<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/208/?d=1</link><description>News: News</description><language>en</language><item><title>iRacing: 2020 Season 2 patch notes - nuove auto, una nuova pista e molto altro</title><link>https://www.drivingitalia.net/home-page/software/iracing-2020-season-2-patch-notes-nuove-auto-una-nuova-pista-e-molto-altro-r25833/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2020_03/iracing_porsche_caymangt4_21-1024x576.png.68e368ded5bd516d72c86069b50baf50.png" /></p>


<p>
	 
</p>

<p>
	Sono finalmente arrivate le tanto attese Patch Notes riguardanti la Stagione 2 2020 di iRacing. Nelle scorse settimane abbiamo avuto modo di vedere la nuova <a href="https://www.drivingitalia.net/index.php?/home-page/software/iracing-presenta-in-video-la-porsche-718-cayman-gt4-clubsport-mr-r25818/" rel="">Porsche 718 Cayman GT4</a> e il <a href="https://www.drivingitalia.net/index.php?/home-page/software/iracing-build-season-2-il-damage-model-in-un-video-spettacolare-r25830/" rel="">nuovo damage model proprio sulla nuova GT4 e altre vetture</a>, ma adesso è il momento di vedere cosa ci riserva per intero la nuova build.
</p>

<p>
	<strong>Beta UI</strong>
</p>

<p>
	Per quanto riguarda la UI in Beta è stato aggiunto il Custom Grid Builder, disponibile per gli eventi hosted in modalità "pratica+gara" e sono presenti diversi modi per generare automaticamente una griglia di partenza, come Top 10, Nome o iRating. 
</p>

<p>
	Anche la sezione relativa alle gare con la IA ha ricevuto un aggiornamento, creando due differenti pagine: "Seasons" e "Opponent Rosters". La prima è molto simile a quella che c'era precedentemente, dove si possono vedere, modificare e correre le stagioni con la IA, da questa pagina si potrà iniziare una stagione o una gara singola. La seconda, come lascia intendere il nome, è dedicata alla gestione del roster della IA, aggiungere un pilota IA o modificarne uno esistente. 
</p>

<p>
	Non è tutto, sono presenti infatti molti fix dedicati ai Team, il Paint Shop, la sezione dedicata agli amici e molto altro che potete trovare nel changelog in calce alla notizia.
</p>

<p>
	<strong>iRacing Simulator</strong>
</p>

<p>
	E' stata aggiunta l'Intelligenza Artificiale alla nuova Porsche 718, alla Dallara F3 e alla Audi RS3 LMS. Inoltre le seguenti piste sono state aggiunte: Brands Hatch Grand Prix, Daytona 2007 Road Course, Daytona Road Course e Summit Point Raceway. Sono stati inoltre modificati alcuni comportamenti della IA, come l'utilizzo dei freni negli ovali, la guida in sottosterzo e hanno ricevuto un aggiornamento riguardante l'uscita dalla loro pit stall.
</p>

<p>
	Le Caution DNC (Do Not Count) sono state riattivate grazie alla correzione di alcuni bug che andavano a causare problemi nel lap timing: il primo riguarda il problema della doppia linea start/finish che dava alle vetture un giro un più. Il secondo problema si verificava quando una nuova caution veniva attivata subito dopo il verde di una caution precedente o del race start: alle auto nei pit non venivano conteggiati i giri.
</p>

<p>
	Il nuovo modello di danni è stato attivato sulla Aston Martin DBR9 GT1, Chevrolet Corvette C6.R GT1, Ford GT, NASCAR K&amp;N, Audi RS3 LMS, Porsche 718 Cayman. Sono stati fatti aggiustamenti per quanto riguarda gli effetti aerodinamici derivanti da un danno
</p>

<p>
	Molto altro è presente nel changelog, a partire da molti miglioramenti riguardanti rendering, LoD, audio e vari fix su auto e circuiti. Tra i circuiti si aggiungono un nuovo layout all'ovale di Homestead, l'Indy Oval che usa l'entrata ai pit tra le curve 3 e 4, il Lånkebanen (Hell RX) è ora disponibile per il Rallycross e infine il Texas Motor Speedway è stato completamente rifatto da zero, chi era in possesso della versione 2016 da meno di due anni riceverà questo aggiornamento in modo completamente gratuito.
</p>

<p>
	Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/80198-iracing-build-season-2-2020-porsche-cayman-gt4-damage-model/&amp;tab=comments#comment-902973" rel="">topic dedicato</a>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/iVA6SJmW9Rg?feature=oembed"></iframe>
	</div>
</div>

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

	<div class="ipsQuote_contents" data-gramm="false">
		<p>
			<span style="background-color:#cecece;color:#000000;font-size:14px;">This season release includes one new car, one new and a few upgraded tracks, new AI content, tire updates, and even more cars using the New Damage Model! Welcome to iRacing 2020 Season 2!</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">Some highlights include:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• Porsche 718 Cayman GT4 Clubsport MR</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• Homestead Miami Speedway - Indy Oval</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• Lånkebanen (Hell RX)</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• Texas Motor Speedway - re-built from the ground up!</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• Custom Grid Builder</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• AI Rosters Upgrade</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• New AI Content</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• Expansive tire updates</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• DNC Cautions</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• New Damage Model enabled on more cars</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• Guided Weather System</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• Dynamic Level of Detail System</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• Bass Shaker</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">• Much more!</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">Full 2020 Season 2 Release details are below.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;"><u>iRACING BETA INTERFACE - (03.02.25)</u></b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Custom Grid Builder</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- A new feature, the Custom Grid Builder, has been added to the iRacing BETA Interface!</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - The Custom Grid Builder is only available for Hosted League Sessions using the "Practice + Race" event type that are created through the iRacing BETA Interface.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - If the event requirements are met, the button to open the Grid Builder is accessible via the Track Options step of Create a Race (it is a blue button next to the Track Options header). Or, if you click this button, your Hosted Session will be converted to a "Practice + Race" event type.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - When building a Custom Grid, you can choose a League Roster or a past League Session from which to pull participants for the event.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - There are several methods available for auto-building and sorting the Custom Grid using the event participants, such as Sequential, Top 10, Name, and iRating.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - There is also support for importing the results of past Team Sessions for previous League Seasons.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - Once added to the Custom Grid area, each driver can be dragged around to change positions, and each driver features a detailed mouse-over tooltip to help you organize your grid. These details include: iRating, previous finish position, previous car class finish position, Season Points, and current grid position.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - You can also view the Custom Grid before purchasing a League Session from the Summary page, and event participants can view the Custom Grid before entering the session from the Summary page.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">AI Races</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The AI Races section of the iRacing BETA Interface has received an upgrade!</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - This update splits AI Races into two pages: Seasons and Opponent Rosters.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The Seasons page remains very similar to what existed for AI Races previously. You can view, edit, and run your saved AI Seasons. You can use the buttons on this page to start a Single AI Race, or Create an AI Season.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The Opponent Rosters page is a brand new way for you to manage, view, and create AI Opponent Rosters.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - You can sort and filter your Opponent Rosters for viewing ease. Clicking on an Opponent Roster allows you to view or edit it. You can use the buttons on this page to start a Single AI Race, or Create a Roster.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The workflow for Create a Roster has been updated and consolidated to better correlate to the Create a Race Wizard.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - First, name your Opponent Roster and decide how many of which cars, and/or car classes you want to include. You can easily change the car number or name of the AI Drivers, and you can add, remove, copy, and drag entrants around to adjust your Opponent Roster quickly.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Next, click the dropdown arrow for each AI Driver to customize their Driver Attributes, Paint Car, Helmet &amp; Suit, or Swap Car.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - New graphics, tooltips, and copying tools have been added to assist you with adjusting the Driver Attributes for your Opponent Roster.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Several issues with AI Races have also been fixed, including:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Fixed an issue where chrome wheels were not getting saved properly for Opponent Rosters.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Fixed an issue where trying to paint an unnamed AI Driver's car could cause the Paint Shop to crash.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Custom Specular Maps are now supported for AI Cars through the Paint Shop. These texture maps can enhance the shine and matte finish of the vehicle.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - AI Car number settings are now validated correctly.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Teams</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The Teams section of the iRacing BETA Interface has received a top-to-bottom code revision which optimizes the performance, fixes a variety of issues, and adds some functionality that was not correctly carried over from the Classic Membersite.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- New Teams Features:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Team owners may now transfer team ownership to a team member if desired.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Team search results are now paginated, instead of one long list.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Team search results now display different buttons based on your status with that team.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - When viewing the modal window for an unjoined team, the Apply, Accept Invite, and Cancel Application buttons are now in a new banner area.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - When registering a Team for Team Sessions, the registration modal will now attempt to load the correct Team Paint when using a Team that has Team Paints for the selected car.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixes for Teams:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - The Team registration modal window should no longer hide the ability to register a new Team if another team member has already registered one of their Teams.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - The Teams page no longer has an empty "Tags" filter.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - You may no longer apply for Teams for which you are already a member.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - You may no longer invite members whom are already in the Team.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Declining a Team invitation now always removes the Team for your Invited Teams list.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - There is no longer a "Remove Member" button to remove yourself from a Team; you may still leave a Team.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Leaving a Team now updates your Teams page properly.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Applied and Invited Teams are indicated in your Teams page for both Grid View and Table View.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Unjoined Teams can no longer be added to your Favorites.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - When viewing a Team's info, clicking on their designated URL should now open a web browser window for you, if the URL is valid.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - An error message is now displayed if you attempt to register with more than one Team in a Session.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Fixed an issue where users were unable to create new Teams while attempting to register for a Session.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Up Next</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue where the registration modal window would open twice when clicking the split dropdown button to Watch a Series Session while in table view.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Current Series</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The default sorting for Series has been changed to: "next available start time of the series race session".</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue where trying to Watch a user registered for a Season Session from the Entries tab was registering you to Watch the wrong sub-session.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Create a Race Wizard</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- A warning will now appear when you select a track without lights and the time of day selected includes time after sunset.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Paint Shop</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue where the colors selected for a car number were not being saved properly.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Friends</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Resolved an issue where you could not Spectate a Friend who was in a Session for which you could not register.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - You should now be able to Spectate any Session, regardless of the registration status, as long as the Session allows Spectating.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Downloader</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The Downloader will now preselect only the Car(s) and/or Track(s) that are Required when initially opening the Downloader.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- File sizes are now displayed using both "MB" and "GB" labels.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Active Connections</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The true race server names are now being displayed in the Connection Information table.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Profile Settings</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- When enabled, the "Hide Licenses" option should now correctly hide your licenses from the Menu Bar.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The Profile Settings menu options have been re-ordered.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Light Theme</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Resolved a styling issue where the active selection in the "Select a Car" modal window is now darkened for visual clarity.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;"><u>iRACING MEMBERSITE:</u></b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue where Spotters could not register for a Session if there were no available Spectator slots.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue where Team members who were not license eligible for a Session were only able to Spectate. They may now join the Team in the Session but will be forced into the Spotter role so they can not drive.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;"><u>iRACING SIMULATOR:</u></b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Team Events</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed a bug that could cause a user's license info (SR and iRating) to not be updated after an Official Team Racing Session.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - This could happen when a user was a member of multiple teams that registered for the session. The race server was properly computing the license updates, but if it computed the license changes for a team on which a user did not participate<span> </span></span><i style="background-color:#cecece;color:#000000;font-size:14px;">after</i><span style="background-color:#cecece;color:#000000;font-size:14px;"><span> </span>computing the license changes for a team on which a user did participate, it would overwrite the user's changes as "none".</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue with registering for Team Racing sessions, and how a team's members get assigned into Open Practice servers.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - When you register for an iRacing-scheduled Race event far enough in advance, the system internally assigns you to an Open Practice server that is part of the same Race Series. There was an issue in how this was being done for Team racing events that could sometimes cause members of the same team to be assigned into different practice servers. The intent is that all the team's members should be put into the same Open Practice server. These "other" practice servers were not being properly set up to receive the registrations for the team members, and were rejecting the registrations.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">AI Races</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The following cars have been enabled for AI Races:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Audi RS 3 LMS</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Dallara F3</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Porsche 718 Cayman GT4 Clubsport MR</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The following tracks have been enabled for AI Races:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Brands Hatch Circuit - Grand Prix</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Daytona International Speedway - 2007 - Road Course</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Daytona International Speedway - Road Course</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Summit Point Raceway - Summit Point Raceway</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- AI Drivers have received additional training at the following track configurations:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Daytona International Speedway - Oval</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Nürburgring Grand-Prix-Strecke - Grand Prix</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Sebring International Raceway - Club</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Sebring International Raceway - International</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The following adjustments have been made to AI Drivers:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - AI Drivers should now avoid using brakes on suitable ovals, relying instead on just lifting.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - AI Drivers overall behavior at Superspeedways has been improved.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - AI Drivers have improved their understeer driving.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - AI Drivers have received additional training for exiting pit stalls.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The following adjustments have been made to AI Vehicles:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Tire degradation algorithms have been optimized.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Wheel grip changes from tire curing have been reduced slightly.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - The algorithm for brake heat calculations has been adjusted.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- When running an AI event, the Simulation will now wait for you to exit the car before transitioning from one Session type to the next.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - The Session should run for up to 10 minutes if you remain in the car. Once you exit the vehicle, the Session type advances immediately.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- AI Rosters now support custom specular maps for car paints.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue where the "Disable Car Damage" option was not functioning for AI Races.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue that could prevent you from getting to the "Grid" button if you went into the garage just as the Race Session was starting.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Race Control</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The Do Not Count (DNC) Caution laps feature has been re-enabled!</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Fixed a bug relating to DNC Cautions that was causing two lap timing problems:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - At the start of road course races where the pace car crossed the finish timing line before the race went green, cars that had not yet crossed the finish timing line were incorrectly having an immediate first lap crossing scored. This was most easily seen at F1-style tracks where the start line is much further down than the finish line, so it was highly likely the pace car would have crossed the finish timing line before the race went green.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - During races with regular Cautions, if a new Caution was triggered right as a previous Caution or start goes green, before the leaders reached the start/finish line, cars in the pits would not get their laps counted.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed a bug that could cause a Race Server to crash under certain circumstances when Do Not Count (DNC) Caution laps were enabled.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue that was causing Race Sessions with DNC Cautions enabled to not finish if a Caution came out very late in the Session, or if the Session used a rolling start with a very low lap limit for the Session.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Implemented some measures to prevent users from unrealistically enhancing their tires' performance during Qualifying sessions.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">New Damage Model</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The New Damage Model has been enabled on the following vehicles:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Aston Martin DBR9 GT1</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Audi RS 3 LMS</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Chevrolet Corvette C6.R GT1</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Ford GT</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - NASCAR K&amp;N Pro Chevrolet Impala</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Porsche 718 Cayman GT4 Clubsport MR</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- A new scrape system has been integrated into the New Damage Model!</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - This system simulates wear and damage caused from scraping materials, such as a car fender dragging along an Armco, or a glancing blow between two vehicles. The system takes into account the material types of the touching bodies as well as paint or other coverings.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - Please note, this new scrape system is not yet active on the Dallara F3, but all other vehicles that have the New Damage Model enabled will display the scrape system.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Adjustments have been made to how damage states influence car aerodynamics.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Adjustments have been made to how damaged wheels react to pit stop repairs, and how they are tethered to vehicles.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue where some collision events were incorrectly being filtered out.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Time of Day</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue where flags would fall asleep at nighttime and cease to obey the wind.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Weather</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- New optional parameters are now available in the iRacing BETA Interface for events created using Specific Weather known as Guided Weather!</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - These parameters control the initial and ongoing variability from the specified weather conditions. These are displayed as percentages where 0 means no additional variability, and 100 is maximum variability. This allows some deviation from the specified weather conditions to occur, but at an amount that is customizable.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - The parameters that control Guided Weather are as follows:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - Initial Variability: A setting of 0 yields weather that matches the specified weather at the start of the event. A setting of 100 allows for the maximum shift from the specified weather conditions at the start of the event. You can think of this setting as a measure of how unpredictable the weather is going to be from what is forecast (ie: what you have specified).</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - Ongoing Variability: A setting of 0 yields weather that naturally changes very little from the specified weather throughout the entirety of the event. A setting of 100 will allow the weather to change similarly to what you would expect using a realistic weather pattern for the track, or how the "Generate Weather" option already functions.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Guided Weather is also available for Hosted Sessions created through the Classic Membersite.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The prevailing winds direction computations have been updated for clouds.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Clouds will now move in the same direction as the Simulation's wind.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Rendering</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- New graphics options have been added to allow limiting the maximum number of cars and pit objects rendered in the main view and in mirrors.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Reducing the number of objects rendered can improve frame rate when racing with large fields. These settings may be set independently between the main camera and Replays.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - These settings are located on the "Graphics" and "Replay" tabs of the Options screen, as new drop down lists of presets of combinations of the limits.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - These presets control the following settings inside the "RendererDX11.ini" file:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - [Graphics Options]</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - - MaxPitObjsToDrawInMirrors</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - - MaxPitObjsToDraw</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - - MaxCarsToDrawInMirrors</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - - MaxCarsToDraw</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - [Replay Options]</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - - MaxPitObjsToDrawInMirrors</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - - MaxPitObjsToDraw</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - - MaxCarsToDrawInMirrors</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - - MaxCarsToDraw</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - Please note that the pre-existing options, "Max Cars", specifies the requested number of cars to be transmitted to your client from the race server. These new rendering settings are separate, and indicate which of those cars are to be rendered. Only the cars transmitted to your local client will be available in your session and your replay. So, for best results, set the "Max Cars" setting as large as your connection can handle, so your client is transmitted data for as many cars as possible in the event, and then limit how many are rendered at any one time using the new "MaxCarsToDraw" settings.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The amount of reflective sparkles seen on car bodies from headlights and stadiums lights at night has been reduced slightly.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- HDR frame buffers are now enabled by default when using the "Class 1" Graphics config.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Fixed an issue where a glowing tire could sometimes be seen during pit stops.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Dynamic Level of Detail System</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The Dynamic Level of Detail (LOD) System has been replaced with an improved system.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - LODs adjust the complexity of the objects in the world as the camera changes distance from the objects in order to optimize appearance and performance.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- When the Dynamic Level of Detail system is enabled, you specify a minimum acceptable (target) frame rate (FPS), and the Simulator will automatically adjust the LOD selection to maximize quality while helping your PC better maintain the target frame rate. For instance, if the actual frame rate falls below the target frame rate, the system will automatically reduce the LODs of the cars, characters, track-side objects, pit area objects, track surfaces, walls, and fences to improve your frame rate. Conversely, if the frame rate increases beyond the target frame rate, the system automatically increases the Level of Detail to improve the visual quality of everything in the world. The overall result is a much improved frame rate at the most visually intense spots on track, and a much improved visual quality whenever the frame rate is more than acceptable. The system is highly configurable, and is setup with recommended values by default.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- The new settings for Dynamic Level of Detail can be found on the Options screen. The settings on the Graphics tab adjust the LODs behavior for when the camera is in the car, and the settings on the Replay tab adjust the LODs behavior for when the camera is outside of the car. The settings are as follows:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - "Dynamic LOD FPS" Target:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - This is the primary value for this system, your minimum acceptable frame rate. For instance, if you are using a VR headset running at 90Hz, try setting this value to 90. Or, if you are using VSYNC, try setting this value to the VSYNC refresh rate or just above it. If you are streaming iRacing at 60Hz, try setting this value to 60. Generally, you want to set the target to a low frame rate, the bare minimum you want to maintain, such as 60, 75, or maybe as high as 90 or more for VR. If you set this value very high, and your PC cannot run that fast, it will cause the detail to become very low. In which case, you may want to reduce other settings to help improve FPS and the resulting quality.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - "Dynamic LOD Cars" and "Dynamic LOD World":</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - Each of these settings are drop down lists of presets that will set the Dynamic LOD limits for you. They range from "Max Dynamic" to "Off". Setting these both to "Off" disables the Dynamic LOD system completely. The "Cars" drop list affects the dynamic objects, such as cars, pit crews, loose car parts, flying cones, etc. The "World" drop down list affects grandstands, trees, buildings, light poles, track surface, etc. The "+/- max" is the best setting to start with, it allows the full range of LOD adjustment, from the lowest to the highest. Other presets reduce the range that the LODs may be dynamically altered from normal, and there are also presets to only decrease detail (never raise it past normal) or to only increase detail (never lower it below normal).</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- These options may be manually altered for additional control inside of the "RendererDX11.ini", in which case the Options screen will show "Customized" for the selected preset. The options are named as follows:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - [Graphics Options]</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODMinFPSTarget</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctDynoMirrorsMax</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctDynoMirrorsMin</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctDynoMax</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctDynoMin</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctMirrorsMax</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctMirrorsMin</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctMax</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctMin</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODMinFPSTarget</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - [Replay Options]</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODMinFPSTarget</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctDynoMirrorsMax</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctDynoMirrorsMin</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctDynoMax</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctDynoMin</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctMirrorsMax</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctMirrorsMin</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctMax</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODPctMin</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - LODMinFPSTarget</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Visual Effects</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Bloom algorithms have been adjusted slightly.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><b style="background-color:#cecece;color:#000000;font-size:14px;">Audio</b><br style="background-color:#cecece;color:#000000;font-size:14px;"><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- Support has been added for a new LFE base shaker and sub woofer sound channel. Users can select a sound card and speaker to play low frequency sounds generated from in-game audio and physics. In-Sim users can adjust the overall volume level of this effect.</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - In addition, the mix for each effect can be adjusted in the "app.ini" file as follows:</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - [BaseShaker]</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - enableGameEffects=1 ; Enable game audio based vibrations for base shakers</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - enablePysEffects=1 ; Enable physics based vibrations for base shakers</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - volGameMaster_dB=-5.000000 ; How much to duck or raise volume of the game audio base shaker effect, in Decibels</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - volPhysMaster_dB=0.000000 ; How much to duck or raise volume of all physics based base shaker effects, in Decibels</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - volPhysCarBodyAccel_dB=0.000000 ; How much to duck or raise volume of the car body acceleration base shaker effects, in Decibels</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - volPhysEngineRPM_dB=-20.000000 ; How much to duck or raise volume of the engine rpm base shaker effects, in Decibels</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - volPhysGearChange_dB=0.000000 ; How much to duck or raise volume of the gear change base shaker effects, in Decibels</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - volPhysRevLimit_dB=-3.000000 ; How much to duck or raise volume of the rev limit base shaker effects, in Decibels</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - volPhysRumbleStrip_dB=-6.000000 ; How much to duck or raise volume of the rumble strip base shaker effects, in Decibels</span><br style="background-color:#cecece;color:#000000;font-size:14px;"><span style="background-color:#cecece;color:#000000;font-size:14px;">- - - - volPhysWheelSlip_dB=-2.000000 ; How much to duck or raise volume of the wheel slip base shaker effects, in Decibe</span>
		</p>
	</div>
</blockquote>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/jWM6IGbE0QY?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/5A-9FRQ2bfw?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

]]></description><guid isPermaLink="false">25833</guid><pubDate>Mon, 02 Mar 2020 23:36:00 +0000</pubDate></item><item><title>iRacing build Season 2: il damage model in un video spettacolare!</title><link>https://www.drivingitalia.net/home-page/software/iracing-build-season-2-il-damage-model-in-un-video-spettacolare-r25830/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2020_03/884630973_iracingdamage.JPG.16fbc8743dc7f28da8f428d261265402.JPG" /></p>


<p>
	 
</p>

<p>
	Il prossimo 3 Marzo sarà rilasciata la nuova build Season 2 del 2020 di iRacing: fra le varie novità, per lo più già svelate, come la nuova <a href="https://www.drivingitalia.net/index.php?/forums/topic/80198-iracing-confermata-la-porsche-cayman-gt4-per-questinverno/" rel="">Porsche 718 Cayman GT4 Clubsport</a>, è sicuramente molto spettacolare il nuovo sistema dei danni implementato ora anche su altre 5 vetture, come potete ammirare nel video disponibile qui sotto.
</p>

<p>
	<em>The all new damage model is coming to 5 new road cars for 2020 Season 2! </em>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/5A-9FRQ2bfw?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

]]></description><guid isPermaLink="false">25830</guid><pubDate>Sun, 01 Mar 2020 10:22:50 +0000</pubDate></item><item><title>Automobilista 2 development update Febbraio 2020 - rilascio il 31 Marzo</title><link>https://www.drivingitalia.net/home-page/software/automobilista-2-development-update-febbraio-2020-rilascio-il-31-marzo-r25829/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2020_02/1754295957_07(2).jpg.91e64204cba5bf93b3806e0f2444eb25.jpg" /></p>


<p>
	 
</p>

<p>
	È fine mese, e come da programma anche Reiza rilascia il suo consueto <a href="https://forum.reizastudios.com/threads/reiza-february-2020-development-update.8719/" rel="external">Development Update</a> dedicato ad Automobilista 2 in cui ci mostra i progressi fatti nello sviluppo del nuovo simulatore.
</p>

<p>
	<strong>Beta</strong>
</p>

<p>
	<strong><img alt="02-jpg.3796" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://forum.reizastudios.com/attachments/02-jpg.3796/"></strong>
</p>

<p>
	Finalmente è qui, la Beta ha avuto inizio ieri alle 23 circa per tutti coloro che hanno partecipato alla early backing campaign. La Beta è rappresentativa di come sarà il gioco in versione ufficiale, però gli sviluppatori ci tengono a precisare che trattandosi di una beta è comunque un gioco non finito che ha ancora qualche bug da sistemare.
</p>

<p>
	Il gioco completo verrà rilasciato in via ufficiale il 31 Marzo!
</p>

<p>
	La campagna di backing chiuderà oggi, quindi se avete intenzione di mettere le mani sulla Beta questa è la vostra ultima occasione. Il prezzo finale del gioco è aumentato da 39.99$ a 49.99$ in quanto nel contenuto base sono state aggiunte molte più auto e piste, ma per non scoraggiare gli utenti per la prima settimana dopo il rilascio il gioco sarà in sconto del 20%.
</p>

<p>
	<strong>FAQ, piste e auto</strong>
</p>

<p>
	Reiza ha anche provveduto a creare dei post dedicati alle <a href="https://forum.reizastudios.com/threads/automobilista-2-faq.8708/" rel="external">domande frequenti</a> e alle <a href="https://forum.reizastudios.com/threads/automobilista-2-all-cars-and-tracks-currently-in-the-game-beta1.8704/" rel="external">auto e piste presenti nel simulatore</a>. 
</p>

<p>
	La lista mostra le piste e le auto presenti nel gioco ora, e non quelle che verranno aggiunte in futuro
</p>

<p>
	<img alt="allcarsset-jpg.3793" class="ipsImage" data-ratio="136.00" height="750" width="551" src="https://forum.reizastudios.com/attachments/allcarsset-jpg.3793/"></p>

<p>
	<img alt="alltraksset-jpg.3790" class="ipsImage" data-ratio="242.00" height="750" width="309" src="https://forum.reizastudios.com/attachments/alltraksset-jpg.3790/"></p>

<p>
	<strong>Cosa ci sarà dopo il rilascio</strong>
</p>

<p>
	Automobilista 2 è un progetto a lungo termine e con il rilascio il mese prossimo lo sviluppo andrà ad un ritmo ancora più elevato, con un piano aggressivo di update che vedrà l'aggiunta di nuove auto e piste mensilmente. Per darci un'idea di cosa ci aspetta il futuro Reiza ha rilasciato una roadmap dei primi 3 mesi post rilascio
</p>

<p>
	<img alt="roadmap-jpg.3776" class="ipsImage" data-ratio="75.00" height="750" width="1000" src="https://forum.reizastudios.com/attachments/roadmap-jpg.3776/"></p>

<p>
	Dopo il rilascio Reiza spera di poter rilasciare una roadmap allargata ai primi 6 mesi dopo il rilascio, ma comunque il team provvederà a rilasciare delle roadmap almeno fino alla fine del 2020.
</p>

<p>
	<img alt="11-jpg.3799" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://forum.reizastudios.com/attachments/11-jpg.3799/"></p>

<p>
	Con questo Development Update è tutto, il prossimo sarà il primo dopo il rilascio ufficiale del simulatore molto probabilmente.
</p>

]]></description><guid isPermaLink="false">25829</guid><pubDate>Sat, 29 Feb 2020 08:13:52 +0000</pubDate></item><item><title>rFactor 2: roadmap update di Febbraio 2020</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-roadmap-update-di-febbraio-2020-r25827/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2020_02/image-1024x585.png.a0ac65c4eebf893fa6e1d4f03746c085.png" /></p>


<p>
	 
</p>

<p>
	In anticipo di un giorno rispetto alla fine del mese arriva la <a href="https://www.studio-397.com/2020/02/roadmap-update-february-2020/" rel="external">Roadmap</a> targata S397 che ci aggiorna su cosa il team sta lavorando attivamente.
</p>

<p>
	Abbiamo visto numerosi update nelle ultime settimane: la community chiedeva a gran voce più frequenza negli aggiornamenti e gli stessi sviluppatori vogliono cavalcare l'onda del rilascio della nuova UI per accontentarli, quindi in questa Roadmap ce n'è per tutti
</p>

<p>
	<strong>Grafiche broadcast</strong>
</p>

<p>
	Le grafiche da usare nel broadcast delle gare sono una delle feature più richieste dalla community, e negli ultimi mesi S397 ha lavorato duro su diversi prototipi, collaborando con diverse leghe e finalmente siamo vicini al rilascio della grafica ufficiale, che potrà essere utilizzata in diversi modi. Il modo più diretto è quello in game, direttamente nel gioco, con questi overlay disponibili quando si sta guardando una gara in modalità spettatore. Un modo decisamente più interessante di usare queste grafiche è tramite l'ausilio di software di cattura video come OBS. La soluzione alla quale è giunta il team è quella più semplice da personalizzare perchè permette di gestire loghi, sponsor, stile e colori senza aver bisogno di programmare
</p>

<p>
	<img alt="rFactor_2_tv_overlay_01-1536x864.jpg" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2020/02/rFactor_2_tv_overlay_01-1536x864.jpg"></p>

<p>
	<img alt="rFactor_2_tv_overlay_02-1536x864.jpg" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2020/02/rFactor_2_tv_overlay_02-1536x864.jpg"></p>

<p>
	Tra le altre cose a cui il team sta lavorando oltre la UI ci sono il rendering grafico e il competition system, che diventerà il focus principale non appena la nuova interfaccia avrà raggiunto la maturità. Nel sistema verranno anche introdotti i tanto richiesti campionati offline
</p>

<p>
	<strong>Content</strong>
</p>

<p>
	Per quanto riguarda i contenuti ci sono alcuni aggiornamenti e bug fix dedicati ad alcune vetture e al circuito di Le Mans, ma la novità più importante è l'annuncio del circuito di Portland!
</p>

<p>
	L'annuncio dell'acquisizione della licenza è di un bel po' di tempo fa, con una collaborazione con l'utente Alex Coutie che l'aveva per primo creata da zero. L'intenzione era quella di usarla come base per mostrare i nuovi aggiornamenti del material system e in futuro questo tracciato servirà da base per i modders per imparare tutto quello che c'è da sapere sul nuovo material system. La notizia più importante però è quella che riguarda il prezzo, che sicuramente troverà tutti d'accordo: sarà disponibile gratuitamente per tutti nel workshop di Steam.
</p>

<p>
	<img alt="portland1-1-1536x864.png" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2020/02/portland1-1-1536x864.png"></p>

<p>
	<img alt="portland2-1-1536x864.png" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2020/02/portland2-1-1536x864.png"></p>

<p>
	<img alt="PIR7-1536x864.png" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2020/02/PIR7-1536x864.png"></p>

<p>
	 
</p>

<p>
	<img alt="PIR5-1536x864.png" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2020/02/PIR5-1536x864.png"></p>

<p>
	 
</p>

<p>
	KartSim inoltre sta preparando un grosso update dedicato ai contenuti presenti su rFactor 2 con miglioramenti agli shader, qualità dei modelli, IA e altro. Ne sapremo di più quando l'update verrà rilasciato la prossima settimana
</p>

<p>
	<img alt="Kartsim2-1536x864.jpg" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2020/02/Kartsim2-1536x864.jpg"></p>

<p>
	<img alt="Kartsim1-1536x864.jpg" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://www.studio-397.com/wp-content/uploads/2020/02/Kartsim1-1536x864.jpg"></p>

<p>
	 
</p>

<p>
	<strong>Competizioni</strong>
</p>

<p>
	La prima gara di qualificazione per la BMW M2 CS Racing Cup è andata, piena di battaglie emozionanti e sorpassi, che hanno tenuto impegnati per tutto il tempo di telecronisti. Ma non c'è tempo di prendere fiato perchè il Round 2 di qualificazione è alle porte. Ecco nel frattempo un recap della prima gara
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/Qfwu1TlAOkQ?feature=oembed"></iframe>
	</div>
</div>

<p>
	L'altra competizione al momento in corso è la rF2 GT Series. Centinaia di piloti hanno partecipato e hanno dato vita ad una delle competizioni più agguerrite mai viste su rFactor 2, ma solo i primi 135 piloti avranno il piacere di poter partecipare ai due campionati GT: i primi 15 andranno in GT Pro a competere contro altri 15 piloti invitati (fra i quali figurano Dennis Lind e Max Verstappen), i restanti 120 verranno divisi in split da 30 e si contenderanno la qualificazione alla prossima GT Pro Series (<a href="https://www.drivingitalia.net/index.php?/home-page/software/rfactor-2-introduzione-alle-serie-gt-pro-e-gt-challenge-r25813/" rel="">qui</a> per maggiori dettagli sulla struttura della competizione)
</p>

<p>
	<img alt="overlay-2020-spotter-GT-Pro-1-1536x1152." class="ipsImage" data-ratio="75.00" height="750" width="1000" src="https://www.studio-397.com/wp-content/uploads/2020/02/overlay-2020-spotter-GT-Pro-1-1536x1152.png"></p>

<p>
	La terza (e finora) ultima competizione, che sta per iniziare, è il campionato ufficiale a ruote scoperte di rFactor 2, organizzato da Formula SimRacing, campionato che quest'anno giunge alla sua ventesima edizione e che per la prima volta ha lo status di campionato ufficiale del simulatore. Il livello più alto, il World Championship prevederà un premio di oltre 3000 euro.
</p>

<p>
	E con questo è tutto per questo mese. Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/79025-rfactor-2-racing-into-the-future/page/49/&amp;tab=comments#comment-902705" rel="">topic dedicato</a>
</p>

]]></description><guid isPermaLink="false">25827</guid><pubDate>Fri, 28 Feb 2020 20:13:39 +0000</pubDate></item><item><title>Wreckfest: rilasciato update di Febbraio con nuove piste gratuite</title><link>https://www.drivingitalia.net/home-page/software/wreckfest-rilasciato-update-di-febbraio-con-nuove-piste-gratuite-r25825/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2020_02/WF_February_update_SOCIALMEDIA.png.a65bb6cd95cbbc247b1414db42a1563e.png" /></p>


<p>
	 
</p>

<p>
	Tramite il <a href="http://community.bugbeargames.com/threads/february-update-released.13309/" rel="external">forum</a> Bugbear ha annunciato il rilascio dell'update di Febbraio per Wreckfest.
</p>

<p>
	In questo nuovo update sono disponibili due nuovi tracciati in modo completamente gratuito: il primo tracciato è il Thunderbowl, dedicato agli amanti dei demolition derby. Questa arena, che ricorda la forma di una "ciotola" (da qui il nome Thunderbowl), vede i concorrenti partire da una posizione sopraelevata da parti opposte, con l'azione che si sviluppa nel centro dell'arena. Il secondo tracciato reso disponibile è il Tribend Speedway, un tracciato ad altissima velocità dove non mancheranno incidenti spettacolari anche grazie all'aggiunta di un layout con ostacoli e rampe.
</p>

<p>
	Con questo update inoltre vediamo anche dei bugfix che migliorano il gameplay e che vanno a correggere gli errori riportati dalla community, come ad esempio la chat vocale non funzionante e i caricamenti troppo lunghi su PS4. La versione PC ha già ricevuto molte di queste correzioni nell'hotfix precedente.
</p>

<p>
	Commenti nel <a href="https://www.drivingitalia.net/index.php?/forums/topic/63385-wreckfest-next-car-game-by-bugbear-entertainment/page/13/&amp;tab=comments#comment-892021" rel="">topic dedicato</a>
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/lmh4j88agxk?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

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

	<div class="ipsQuote_contents">
		<p>
			<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><span style="color:#fac51c;">HIGHLIGHTS</span></b>
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				<b>Two new tracks: Thunderbowl &amp; Tribend Speedway</b>
			</li>
		</ul>
<p>
			<br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><span style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">We're pleased to announce the availability of a new content update!</span><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><span style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">It's been a long time since new demolition derby tracks were added to the game, and we're happy to let you know that finally derby fanatics get some love too: this content update introduces a thunderous new derby arena called<span> </span></span><i style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">Thunderbowl</i><span style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">! This bowl-shaped arena sees the players starting higher up at either end, and making the dash of death to the middle section where total war rages. The shape and design of the arena provides fresh, electrifying gameplay experience, so even if you're not so hot about derbies in general make sure to give it a go!</span><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><span style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">And that's not all: we're also adding a race track called<span> </span></span><i style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">Tribend Speedway</i><span style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">. It's a high-speed crash-fest that started its life in the twisted mind of the ever so industrious modder Theveryend (Tor Ole Lerbæk) and comes also with an alternate layout featuring ramps and additional obstacles, guaranteed to crank up destruction all the way to eleven.</span><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><span style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">We're also constantly working on improving the gameplay experience based on the feedback. PlayStation 4 users can finally use voice chat in multiplayer as well as enjoy reduced loading times. Also worth noting this time around is the adjustment to the launch logic at event start, bringing automatic, manual and manual clutch users to equal grounds. Please find below a summary of items fixed or improved upon in this release.</span><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><span style="color:#fac51c;">RELEASE NOTES (XB1/PS4)</span></b><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><u style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><b>Game version</b></u>
		</p>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				<b>Xbox:</b><span> </span>1.3.0.1
			</li>
			<li>
				<b>PS4:</b><span> </span>1.31
			</li>
		</ul>
<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">CONTENT</b>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				Added two new tracks: Thunderbowl and Tribend Speedway.
			</li>
		</ul>
<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">SYSTEM</b>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				(PS4) Added support for Voice Chat.
			</li>
			<li>
				(PS4) Improved loading times by 15–25% depending on the case.
			</li>
			<li>
				Game may no longer crash when selecting Raiden RS.
			</li>
			<li>
				Parts of the vehicle no longer flicker when looking around in the cockpit view.
			</li>
			<li>
				AI Players no longer get stuck after respawning.
			</li>
		</ul>
<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">USER INTERFACE</b>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				Fixed "Reset Effect" setting title and description being switched.
			</li>
		</ul>
<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">GAMEPLAY</b>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				Digital clutch release is now not as penalizing when shifting sloppily.
			</li>
			<li>
				First gear is now engaged during the race countdown, eliminating the unnecessary gear change when using automatic transmission and making the launch equal between fully automatic, manual and manual with clutch shifting modes.
			</li>
			<li>
				When using shifting modes with automatic clutch, all cars now use the faster shifter profiles in order to make cars more equal.
			</li>
			<li>
				Exhaust backfire effect now works correctly when using upgrades from the Steel &amp; Wheels pack.
			</li>
			<li>
				Improved Hornet model, engine and suspension.
			</li>
			<li>
				Raiden RS is now slightly weaker and maxes out slightly earlier performance-wise.
			</li>
			<li>
				Increased Rebelrat maximum performance points to make it more competitive.
			</li>
			<li>
				Improved Raiden RS mudflaps and a number of other panels.
			</li>
			<li>
				Added an upgrade part to remove the Raiden RS front panel.
			</li>
			<li>
				Fixed an issue when Raiden RS materials turned partially black when a specific exhaust part was installed.
			</li>
			<li>
				Fixed Raiden RS misconfigured locked differential.
			</li>
			<li>
				Fixed Raiden RS grille causing a fatal error when uninstalled.
			</li>
			<li>
				Fixed Raiden RS lod model window pivot, causing the window to float above the car.
			</li>
			<li>
				Fixed Vandal grille causing an error when uninstalled.
			</li>
			<li>
				Fixed Vandal "Upright Side Headers" exhaust.
			</li>
			<li>
				Fixed Vandal "Rallysport" tire upgrade.
			</li>
			<li>
				Fixed Vandal "Hot Dog" prop name.
			</li>
			<li>
				Vandal window glass now breaks correctly.
			</li>
			<li>
				Vandal brake lights no longer break in tandem.
			</li>
		</ul>
<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">AUDIO</b>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				Fixed missing Venom engine audio.
			</li>
			<li>
				Improved engine audio volume balancing across different cars.
			</li>
			<li>
				Stationary vehicles no longer repeatedly trigger the contact sound effect.
			</li>
			<li>
				Shifted audio emitter axis of AI vehicles to better match 3D sound location with visual positioning.
			</li>
		</ul>
<br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><span style="color:#fac51c;">RELEASE NOTES (PC)</span></b><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><span style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">Note that PC users already received most of the improvements in the previous hotfix.</span><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><br style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><u style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><b>Game version</b></u>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				<b>PC:<span> </span></b>1.256814
			</li>
		</ul>
<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">CONTENT</b>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				Added two new tracks: Tribend and Thunderbowl.
			</li>
		</ul>
<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">SYSTEM</b>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				Fixed a crash during title launch when "Documents" folder is located on a network drive.
			</li>
			<li>
				Parts of the vehicle no longer flicker when looking around in the cockpit view.
			</li>
			<li>
				AI Players no longer get stuck after respawning.
			</li>
		</ul>
<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">GAMEPLAY</b>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				First gear is now engaged during the race countdown, eliminating the unnecessary gear change when using automatic transmission and making the launch equal between fully automatic, manual and manual with clutch shifting modes.
			</li>
			<li>
				When using shifting modes with automatic clutch, all cars now use the faster shifter profiles in order to make cars more equal.
			</li>
			<li>
				Exhaust backfire effect now works correctly when using upgrades from the Steel &amp; Wheels pack.
			</li>
			<li>
				Vandal window glass now breaks correctly.
			</li>
			<li>
				Vandal brake lights no longer break in tandem.
			</li>
			<li>
				Improved Hornet model, engine and suspension.
			</li>
			<li>
				Raiden RS is now slightly weaker and maxes out slightly earlier performance-wise.
			</li>
			<li>
				Vandal window glass now breaks correctly.
			</li>
			<li>
				Vandal brake lights no longer break from hits to the side.
			</li>
		</ul>
<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">AUDIO</b>

		<p>
			 
		</p>

		<ul style="background-color:#ffffff;color:#1d1d1d;font-size:15px;">
<li>
				Shifted audio emitter axis of AI vehicles to better match 3D sound location with visual positioning.
			</li>
		</ul>
<p>
			<b style="background-color:#ffffff;color:#1d1d1d;font-size:15px;"><span style="color:#fac51c;">Happy wrecking!</span></b>
		</p>
	</div>
</blockquote>

<p>
	 
</p>

]]></description><guid isPermaLink="false">25825</guid><pubDate>Fri, 28 Feb 2020 10:03:07 +0000</pubDate></item><item><title>American Truck Simulator: update 1.37 disponibile in Open Beta</title><link>https://www.drivingitalia.net/home-page/software/american-truck-simulator-update-137-disponibile-in-open-beta-r25824/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2020_02/ats_hq_5e4e7494_10.jpg.f305fe795a22f48512745f556408787e.jpg" /></p>


<p>
	 
</p>

<p>
	Nelle scorse settimane vi abbiamo parlato dell'update 1.37 in arrivo su Euro Truck Simulator 2 ed American Truck Simulator che porterà il nuovo motore audio del quale abbiamo visto una <a href="https://www.drivingitalia.net/index.php?/home-page/software/euro-truck-simulator-2-primo-teaser-del-nuovo-motore-audio-fmod-r25805/" rel="">preview</a>.
</p>

<p>
	Il suddetto update è adesso disponibile in open beta per American Truck Simulator. Ovviamente la novità più grande riguarda il nuovo motore audio FMOD che cambia radicalmente l'esperienza di gioco: si passa da due differenti set di suoni per l'interno e l'esterno ad un unico set SFX con diversi effetti e filtri applicati. Il risultato, come abbiamo potuto vedere nel primo teaser è fantastico e ci permetterà di vivere il vero effetto Doppler.
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/p20ej7eh-ec?feature=oembed"></iframe>
	</div>
</div>

<p>
	Una nuova feature collegata a questo nuovo audio engine è la possibilità di poter abbassare i finestrini e avere un passaggio dinamico dal suono ovattato interno ai suoi esterni una volta abbassato il finestrino.
</p>

<p>
	<img alt="ats_hq_5e4e44e8_09_2.jpg" class="ipsImage" data-ratio="56.25" height="360" width="640" src="https://1.bp.blogspot.com/-e_g9axrU6u4/Xk_ZkEWbT_I/AAAAAAAACJ8/S2reRkR36z4TjUOuUYZ4mTZHtLsUcrkZgCEwYBhgL/s640/ats_hq_5e4e44e8_09_2.jpg"></p>

<p>
	Altra feature molto richiesta dalla community è la possibilità di esplorare a piedi. Questo sim purtroppo non prevede questo tipo di esplorazione però gli sviluppatori hanno cercato di andare incontro alle richieste dei fan e hanno introdotto un nuovo modo di interagire con la telecamera per permettere ai giocatori di osservare i camion in tutta la loro bellezza
</p>

<p>
	<img alt="5.jpg" class="ipsImage" data-ratio="56.25" height="360" width="640" src="https://1.bp.blogspot.com/-SAYuY5Ade6w/Xk_ZkDbgSZI/AAAAAAAACJ8/8LaBPUgU7Qo4swp4-NhrbrnTWdp-qD4jQCEwYBhgL/s640/5.jpg"></p>

<p>
	Tra gli altri aggiornamenti abbiamo l'aggiunta di nuovi rimorchi e, per i possessori del DLC Steering Creations Pack, nuovi volanti
</p>

<p>
	<img alt="ats_hq_5e4bf5b1_11.jpg" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://1.bp.blogspot.com/-CyCIpK3OIn8/XlPEY9JCXaI/AAAAAAAATdo/3VkTTQSzksohwpJmMLXlE72uxHWXlc3dQCLcBGAsYHQ/s1600/ats_hq_5e4bf5b1_11.jpg"></p>

<p>
	<img alt="ats_hq_5e4e8242_18_2.jpg" class="ipsImage" data-ratio="56.25" height="562" width="1000" src="https://1.bp.blogspot.com/--CfENv9DgLc/Xk_ZlJLAmDI/AAAAAAAACJ8/J6p7TT2akvwxYSZVqBNuQlBC0WVlqaAmACEwYBhgL/s1600/ats_hq_5e4e8242_18_2.jpg"></p>

<p>
	Ecco di seguito il changelog completo (disponibile anche nel <a href="https://blog.scssoft.com/2020/02/american-truck-simulator-beta-137.html" rel="external">blog di SCS Software</a>)
</p>

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

	<div class="ipsQuote_contents">
		<p>
			<span style="background-color:#2c2c2c;color:#cccccc;font-size:14px;text-align:left;">Let's take a look at the full list of the new features coming with 1.37 Update for American Truck Simulator:</span><br style="background-color:#2c2c2c;color:#cccccc;font-size:14px;text-align:left;">
			 
		</p>

		<div style="background-color:#2c2c2c;color:#cccccc;font-size:14px;text-align:left;">
			<u><b>VEHICLES</b></u>
		</div>

		<div style="background-color:#2c2c2c;color:#cccccc;font-size:14px;text-align:left;">
			<ul style="padding:0px 2.5em;">
<li style="border:none;color:#cccccc;padding:.25em 0px;">
					Food tank trailer (ownable)
				</li>
				<li style="border:none;color:#cccccc;padding:.25em 0px;">
					<span>Paintjobs for bulk feed and hopper trailers (including the content of<span> </span><a href="https://store.steampowered.com/app/951650/American_Truck_Simulator__Classic_Stripes_Paint_Jobs_Pack/" style="color:#ffab5d;" rel="external">Classic Stripes Paint Jobs Pack</a><span> </span>and<span> </span><a href="https://store.steampowered.com/app/546260/American_Truck_Simulator__Halloween_Paint_Jobs_Pack/" style="color:#ffab5d;" rel="external">Halloween Paint Jobs Pack</a><span> </span>DLCs)</span>
				</li>
			</ul>
</div>

		<div style="background-color:#2c2c2c;color:#cccccc;font-size:14px;text-align:left;">
			<b><u>FEATURES</u></b>
		</div>

		<div style="background-color:#2c2c2c;color:#cccccc;font-size:14px;text-align:left;">
			<ul style="padding:0px 2.5em;">
<li style="border:none;color:#cccccc;padding:.25em 0px;">
					FMOD implementation with all existing sounds and few improvements
				</li>
				<li style="border:none;color:#cccccc;padding:.25em 0px;">
					Openable windows on all trucks
				</li>
				<li style="border:none;color:#cccccc;padding:.25em 0px;">
					AI movement and sound behavior improved (featuring FMOD)
				</li>
				<li style="border:none;color:#cccccc;padding:.25em 0px;">
					Walking camera in truck or trailer configuration screen (plus new garage scene)
				</li>
			</ul>
<div>
				<b><u>TOBII EYE TRACKING</u></b>
			</div>
		</div>

		<div style="background-color:#2c2c2c;color:#cccccc;font-size:14px;text-align:left;">
			<ul style="padding:0px 2.5em;">
<li style="border:none;color:#cccccc;padding:.25em 0px;">
					Eye-tracking pause key function fixed
				</li>
				<li style="border:none;color:#cccccc;padding:.25em 0px;">
					Automatic eye-tracking pause while the game is paused/in UI
				</li>
				<li style="border:none;color:#cccccc;padding:.25em 0px;">
					Settings hotkey visibility in UI
				</li>
			</ul>
</div>

		<div style="background-color:#2c2c2c;color:#cccccc;font-size:14px;text-align:left;">
			<b><u>MOD</u></b>
		</div>

		<div style="background-color:#2c2c2c;color:#cccccc;font-size:14px;text-align:left;">
			<ul style="padding:0px 2.5em;">
<li style="border:none;color:#cccccc;padding:.25em 0px;">
					Ingame sounds completely reimplemented for FMOD
				</li>
				<li style="border:none;color:#cccccc;padding:.25em 0px;">
					Engine power range data (instead of boost value)
				</li>
				<li style="border:none;color:#cccccc;padding:.25em 0px;">
					Exhaust gas temp gauge animation
				</li>
				<li style="border:none;color:#cccccc;padding:.25em 0px;">
					AI data tweak (engine power instead of torque and gearbox, vehicle_mass override for trailers)
				</li>
			</ul>
</div>
	</div>
</blockquote>

<p>
	 
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/DexfZPvnNgk?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

]]></description><guid isPermaLink="false">25824</guid><pubDate>Thu, 27 Feb 2020 21:28:52 +0000</pubDate></item><item><title>Overpass disponibile da oggi, trailer di lancio</title><link>https://www.drivingitalia.net/home-page/software/overpass-disponibile-da-oggi-trailer-di-lancio-r25823/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2020_02/overpass.jpg.0f3075596a70f5596055a2b11443e3ed.jpg" /></p>


<p>
	 
</p>

<p>
	NACON e Zordix Racing sono liete di annunciare l’<a href="https://www.drivingitalia.net/index.php?/forums/topic/79544-overpass-offroad-simulation-by-bigben-games/page/2/&amp;tab=comments#comment-902809" rel="">uscita di Overpass</a>, simulazione off-road in cui il giocatore dovrà impegnarsi a superare ostacoli naturali e artificiali, mettendosi alla guida di potenti veicoli su tante superfici diverse. Il gioco è ora disponibile per PS4, Xbox One e PC sull’Epic Games Store. La versione per Nintendo Switch sarà invece disponibile dal 12 marzo.
</p>

<p>
	Questa simulazione permetterà ai giocatori di misurarsi su differenti tracciati, in condizioni sempre più particolari. Occorreranno skill di guida notevoli per raggiungere il traguardo, calibrando al meglio accelerazione e sterzo per superare gli ostacoli evitando di danneggiare irreversibilmente il veicolo.
</p>

<p>
	Ogni specifico aspetto tecnico di ciascun veicolo dovrà essere preso in considerazione sui vari tracciati: selezionare il mezzo corretto tra i 25 quad e buggie presenti in game, tutti dei principali marchi del settore (Arctic Cat, Yamaha, Polaris e Suzuki), così come utilizzare correttamente il differenziale, senza dimenticare la scelta tra le 2 e le 4 ruote motrici, sarà decisivo per arrivare alla vittoria.
</p>

<p>
	Inoltre, Overpass mette a disposizione diverse modalità di gioco: nella modalità Carriera ci si potrà cimentare in una stagione professionistica sviluppando la propria reputazione, facendo accordi con gli sponsor e provando naturalmente a vincere le competizioni. Nella modalità Multiplayer online, si potrà dimostrare il proprio valore in gare online fino a 8 giocatori. Saranno poi presenti modalità come la Gara Veloce, il Local play (in split screen oppure hotseat), e tante altre per misurarsi sul più impegnativo videogioco off-road presente sul mercato.
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/5W-lxTANDB4?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

]]></description><guid isPermaLink="false">25823</guid><pubDate>Thu, 27 Feb 2020 13:47:01 +0000</pubDate></item><item><title>Gran Turismo Sport: update di Febbraio con 3 nuove auto</title><link>https://www.drivingitalia.net/home-page/software/gran-turismo-sport-update-di-febbraio-con-3-nuove-auto-r25822/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2020_02/i1gEsYGHTWdRm7E.jpg.3123b0bdd9ca1f8e9a64f9808e5c1faf.jpg" /></p>


<p>
	 
</p>

<p>
	Arriva il 27 l'update di Febbraio per <a href="https://www.drivingitalia.net/index.php?/forums/topic/72229-ps4-annunciato-gran-turismo-sport-per-playstation-4/page/80/&amp;tab=comments#comment-902585" rel="">Gran Turismo Sport</a>, con l'aggiunta, fra le altre cose, di tre nuove vetture: Aston Martin DBR9 GT1, Fiat 500 1.2 SS e Nissan 180SX Type X.
</p>

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

	<div class="ipsQuote_contents ipsClearfix" data-gramm="false">
		<p>
			Ecco l'aggiornamento di febbraio di Gran Turismo Sport: Saranno aggiunte 3 nuove auto, tra cui una vincitrice del campionato FIA GT1!<br>
			Gran Turismo Sport verrà aggiornato il 27 febbraio 2020. Ecco la lista dei contenuti inclusi nell'aggiornamento 1.56:
		</p>

		<p>
			1. Saranno aggiunte le seguenti 3 nuove auto, tra cui una vincitrice del campionato FIA GT1.<br>
			Aston Martin DBR9 GT1 '10 (Gr.3)<br>
			Fiat 500 1.2 8V Lounge SS '08 (N100)<br>
			Nissan 180SX Type X '96 (N200)
		</p>

		<p>
			2. I seguenti 7 nuovi round saranno aggiunti agli eventi della "GT League":
		</p>

		<p>
			■ Campionato principianti<br>
			2 nuovi round aggiunti alla "Sfida A/P".<br>
			■ Campionato dilettanti<br>
			2 nuovi round aggiunti alla "Coppa Gruppo 3".<br>
			■ Campionato professionisti<br>
			2 nuovi round aggiunti alla "Coppa Lamborghini".<br>
			■ Campionato gare di durata<br>
			1 nuovo round aggiunto a "Gara di resistenza per la X2019 Competition".
		</p>

		<p>
			L'aggiornamento introdurrà anche altre funzioni, miglioramenti e correzioni. Gran Turismo Sport è in costante evoluzione. Buon divertimento.
		</p>
	</div>
</blockquote>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/xu-FYzWU8Yk?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

<p><a href="https://www.drivingitalia.net/uploads/monthly_2020_02/i1g2Z6wDhw3Kk.jpg.f76073833e453bc13de43ffb537c55ee.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="44575" src="https://www.drivingitalia.net/uploads/monthly_2020_02/i1g2Z6wDhw3Kk.thumb.jpg.781cbf151bfdea95a4eb5b9fd64cc7d2.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="i1g2Z6wDhw3Kk.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2020_02/i1gCYpuJD7F5OTH.jpg.4abd84e59d7b1e2ea4fd5fb846b4dbef.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="44576" src="https://www.drivingitalia.net/uploads/monthly_2020_02/i1gCYpuJD7F5OTH.thumb.jpg.8fc8525dc164216292890f4ae287413c.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="i1gCYpuJD7F5OTH.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2020_02/i1lBqXmzI3QXfC.jpg.3a925033b56a40392ea5f4b06b552795.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="44577" src="https://www.drivingitalia.net/uploads/monthly_2020_02/i1lBqXmzI3QXfC.thumb.jpg.5e55974eb10e3dffc05cbe61bb39b91a.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="i1lBqXmzI3QXfC.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2020_02/i1Z84z5BZRwyuEc.jpg.66ed16a8d0e9d8fca5fbb7d1ff538b89.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="44578" src="https://www.drivingitalia.net/uploads/monthly_2020_02/i1Z84z5BZRwyuEc.thumb.jpg.4a2f2091726085e3178c1ea9454a7abf.jpg" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="i1Z84z5BZRwyuEc.jpg"></a></p>

]]></description><guid isPermaLink="false">25822</guid><pubDate>Wed, 26 Feb 2020 14:49:25 +0000</pubDate></item><item><title>rFactor 2: nuova build 1.117 con migliorie alla VR</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-nuova-build-1117-con-migliorie-alla-vr-r25820/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2020_02/216710658_rfactor2vr.jpg.071d0796692d33bfd6de64c1001c2046.jpg" /></p>


<p>
	 
</p>

<p>
	Il team Studio 397 ha appena rilasciato la nuova <a href="https://www.drivingitalia.net/index.php?/forums/topic/79025-rfactor-2-racing-into-the-future/page/49/&amp;tab=comments#comment-902676" rel="">build 1.117 del suo rFactor 2</a>. Oltre alle consuete migliorie e bugfix, la nuova release si preoccupa principalmente di supportare al meglio l'utilizzo dei visori VR, ottimizzandone la qualità e le prestazioni, grazie ad una nuova funzionalità del software denominata Hidden Area Mask.
</p>

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

	<div class="ipsQuote_contents ipsClearfix" data-gramm="false">
		<div style="color:#666666; font-size:16px; padding:0px; text-align:center">
			<div style="padding:0px; text-align:center">
				<h1 style="color:#000000; font-size:3.6em; padding:0px; text-align:center">
					<a href="https://www.studio-397.com/2020/02/build-1117-weekly-updates-2/" style="color:#000000; padding:0px" title="Build 1117 Weekly Updates 2" rel="external">Build 1117 Weekly Updates 2</a>
				</h1>
			</div>
		</div>

		<div id="layout" style="color:#666666; font-size:16px; padding:0px; text-align:start">
			<div id="content" style="padding:8px 0px 66.6875px">
				<article id="post-8772" itemscope="" itemtype="http://schema.org/Article"><div style="padding:0px">
						<div itemprop="articleBody" style="padding:0px">
							<p style="padding:0px">
								No bogging down! Another week goes by, and we are keeping up the momentum with some fresh updates! This week we have a handy set of updates for VR users, as well and a couple others minor fixes.
							</p>

							<h2 id="Build1117weeklyUpdates02/25/2020-VRHiddenAreaMask" style="color:#000000; font-size:2.9em; padding:0px">
								VR – Hidden Area Mask
							</h2>

							<p style="padding:0px">
								In this latest update we have implemented the “Hidden Area Mask” in VR. What is Hidden Area Mask ? Inside a VR headset the images that are rendered in each eye are ‘rectangular’, yet your eyes only have access to circular cutouts.
							</p>

							<figure style="padding:0px"><img alt="VR_NO_HAM.jpg" data-ratio="55.72" sizes="(max-width: 1197px) 100vw, 1197px" srcset="https://www.studio-397.com/wp-content/uploads/2020/02/VR_NO_HAM.jpg 1197w, https://www.studio-397.com/wp-content/uploads/2020/02/VR_NO_HAM-300x167.jpg 300w, https://www.studio-397.com/wp-content/uploads/2020/02/VR_NO_HAM-768x428.jpg 768w" style="border:0px; padding:0px" width="1197" src="https://www.studio-397.com/wp-content/uploads/2020/02/VR_NO_HAM.jpg"></figure><p style="padding:0px">
								The image below illustrates the area that is outside of your normal peripheral view – the black area corresponds to what is physically blocked by the edges of the headset’s view-ports.
							</p>

							<figure style="padding:0px"><img alt="VR_HAM.jpg" data-ratio="66.94" sizes="(max-width: 1198px) 100vw, 1198px" srcset="https://www.studio-397.com/wp-content/uploads/2020/02/VR_HAM.jpg 1198w, https://www.studio-397.com/wp-content/uploads/2020/02/VR_HAM-300x201.jpg 300w, https://www.studio-397.com/wp-content/uploads/2020/02/VR_HAM-768x514.jpg 768w" style="border:0px; padding:0px" width="1198" src="https://www.studio-397.com/wp-content/uploads/2020/02/VR_HAM.jpg"></figure><p style="padding:0px">
								<em style="padding:0px">example using the Vive Pro</em>
							</p>

							<p style="padding:0px">
								So instead of rendering this extra space, that you can’t see anyway, when you enable “Hidden Area Mask” it will block those pixels from even being rendered, as they are outside the viewable space in the headset after barrel distortion is applied. Because the mask prevents the superfluous edges from even being rendered, this may offer a slight performance increase. In our internal tests we could indeed confirm a performance boost.
							</p>

							<p style="padding:0px">
								This option is also configurable in the player.JSON if you encounter any issues with it.
							</p>

							<pre style="background-color:#eeeeee; border:2px solid #aaaaaa; font-size:larger; padding:0.5em">

 "VR Enable Hidden Area Mask":true,</pre>

							<p style="padding:0px">
								Set to<span> </span><strong style="padding:0px">false</strong><span> </span>to disable
							</p>

							<p style="padding:0px">
								*<em style="padding:0px">Oculus SteamVR driver currently does not support HAM</em>.
							</p>

							<h2 style="color:#000000; font-size:2.9em; padding:0px">
								Changelog
							</h2>

							<ul style="padding:0px">
<li style="padding:0px">
									Enabled VR “Hidden Area Mask”.
								</li>
								<li style="padding:0px">
									Fixed flickering in the VR desktop ‘mirror’ when set to “HMD only”.
								</li>
								<li style="padding:0px">
									Fixed paint damage not resetting on ‘restart race’ button in single player.
								</li>
								<li style="padding:0px">
									Fixed a sporadic crash that was caused by an error in inter-thread communication with the Steam library.
								</li>
							</ul>
<h2 style="color:#000000; font-size:2.9em; padding:0px">
								Known Issues
							</h2>

							<ul style="padding:0px">
<li style="padding:0px">
									After content install in VR rFactor 2 does not restart. A workaround for now is to restart manually.
								</li>
								<li style="padding:0px">
									There is still a black band on the bottom half of the track loading screen.
								</li>
								<li style="padding:0px">
									Unrelated to UI, but we are also aware of the erratic throttle behavior of the AI cars, and we are looking into that.
								</li>
								<li style="padding:0px">
									Parc Ferme is not working in the new UI.
								</li>
							</ul>
<h2 style="color:#000000; font-size:2.9em; padding:0px">
								Work in Progress
							</h2>

							<ul style="padding:0px">
<li style="padding:0px">
									Add skin download progress bar while on a server that allows custom skin transfers.
								</li>
								<li style="padding:0px">
									Config tool sporadically fails to launch up after clicking PLAY for setting graphics resolution, VR or post effect levels.
								</li>
								<li style="padding:0px">
									Team creation in the showroom is missing.
								</li>
								<li style="padding:0px">
									Material editing in the showroom is missing.
								</li>
								<li style="padding:0px">
									Forced setup and/or upgrades.
								</li>
								<li style="padding:0px">
									Car (re)selection when on a server.
								</li>
								<li style="padding:0px">
									Resume from replay.
								</li>
								<li style="padding:0px">
									Sporadic ‘white screen’ when leaving an online session
								</li>
							</ul>
</div>
					</div>
				</article>
</div>
		</div>
	</div>
</blockquote>

<p>
	 
</p>

]]></description><guid isPermaLink="false">25820</guid><pubDate>Tue, 25 Feb 2020 15:09:43 +0000</pubDate></item><item><title>iRacing presenta in video la Porsche 718 Cayman GT4 Clubsport MR</title><link>https://www.drivingitalia.net/home-page/software/iracing-presenta-in-video-la-porsche-718-cayman-gt4-clubsport-mr-r25818/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2020_02/iracing.jpg.fb59d2dc937267ec911f07cdb94dfd11.jpg" /></p>


<p>
	 
</p>

<p>
	Il team di iRacing ci presenta anche in video la nuova <a href="https://www.drivingitalia.net/index.php?/forums/topic/80198-iracing-confermata-la-porsche-cayman-gt4-per-questinverno/&amp;tab=comments#comment-902670" rel="">Porsche 718 Cayman GT4 Clubsport MR</a>, che sarà disponibile con la prossima build di marzo del simulatore americano.
</p>

<p>
	<em>Coming this March, the Porsche 718 Cayman GT4 Clubsport MR brings GT4 action to iRacing! Our newest sports car joins the multi-class IMSA Michelin Pilot Challenge for 2020 Season 2, and will compete in its own support series alongside the Porsche Esports Supercup throughout the 2020 season. In addition to its regular series, you’ll have a chance to race the Cayman in the IMSA 90 Minutes of Sebring special event on March 15.</em>
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="270" width="480" data-embed-src="https://www.youtube.com/embed/jWM6IGbE0QY?feature=oembed"></iframe>
	</div>
</div>

<p>
	 
</p>

]]></description><guid isPermaLink="false">25818</guid><pubDate>Mon, 24 Feb 2020 21:29:19 +0000</pubDate></item></channel></rss>
