilista 2 Gennaio 2021 Development Update</title><link>https://www.drivingitalia.net/home-page/software/automobilista-2-gennaio-2021-development-update-r27026/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_02/automobilista-2.jpg.a36bcedf84cbc7398739c8159257652b.jpg" /></p>

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<p>
	Reiza Studios ha pubblicato il nuovo <a href="https://forum.reizastudios.com/threads/automobilista-2-january-2021-development-update.15488/?fbclid=IwAR0tlAQtslF5UaNfB_ErKP_SeLMCSwowZ81k-l6KBx8TbN_4NHjzHOjaNsE" rel="external">Development Update</a> del mese di Gennaio relativo al suo Automobilista 2. Fra le novità in fase di sviluppo ed in arrivo entro il mese di Febbraio, troviamo il circuito di Spa-Francorchamps nella configurazione storica della pista del 1993!
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<p>
	Per  commenti fate <a href="https://www.drivingitalia.net/index.php?/forums/topic/80985-automobilista-2-official-thread/page/28/#comments" rel="">riferimento al forum dedicato</a>.
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			Greetings Everyone! Here we are for the first dev update of what promises to be a very exciting year for Automobilista 2.<br><br>
			We have started the year as we left off 2020, with foot hard on the gas and already deploying a couple of substantial updates to bring some important core developments to physics &amp; AI. Along with another batch of general developments, the latest v1.1.1.0 release has also introduced a couple of neat Ginetta G40 variants nicely filling that tin top club racing niche that was still under represented in AMS2.<br><img alt="011.jpg" class="bbCodeImage LbImage" data-ratio="75.08" style="" width="999" src="https://forum.reizastudios.com/attachments/011-jpg.12502/"><br><br>
			Even before the update went out, we were already pushing towards some of the steps that will follow in the coming months - let´s take a closer look into those...<br><br><b><span style="font-size: 22px"><span style="text-decoration: underline">2021 Roadmap - Fast, But Steady</span></span></b><br><br>
			As suggested in the last two dev updates, we have been opting to slightly throttle back on our release schedule for new content relative to our original roadmap in these recent updates. We will continue to put more focus towards developing existing content and other core game developments, with new content progressing in parallel and at a more steady but still quite productive pace - current plans forecast a ratio of about 2-3 new cars / 1 track per month for the remainder of 2021 (not to be confused with an equivalent release ratio as some of that content will be part of the larger expansion packs).<br><br>
			For a similar reason we are also going to hold a bit longer on publishing our complete 2021 Roadmap until we have finalized our initial assessment of the planned features and finalized the remaining licensing deals for the content to be released this year, which we expect to take a few more weeks.<br><br>
			What we can advance already is that given this slightly stretched schedule, which will see the release of some content initially planned for 2021 rolling into 2022, we are also stretching the Season Pass term to cover all of our 2022 DLC releases. The Season Pass now should cover everything we have already planned to release for AMS2, not only retaining but expanding its value with some further not-yet announced items added to the overall package.<br><br>
			Even though part of the reason for holding on publishing the 2021 roadmap a bit longer is to ensure what we eventually come to present is a more reliable plan, we´d hope users will still keep in mind as we advance that the roadmap or even the shorter term plans usually presented in these dev updates are still targets that we can elect to flex if we find it necessary or useful to do so - neither the roadmaps nor dev updates should be taken as a commitment to a schedule but rather as a rough overview of our development plans, presented with the intent of giving our users some foresight into what they may expect going forward.<br><br>
			With all this said, we can also confirm we will continue our routine of major monthly updates all through 2021, and we do have some concrete milestones for the next couple of months we can already share - so let´s expand on that <img alt=":)" class="mceSmilieSprite mceSmilie1" data-ratio="100.00" title="Smile    :)" width="1" src="https://forum.reizastudios.com/styles/default/xenforo/clear.png"><br><br><b><span style="text-decoration: underline"><span style="font-size: 22px">Coming Up in February</span></span></b><br><br>
			Excepting the usual likely hotfix for the v1.1.1.0 update sometime over the next week, our next major update should arrive as usual towards the end of February. Here are some of the highlights planned for it:<br><br><img alt="spa93_wip.jpg" class="bbCodeImage LbImage" data-ratio="75.08" style="" width="999" src="https://forum.reizastudios.com/attachments/spa93_wip-jpg.12500/"><br>
			Our track team is still working on Belgian territory, now taking a trip back in time to retro-reform our <b>Spa-Francorchamps to its 1993</b> version.<br><br>
			The track was originally supposed to be based on its 1991 configuration, but we´ve opted to switch to the 1993 version thanks to higher quality reference material. Also, although the track configuration remained the same throughout the 80s and Early 90s, the 1993 revision featured some small adjustments to the curb profiles at the Bus Stop double chicane which remained largely unaltered until 2002, and contributed to a better flow of the track in that last part of the lap.<br><br><img alt="006.jpg" class="bbCodeImage LbImage" data-ratio="75.08" style="" width="999" src="https://forum.reizastudios.com/attachments/006-jpg.12498/"><br>
			The much anticipated <b>Group C</b> Sauber Mercedes C9 and Porsche 962C duo will finally arrive in next month´s update, suitably in combo with its contemporary version of Spa-Francorchamps.<br><br>
			Similar to the GT1 cars that arrived in December, the Group C class represented another golden era in sports cars in history, and these two models were front-runners at its peak in the late 1980s, when it approached F1 in terms of both popularity and performance.<br><br>
			Having the series represented in Automobilista 2´s historical roster was therefore a no-brainer choice, and we are thrilled to see their arrival is finally just around the corner!<br><br><img alt="002.jpg" class="bbCodeImage LbImage" data-ratio="75.08" style="" width="999" src="https://forum.reizastudios.com/attachments/002-jpg.12501/"><br>
			Another much anticipated historical content arriving in the next update is the <b>1999 GM Omega Stock Car</b> - the last "proper' Stock Car to race in the series before the dawn of the prototype era in the 2000s, the Stock Car Omega was still largely based on its production counterpart which replaced the Opala in the Brazilian market during the 90s. It also shared a lot of its DNA with its Australian cousin, the Holden Commodore.<br><br>
			The introduction of the 1999 Stock Car series will complete our tribute to the prime Brazilian championship on the verge of the 10th Anniversary of our very first title, Game Stock Car released in 2011. Time does fly when you are having fun!<br><br>
			The February Update should also feature some further Quality of Life improvements and fixes, the biggest priorities being to rectify some persisting reliability issues with FFB and Multiplayer.<br><br><b><span style="text-decoration: underline"><span style="font-size: 22px">Later On...</span></span></b><br><br>
			The late March 2021 update will mark the first Anniversary of AMS2 EA release, and we´re pushing to mark the occasion with an even bigger update than usual.<br><br>
			On the content front, the March update will be fairly packed with some very interesting new cars, but we´ll save discussing more about these for next month <img alt=";)" class="mceSmilieSprite mceSmilie2" data-ratio="100.00" title="Wink    ;)" width="1" src="https://forum.reizastudios.com/styles/default/xenforo/clear.png"><br><br>
			Besides another substantial batch of QoL developments, the March Update will finally see the arrival of the highly anticipated Custom Championship Tool - we have again elected to push its release a bit further down the line not only to ensure everything is working well, but also to make a more feature rich release, including some further customization options for weather, track conditions, opponent and class selection which are not currently in the game but that are expected to be introduced along with the tool itself.<br><br>
			We´ll expand more on the above in next dev update, but here´s a small WIP preview of the configuration screen where users will be able to configure their championship rounds:<br><br><img alt="image_2021_01_30T13_22_21_999Z.png" class="bbCodeImage LbImage" data-ratio="75.08" style="" width="999" src="https://forum.reizastudios.com/attachments/image_2021_01_30t13_22_21_999z-png.12503/"><br><br>
			The March Update will also see some more promising developments to the LiveTrack and Weather systems, aiming further fulfill the potential of the excellent technology we have in the Madness engine. Again, we´ll hold from spilling the beans too soon, but rest assured there are some exciting stuff in store here!<br><br>
			That covers it for January - we look forward to catching up with all again later next month!
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]]></description><guid isPermaLink="false">27026</guid><pubDate>Mon, 01 Feb 2021 06:30:07 +0000</pubDate></item><item><title>rFactor 2: Roadmap Update Gennaio 2021 by Studio 397</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-roadmap-update-gennaio-2021-by-studio-397-r27024/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/rfactor-2.jpg.f43d86c0db4c2335255a0f03724fd12f.jpg" /></p>

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<p>
	Studio 397 ha appena pubblicato il nuovo <a href="https://www.studio-397.com/2021/01/roadmap-update-january-2021/?fbclid=IwAR38e8nnHNMmUv4jiWwnvgOwKcxdQ1DSy06H0xttAzVySdvOG2xZIRlmUY0" rel="external">Roadmap Update</a> di Gennaio del suo rFactor 2.
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			Roadmap Day!
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			Hello dear sim racers! That time of the month is here once again, where we put our collective heads together (socially distanced of course) and have a look at pulling together a neat summary of the month just gone, while casting our virtual gaze further afield to share some insight into the immediate future of our simulation, and the continued workings behind the scenes. 
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		<p>
			Unbelievably, we’ve pretty much finished the first month of 2021 already, boxed up and put away the festive decorations, started our varied regimes to lose those additional kgs we acquired during the holidays and generally started to get back into the swing of normal life (well, as normal as is possible in the current climate) following the merriment of December. 
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			Here at Studio 397, we’ve had an incredibly busy month of activity with rFactor 2, some of which went well, some slightly less so…
		</p>

		<h2>
			Build Updates
		</h2>

		<p>
			Let’s get this one out of the way right at the very start of the Roadmap. Back in the early days of January we released a new build of rFactor 2 to the public branch of the simulation (6098993), containing a number of fixes and a few nice improvements that we hoped would drive the simulation forward, and act as a base for continued development during January. Despite our best intentions, it quickly became apparent that a some unforeseen issues had crept in with the update, and the following days would generate a number of reports from the community about areas of the build that required our attention. 
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		<p>
			Keen to rectify these issues and put the new release back on the right track, it quickly became apparent to us that despite deploying follow-up hotfixes, the fundamental issues discovered within the latest build would be significant enough to require a roll back to an earlier version of the sim, allowing us to take further time to investigate and understand what we need to do to improve and stabilise the build. The decision to roll back to an earlier version, with a few smaller updates included, was in the end an easy one to make in order to ensure each of our players enjoyed a stable base on which to play rFactor 2 – but of course this is certainly not a situation we like to see within our simulation, and something that we are working hard to address to ensure a similar situation does not happen again in the future. 
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		<h3>
			Mitigation Plans – Future Builds
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		<p>
			With the lessons learned from the build update that swiftly wasn’t, we’ve doubled down on our processes here at the Studio in an effort to avoid similar such situations occurring in the future. Of course, software development is a deep and complex activity that often throws up the unexpected, and we feel we have room to further strengthen our internal processes to reduce the risk of similar scenarios occurring in future updates – coupled with a simplified and streamlined method of issue reporting (more on that later in the roadmap), we expect that the measures put in place now will prove beneficial in the long term development of rFactor 2. 
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		<p>
			Of these changes, many of which are related to internal processes, one of the most visual changes to the public will be related to the way we release updates in future. When a new build has been created and tested by the internal beta-test team, we will release a “public-beta” branch of rFactor 2 that users can activate. The public beta contains all the proposed changes and improvements, and will run for a period of a week to a month before it is transferred to the stable public build – assuming no major issues are detected. With this new process, our players have the choice of remaining with the main build of rFactor 2, or opting in to try the new updates early – giving us the opportunity to monitor the state of the branch against a wider section of our player base, and ensure we don’t hit upon any unexpected issues that failed to crop up during internal testing. The new process will be applied for our next build update in February, and compliments the improved bug reporting mechanism we plan to launch next month, of which more will be explained a little later in the Roadmap…
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		<h2>
			Bug Fixing – Now And In The Future
		</h2>

		<p>
			Our plan for the immediate future is to spend considerable development time addressing the most urgent bugs/features based on the community feedback and our internal testing. We’ve spent a lot of time recently checking up on the status of our current coding backlog, and digging into the various communication platforms we host in order to ensure we’ve captured the vast majority of the issues that have been reported by our community here at rFactor 2. A lot of these issues we’ve managed to recreate internally and pass to the development team to investigate, and some of you will have already received direct communication from the team in order to provide further insight into issues where we need additional information in order to understand exactly what you’ve been experiencing, so we can look closer at the problems and put the relevant measures in place to work out the right solutions. 
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		<p>
			As you can imagine, identifying and working on certain issues often has some level of cross pollination with other aspects of the software, so it isn’t simply a case of “fix A” and move on, but more a process of looking at the individual issue in regard of the wider impact of the overall development of rFactor 2. That said, with a view to opening up a more transparent relationship with our community and giving you all some better insight into the inner workings of the activity here at Studio 397, we’ve noted down in this Roadmap a selection of some key issues / developments we are paying particular attention to in the immediate future:
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		<ul><li>
				Bring back the steering and pedal inputs overlay in the replay viewer.
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				Fixing and documenting our anti-aliasing options.
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				Bringing back and improving the driver labels showing above cars.
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				Fix broken mouse click assignment in UI controls. 
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				Review and improve the performance of the way the showroom behaves.
			</li>
			<li>
				Investigate and fix potential white screen crashes related to controller assignments. 
			</li>
			<li>
				Add code for informing users around disabled Steam overlay related to shopping cart appearance in Competition System. 
			</li>
			<li>
				Permanent fix for corrupted car bodies in multiplayer. 
			</li>
			<li>
				Review and rectify showroom upgrades not showing issue. 
			</li>
			<li>
				Review and improve day to night transition.
			</li>
			<li>
				Look at UI behaviour and performance.
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			Bug Fixing – New Reporting Process &amp; Overview
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		<p>
			While the above list has been put together with the intention of showing our community some of the key areas we are looking into at present, we also felt it would be beneficial to offer a more permanent review tool for our users to review whenever they want a little insight into the status of our development. A simple-to-read front end dashboard, together with a more streamlined and practical reporting procedure is something we think will go a long way towards helping both the studio and the community understand where the most pressing concerns exist within the software at any given time.
		</p>

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			Bug Reporting – At present it has become somewhat apparent that reports from the community about existing issues can arrive in many and varied places on the internet, and often without the necessary information required to help us understand and reproduce the problem back at the studio. Not only does this present the potential danger of important reports being missed by the team, but inevitably if we don’t have the information required to properly reproduce the issue back at base, delays in rectifying the issue will be encountered and valuable development time lost to trying out different scenarios without guarantee of a valuable outcome. 
		</p>

		<p>
			As such, we have resolved to release a dedicated bug reporting form within the Studio-397 forum software that walks users through the required steps needing to be completed to create a bug report, breaking down the report into various categories and channelling the user into providing the information we need to act upon the report – this should prove a very powerful tool to aid the development process.
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			Bug Reviewing – Additionally, we plan to develop a public facing dashboard view that allows our community to see what bugs have been added into the reporting system, and a broad view of the status of the report – developed with the intention of providing an easy-to-understand basic reference for interested people to see what is in our system for review and action, and broadly what status of development each particular issue is at. We are still looking at how this might look and work in reality, however we hope to put something together over the course of the coming weeks.
		</p>

		<h2>
			Competition System – Blog Next Week
		</h2>

		<p>
			January has also seen the launch of our new, weekly, Competition System Development Blog postings here at Studio 397, where we offer insights and updates into the ongoing development of our newest rFactor 2 feature, and where we give our community the opportunity to post their own questions about the system for answering by the Studio. Already we’ve posted three separate blogs on the new Competition System (<strong><a href="https://www.studio-397.com/2021/01/csblog-week1/" rel="external">Blog 1</a></strong> / <strong><a href="https://www.studio-397.com/2021/01/csblog-week2/" rel="external">Blog 2</a></strong> / <strong><a href="https://www.studio-397.com/2021/01/csblog-week3/" rel="external">Blog 3</a></strong>), however as we’ve been a little on the busy side over the last few days, we’ve elected to move the fourth post over one week, with a scheduled release date of Wednesday 4th January. We are still logging community questions, so if you’ve got something pressing you wish to ask, feel free to pop it down in the comments section of<strong> <a href="https://forum.studio-397.com/index.php?threads/competition-system-blog-week-3.68675/" rel="external">THIS THREAD</a></strong> and we will do our best to answer it in the next, or upcoming blog postings.
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		<h3>
			Competition System – Development
		</h3>

		<p>
			On the subject of our Competition System, we are delighted to see many of our players are engaging in the daily races and having fun racing in rFactor 2 against other drivers – exactly why we developed the system in the first place! Although we are very much in a Beta phase with the CS so far, I think it would be fair to say we are quite pleased with how things are progressing, and the improvements brought to the system since we launched at the end of 2020 have for the most part been well received, and have gradually enhanced the end user experience. Don’t worry, these are just the very tip of the iceberg for the Competition System, with plenty more tweaks, changes, features and depth set to be added as we progress through the development phase. 
		</p>

		<p>
			A side effect of running so many races using the Competition System, was the rather visually impressive but incredibly annoying ‘laserbeam’ cars – where a graphical glitch on some vehicles would explode car bodies and take up a lot of the visual real estate of the player – making participation in races a bit more challenging. This bug has been a tough one to track down and resolve, however after much investigation we finally managed to get to the bottom of the issue, and deployed a hotfix update to temporarily remove the problem. Since that hotfix, we have found a more permanent solution to the issue, and will include that fix in the next upcoming update to the sim. It turns out this bug has been in the codebase for more than two years now, so we’re glad it’s gone now!
		</p>

		<p>
			In terms of the system itself, so far we have put together a nice mix of free and paid content for our drivers to enjoy, with players having the opportunity to race in such varied machines as LMP3, GTE, GT4, Cup and Tatuus formula cars. Speaking for myself personally, this has opened my eyes to a number of interesting combinations that I’ve not previously explored fully, and I think it fair to say the variety of content used so far has proven popular with our active racers – with more to follow in the next weeks and months!
		</p>

		<h2>
			Formula E 2021 And Attack Zones
		</h2>

		<p>
			January would see another piece of premium content added to rFactor 2 with the introduction of the 2021 ABB Formula E FIA World Championship DLC – bringing the very latest and greatest from the world of Formula E back to rFactor 2 once again. Rather than “just” a new season pack DLC, this new release would prove special for a couple of very good reasons. From a performance point of view, the 2021 car features brand-new and overhauled physics and tyre behaviours, producing a very different driving characteristic to the way the cars act out on circuit, improving what was already a very fine racing experience. 
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		<p>
			On the visuals side, another new element to this DLC that we are very proud to introduce to rFactor 2 for the first time is the inclusion of Attack Zone – a unique to Formula E strategical element of racing where a driver must navigate through a dedicated Attack Zone gate during the race, to activate an additional boost for 35kW of power – for a limited time period. The Attack Zone has been added to our four existing Formula E circuits, and is represented by an on track graphic that lights up during activation; and of course the LED Halo illumination that flashes blue when a driver has the additional power boost activated within their car. 
		</p>

		<p>
			This is an interesting and unique strategic element of racing within our Formula E content, and something that adds a very exciting new strand to what are already highly entertaining cars to drive and race. 
		</p>

		<p>
			As an further bonus, we have added the 2021 pack to the existing 2020 Formula E store item, which means anyone who already owns the 2020 cars will get this content for free, and any players who purchase the 2021 pack will also get the cars, teams and drivers of the 2020 season included in their download! 
		</p>

		<p>
			<strong>Formula E 2021</strong> | More info: <strong><a href="https://www.studio-397.com/2021/01/released-formula-e-2021-track-updates/" rel="external">Click Here</a></strong>
		</p>

		<p>
			<strong>Formula E 2021</strong> | Steam Store: <strong><a href="https://store.steampowered.com/itemstore/365960/detail/19/" rel="external">Click Here</a></strong>
		</p>

		<h2>
			Track Updates – Indianapolis PBR
		</h2>

		<p>
			February is set to be the month where we release something that has been on the wish list of our community for quite some time – the much anticipated PBR update to our fabulous Indianapolis Motor Speedway circuit! Yes, one of the older but still wonderful tracks within rFactor 2 is set to be given a new lease of life this coming February thanks to the excellent work of our track team here at Studio 397, with all the latest PBR graphical development goodness set to be applied to Indianapolis Motor Speedway, and the various configurations found within the simulation. Yes, gone is the original 2013 version to be updated to 2020 standards – including the modern track layout! 
		</p>

		<p>
			A fresh lick of PBR magic, a wholesale asset update, some AI tweaks and a new variant – it’s going to be wonderful, and it releases for free in early February!
		</p>

		<h2>
			Looking Back On January
		</h2>

		<p>
			Now normally we start these Roadmap posts with a look back on the month just gone, then move on to future matters – however seeing as we’ve had some pretty pressing things to discuss about the immediate future, we decided to switch it up a little and put the rearwards facing element of the roadmap towards the bottom of the post. Updates and rollbacks aside, which we spoke about at the very top of this article, what other rF2 related things have been happening in the opening days of 2021?
		</p>

		<h3>
			GTE Updates
		</h3>

		<p>
			Warming to the theme of updating content, January 2021 would see a nice fresh set of tweaks applied to our existing GTE class of cars within the simulation. Comprising of models from Ferrari, Aston Martin, BMW, Chevrolet and Porsche, the new build deployed on January 6th brought about a number of small but important improvements to our closed top GT machines. Tweaks to the balance of performance parameters around weight and power, plus an important fix for some aerodynamic drop off issues we had been experiencing in close proximity to other cars were just the headline items, plus of course the introduction of these vehicles within our Competition System – making for some very nice and close racing within our community!
		</p>

		<p>
			<strong>rFactor 2</strong> | Steam Store: <strong><a href="https://store.steampowered.com/itemstore/365960/browse/?filter=All" rel="external">Click Here</a></strong>
		</p>

		<h3>
			Formula E Accelerate Start
		</h3>

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			In terms of competitions, at the time of our Formula E 2021 release January would also see the launch of the brand-new Formula E Accelerate Esport series – the official Formula E esport championship that brings together an impressive collection of big name drivers from the virtual world across a six round championship with our new Formula E cars. Reigning F1 Esports World Champion Jarno Opmeer, 2017 Vega E-Race champion Bono Huis and rFactor 2 star and World’s Fastest Gamer finalist Erhan Jajovski are just some of the big names fighting to take home their share of the 100,000 euro prize pool (and a test in a real Formula E car!) this season, and if the opening round at New York is anything to go by – the series looks set to provide some fantastic action.
		</p>

		<p>
			<strong>Formula E Accelerate</strong> | Catch all the action: <strong><a href="https://youtu.be/Ktmf4YcqrfM" rel="external">Click Here</a></strong>
		</p>

		<h3>
			Sim Formula Europe 2021
		</h3>

		<p>
			As one Esport series starts, so another completes. January would see the conclusion of the 2021 Sim Formula Heusinkveld Peregrine competitions on rFactor 2, which brought together some of the top rFactor 2 drivers via a qualification process to race head-to-head on the Zandvoort Grand Prix Circuit in the now legendary McLaren Ford MP4/8.
		</p>

		<p>
			While the main series did much to entertain the viewers at home, just a few days prior to the finals we also ran our Heusinveld Peregrine competition for drivers who qualified through a hotlap competition.  Taking to the circuit in specially liveried Audi R8 LMS GT3 cars adorned with community created livery designs in the theme of the Peregrine Falcon, the Heusinkveld Peregrine race at the recently updated <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=1418930055" rel="external"><strong>Maastricht Street Circuit</strong> </a>produced a fantastic event from start to finish, showing off both the driving skill of the racers, and the wonderful artistic talents of our sim racing livery painting community.
		</p>

		<p>
			Another great competition, and one to look forward to seeing more of next season.
		</p>

		<p>
			<strong>Sim Formula Europe</strong> | Catch up on the racing: <strong><a href="https://www.twitch.tv/rfactorlive/videos" rel="external">Click Here</a></strong>
		</p>

		<p>
			So that’s it for another month ladies and gentlemen – plenty happening and plenty still to come. Thank you once again for taking the time out of your day to read this latest roadmap post, stay safe, stay healthy and see you all out on the virtual racetracks of the world!
		</p>
	</div>
</blockquote>

<p>
	 
</p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Comp-System.jpg.727201a2e4defb1eb05794d4115528fb.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48175" src="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Comp-System.thumb.jpg.5af9a98c21d8bb2bc19b79b3d0b6d90c.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rF2-Comp-System.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Comp-System-2.jpg.2ff5433690f4f6bbb6565eaaf2268f45.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48176" src="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Comp-System-2.thumb.jpg.8704cc708c29f4f6a9ba50e69d62e5d2.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rF2-Comp-System-2.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Formula-E-Release.jpg.a19f0bad0956ddecf505b47b9080dc83.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48177" src="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Formula-E-Release.thumb.jpg.03721d62aa88b11aa52d460c9e8eeaad.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rF2-Formula-E-Release.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-GTE-Update.jpg.36978d4f0d9cb9fa5b2d5e228129bf2e.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48178" src="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-GTE-Update.thumb.jpg.0ec64cb9a7ea88e9f5bb6a29e3139db4.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rF2-GTE-Update.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Indy-Roadmap-January.jpg.208cec47689b62a222ffdbccdbc8abf5.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48179" src="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Indy-Roadmap-January.thumb.jpg.e11e95f7e240b28396a40bc965e3579d.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rF2-Indy-Roadmap-January.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Jan-Roadmap.jpg.1ba45baae532decad1f051369d6d6acc.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48180" src="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Jan-Roadmap.thumb.jpg.50130032a24e47a9da3d3d7c9f75faa6.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rF2-Jan-Roadmap.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Jan-Roadmap-2.jpg.0fc827ccd50bd9aa3d9fd8dd89dbff00.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48181" src="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Jan-Roadmap-2.thumb.jpg.d67a77a0c1e040bbf0c398ddda346908.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rF2-Jan-Roadmap-2.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Roadmap-Footer-1.jpg.aa5e26d163c1854970e8340d14bfcf85.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48182" src="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-Roadmap-Footer-1.thumb.jpg.9545208cb4dabed5f5adc75cd102fb0e.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rF2-Roadmap-Footer-1.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-SFE.jpg.48dfd06bbec07e7403a7dc5133b531bc.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48183" src="https://www.drivingitalia.net/uploads/monthly_2021_01/rF2-SFE.thumb.jpg.1efeb24b7759629c88b79132c7c24e42.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rF2-SFE.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/rFactor_2_Ferrari_488_GT3_EVO_2020_07.jpg.e23ccb0754d571c3467077d0bde314d6.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48184" src="https://www.drivingitalia.net/uploads/monthly_2021_01/rFactor_2_Ferrari_488_GT3_EVO_2020_07.thumb.jpg.112c7f62beb48f12caf563f7cdc4c1f4.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="rFactor_2_Ferrari_488_GT3_EVO_2020_07.jpg"></a></p>
]]></description><guid isPermaLink="false">27024</guid><pubDate>Sun, 31 Jan 2021 18:01:21 +0000</pubDate></item><item><title>Automobilista 2: rilasciato aggiornamento con le Ginetta</title><link>https://www.drivingitalia.net/home-page/software/automobilista-2-rilasciato-aggiornamento-1110-r27021/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/003.jpg.40a874c93805c914081b20de22396b1a.jpg" /></p>

<p>
	 
</p>

<p>
	Reiza Studios ha rilasciato un nuovo aggiornamento per il suo Automobilista 2, portandolo alla versione 1.1.1.0. L'update, dal peso di circa 400 MB, è piuttosto ricco: è stata aggiunta la Ginetta G40 Cup Series, la Ginetta G40 è stata inserita nella classe GT5, è stata rilasciata una serie di fix e miglioramenti alla fisica di gioco e alla IA ed è stato portato un aggiornamento significativo al LiveTrack 3.0
</p>

<p>
	Ecco di seguito il changelog completo. Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/80985-automobilista-2-official-thread/page/28/&amp;tab=comments#comment-919126" rel="">topic dedicato</a>
</p>

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

	<div class="ipsQuote_contents">
		<p>
			<u><strong>V1.1.0.5 -&gt; V1.1.1.0 CHANGELOG</strong></u><br><br><strong>CONTENT</strong>
		</p>

		<ul><li>
				Added Ginetta G40 to GT5 series
			</li>
			<li>
				Added Ginetta G40 Cup series
			</li>
		</ul><p>
			<br><strong>GENERAL</strong>
		</p>

		<p>
			 
		</p>

		<ul><li>
				LiveTrack now maintains rubber state between sessions.on a race weekend (rather than resetting to a "green" track at the start of every session)
			</li>
			<li>
				Reduced base grip from a green track &amp; increased grip range to max grip state
			</li>
		</ul><br><strong>UI &amp; HUD</strong>

		<p>
			 
		</p>

		<ul><li>
				Added option for German localization
			</li>
			<li>
				Fixed wrong description on 'Edit HUD' menu option
			</li>
			<li>
				Adjusted size and layout of ICM strategy menu to make current strategy more readable
			</li>
			<li>
				Fixed scrollbar on Start Championship list
			</li>
			<li>
				Fixed incorrect heavy fog icon
			</li>
			<li>
				Fixed Race sessions showing practice length on lobby detail page
			</li>
			<li>
				Fixed Add session start time to lobby detail page
			</li>
			<li>
				Remove stray icon from formation lap info HUD element
			</li>
			<li>
				Fixed text alignment of Retired/Pit indicator on replay/spectator leaderboards
			</li>
			<li>
				Added missing translations for some recently released tracks
			</li>
			<li>
				Added missing Edit Hud Description, Drive layout, FFB Damping translations
			</li>
			<li>
				Fixed PIT text overflowing container on HUD leaderboard in some languages
			</li>
			<li>
				Fixed issue where simulate/retirement screen could become unresponsive when choosing no during exit confirmation.
			</li>
			<li>
				Adjusted loading screen gradient to provide more positive feedback at lower levels
			</li>
			<li>
				Added leaderboard class icon for GT40Cup, Group A, JCW, TC60
			</li>
		</ul><br><strong>PHYSICS</strong>

		<p>
			 
		</p>

		<ul><li>
				Further differential &amp; driveline fine tuning; further reduced crankshaft mass (reduces overall engine inertia); reduced axle shaft mass &amp; slightly reduced wheel bearing losses (slightly increases top speed &amp; improves differential functionality)
			</li>
			<li>
				Further tire tread adjustments for all cars (generally less speed sensitivity, slightly sharper peak slip angles)
			</li>
			<li>
				Revised tire grip falloff rates when under and over optimal operating temperature, &amp; added rates to several tires that didn´t feature substantial falloff rates
			</li>
			<li>
				Further revisions to rain tire compounds
			</li>
			<li>
				Slightly reduced efficiency of slicks on wet surface
			</li>
			<li>
				Slightly increased tire automatic preheating ratio before race starts
			</li>
			<li>
				Adjusted optimal temperature ranges for carbon &amp; steel brakes
			</li>
			<li>
				Adjusted brake heating &amp; cooling rates for all cars
			</li>
			<li>
				GT3 cars now use steel brakes instead of carbon ceramic
			</li>
			<li>
				Revised Kart / superkart physics (tires, driveline)
			</li>
			<li>
				Fixed errors in front tire tread for Fusca Classic FL
			</li>
			<li>
				Fixed error on Super V8 Hard tire compound
			</li>
			<li>
				Replaced Roco tire physics to better match the one from its P3 opponents
			</li>
			<li>
				Slightly adjusted F-Classic G3M1 torque curve
			</li>
			<li>
				Moved default brake bias slightly rearwards for F1 cars, Porsches, P1 cars (require setup reset)
			</li>
			<li>
				Minor Procar Group A, Caterham, Porsche Cup &amp; Superkart revisions (require setup reset)
			</li>
			<li>
				Minor F-V10 G1 / Mclaren MP4-12 aero corrections to front wing yaw &amp; pitch sensivity
			</li>
			<li>
				Minor adjustments to default FFB (communicates rear end better from vehicle yaw rate developing on turn in and countersteer on rear tyres sliding)
			</li>
			<li>
				Improved FFB damping function: it´s now non-linear with very little effect in small /slow steering inputs, more on really fast &amp; bigger inputs
			</li>
			<li>
				Reduced effects of tire flatspots on FFB
			</li>
		</ul><strong>AI</strong>

		<p>
			 
		</p>

		<ul><li>
				Added parameter to callibrate AI traction off the line on a wet surface vs player
			</li>
			<li>
				Added parameter to control how far ahead AI cars factor lapped cars ahead per type of car
			</li>
			<li>
				Adjusted AI performance on wet (both on slicks and wet tires), correcting some generally large discrepancies in each case
			</li>
			<li>
				General AI performance callibration pass for all cars
			</li>
			<li>
				Further adjustments to AI throttle application for various cars
			</li>
			<li>
				Further adjustments to AI aggression scalars per car
			</li>
			<li>
				Further reduced AI lateral jerkiness/weaving/abruptness
			</li>
			<li>
				General AI callibration for various cars
			</li>
			<li>
				Bumped AI aggression scalars, reduced AI extra awareness with human scalars to better exploit latest AI code developments &amp; better raceability
			</li>
		</ul><br><strong>AUDIO</strong>

		<p>
			 
		</p>

		<ul><li>
				Sprint Race: Improved off-throttle pops, further polished engine sound loops
			</li>
			<li>
				Caterham Academy: Improved off-throttle pops, further polished engine sound loops
			</li>
		</ul><br><strong>TRACKS</strong>

		<p>
			 
		</p>

		<ul><li>
				Spa: Minor art pass
			</li>
			<li>
				VIR: Rebuilt collision walls to latest tandards; fixed disappearing pit guy for north pitlane layouts
			</li>
			<li>
				Velo Citta: Added terrain shadow casters; minor corrections &amp; fixes
			</li>
			<li>
				Hockenheim: Reduced road mesh noise; Minor bug fixes; Updated TV cameras &amp; added VR cameras to all layouts
			</li>
			<li>
				Reduced road mesh noise for Goiania, Jerez, Velopark
			</li>
			<li>
				Interlagos Historic: Minor bug fixes
			</li>
			<li>
				Cascais: Reduced road mesh noise, Fixed a few LOD pop issues
			</li>
			<li>
				Montreal Modern:Reduced road mesh noise; minor bug fixes
			</li>
			<li>
				Brands Hatch: Reduced road mesh noise; minor bug fixes
			</li>
			<li>
				Spielberg:Reduced road mesh noise, minor bug fixes
			</li>
			<li>
				Adjusted drone animations &amp; removed excessive number on some tracks
			</li>
		</ul><br><strong>VEHICLES</strong>

		<p>
			 
		</p>

		<ul><li>
				Added 8 new Chevette skins (10 in total)
			</li>
			<li>
				Added street tire tread for external model of Camaro SS, McLaren F1, Ultima GTR, Copa Fusca, Opala 79 and Opala OldStock
			</li>
			<li>
				Corrected headlights effect for Mclaren F1 GTR &amp; BMW M6 GT3
			</li>
			<li>
				Fixed kart LODs to avoid visible opponents legs popping
			</li>
			<li>
				Further brake glow range adjustment to better match physics heating &amp; cooling rates
			</li>
			<li>
				F301 and F309: Improved cockpit windshield glass material and rain drops
			</li>
			<li>
				Sprintrace: Added boot and wing to cockpit
			</li>
			<li>
				Mini: Fixed wipers not working in cockpit view; Improved cockpit carbon material
			</li>
			<li>
				Further adjusted backfire parameters (less backfiring when lifting off throttle)
			</li>
			<li>
				Added visible onboard brake glow for cars with visible brake discs from cockpit
			</li>
			<li>
				Gol Classic B: Corrected wrong number #94 now #65; 3 teammate skins added
			</li>
			<li>
				Ginetta G40 Cup / GT5 livery updates to #05 #10 #28 #32 #38
			</li>
			<li>
				Porsche 991 Cup 2: Fixed small glitch in cockpit model
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27021</guid><pubDate>Sat, 30 Jan 2021 19:52:35 +0000</pubDate></item><item><title>Ride 4: disponibile il DLC "Superbikes 2000"</title><link>https://www.drivingitalia.net/home-page/software/ride-4-disponibile-il-dlc-superbikes-2000-r27018/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/XBOX_TitledHeroArt_Superbikes2000-1.png.61c2bd545d9042fdf92f772eb34a315e.png" /></p>

<p>
	 
</p>

<p>
	Nuovo DLC rilasciato da Milestone per il suo Ride 4. Si tratta del pack "Superbikes 2000" che aggiunge 5 nuove moto (Ducati 1098R – Racing Modified 2008, Honda VTR1000 SP2 2006, Yamaha YZF-R1 2004, Kawasaki Ninja ZX-10R 2004, Honda CBR 1000RR Fireblabe – Racing Modified 2008), 10 nuovi eventi e 3 nuovi achievements.
</p>

<p>
	Il DLC può essere acquistato al prezzo di 4.99€ su Steam, PlayStation Store e Microsoft Store. Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/80591-milestone-annuncia-larrivo-di-ride4-nel-2020/page/4/&amp;tab=comments#comment-919366" rel="">topic dedicato</a>
</p>

<p>
	<img alt="ss_26a7574cda94e76d4308b64f9988e81e28782" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365150/ss_26a7574cda94e76d4308b64f9988e81e28782572.1920x1080.jpg?t=1611821533"></p>

<p>
	<img alt="ss_40d691aff61726e25208c8a0ba0135749f01e" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365150/ss_40d691aff61726e25208c8a0ba0135749f01efbb.1920x1080.jpg?t=1611821533"></p>

<p>
	<img alt="ss_8fdff4253a5ff952d90a01bc80f49c3d01539" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365150/ss_8fdff4253a5ff952d90a01bc80f49c3d01539cb9.1920x1080.jpg?t=1611821533"></p>

<p>
	<img alt="ss_a8206db88594f798cdab95bec8c64d65e7448" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365150/ss_a8206db88594f798cdab95bec8c64d65e7448c73.1920x1080.jpg?t=1611821533"></p>

<p>
	<img alt="ss_dc35325361b03855efcdfecec2b4ed210a6a9" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://cdn.akamai.steamstatic.com/steam/apps/1365150/ss_dc35325361b03855efcdfecec2b4ed210a6a94a8.1920x1080.jpg?t=1611821533"></p>
]]></description><guid isPermaLink="false">27018</guid><pubDate>Fri, 29 Jan 2021 15:36:07 +0000</pubDate></item><item><title>iRacing S1 2021: rilasciata Patch 4</title><link>https://www.drivingitalia.net/home-page/software/iracing-s1-2021-rilasciata-patch-4-r27015/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/2020-05-23-13-15-23_0.png.e0bde70c0fa34cc83f612bedc1a7c03a.png" /></p>

<p>
	 
</p>

<p>
	E' disponibile la Patch 4 della Stagione 1 2021 di iRacing. Tra gli aggiornamenti più importanti abbiamo un primo BoP riguardante le Ferrari 488 GTE e Mercedes AMG GT3 e alcune modifiche riguardanti le auto della NASCAR Cup Series in vista della Daytona 500 che si terrà a metà Febbraio.
</p>

<p>
	Ecco di seguito il changelog completo. Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/83085-iracing-season-1-2021/page/3/&amp;tab=comments#comment-919115" rel="">topic dedicato</a>
</p>

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

	<div class="ipsQuote_contents">
		<p>
			This Patch contains some updates and fixes for the 2021 Season 1 Release.
		</p>

		<p>
			 
		</p>

		<p>
			<u><strong>iRACING UI: (5.06.01)</strong></u>
		</p>

		<p>
			<strong>3D Model Viewer</strong>
		</p>

		<ul><li>
				- Fixed an issue with the NASCAR Gander Outdoors Chevrolet Silverado not showing a custom spec map correctly.
			</li>
		</ul><p>
			<u><strong>SIMULATION:</strong></u>
		</p>

		<p>
			<strong>Replay</strong>
		</p>

		<ul><li>
				- The Replay playback state will now be left alone when a user remains connected to the race server until the session finishes, and the server disconnects from the user.
			</li>
			<li>
				- - A new variable, "leavePlaybackAloneAtSessionEnd" has been added to the [Replay] section of the "app.ini" file. Changing this value to 1 from the default (0) will cause the playback state to also be left alone between Session transitions (like going from Qualify to Race).
			</li>
		</ul><p>
			<strong>CARS:</strong>
		</p>

		<p>
			<strong>Audi 90 GTO</strong>
		</p>

		<ul><li>
				- Fixed an issue where backfires from this vehicle were not appearing at the appropriate location, and were looking distorted.
			</li>
		</ul><p>
			<strong>Dallara P217</strong>
		</p>

		<ul><li>
				- Aerodynamic coefficients have been removed from the garage.
			</li>
			<li>
				- Power steering assist, steering ratio, and the display page have been added back to the garage after they had been inadvertently removed.
			</li>
		</ul><p>
			<strong>Dallara IR18</strong>
		</p>

		<ul><li>
				- The iRacing setups for World Wide Technology Raceway - Oval and Pocono Raceway have been updated.
			</li>
		</ul><p>
			<strong>Ferrari 488 GTE</strong>
		</p>

		<ul><li>
				- 2021 Season 1 GTE BoP Adjustment: Aerodynamic downforce has been increased slightly.
			</li>
		</ul><p>
			<strong>Mercedes-AMG GT3</strong>
		</p>

		<ul><li>
				- 2021 Season 1 GT3 BoP Adjustment: Engine power over entire rev range has been increased slightly.
			</li>
		</ul><p>
			<strong>NASCAR Cup Series</strong>
		</p>

		<ul><li>
				- Vehicle parameters have been adjusted for using the low downforce package while running at Daytona International Speedway - Road Course and NASCAR Road Course.
			</li>
			<li>
				- - Downforce has been reduced, and engine cooling has been increased.
			</li>
		</ul><p>
			<strong>NASCAR Gander Outdoors</strong>
		</p>

		<ul><li>
				- Drafting strength has been reduced.
			</li>
		</ul><p>
			<strong>Porsche 919</strong>
		</p>

		<ul><li>
				- Rollbar camera view has been adjusted slightly.
			</li>
		</ul><p>
			<strong>Silver Crown</strong>
		</p>

		<ul><li>
				- Rear ride heights for opponent cars have been adjusted to improve their look and handling at high banked ovals.
			</li>
		</ul><p>
			<u><strong>TRACKS:</strong></u>
		</p>

		<p>
			<strong>Mount Panorama Circuit</strong>
		</p>

		<ul><li>
				- Driving line guide has been updated.
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27015</guid><pubDate>Thu, 28 Jan 2021 15:51:56 +0000</pubDate></item><item><title>Motorsport Games e ACO ancora insieme per i prossimi 10 anni!</title><link>https://www.drivingitalia.net/home-page/software/motorsport-games-e-aco-ancora-insieme-per-i-prossimi-10-anni-r27013/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/img01.jpg.08918b7caef865854f0a22a71ed128ee.jpg" /></p>

<p>
	 
</p>

<p>
	Tramite un <a href="https://motorsportgames.com/motorsport-games-and-the-aco-enhance-and-extend-le-mans-esports-series-joint-venture/" rel="external">comunicato ufficiale</a> il publisher Motorsport Games annuncia l'estensione della collaborazione con ACO: MG infatti ha ottenuto una licenza decennale esclusiva per lo sviluppo, la produzione e la pubblicazione di videogame ed eventi esport basati sull'iconica 24 Ore di Le Mans e sul FIA World Endurance Championship.
</p>

<p>
	Questo nuovo accordo, della durata di 10 anni come indicato poc'anzi, va a sostituire l'accordo originale nato nel 2019. Il nuovo accordo nasce dal successo della 24 Hours of Le Mans Virtual tenutasi a Giugno dello scorso anno. Questo evento storico ha visto 200 dei migliori piloti reali e virtuali contendersi la vittoria sul leggendario circuito francese.
</p>

<p>
	Dmitry Kozko, CEO di Motorsport Games ha dichiarato: 
</p>

<blockquote class="ipsQuote" data-ipsquote="">
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	<div class="ipsQuote_contents">
		<p>
			La 24 Ore di Le Mans Virtuale del 2020 è stata la perfetta rappresentazione di ciò che l'unione tra Motorsport Games e ACO può creare. Siamo felicissimi di estendere il nostro accordo includendo la possibilità di creare videogiochi basati sulla 24 Ore di Le Mans e sul FIA World Endurance Championship, di estendere la nostra collaborazione e di aumentare il raggio della nostra offerta esports.
		</p>

		<p>
			Dopo la nostra recente offerta pubblica iniziale, questo è il primo immediato passo in avanti nel dare priorità ad opportunità di mercato con partner di lunga data stimati ed iconici come ACO
		</p>
	</div>
</blockquote>

<p>
	Pierre Fillon, presidente di ACO ha aggiunto:
</p>

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

	<div class="ipsQuote_contents">
		<p>
			Negli ultimi 2 anni ACO, in collaborazione con Motorsport Games, ha intrapreso una strategia importante basata sugli esport. Lo scorso Giugno la 24 Ore di Le Mans Virtuale ha segnato una tappa fondamentale in questo senso. Ora, l'obiettivo di questa collaborazione è non solo quello di proporre una Le Mans Series Virtuale che sia attraente, ma anche di creare un gioco dedicato alla 24 Ore di Le Mans che accessibile a tutti gli appassionati. E' importante per ACO continuare a proporre campionati importanti soprattutto con l'arrivo delle Hypercar e, tra qualche anno, delle vetture ad idrogeno mentre si lavora ad un programma esports ambizioso.
		</p>
	</div>
</blockquote>

<p>
	Gérard Neveu, CEO di Le Mans Esports Series ha commentato: 
</p>

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

	<div class="ipsQuote_contents">
		<p>
			Motorsport Games ha dimostrato passione, esperienza e impegno nei confronti di ACO e FIA WEC. Questa estensione della joint venture era il naturale passo in avanti nella nostra collaborazione. Non vediamo l'ora di lavorare insieme negli anni a venire per creare i migliori giochi e i migliori eventi esport che riflettano i valori e la qualità dell'iconico brand di Le Mans
		</p>
	</div>
</blockquote>

<p>
	Cosa ne pensate di questo accordo? Siete curiosi di vedere un videogioco dedicato a Le Mans e al WEC? Ditecelo nei commenti o nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/83378-motorsport-games-e-aco-ancora-insieme-per-i-prossimi-10-anni/" rel="">topic dedicato</a>
</p>
]]></description><guid isPermaLink="false">27013</guid><pubDate>Wed, 27 Jan 2021 15:26:27 +0000</pubDate></item><item><title>Assetto Corsa Competizione: update e GT World Challenge Pack disponibili su PS4 ed XBox!</title><link>https://www.drivingitalia.net/home-page/software/assetto-corsa-competizione-update-e-gt-world-challenge-pack-disponibili-su-ps4-ed-xbox-r27011/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/imola.jpg.3992d9dc8b9ca2aad70746884f04d8cb.jpg" /></p>

<p>
	 
</p>

<p>
	Kunos Simulazioni ha rilasciato l'atteso aggiornamento di Assetto Corsa Competizione per  la versione Playstation 4 ed XBox One! L'update porta il simulatore alla release 1.6.5, con le migliorie riportate qui di seguito. Inoltre è disponibile il nuovo DLC 2020 GT World Challenge Pack che, oltre alle vetture della stagione 2020 del campionato GTWorld Challenge, ci mette a disposizione lo splendido circuito Enzo e Dino Ferrari di Imola.
</p>

<p>
	Commenti e discussioni a <a href="https://www.drivingitalia.net/index.php?/forums/topic/81806-assetto-corsa-competizione-in-arrivo-su-ps4-e-xbox-one-il-23-giugno/page/2/#comments" rel="">questo link del forum dedicato</a>.
</p>

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

	<div class="ipsQuote_contents ipsClearfix" data-gramm="false">
		<section class="article-info"><div class="article-content">
				<div class="article-body">
					<p>
						Console sim racers! We have a surprise for you.<br>
						The 2020 GT World Challenge Pack DLC is rolling out across PS4 and Xbox One NOW! Time to head trackside.<br>
						Included in the Assetto Corsa Competizione console Season Pass.
					</p>

					<p>
						Assetto Corsa Competizione Version 1.6.5 patch notes for PlayStation 4 and Xbox One:
					</p>

					<p>
						<span class="wysiwyg-underline"><strong>GENERAL:</strong></span>
					</p>

					<ul><li>
							Fixed issues with the Career mode crashing on completion of a Test race.
						</li>
						<li>
							Fixed issues with the Career mode trophies 'Sprint', 'Tour' and 'Marathon' not unlocking.
						</li>
						<li>
							Fixed issues when saving replays/highlights with improved messaging.
						</li>
						<li>
							Individual driver lap times can be seen by selecting them in the Timetables.
						</li>
						<li>
							Timetables overview added to the replay HUD.
						</li>
						<li>
							Added SAS display to some car interiors displaying race flags.
						</li>
						<li>
							Fixed car skins were not loading correctly in the front-end.
						</li>
						<li>
							Improvements to the pit stop MFD.
						</li>
						<li>
							Added full track map option in the racing HUD.
						</li>
						<li>
							General UI and navigation improvements.
						</li>
						<li>
							Button assignment issue fixed.
						</li>
						<li>
							Custom driver showroom team panel issue fixed.
						</li>
						<li>
							Various minor bug fixes.
						</li>
					</ul><p>
						<span class="wysiwyg-underline"><strong>PERIPHERALS:</strong></span>
					</p>

					<ul><li>
							Updated SDKs for Logitech and Thrustmaster wheels.
						</li>
					</ul></div>
			</div>
		</section></div>
</blockquote>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="113" src="https://www.drivingitalia.net/applications/core/interface/index.html" width="200" data-embed-src="https://www.youtube.com/embed/XUqOUD7W4uQ?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27011</guid><pubDate>Wed, 27 Jan 2021 06:41:00 +0000</pubDate></item><item><title>RaceRoom Racing Experience: nuovo update disponibile</title><link>https://www.drivingitalia.net/home-page/software/raceroom-racing-experience-nuovo-update-disponibile-r27010/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/JXE1EMx7.jpg.8f90b5dddac035c8fca914f5a43246ac.jpg" /></p>

<p>
	 
</p>

<p>
	Sector 3 ha rilasciato un nuovo aggiornamento per RaceRoom Racing Experience, che porta il client alla versione 0.9.2.23.<br>
	L'aggiornamento pesa circa 1.2GB e porta correzioni e miglioramenti al sistema di penalità, incluse alcune correzioni che riguardavano la tolleranza del pit limiter menzionata nel changelog dell'<a href="https://www.drivingitalia.net/index.php?/home-page/software/raceroom-racing-experience-nuovo-update-disponibile-r26978/" rel="">update del 12 Gennaio</a>. Oltre ai vari bugfix sono presenti anche miglioramenti alla fisica di gioco.
</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>
			<strong>Update details:</strong>
		</p>

		<p>
			Download size = 1.2 GB<br>
			Client version = 0.9.2.23<br>
			Client BuildID = 6138034<br>
			Dedi version = 71.0.1243<br>
			Dedi BuildID = 6138106
		</p>

		<p>
			<strong>Changelog:</strong>
		</p>

		<ul><li>
				game.raceroom.com is now switched to https
			</li>
			<li>
				Pitlane speed limit tolerance has been adjusted when the limiter is enabled.
			</li>
			<li>
				Slowdown penalty multiplier from repeated cuts is now properly displayed on the HUD notification
			</li>
			<li>
				Tweaks to slowdown penalty logic where the player’s best valid lap in the session is now used as reference to estimate the time gained and the time being given up. If no valid lap exists yet, we then use the AI’s predicted speed just like before.
			</li>
			<li>
				It means the time the player gives up will be more accurately calculated and that the best place to give that time back is no longer in turns, which should improve safety as well. A good tip is also to avoid slowing down near pitlane entrances and exits as slowdown penalties are frozen while in pitlane.
			</li>
			<li>
				Prevented enabling pit limiter or engine ignition during an AI-controlled rolling start.
			</li>
			<li>
				Fixed the default set of driving assists being selected at first game launch.
			</li>
			<li>
				Fixed an issue where player could sometime get stuck when leaving a server early (i.e. before results were made official)
			</li>
			<li>
				Fixed dedicated server results having wrong final positions for players suffering early disconnects
			</li>
			<li>
				Fixed dedicated server UI issues with certain long track names as well as lap and duration selector that could sometimes reset the race length value.
			</li>
			<li>
				Fixed dedicated server that could sometimes get stuck if no player finished the race
			</li>
			<li>
				Fixed the flickering of contact shadows (under the cars) for VR and Triple Screen rendering.
			</li>
			<li>
				Fixed some issues with spectator mode on servers with rolling start races and lap-based races
			</li>
			<li>
				Fixed issues with rolling starts when Assisted Braking was enabled.
			</li>
			<li>
				Fixed some gearbox grind noises that could sometimes be heard during an AI-controlled rolling start
			</li>
			<li>
				Physics - Audi R8 LMS GT3 EVO - Adjusted idle revs to prevent occasional stalling
			</li>
			<li>
				Physics - BMW M4 GT4 - Increased rear suspension travel by 10mm, dampers tuned for better handling over bumps
			</li>
			<li>
				Physics - BOP - BMW M6 GT3 - slight reduction of torque
			</li>
			<li>
				Physics - Callaway Corvette C7 GT3 R - Improved engine cooling
			</li>
			<li>
				Physics - Fabcar 935 - Fixed some issues with the differential where the preload could be set very high.
			</li>
			<li>
				Physics - GT2’s - Improved automated gearbox behaviour
			</li>
			<li>
				Physics - P1 and P2’s - Added default gearbox ratios for Daytona, some AI behaviour tweaks.
			</li>
			<li>
				Physics - Porsche 964 Carrera Cup - Improved standing start performance through a clutch adjustment
			</li>
			<li>
				Physics - Volkswagen Scirocco - Adjusted the rear tyres wear rate.
			</li>
			<li>
				Physics - WTCC - Added adjustable engine braking
			</li>
			<li>
				Physics - WTCR - Improvements to the initial grip of fresh tyres and help reduce the tyre pressure increase over longer stints. Optimum grip is now reached at 80 Celcius. Default tyre pressures were adjusted to match.
			</li>
			<li>
				Tracks - Dubai - Fixed harsh cut detections, moved the leaderboard spawn location closer to the racing line.
			</li>
			<li>
				Tracks - Hockenheim - Moved the leaderboard spawn location further back
			</li>
			<li>
				Tracks - Imola - Moved the pitlane entry gate entrance
			</li>
			<li>
				Tracks - Portimao - Fixed harsh cut detections
			</li>
			<li>
				Tracks - Scandinavian Raceway (Anderstorp) - AI behaviour tweaks to South layout
			</li>
			<li>
				Tracks - Sepang - Fixed harsh cut detections (note: Sepang North layout appears to crash on load, this is being investigated)
			</li>
			<li>
				Tracks - Suzuka - Fixed west layout pitlane that triggered invalid laps.
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27010</guid><pubDate>Tue, 26 Jan 2021 12:19:30 +0000</pubDate></item><item><title>Nuovo update per WRC 9, pronto per il FIA Rally Star DLC</title><link>https://www.drivingitalia.net/home-page/software/nuovo-update-per-wrc-9-pronto-per-il-fia-rally-star-dlc-r27003/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/FIA_RallyStar_Announcement_WRC9.jpg.b8240ec31c2f29edf9dfe432b2288293.jpg" /></p>

<p>
	 
</p>

<p>
	Epic Games ha rilasciato un nuovo update per aggiornare il suo <a href="https://www.drivingitalia.net/index.php?/forums/topic/81129-epic-games-annuncia-wrc-9-disponibile-dal-3-settembre/page/8/#comments" rel="">WRC 9</a>. Il nuovo update corregge alcuni problemi eprepara il gioco per la nuova modalità del torneo FIA Rally Star, includendo un nuovo tracciato e la nuova M-Sport Ford Fiesta Rally 3 (Team FIA Rally Star).
</p>

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

	<div class="ipsQuote_contents ipsClearfix" data-gramm="false">
		<p class="_1qeIAgB0cPwnLhDF9XSiJM">
			Hello everyone,
		</p>

		<p class="_1qeIAgB0cPwnLhDF9XSiJM">
			A new update for WRC 9 is now live on the Epic Games Store, PlayStation 4, PlayStation 5, Xbox One and Xbox Series X|S. Here are the version numbers of the update for each platforms.
		</p>

		<ul class="_33MEMislY0GAlB78wL1_CR"><li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					<strong class="_12FoOEddL7j_RgMQN0SNeU">Epic Games Store (PC)</strong>: 1.0.43.4
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					<strong class="_12FoOEddL7j_RgMQN0SNeU">PlayStation 4</strong>: 1.07
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					<strong class="_12FoOEddL7j_RgMQN0SNeU">Xbox One</strong>: 1.5.0.0
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					<strong class="_12FoOEddL7j_RgMQN0SNeU">PlayStation 5</strong>: 1.03
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					<strong class="_12FoOEddL7j_RgMQN0SNeU">Xbox Series X|S</strong>: 2.0.1.2
				</p>
			</li>
		</ul><p class="_1qeIAgB0cPwnLhDF9XSiJM">
			This update is the bedrock for the upcoming <a class="_3t5uN8xUmg0TOwRCOGQEcU" href="https://www.wrc.com/en/news/season-2020/esports/wrc-9-chosen-for-rally-star-talent-search/" rel="external" target="_blank">FIA Rally Star programme</a> but also fixes some issues you've reported us such as the loss performances while using the Balanced Mode. You can find the its complete content through the Patch Notes below.
		</p>

		<div class="_7T4UafM1PdBGycd5na9nF">
			<span style="font-size:20px;">FIA Rally Star Mode</span>
		</div>

		<p class="_1qeIAgB0cPwnLhDF9XSiJM">
			<strong class="_12FoOEddL7j_RgMQN0SNeU">Note: This mode and its content will only be available through the purchase of the FIA Rally Star DLC, which is coming at a later date on the Epic Games Store, PlayStation Store and Microsoft Store.</strong>
		</p>

		<ul class="_33MEMislY0GAlB78wL1_CR"><li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					FIA Rally Star new game mode
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					A new track
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					A brand new car: M-Sport Ford Fiesta Rally 3 (Team FIA Rally Star)
				</p>
			</li>
		</ul><div class="_7T4UafM1PdBGycd5na9nF">
			General Fixes
		</div>

		<ul class="_33MEMislY0GAlB78wL1_CR"><li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Fixed an issue with the Balanced Mode.
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Resolved an issue where only the aerodynamic parts and tires could be damaged.
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Resolved an issue where a light could be seen clipping through the ground in Training C2.
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Resolved a crash when selecting a car in the showroom and selecting the photo mode during the loading
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Various level design and collision fixes.
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Resolved log in error when no internet connection.
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Fixed various crash linked to photo mode.
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Resolved various menu navigation issues.
				</p>
			</li>
		</ul><div class="_7T4UafM1PdBGycd5na9nF">
			PlayStation 4 specific fixes
		</div>

		<ul class="_33MEMislY0GAlB78wL1_CR"><li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Fixed wrong color of a couple of trophies icons.
				</p>
			</li>
		</ul><div class="_7T4UafM1PdBGycd5na9nF">
			PlayStation 5 specific fixes
		</div>

		<ul class="_33MEMislY0GAlB78wL1_CR"><li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Resolved an issue where a punctured tire could do sparkles if the other tire on the same axle is destroyed.
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Fixed wrong color of a couple of trophies icons.
				</p>
			</li>
			<li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					The Thrustmaster T80 Steering Wheel is now supported.
				</p>
			</li>
		</ul><div class="_7T4UafM1PdBGycd5na9nF">
			Xbox Series X|S specific fixes
		</div>

		<ul class="_33MEMislY0GAlB78wL1_CR"><li class="_3gqTEjt4x9UIIpWiro7YXz">
				<p class="_1qeIAgB0cPwnLhDF9XSiJM">
					Fixed issue with the reverse not working on various shifter.
				</p>
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">27003</guid><pubDate>Fri, 22 Jan 2021 17:08:36 +0000</pubDate></item><item><title>rFactor 2: Formula E 2021 e Attack Mode rilasciati</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-formula-e-2021-e-attack-mode-rilasciati-r27001/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/2054557156_Senzanome.png.2dd1e52807c58db9b56fb9b521cef3e2.png" /></p>

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	Studio 397 ha reso disponibile la stagione 2021 della Formula E tramite aggiornamento gratuito per i possessori del DLC 2019/2020. Le novità non sono finite qui però, perchè lo Studio ha anche aggiunto una feature presente solo in Formula E ed utilizzata nelle ultime due stagioni: stiamo parlando dell'Attack Mode!
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	<img alt="FE-release-6.png" class="ipsImage" data-ratio="75.08" height="573" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/01/FE-release-6.png"></p>

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	L'Attack Mode in Formula E garantisce (per 30 secondi) 35 kW di potenza extra al pilota che lo attiva passando attraverso delle zone designate chiamate Activation Zone. Il numero di queste zone cambia da circuito a circuito e i team conoscono la posizione di queste zone solamente un'ora prima della gara.
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	<img alt="fe-release-1.png" class="ipsImage" data-ratio="75.08" height="566" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/01/fe-release-1.png"></p>

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	In rFactor 2 i circuiti ufficiali avranno le Activation Zone che saranno riconoscibili grazie alla segnaletica orizzontale sul tracciato e a partire dal terzo giro i piloti potranno usufruire dell'Attack Mode premendo il pulsante "Arm Attack Mode" e passando entro 5 secondi nella zona di attivazione. L'Attack Mode deve essere usato 3 volte in gara pena la squalifica.
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	Questa funzionalità è disponibile anche offline, ma essendo pensata per il multiplayer la IA non sarà in grado di utilizzarla. Questa novità è disponibile sia per le vetture 2021 che per le vetture 2020, ma le seconde non avranno l'illuminazione a led sull'Halo in fase di attivazione; non sarà disponibile invece per le vetture della prima generazione.
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	<img alt="FE-release-4.png" class="ipsImage" data-ratio="75.08" height="510" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/01/FE-release-4.png"></p>

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	I tracciati sono stati ovviamente tutti aggiornati e anche la vettura subirà profondi cambiamenti nella fisica e nel tyre model, per renderla sempre più realistica e simile alla controparte reale.
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	Potete acquistare il Bundle Formula E <a href="https://store.steampowered.com/itemstore/365960/detail/1002/" rel="external">qui</a> al prezzo di 31.50€, contenente le vetture della Gen 1 e della Gen 2 e i quattro circuiti ufficiali rilasciati fino ad ora (New York, Berlino, Hong Kong e Monaco). Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/79025-rfactor-2-racing-into-the-future/page/67/&amp;tab=comments#comment-919257" rel="">topic dedicato</a>
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