<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/161/?d=1</link><description>News: News</description><language>en</language><item><title>rFactor 2 torna "indietro" alla build precedente</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-torna-indietro-alla-build-precedente-r26997/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/rfactor2.jpg.3312fadb7ccf175738d39ee82959f4d8.jpg" /></p>
<p>
	 
</p>

<p>
	Studio 397 ha rilasciato un nuovo aggiornamento per il suo rFactor 2 che di fatto torna "indietro" alla build precedente del software. Come spiegano gli stessi sviluppatori, i problemi e bug rilevati dopo l'ultimo update, decisamente superiori ai benefici apportati, hanno reso necessaria questa insolita operazione.
</p>

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			<p>
				New Build Update v 1.1123
			</p>

			<p>
				Significant amounts of activity have been taking place here at Studio 397 over the last few days, following the recent release of build 6098993 on Monday evening. That update was always going to be a quite considerable sized build with a number of improvements and changes, however post deployment it has become apparent that several significant issues have crept into the latest release, as reported by our sim racing community on both the forum and our Discord channel.
			</p>

			<p>
				We've worked hard in the intermediate to identify and rectify these issues, with recent hotfix updates resolving join lags and graphical glitches on cars within the Competition System, however it has become increasingly apparent that a more substantial investigation of the build stability and reported bugs will need to be undertaken.
			</p>

			<p>
				With this in mind, we have taken the decision to revert to the release we deployed during the Winter Sale, with a few minor additional updates. In reality what this means is the last two major releases and some following hotfixes have been rolled back. A lot of those changes were modding improvements, but some of this might impact VR users navigating the UI. Rendering improvements to our clouds and showroom will also be re-introduced again later.
			</p>

			<p>
				We appreciate this move will be frustrating for some of you, however we firmly believe this is the wisest course of action to minimize the impact to our community and get as many of you back on track and racing again as soon as possible.
			</p>

			<p>
				As always, we appreciate the support and patience you have displayed during these last few days, and we look forward to continuing our forward trajectory with a much improved new build update in the very near future.
			</p>
		</div>
	</div>
</blockquote>

<p>
	 
</p>]]></description><guid isPermaLink="false">26997</guid><pubDate>Wed, 20 Jan 2021 18:15:23 +0000</pubDate></item><item><title>Ride 4: disponibile il Bonus Pack 03</title><link>https://www.drivingitalia.net/home-page/software/ride-4-disponibile-il-bonus-pack-03-r26995/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/XBOX_TitledHeroArt_BonusPack03.png.23458a02911bd9fc61c56b37e1a09416.png" /></p>

<p>
	 
</p>

<p>
	E' disponibile il terzo Bonus Pack per Ride 4, che aggiunge una nuova moto in via completamente gratuita: si tratta della HONDA CBR 1000RR Fireblade SP del 2015. Oltre alla moto sono stati aggiunti 5 nuovi eventi in modalità carriera.
</p>

<p>
	Il prossimo DLC verrà reso disponibile il 28 Gennaio e aggiungerà 5 nuove Superbike. 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-918879" rel="">topic dedicato</a>
</p>

<p>
	<img alt="ss_a6987f13cc243b1ed58a2811820f2ceb64b16" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://steamcdn-a.akamaihd.net/steam/apps/1365130/ss_a6987f13cc243b1ed58a2811820f2ceb64b16650.1920x1080.jpg?t=1611043901"></p>

<p>
	<img alt="ss_1775aaaac439970970bbd3a444688570d1c56" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://steamcdn-a.akamaihd.net/steam/apps/1365130/ss_1775aaaac439970970bbd3a444688570d1c5600d.1920x1080.jpg?t=1611043901"></p>

<p>
	<img alt="ss_4d885fd905e3abfd14dc90cdf0fa7052d9ea3" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://steamcdn-a.akamaihd.net/steam/apps/1365130/ss_4d885fd905e3abfd14dc90cdf0fa7052d9ea3dbc.1920x1080.jpg?t=1611043901"></p>
]]></description><guid isPermaLink="false">26995</guid><pubDate>Tue, 19 Jan 2021 17:33:14 +0000</pubDate></item><item><title>rFactor 2: disponibile una nuova build</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-disponibile-una-nuova-build-r26993/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/2048979240_rf2updare.jpg.08a28a8365f7319f05b8368b3fdc55da.jpg" /></p>

<p>
	 
</p>

<p>
	Il team Studio 397 ha reso disponibile una nuova build per rFactor 2. I fix e i miglioramenti si concentrano sull'aspetto grafico, sul rendering, sulla UI e sulla "qualità della vita" in generale, come potrete constatare dal changelog.
</p>

<p>
	Il download dovrebbe essere effettuato automaticamente da Steam, in caso di problemi è consigliato un riavvio del client. 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-919103" rel="">topic dedicato</a>
</p>

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			Hello sim racers!<br><br>
			We have a new build update available today, details of which can be found below:<br>
			 
		</p>

		<p>
			Client build ID: 6098993
		</p>

		<p>
			Dedicated Server ID:6098998
		</p>

		<p>
			(we recommend updating all dedicated servers)<br><br><strong>Changelog:</strong><br>
			- Added back-end support for detecting the state of the Steam overlay so we can advise people to turn it on when trying to show them a shopping cart.<br>
			- Fixed a possible deadlock.<br>
			- Changed the lighting at dusk to gradually transition the fog color, preventing a sudden light change.<br>
			- Improved the shutdown of a dedi so it no longer exits with a non-zero return code.<br>
			- Fixed an issue where if we failed to load a custom skin we would not correctly fall back to the default skin.<br>
			- Fixed an issue where blurred reflections did not show up.<br>
			- Made the material editor port configurable in the scene viewer and changed it to 5396 by default so it won't conflict with the default port that rFactor 2 uses.<br>
			- Allow up to 128 scene paths in the scene viewer.<br>
			- Fixed an issue where upgrades did not correctly show in the showroom when selected.<br>
			- Enforced loading the correct upgrades before we initialize physics online.<br>
			- Added a few missing control options in the menus so they can be assigned again in the UI.<br>
			- Significantly improved the way we render our clouds, resulting in much better looking skies.<br>
			- Server will now kick a client using a custom team if file transfers are disabled because that client would be kicked when a race starts anyway.<br>
			- Various auto exposure tweaks were done, also to the cockpit view.<br>
			- Only pause the first session now if the setting is enabled on a dedicated server.<br>
			- Fixed UI mouse click control.<br>
			- Converted old FSAA values to new MSAA ones.<br>
			- Corrected some inconsistencies between the viewer and rFactor 2.<br>
			- Fixed some compound rendering issues in the showroom.<br>
			- Improved the camera editor in dev mode by fixing some assets for it.<br><br><br>
			The new update should download automatically next time you restart your Steam client.<br><br>
			Happy Racing
		</p>
	</div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">26993</guid><pubDate>Mon, 18 Jan 2021 21:04:47 +0000</pubDate></item><item><title>F1 2020 Codemasters: rilasciata patch 1.15</title><link>https://www.drivingitalia.net/home-page/software/f1-2020-codemasters-rilasciata-patch-115-r26990/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/PJ_F120_BAH_GR63.jpg.cea61b06c430ed3d7aa56b1af75f5e9e.jpg" /></p>

<p>
	 
</p>

<p>
	Codemasters ha reso disponibile l'update 1.15 per F1 2020. L'aggiornamento sistema alcuni bug relativi alla stagione 2020 della F2 e aggiunge inoltre la tanto richiesta modalità time trial con prestazioni parificate.
</p>

<p>
	Ecco di seguito il changelog. Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/82194-f1-2020-codemasters-official-patch/&amp;tab=comments#comment-918047" rel="">topic dedicato</a>
</p>

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			<u><strong>F1® 2020 PATCH NOTES - v1.15</strong></u>
		</p>

		<p>
			Patch 1.15 is out now on PC, Xbox, PS4 and coming very soon to Google Stadia - and you can check out the notes below:
		</p>

		<ul><li>
				Added the ability to enable equal performance in Time Trial
			</li>
			<li>
				Marcus Armstrong now has the correct nationality
			</li>
			<li>
				Addressed an issue where Artem Markelov would be quicker than intended
			</li>
			<li>
				Pedro Piquet now has the correct number on the rear wing
			</li>
			<li>
				Addressed an issue where sponsor boards and garage textures were missing on Bahrain for F2 2020
			</li>
			<li>
				Users will no longer incorrectly receive a warning when changing components between Practice and Qualifying
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">26990</guid><pubDate>Mon, 18 Jan 2021 12:49:48 +0000</pubDate></item><item><title>rFactor 2: la mod Alpine Series di EnduRacers entra a far parte del Competition System</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-la-mod-alpine-series-di-enduracers-entra-a-far-parte-del-competition-system-r26989/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/1514838840_Senzanome.png.553c5c7097a968213a8c312f9c408205.png" /></p>

<p>
	 
</p>

<p>
	Qualche giorno fa vi abbiamo parlato della <a href="https://www.drivingitalia.net/index.php?/home-page/modding/rfactor-2-enduracers-rilascia-il-nuovo-alpine-series-mod-r26987/" rel="">Alpine Series di EnduRacers</a>, un progetto che porta gratuitamente su rFactor 2 le Alpine A110 Cup e GT4 completamente licenziate e realizzate gomito a gomito con Signatech Alpine.
</p>

<p>
	<img alt="rF2-Enduracers-Alpine-A110-3.jpg" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/01/rF2-Enduracers-Alpine-A110-3.jpg"></p>

<p>
	Il progetto ha impressionato Studio 397 che non si è lasciata sfuggire l'occasione di portare queste due fantastiche auto sul Competition System con due serie dedicate: la Alpine Cup Winter 2021 e la Alpine GT4 Winter 2021.
</p>

<p>
	La prima di queste due serie è completamente gratuita, basterà andare nel CS e scaricare le piste e la mod e sarà possibile iscriversi. La Alpine GT4 Series invece richiede l'acquisto di quattro tracciati (Spa, Azure, Ibarra e Guapore)
</p>

<p>
	<img alt="rF2-Enduracers-Alpine-A110-6.jpg" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/01/rF2-Enduracers-Alpine-A110-6.jpg"></p>

<p>
	<img alt="rF2-Enduracers-Alpine-A110-7.jpg" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2021/01/rF2-Enduracers-Alpine-A110-7.jpg"></p>

<p>
	Oltre a queste due nuove serie è stata confermata una nuova "stagione" della Tatuus Winter Cup che durerà fino al 9 Febbraio e, come la precedente stagione, sarà completamente gratuita. 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-919103" rel="">topic dedicato</a>
</p>
]]></description><guid isPermaLink="false">26989</guid><pubDate>Sun, 17 Jan 2021 15:50:11 +0000</pubDate></item><item><title>Automobilista 2: disponibile hotfix 1.1.0.5</title><link>https://www.drivingitalia.net/home-page/software/automobilista-2-disponibile-hotfix-1105-r26988/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/maxresdefault.jpg.8a361a90514ad66322307a46402e6438.jpg" /></p>

<p>
	 
</p>

<p>
	Reiza Studios ha rilasciato un hotfix che porta il suo Automobilista 2 alla versione 1.1.0.5. Tra le correzioni e le migliorie spiccano quelle relative alla IA, che adesso si comporta meglio nelle gare multiclass quando si avvicina alle classi più lente
</p>

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</div>

<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>
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			<u><strong>V1.1.0.5 CHANGELOG</strong></u>
		</p>

		<p>
			<strong>GENERAL</strong>
		</p>

		<p>
			 
		</p>

		<ul><li>
				Fixed bug that could lead to vehicles receiving draft from vehicles far behind them
			</li>
		</ul><p>
			<strong>UI</strong>
		</p>

		<ul><li>
				Fixed distance to screen value on triple screen setup
			</li>
		</ul><p>
			<br><strong>PHYSICS</strong>
		</p>

		<p>
			 
		</p>

		<ul><li>
				Further driveline adjustments &amp; fine tuning, fixing issues with clutch slipping in upshifts with some cars
			</li>
			<li>
				Adjusted default clutch setting for Stock cars, Montana, Camaro GT4R, Porsches
			</li>
			<li>
				Fixed bug with F-Retro wet tires breaking physics
			</li>
			<li>
				Fixed bug with F-Ultimate slicks breaking physics if driven on wet
			</li>
			<li>
				Adjusted default gear ratios for M1 Procar, Group A cars
			</li>
		</ul><br><strong>AI</strong>

		<p>
			 
		</p>

		<ul><li>
				Further improvements to AI lateral weaving/abruptness of movement
			</li>
			<li>
				Added new improvements to AI behaviour when it predicts it´s going to run off the road (should reduce some causes of abrupt lateral movement / loss of control)
			</li>
			<li>
				Further general A performance callibration
			</li>
		</ul><br><strong>AUDIO</strong>

		<p>
			 
		</p>

		<ul><li>
				Caterham Academy: adjusted sounds, improved audio loops
			</li>
			<li>
				Copa Fusca: Fixed engine sound drop-off during gear shifts
			</li>
			<li>
				SprintRace: further improvements to audio loops
			</li>
			<li>
				M1 Procar: increased volume when driving in swingman view
			</li>
		</ul><br><strong>TRACKS</strong>

		<p>
			 
		</p>

		<ul><li>
				Spa: various fixes for lodding pop-ups, further optimization
			</li>
			<li>
				Velopark: Improved wall collisions; fixed some terrain gaps; improved shadows; adjusted tire stack height; adjusted 3D grass to fix instances of wall clipping; removed shadow casting &amp; reflections from transparent face
			</li>
			<li>
				Interlagos Historic: Added startlights; removed shadow casting from transparent fences
			</li>
			<li>
				Oulton Park: Added missing track lights
			</li>
			<li>
				Curitiba: Adjusted HUD map zoom
			</li>
			<li>
				Curvelo: Adjusted render mesh to match updated physical noise
			</li>
		</ul><br><strong>VEHICLES</strong>

		<p>
			 
		</p>

		<ul><li>
				Added community liveries: Copa Fusca - Fernando Goncalves #888 / Luiz Gonzaga #09 / Marcos Cruz #20 / Tom Emilsen #3422 / Troyan Donut #61 / Filomena Silva #00
			</li>
			<li>
				Caterham 360 Superlight - Allan Nenes #25 / Gasper Zupan #2
			</li>
			<li>
				Caterham 620R - Gyda Marvik #25 / Chris Shire #26
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">26988</guid><pubDate>Sat, 16 Jan 2021 11:37:27 +0000</pubDate></item><item><title>iRacing Season 1 2021: rilasciata la Patch 3</title><link>https://www.drivingitalia.net/home-page/software/iracing-s1-2021-rilasciata-la-patch-3-r26986/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/Dallara-iR-01-PIC-1.jpg.ba598767f60903e1b09a9cbc64302d73.jpg" /></p>

<p>
	 
</p>

<p>
	E' stata rilasciata la patch numero 3 della Stagione 1 2021 di iRacing. Tra gli aggiornamenti più importanti spiccano la IA disponibile su 4 nuovi circuiti (Spa-Francorchamps, iRacing Superspeedway, Richmond Raceway e Watkins Glen) e soprattutto alcuni importanti cambiamenti alla Dallara P217 in vista della 24 Ore di Daytona che si terrà fra 10 giorni.
</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-918309" rel="">topic dedicato</a>
</p>

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			<u><strong>iRACING UI: (5.05.03)</strong></u>
		</p>

		<p>
			<strong>Hosted Sessions</strong>
		</p>

		<ul><li>
				Fixed an issue where Hosted Sessions could fail to be displayed after canceling a pending Hosted Session.
			</li>
		</ul><p>
			<strong>3D Car Viewer</strong>
		</p>

		<ul><li>
				Fixed an issue where the iRacing UI could fail to see paint file updates in folders with more than one space in the folder name, such as the "dirtsprint winged 305" folder.
			</li>
			<li>
				Fixed an issue where refreshing the iRacing UI (Ctrl+R) while viewing the 3D Car Viewer could create a bad state.
			</li>
		</ul><p>
			Remember, the 3D Car Viewer should automatically update with any changes made to the paint folders; no need to refresh!
		</p>

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

		<p>
			<strong>Physics</strong>
		</p>

		<ul><li>
				Fixed an issue seen on some vehicles with odd hyper-extended suspension behaviors.
			</li>
		</ul><p>
			<strong>Race Control</strong>
		</p>

		<ul><li>
				Fixed an issue that could occur where subsequent meatball black flags were not being recognized and triggered.
			</li>
		</ul><p>
			<strong>AI Racing</strong>
		</p>

		<p>
			AI Racing is now available at the following additional tracks and configurations:
		</p>

		<ul><li>
				Circuit de Spa-Francorchamps - Classic Pits
			</li>
			<li>
				Circuit de Spa-Francorchamps - Endurance
			</li>
			<li>
				iRacing Superspeedway
			</li>
			<li>
				Richmond Raceway
			</li>
			<li>
				Watkins Glen International - Classic
			</li>
			<li>
				Watkins Glen International - Classic Boot
			</li>
		</ul><p>
			AI Drivers have received additional training with the following vehicles:
		</p>

		<ul><li>
				Indy Pro 2000 PM-18
			</li>
			<li>
				USF 2000
			</li>
			<li>
				Audi RS 3 LMS
			</li>
			<li>
				Kia Optima
			</li>
		</ul><p>
			<strong>Pace Car</strong>
		</p>

		<ul><li>
				Fixed an issue where the pace car would sometimes try to move up the track very quickly on ovals once it left the pit lane, sometimes even hitting the outside wall.
			</li>
		</ul><p>
			<strong>Spotter</strong>
		</p>

		<ul><li>
				Fixed an issue where lead-lap cars were sometimes not receive a spotter message about lucky dog or free-pass cars coming up behind them.
			</li>
		</ul><p>
			<strong>Pit Stop</strong>
		</p>

		<ul><li>
				The speech volume of Lollipop Guy has been reduced.
			</li>
		</ul><p>
			<strong>Rendering</strong>
		</p>

		<ul><li>
				Fixed an issue where the solar flare effect could render with a four pixel-wide defect when using 3-screen mode without actual bezels.
			</li>
		</ul><p>
			<strong>Visual Effects</strong>
		</p>

		<ul><li>
				Fixed an issue where sparks were not elongating in the correct direction, nor where they colliding with the track surface.
			</li>
			<li>
				Fixed an issue where smoke puffs would move in world-space depending on the camera pitch and camera roll. This change also fixes an issue where smoke puffs would rotate with camera roll, rather than stay fixed in the world.
			</li>
		</ul><p>
			<strong>Audio</strong>
		</p>

		<ul><li>
				Improved undertray scrapes, grass scrapes, concrete scrapes and 3D curb impact sounds.
			</li>
		</ul><p>
			<strong>Telemetry</strong>
		</p>

		<ul><li>
				Two new tire telemetry variables have been added.
			</li>
			<li>
				"PlayerTireCompound" and "PitSvTireCompound" indicate the current and pending tire compounds for the player's car respectively. Both are logged live and to disk.
			</li>
		</ul><p>
			<strong>Virtual Reality</strong>
		</p>

		<ul><li>
				Created a work-around for a reported bug in OpenVR where the SDK returns camera frustums with the top/bottom reversed, only when using a specific SDK routine to fetch the frustums. The theory is that this is what is causing eye alignment mismatches (even with SPS disabled) on some headsets.
			</li>
			<li>
				If you suspect you are having this issue, to enable the work-around, set "FixGetProjectionRawBug" to 1 inside the "[OpenVR]" section of "rendererDX11.ini" file.
			</li>
		</ul><p>
			<u><strong>CARS:</strong></u>
		</p>

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

		<ul><li>
				Some adjustments have been made to fix issues with wall riding.
			</li>
		</ul><p>
			<strong>Audi R8 LMS</strong>
		</p>

		<ul><li>
				2021 Season 1 Balance of Power adjustments: Fuel consumption rate has been increased slightly, and aerodynamic downforce has been reduced slightly.
			</li>
		</ul><p>
			<strong>BMW M4 GT3</strong>
		</p>

		<ul><li>
				2021 Season 1 Balance of Power adjustments: Fuel consumption rate has been reduced slightly, and aerodynamic downforce has been increased slightly.
			</li>
		</ul><p>
			<strong>Dallara iR-01</strong>
		</p>

		<ul><li>
				Up-shift parameters have been adjusted to smooth up-shifts and prevent them from upsetting the rear of the car when up-shifting while cornering.
			</li>
			<li>
				Several paint patterns have been updated to fix minor visual issues.
			</li>
		</ul><p>
			<strong>Dallara IR18</strong>
		</p>

		<ul><li>
				Rev limit has been increased to 12,300 RPMs while running at Superspeedways.
			</li>
			<li>
				Fixed an issue with the display of the tire compounds on the right-front tire.
			</li>
			<li>
				Fixed an issue with the incorrect tire compound choice displaying in Replays.
			</li>
			<li>
				Fixed an issue with pit crew animations.
			</li>
		</ul><p>
			<strong>Dallara P217</strong>
		</p>

		<ul><li>
				Engine power has been reduced to better match the 2021 specs.
			</li>
			<li>
				Tire warmer temperatures have been updated.
			</li>
			<li>
				Third pin and pushrod lengths may now be adjusted.
			</li>
			<li>
				Camber limits have been reduced to -2.9 and -1.9 degrees static to match IMSA regulations.
			</li>
			<li>
				iRacing setups have been updated.
			</li>
		</ul><p>
			<strong>Ferrari 488 GT3</strong>
		</p>

		<ul><li>
				2021 Season 1 Balance of Power adjustments: Fuel consumption rate has been reduced slightly.
			</li>
		</ul><p>
			<strong>Ferrari 488 GTE</strong>
		</p>

		<ul><li>
				2021 Season 1 Balance of Power Adjustments: Fuel consumption rate has been reduced slightly.
			</li>
		</ul><p>
			<strong>Ford GT GT2/GT3</strong>
		</p>

		<ul><li>
				(Ford GT GT3) - 2021 Season 1 Balance of Power adjustments: Final drive ratio has been shortened slightly.
			</li>
		</ul><p>
			<strong>Lamborghini Huracán GT3 EVO</strong>
		</p>

		<ul><li>
				2021 Season 1 Balance of Power adjustments: Fuel consumption rate has been increased slightly.
			</li>
		</ul><p>
			<strong>Lotus 49</strong>
		</p>

		<ul><li>
				The direction of anti-roll bar adjustments have been reversed.
			</li>
			<li>
				The rear anti-roll bar arm length has been offset to better match the expected range.
			</li>
		</ul><p>
			<strong>McLaren MP4-12C GT3</strong>
		</p>

		<ul><li>
				2021 Season 1 Balance of Power adjustments: Fuel consumption rate has been reduced slightly.
			</li>
		</ul><p>
			<strong>McLaren MP4-30</strong>
		</p>

		<ul><li>
				Up-shift parameters have been adjusted to smooth up-shifts and prevent them from upsetting the rear of the car when up-shifting while cornering.
			</li>
		</ul><p>
			<strong>Mercedes-AMG GT3</strong>
		</p>

		<ul><li>
				2021 Season 1 Balance of Power adjustments: Aerodynamic downforce has been increased slightly, and fuel consumption rate has been reduced slightly.
			</li>
		</ul><p>
			<strong>NASCAR Chevrolet Monte Carlo - 1987</strong>
		</p>

		<ul><li>
				Some garage wording has been updated.
			</li>
		</ul><p>
			<strong>NASCAR Cup Series Chevrolet Camaro ZL1</strong>
		</p>

		<ul><li>
				Fixed an issue with a repeating frequency in the upper RPM range of the in-car sound.
			</li>
			<li>
				iRacing setup for Rockingham Speedway - Oval has been updated.
			</li>
		</ul><p>
			<strong>NASCAR Cup Series Ford Mustang</strong>
		</p>

		<ul><li>
				iRacing setup for Rockingham Speedway - Oval has been updated.
			</li>
		</ul><p>
			<strong>NASCAR Cup Series Toyota Camry</strong>
		</p>

		<ul><li>
				iRacing setup for Rockingham Speedway - Oval has been updated.
			</li>
		</ul><p>
			<strong>NASCAR Ford Thunderbird - 1987</strong>
		</p>

		<ul><li>
				Some garage wording has been updated.
			</li>
		</ul><p>
			<strong>NASCAR Gander Outdoors</strong>
		</p>

		<ul><li>
				iRacing setups have been updated.
			</li>
		</ul><p>
			<strong>NASCAR Xfinity Chevrolet Camaro</strong>
		</p>

		<ul><li>
				Fixed an issue with a repeating frequency in the upper RPM range of the in-car sound.
			</li>
		</ul><p>
			<strong>Porsche 911 RSR</strong>
		</p>

		<ul><li>
				2021 Season 1 Balance of Power Adjustments: Minimum weight has been increased by 5kg.
			</li>
		</ul><p>
			<strong>[Legacy] Dallara DW12</strong>
		</p>

		<ul><li>
				Fixed an issue with the display of the tire compounds on the right-front tire.
			</li>
			<li>
				Fixed an issue with the incorrect tire compound choice displaying in Replays.
			</li>
			<li>
				Fixed an issue with pit crew animations.
			</li>
		</ul><p>
			<strong>[Legacy] NASCAR Cup Chevrolet SS - 2013</strong>
		</p>

		<ul><li>
				Fixed an issue with a repeating frequency in the upper RPM range of the in-car sound.
			</li>
		</ul><p>
			<strong>[Legacy] NASCAR Nationwide Chevrolet Impala - 2012</strong>
		</p>

		<ul><li>
				Fixed an issue with a repeating frequency in the upper RPM range of the in-car sound.
			</li>
		</ul><p>
			<strong>[Legacy] NASCAR Xfinity Chevrolet Camaro - 2014</strong>
		</p>

		<ul><li>
				Fixed an issue with a repeating frequency in the upper RPM range of the in-car sound.
			</li>
		</ul><p>
			<u><strong>TRACKS:</strong></u>
		</p>

		<p>
			<strong>Brands Hatch Circuit</strong>
		</p>

		<p>
			(Rallycross) - Fixed a handful of issues, including:
		</p>

		<ul><li>
				Joker wall has been updated.
			</li>
			<li>
				Jump has been grounded better.
			</li>
			<li>
				Grass edges have been improved.
			</li>
		</ul><p>
			<strong>Cedar Lake Speedway</strong>
		</p>

		<ul><li>
				Fixed a bump at pit exit.
			</li>
			<li>
				Fixed an issue where a catchfence was not catching.
			</li>
			<li>
				Infield gain-time checkpoints have been adjusted to prevent course cutting.
			</li>
		</ul><p>
			<strong>Daytona International Speedway</strong>
		</p>

		<ul><li>
				Some track surface bumps have been smoothed.
			</li>
			<li>
				Some tire-walls have been grounded.
			</li>
			<li>
				(Road Course) - Smoothed a vicious bump at Turn 6.
			</li>
			<li>
				(Road Course) - Smoothed some bumps at the pit exit.
			</li>
			<li>
				(NASCAR Road Course) - The pace car driver has been re-trained at pit maneuvers and parking.
			</li>
		</ul><p>
			<strong>Five Flags Speedway</strong>
		</p>

		<ul><li>
				Grandstands will no longer disappear when graphics settings are set to "Low Detail".
			</li>
		</ul><p>
			<strong>Homestead Miami Speedway</strong>
		</p>

		<ul><li>
				Track surface textures have been updated.
			</li>
		</ul><p>
			<strong>Irwindale Speedway</strong>
		</p>

		<ul><li>
				(Inner) - Additional checkpoints have been added to prevent course cutting.
			</li>
			<li>
				(Inner) - Some cones have been added to better define the track limits for pit road.
			</li>
			<li>
				(Inner) - The pace car will now pull off sooner during starts and restarts.
			</li>
			<li>
				Patched some visual seams between the Inner and Outter Ovals.
			</li>
		</ul><p>
			<strong>Knoxville Raceway</strong>
		</p>

		<ul><li>
				Grandstands will no longer disappear when graphics settings are set to "Low Detail".
			</li>
		</ul><p>
			<strong>Oran Park Raceway</strong>
		</p>

		<ul><li>
				(South) - Gain-time checkpoints have been added to prevent course cutting at Turn 1.
			</li>
		</ul><p>
			<strong>Richmond Raceway</strong>
		</p>

		<ul><li>
				Qualifying stalls have been adjusted slightly to prevent cars from appearing inside the wall.
			</li>
		</ul><p>
			<strong>Sebring International Raceway</strong>
		</p>

		<ul><li>
				(Club and International) - Gain-time checkpoints have been added to prevent course cutting at the corner which is Turn 4 of the International track.
			</li>
		</ul><p>
			<strong>South Boston Speedway</strong>
		</p>

		<ul><li>
				Grandstand crowds now wicked respect the Crowd Detail graphics setting.
			</li>
		</ul></div>
</blockquote>

<p>
	 
</p>
]]></description><guid isPermaLink="false">26986</guid><pubDate>Thu, 14 Jan 2021 17:25:23 +0000</pubDate></item><item><title>rFactor 2: Competition System Blog | Week 2</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-competition-system-blog-week-2-r26983/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/20210113222944_1-1920x1280.jpg.19105a572b438758e4fb8a06d37572b8.jpg" /></p>

<p>
	 
</p>

<p>
	Studio 397 ha appena pubblicato il <a href="https://www.studio-397.com/2021/01/csblog-week2/?fbclid=IwAR2wSNh2kdSwCrOBMPINtIEc-ybDMrE7kpLKbRJ5NhSmfP8OkbTsAuE3zUk" rel="external">secondo blog post</a> dedicato al recente Competition System attivato su rFactor 2. Gli sviluppatori, oltre a chiarire alcune problematiche apparse in questi giorni nelle gare online, rispondono anche alle domande di alcuni appassionati.
</p>

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		<p>
			This weekend, the first two series will end, and whilst we are already preparing for a new and fresh set of competitions (possibly with a surprise we don’t want to spoil just yet), in terms of development we have been chasing two bugs:
		</p>

		<p>
			The first one is a problem where, seemingly randomly, significant groups of people disconnect from the server after a couple of minutes. So far we’re mainly seeing this in our GTE series and it seems to have gotten worse after we introduced some changes last week. Our efforts are very much focused on reproducing this and fixing it and we expect this to continue into next week.
		</p>

		<p>
			The second one is a graphics glitch, where the bodywork of a car starts deforming into a bunch of huge polygons that reach into the sky. This one too is still under investigation, and I hope to have a better update on this next week.
		</p>

		<p>
			Feature wise we’ve deployed a few updates to the rendering in the UI, and a few more are expected to be deployed right after the publication of this blog, or possibly tomorrow. Updates include a richer briefing, better layout for the standings (with jumping to “your” position still to come) and some networking improvements that make the UI more robust.
		</p>

		<p>
			In general we would like to thank our community for their active involvement in reporting issues during this beta phase. As promised last week, we wanted to answer some frequently asked questions. If we’ve missed yours, don’t hesitate to get in touch and we’ll answer a few more next week.
		</p>

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

		<p>
			Q: What will be the major feature of the system which will make people say “hey let’s play (or switch) to rFactor 2”?
		</p>

		<p>
			Stevy
		</p>

		<p>
			I’m not sure if we can name a single major feature, but a significant part of the community has been telling us “if only you had an organized online system like one of your major competitors”. So that was a major reason to build this system. Picking one feature that might make it unique, but will still be some time away, the system is quite flexible in how you can setup different competitions, so we can keep innovating and organizing new formats. One feature that, as far as I know, will be unique, is that we can include multiple different simulations into the system and even run competitions where different events run in different sims.
		</p>

		<p>
			Q: What will make it special compared to all the other systems?
		</p>

		<p>
			Stevy
		</p>

		<p>
			Our main goal is to have an experience that keeps people trying new things, so in the next couple of years you will see league style races, knockout tournaments, short sprint races, endurance races, and lots of other types of challenges we probably did not even think of right now.
		</p>

		<p>
			Q: Will it even have something like this or will it be “just” a comp system like all the others?
		</p>

		<p>
			Stevy
		</p>

		<p>
			In the end there are only so many ways you can do a competition system, but I think the rFactor 2 simulation itself lays the groundwork for some unique things. One aspect we already mentioned before is that we expect to also include “offline” racing against the AI, so maybe next year the Tatuus Winter Series is something you can also run against AI, or maybe even allowing a mix of AI and humans.
		</p>

		<p>
			Q: Will there be an iRacing like results screen where you can see the ratings from all the drivers at the end, and will they be saved to look back at it yourself?
		</p>

		<p>
			Unknown
		</p>

		<p>
			The whole “result viewing” part has not been deployed yet, but for sure we will add extensive statistics about all the sessions and splits in each competition, as well as driver, team and friend statistics. And that will certainly include some form of rating, driver reputation and possibly others.
		</p>

		<p>
			Q: My question about that would be how you can maybe change your car? Even if all points are gone.
		</p>

		<p>
			Vanisch
		</p>

		<p>
			Yes, we will most likely have a feature to leave a competition and then (if that is still allowed for that competition) join it with a new entry, which will also allow you a new choice of car.
		</p>

		<p>
			Q: Please add more Q session for GTE during the day, in American continent there’s one at 3am and 4.45am so the next 4 races of the day.
		</p>

		<p>
			Nico Barclay
		</p>

		<p>
			Right now we settled on a schedule where there is a race every 5 hours in both competitions and we had to shuffle the qualifications around a bit to accomodate for the big demand we saw. We are aware that that still might not be enough for all timezones to find a nice slot to race in the 3 days each event lasts. In this beta we will probably not “scale up” yet, but in the future our goal is to host as many races as there is demand for.
		</p>

		<p>
			Q: Please add a “practice” button from the competition page so we can either join an open practice session or a single player race. I was trying to practice the loch last night, but I couldn’t find any details on which track config it was supposed to be. So a practice button that takes us right there would be great.
		</p>

		<p>
			MarcG
		</p>

		<p>
			For now, your best bet is to go into single player, and then go to the series selection and look for the GTE or Tatuus Winter Series and select that. This way when you go into car or track selection, you will just see the content that is used in the competition. For now all tracks are run using “default” weather. Going forward we will introduce practice sessions for people to get together and train online.
		</p>

		<p>
			Q: Will we have to keep buying cars we’re not interested in driving or will this change in the future? A while back I took a break from rFactor 2 so there are some cars I don’t have and I can’t join the GTE series even if I already have the car I want to drive. A couple of cars is already enough to stop me from returning to rFactor 2. I can’t imagine how many new players this will stop from getting into the game.
		</p>

		<p>
			Martin Vindis
		</p>

		<p>
			So this would require a huge technical change, basically a rewrite of how the package system works. We decided against that and instead offer much better pricing on car packs compared to some of our competitors. We will always keep running competitions with free content, and will even consider properly built and licensed community created content. You can also expect future bundles that are tailored to our competitions and can be bought at a discount.
		</p>

		<p>
			Q: Will the competition system become subscription-based when it hits proper RC-state?
		</p>

		<p>
			Flaux
		</p>

		<p>
			No. The competition system will be free to enter and as long as you behave well in the sessions, you can access it. There might be some competitions in the future that require an entry fee, and we might work with specific partners to build special events that have other requirements, but fundamentally we want everybody to participate.
		</p>

		<p>
			Q: Hello good morning, when are you going to put the game in Spanish? since in the community there are many Spanish speakers, more than you think to put us aside. It would be more correct to also translate into Spanish from Spain. Translated with google translator.
		</p>

		<p>
			Tetemr
		</p>

		<p>
			Somos conscientes de que hay una gran comunidad de habla hispana y en nuestra pantalla de perfil puede ver que tenemos la intención de proporcionar traducciones completas a muchos idiomas. No estamos listos para comenzar ese proceso, pero está planeado y ciertamente aceptaremos la ayuda de la comunidad para lograrlo. Traducido con Google Translator.
		</p>
	</div>
</blockquote>

<p>
	 
</p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2021_01/20210113223131_1-1920x1280.jpg.b5f971c893d0633daaafcd2b2f77bb56.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="48057" src="https://www.drivingitalia.net/uploads/monthly_2021_01/20210113223131_1-1920x1280.thumb.jpg.11e4af9f39ef19f27d40fd8cda7a1ec6.jpg" data-ratio="66.7" width="1000" class="ipsImage ipsImage_thumbnailed" alt="20210113223131_1-1920x1280.jpg"></a></p>
]]></description><guid isPermaLink="false">26983</guid><pubDate>Wed, 13 Jan 2021 22:17:34 +0000</pubDate></item><item><title>Automobilista 2: anteprima video di Spa e nuova build disponibile</title><link>https://www.drivingitalia.net/home-page/software/automobilista-2-anteprima-video-di-spa-e-nuova-build-disponibile-r26981/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/automobilista-2-spa.jpg.a1aa2fbdca332a16b3e3ba0f84bbf880.jpg" /></p>

<p>
	 
</p>

<p>
	Reiza ci mostra un trailer in game con gli ultimi sviluppi di <a href="https://www.drivingitalia.net/index.php?/forums/topic/80985-automobilista-2-official-thread/page/27/#comments" rel="">Automobilista 2 nella nuova build v1.1.0.4</a>, appena rilasciata, che include un profondo aggiornamento del tracciato di Spa Francorchamps, inclusa illuminazione notturna, linee AI più veloci e prestazioni migliorate.
</p>

<p>
	L'update include anche ulteriori revisioni estese alla fisica degli pneumatici e della trasmissione, nonché nuovi sviluppi nel comportamento dell'IA, incluso un rilevamento molto migliore delle auto più lente che dovrebbe rendere le gare multiclasse più competitive.
</p>

<p>
	In questo video vediamo in azione la Mclaren F1 GTR recentemente rilasciata, contro le più potenti Mercedes CLK LM e Porsche 911 GT1, con il tipico clima in continua evoluzione di Spa mentre la notte inizia ad affacciarsi...
</p>

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			<b>Automobilista 2 </b>has been updated to v1.1.0.4 - this is a substantive complementary update to the release from two weeks ago, the highlights being several improvements &amp; corrections for Spa, new tire &amp; driveline physics developments along with some new AI logic that should greatly improve their skill dodging traffic in multiclass races.<br><br>
			Please note that while there is no need to delete your Automobilista 2 settings folder in this update, several cars require a setup reset to default to receive some of their latest adjustments as marked in the changelog below.
		</p>

		<p>
			V1.1.0.4 CHANGELOG
		</p>

		<p>
			<b>GENERAL</b>
		</p>

		<p>
			 
		</p>

		<ul class="eventbbcodeparser_UnorderList_3995Y"><li>
				Reduced pit speed limit of historical classes from 120 km/h to 100 km/h to minimise issues with AI overshooting its pitbox
			</li>
			<li>
				Disabled mandatory pitstops in GT1 90s Championship
			</li>
		</ul><b>UI &amp; HUD</b>

		<p>
			 
		</p>

		<ul class="eventbbcodeparser_UnorderList_3995Y"><li>
				Fixed issue where UI would become unresponsive when restarting a race from the post session leaderboard screen
			</li>
			<li>
				Lobbies now always use descending order when sorting lobbies by player
			</li>
			<li>
				Custom even screens now display full vehicle name instead of abbreviated version
			</li>
			<li>
				Fixed English label on FFB GAIN INCREASE mapping
			</li>
			<li>
				Added GT1 HUD icon
			</li>
		</ul><b>PHYSICS &amp; FFB</b>

		<p>
			 
		</p>

		<ul class="eventbbcodeparser_UnorderList_3995Y"><li>
				Added several new gearbox, clutch, crankshaft, driveshaft &amp; wheel bearing models to better suit various types of drivelines
			</li>
			<li>
				Reduced differential viscous hump &amp; clutch lock ratios
			</li>
			<li>
				Revised F-Retro &amp; F-Classic tire carcass (all gens)
			</li>
			<li>
				Further stiffened carcass sidewall for GT1 / GT3 / GT4 / Prototype / Stockcar tires
			</li>
			<li>
				Further tire tread adjustments to F3, Mini, Sprintrace, Stock Car, Caterhams, F-Retro, F-Classic (all gens), F-V12, F-Ultimate, Porsche Cup, GT3, GT4, Copa Truck, Street Cars
			</li>
			<li>
				Fixed error in tire models for BMW Procar, Group A &amp; Opala 1986 cars
			</li>
			<li>
				Reduced water dissipation for Formula Vee / Copa Fusca / Uno / Opala 1979 / Opala Old Stock tire treads (makes them slightly less efficient on a wet track)
			</li>
			<li>
				Revised Porsche Cup physics (reduced inertia, more low end engine torque, default setup adjustments, new custom tire tread) (requires setup reset)
			</li>
			<li>
				Further fine tuning of FFB max force for 570S, Caterham 620R, Ginetta G55, Opalas, Porsche Cup, BMW Procar, Group A, GT1 cars
			</li>
			<li>
				Slightly reduced aero draft effect (all cars)
			</li>
			<li>
				Slightly adjusted Mercedes CLK GT1, F-Ultimate default setup (requires setup reset)
			</li>
			<li>
				Reduced GT1 &amp; Opala rear brake torque (all cars)
			</li>
			<li>
				Increased pit speed limit in GT1 class to 100 km/h
			</li>
			<li>
				Mclaren 570S GT4: adjusted aero center of pressure; fixed rear right fast damper range; increased brake torque; adjusted default setup (requires setup reset)
			</li>
			<li>
				Adjusted engine compression curves for GT1 cars, Mclaren 570S GT4, Ginetta G55, F-Retro, Caterhams
			</li>
			<li>
				Fixed error in Group A damper and rebound travel (requires setup reset)
			</li>
			<li>
				Slightly raised Roco 001 CoG height
			</li>
			<li>
				Slightly stiffened Mclaren F1 LM front suspension rates
			</li>
			<li>
				Opened up differential adjustments for Caterhams with LSD
			</li>
			<li>
				Disabled downshift autoblip for Mclaren F1 GTR, Porsche 911 GT1, MCR 2000; enabled for Metalmoro MRX P2
			</li>
			<li>
				Slightly increased downforce from F-Classic Gen1 diffuser
			</li>
			<li>
				SprintRace: Adjusted rear wing center of pressure; increased bodywork drag
			</li>
			<li>
				Reduced engine inertia for F-Trainer, Caterhams
			</li>
			<li>
				Raised minimal front ride height for F-Classics (requires setup reset)
			</li>
			<li>
				Adjusted gear ratios for Procar, Group A cars (requires setup reset)
			</li>
			<li>
				Adjusted default roll bars, dampers for all Porsches (requires setup reset)
			</li>
			<li>
				Fixed inverted slow / fast damper rates in Porsche Cup cars (requires setup reset)
			</li>
			<li>
				Fixed asymetrical right front ride height setting in Porsche Cayman Clubsport (requires setup reset)
			</li>
		</ul><b>AI</b>

		<p>
			 
		</p>

		<ul class="eventbbcodeparser_UnorderList_3995Y"><li>
				Added new overtaking logic - AI cars now evaluate speed of cars further ahead to dodge slow traffic more efficiently
			</li>
			<li>
				Fixed bug causing AI simulated times to fluctuate widely
			</li>
			<li>
				fixed issue where AIs would brake without reason on pit entry or exit
			</li>
			<li>
				Further general AI performance callibration for throttle &amp; brake application, tire rolling resistance &amp; drivetrain losses (to better match player straightline speed), launch speed (slow starts still remain an issue with Group A &amp; Procar)
			</li>
			<li>
				Increased AI speed on wet tracks while running slicks
			</li>
			<li>
				Slightly increased AI aggression scalars per vehicle
			</li>
			<li>
				Further reduced AI jerkiness in lateral movement
			</li>
			<li>
				Reduced AI brake distance offsets
			</li>
			<li>
				Fine tuned AI brake performance
			</li>
			<li>
				Update AI fuel load logic for practice sessions (now uses same as quali - further customizations of fuel levels per car will follow in subsequent builds)
			</li>
			<li>
				Slightly reduced AI quali performance &amp; improvedp practice performance (all cars)
			</li>
		</ul><b>AUDIO</b>

		<p>
			 
		</p>

		<ul class="eventbbcodeparser_UnorderList_3995Y"><li>
				Minor sound loop corrections on transmission whine samples for Porsche GT3R and BMW M6 GT3, Sprint Race and Super v8 samples
			</li>
		</ul><b>TRACKS</b>

		<p>
			 
		</p>

		<ul class="eventbbcodeparser_UnorderList_3995Y"><li>
				Updated weather probability ratios (a bit less rain generally)
			</li>
			<li>
				Spa: Extensive art &amp; performance pass; added night lighting, added more static objects around scene, more trackside objects; fixed some tree &amp; treeline shadows, fixed holes in paddock area looking from Bruxelles; added new kart building and marshall huts, updated pit fence and other fences; updates to foliage and outside terrain/roads to match the 2020 look; reduced foliage around Blanchimont; Generated new AI paths (much better fast line); adjusted track cut runoff limits
			</li>
			<li>
				Imola 1988: Fixed a few wall and terrain gaps; Minor AI grip increase
			</li>
			<li>
				Goiania: Rebuild armco collisions in attempt to fix ireported ntermittent collisions
			</li>
			<li>
				Curitiba: Further road mesh noise revisions
			</li>
			<li>
				Curvelo: Reduced road mesh noise
			</li>
			<li>
				Guapore: Reduced road mesh noise
			</li>
			<li>
				Ibarra: Updated trackside cams for reverse layout
			</li>
		</ul><b>VEHICLES</b>

		<p>
			 
		</p>

		<ul class="eventbbcodeparser_UnorderList_3995Y"><li>
				MetalMoro AJR: Fixed tail lights, external mirrors;
			</li>
			<li>
				MetalMoro MRX: Adjusted RPM LED ranges for P3 variants
			</li>
			<li>
				Further fine tuning of exhaust parameters (for cars producing less backfiring)
			</li>
			<li>
				Further adjusted carbon visual brake glow range
			</li>
			<li>
				Added new Metalmoro AJR liveries (including a new batch of community skins)
			</li>
		</ul></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" id="ips_uid_8081_5" src="https://www.drivingitalia.net/applications/core/interface/index.html" width="200" data-embed-src="https://www.youtube.com/embed/jxkAQq9hWtA?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">26981</guid><pubDate>Wed, 13 Jan 2021 17:49:00 +0000</pubDate></item><item><title>Acquisizione Codemasters: Take-Two Interactive ritira la sua offerta</title><link>https://www.drivingitalia.net/home-page/software/acquisizione-codemasters-take-two-interactive-ritira-la-sua-offerta-r26980/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2021_01/145664.jpg.448378bff05cb3aff8d7ea48daf73c20.jpg" /></p>

<p>
	 
</p>

<p>
	Tramite un <a href="https://ir.take2games.com/news-releases/news-release-details/take-two-interactive-software-inc-announces-lapse-offer-acquire?field_nir_news_date_value%5Bmin%5D=" rel="external">comunicato ufficiale</a> Take-Two Interactive ha annunciato di aver lasciato decadere la sua proposta di acquisizione della casa di sviluppo inglese Codemasters, produttrice della serie di videogiochi dedicati alla F1 e della serie DiRT.
</p>

<p>
	Dopo l'ingresso in scena di Electronic Arts, che aveva offerto ben 1.2 miliardi di dollari (contro i 980 milioni offerti da Take-Two Interactive, ndr), il consiglio di amministrazione di Codemasters è ritornato sui suoi passi ritirando la raccomandazione sull'offerta della stessa Take-Two. Preso atto della decisione di Codemasters, il colosso americano ha quindi deciso di non rispondere all'offerta messa sul piatto da EA.
</p>

<p>
	Salvo nuovi improvvisi colpi di scena, è ormai quasi certa l'acquisizione di Codemasters da parte di Electronic Arts, che allargherà quindi il suo catalogo di giochi sportivi con l'aggiunta di tutto il portfolio della casa inglese. Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/82680-take-two-interactive-in-procinto-di-acquisire-codemasters-per-1-miliardo-di-dollari/" rel="">topic dedicato</a>
</p>
]]></description><guid isPermaLink="false">26980</guid><pubDate>Wed, 13 Jan 2021 15:35:31 +0000</pubDate></item></channel></rss>
