<?xml version="1.0"?>
<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/301/?d=1</link><description>News: News</description><language>en</language><item><title>La geometria delle sospensioni al simulatore</title><link>https://www.drivingitalia.net/home-page/software/la-geometria-delle-sospensioni-al-simulatore-r23670/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_06/rf.JPG.c1e22c0aaab398d387f8d89e6c3246a8.JPG" /></p>


<p>
	Il sito DR Racing blog ha pubblicato un <a href="https://drracing.wordpress.com/2017/06/16/testing-suspension-geometry-in-the-simulator/" rel="external">articolo in inglese molto interessante</a> che confronta in modo diretto, con l'utilizzo della telemetria, il lavoro della geometria delle sospensioni di una vettura reale con quello del simulatore rFactor. L'analisi è molto tecnica e dettagliata ed offre sorprendenti risultati di sovrapposizione dei risultati.
</p>

<p>
	<em>Before I dive a bit more into the details of this project, let me spend two words about the assumptions used by rFactor in terms of suspension modeling and my view about the software’s limitation. First of all, it is clear to me, as it is probably clear to all of view, that rFactor was not though as an engineering tool and there are some limitations that are difficult to completely overcome, if not acting on the code itself (which is out of my skills, intention and interest). </em>
</p>

]]></description><guid isPermaLink="false">23670</guid><pubDate>Wed, 21 Jun 2017 12:22:30 +0000</pubDate></item><item><title>Novit&#xE0; per Kart Racing Pro</title><link>https://www.drivingitalia.net/home-page/software/novit%C3%A0-per-kart-racing-pro-r23669/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_06/krp.jpg.290cc61a35f076f6207bb9dcbe650f44.jpg" /></p>


<p>
	Vi segnalo alcune interessanti novità dedicate al Kart Racing Pro targato Piboso, al momento l'unico vero simulatore di guida per il mondo del karting. Sono disponibili infatti la nuova <a href="https://www.drivingitalia.net/index.php?/forums/topic/66952-maxhud-display-anche-per-gpmx-bikes-e-wrs/" rel="">versione 2.0.8 del MaxHUD Display</a>, utility che implementa varie informazioni a schermo e la <a href="https://www.drivingitalia.net/index.php?/forums/topic/67018-maxtm-telemetry-tool-for-gpb-mxb-wrs-and-krp/" rel="">release 1.16 del MaxTM Telemetry</a>, che ci mette a disposizione un tool completo per l'analisi della telemetria.
</p>

<p>
	Al momento è disponibile la <a href="https://www.drivingitalia.net/index.php?/forums/topic/75767-kart-racing-pro-by-piboso-beta-16/" rel="">versione beta 16 di Kart Racing Pro</a>, ma Piboso prevede di rilasciare a fine giugno la <a href="https://www.drivingitalia.net/index.php?/forums/topic/76091-kart-racing-pro-release-1-con-ms-kart-e-genk/" rel="">nuovissima release 1</a>, che fra le altre cose, includerà un nuovo telaio e lo spettacolare tracciato di Genk (nel video qui sotto).
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/vIgDZ5fJAzI?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	 
</p>

<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/krp2.png.0abd284f98875ffb82bd74c312530be0.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34721" src="https://www.drivingitalia.net/uploads/monthly_2017_06/krp2.png.0abd284f98875ffb82bd74c312530be0.png" class="ipsImage ipsImage_thumbnailed" alt="krp2.png"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/krp3.jpg.dc73d8a73a800e1f0b9cbac4a98f4d78.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34722" src="https://www.drivingitalia.net/uploads/monthly_2017_06/krp3.jpg.dc73d8a73a800e1f0b9cbac4a98f4d78.jpg" class="ipsImage ipsImage_thumbnailed" alt="krp3.jpg"></a></p>

]]></description><guid isPermaLink="false">23669</guid><pubDate>Tue, 20 Jun 2017 10:08:22 +0000</pubDate></item><item><title>rFactor 2: roadmap update giugno 2017</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-roadmap-update-giugno-2017-r23668/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_06/rf1.jpg.38babbbefcba0cd62fd33cb255bf085a.jpg" /></p>


<p>
	Studio 397 ci aggiorna sullo sviluppo del suo rFactor 2 con il nuovo <a href="https://www.drivingitalia.net/index.php?/forums/topic/76298-rfactor-2-roadmap-update-giugno-2017/" rel="">roadmap update del mese di giugno</a>. Fra le tante novità e migliorie dell'aggiornamento troviamo vari upgrades per la Formula 2, una divertente paint competition dedicata alla Radical e scopriamo anche il prossimo arrivo di una nuovissima McLaren GT che sarà utilizzata nell'imminente torneo <a href="https://www.drivingitalia.net/index.php?/forums/topic/76030-esports-world-fastest-gamer-by-mclaren/&amp;do=getNewComment" rel="">Worlds Fastest Gamer</a> della McLaren.
</p>

<p>
	Commenti e discussioni <a href="https://www.drivingitalia.net/index.php?/forums/topic/76298-rfactor-2-roadmap-update-giugno-2017/" rel="">sul forum dedicato</a>.
</p>

<div style="color:#666666">
	<h1 style="color:#000000">
		<span style="font-size:16px;"><em><a href="https://www.studio-397.com/2017/06/roadmap-update-june-2017/" style="color:#ed1e24" title="Roadmap Update June 2017" rel="external">Roadmap Update June 2017</a></em></span>
	</h1>
</div>

<div id="layout" style="color:#666666">
	<div id="content">
		<article id="post-6293" itemscope="" itemtype="http://schema.org/Article"><div itemprop="articleBody">
				<p>
					<em>Welcome back to another monthly update. I’m sure many of you have watched the 24 hours of Le Mans over the weekend. What an exciting race that was, and good news for us as, although they did set a new fastest lap time in qualification, they did not break the record for the most number of laps driven in the race, so we can continue as Studio 397 for another year!  We are heavy in development currently in all areas and look forward to bringing you several updates over the next few months and beyond.</em>
				</p>

				<p>
					<em>Starting on August 1st we will open registration for the rFactor 2 round of the World’s Fastest Gamer competition by McLaren. The winner of that competition will be offered one of the best jobs in esports: that of an official simulator driver in the Formula 1 team. In four rounds people will battle to set the fastest time on different configurations of Silverstone and Zandvoort and compete head to head in weekly races for championship points. These races will all be done in a soon-to-be-announced McLaren GT car.</em>
				</p>

				<h2 style="color:#000000">
					<em>UI</em>
				</h2>

				<p>
					<em>We have been getting a lot of questions on our new UI lately, which is taking us a bit longer than we anticipated. We’ve already shown you various new screenshots, so we thought this month might be a good time to explain a little bit more about its technical background. For some of you all these terms might be a bit too technical. They are all modern web technologies that allow us to create an interface that is flexible and accessible from all kinds of locations.</em>
				</p>

				<p>
					<em>A few months ago we already explained the UI is built with HTML. We have chosen to embed a modern browser to render it, and the actual connection with the local game is done via a REST based interface. This interface allows you to control all aspects of the game, and because this technology will both be added to the client and dedicated server, it means we have vastly extended the ways in which you can write all kinds of tools on top of that.</em>
				</p>

				<p>
					<em>Just as an example, this enables you to create live timing pages that can be used as an overlay for broadcasting. You might have seen this a couple of weeks ago when VEC broadcast their 24h race in DX11. There are many other possible applications though, such as remotely connecting to the garage of a team mate and making improvements to his setup while he is still driving.</em>
				</p>

				<h2 style="color:#000000">
					<em>Content</em>
				</h2>

				<p>
					<em>We have converted most of our content to DX11 by now, but there are still a few items left. Alongside this roadmap update, we will release two updated pieces of content tomorrow. The São Paulo track, which has seen various texture updates and the Formula 2, which had both texture and physics updates, details of which can be found in the changelog below.</em>
				</p>

				<p>
					<em>In terms of new content, we mentioned the McLaren GT car earlier and cannot wait to show you more updates on it, content which is aligned is important to us, and over the next couple of months we hope you will be pleasantly surprised!  Additionally, we are working hard on bringing Zandvoort to you in all its glory and of course are close to releasing a fantastic car for racing the<span> </span><a href="http://www.radicalsportscars.com/car/sr3/" style="color:#ed1e24" rel="external">Radical SR3</a>.</em>
				</p>

				<h2 style="color:#000000">
					<em>Radical Paint Competition</em>
				</h2>

				<p>
					<em>It’s paint time! That’s right, get your team’s or personal livery in the official release of the Radical SR3. We will add the top 20 designs into the game as part of the release of the Radical SR3.<span> </span><a href="http://steamcommunity.com/sharedfiles/filedetails/?id=950759997" style="color:#ed1e24" rel="external">We have created a special “paint version” of the car, which is available in the workshop.</a><span> </span>If you subscribe to it, it will automatically be downloaded and installed.</em>
				</p>

				<p>
					<em>Included with the car is a template, which can be found in the “Templates” folder of your rFactor 2 install. You can use any paint program that can load PSD (Photoshop) files. We advise you to first make a copy of the file before you start painting. When you have created your paint, save it as a DDS file. The folder you should use for that can be seen in the showroom if you’ve loaded the car there. You might need to hit “CREATE DIR” to create the folder the first time, and if you’ve updated the paint while the game was still loaded, hit “RELOAD” to refresh the folder. If you have any questions about this, feel free to ask in our forum or on Discord!</em>
				</p>

				<p>
					<em>For the record, you cannot yet drive the car, you can only look at it in the showroom (click on “TUNING” on the car screen). Talking about which, we spared no expense and built you a brand new showroom. We hope you like it!</em>
				</p>

				<h3>
					<em>Guidelines</em>
				</h3>

				<ul>
<li>
						<em>No alcohol, tobacco or illegal products</em>
					</li>
					<li>
						<em>Any paint job you make is yours and not taken from someone else</em>
					</li>
					<li>
						<em>You will need to transfer rights to us for the paint to use in the game</em>
					</li>
					<li>
						<em>You guarantee it does not infringe on any copyrights of third parties, so no logos that you do not have permission to use</em>
					</li>
				</ul>
<h3>
					<em>How to enter</em>
				</h3>

				<p>
					<em>Please read the guidelines above, then email us on<span> </span><a href="mailto:radicalpaints@studio-397.com" style="color:#ed1e24" rel="">radicalpaints@studio-397.com</a><span> </span>with 3 images from the showroom, a download link to your PSD and the driver and team name you want to use for your car. The deadline for submission is midnight GMT 27th June 2017!</em>
				</p>

				<h2 style="color:#000000">
					<em>Miscellaneous</em>
				</h2>

				<p>
					<em>We know with DX11 that many of you cannot use plugins that render to the screen, and we are currently reviewing the best way to add this capability in a future-proof and rock solid way. Our current method of giving plugins access to the screen can cause issues with the stability of our platform as a whole.</em>
				</p>

				<p>
					<em>As a final note we are proud to announce that we’ve signed a license agreement with MoTec and will add official support for their tools to our simulation. More details about this will be released in the upcoming months. In the mean time, enjoy the summer!</em>
				</p>

				<h2 style="color:#000000">
					<em>Changelog</em>
				</h2>

				<h3>
					<em>Build (DX11)</em>
				</h3>

				<ul>
<li>
						<em>Fixed: VR trackside cameras.</em>
					</li>
					<li>
						<em>Fixed: VR Showroom is now rendering properly.</em>
					</li>
					<li>
						<em>Fixed  VR Monitor and replay working in-game.</em>
					</li>
					<li>
						<em>Fixed: Multi-monitor selection now available.</em>
					</li>
					<li>
						<em>Fixed: Minor issues with UI font.</em>
					</li>
					<li>
						<em>Fixed: AI way-points now show in Dev Mode.</em>
					</li>
					<li>
						<em>Fixed: Zoom and out of focus elements in track-side cameras when in multi-view mode. (Triple screen)</em>
					</li>
					<li>
						<em>Fixed: Focus on UI elements in Viewer.exe</em>
					</li>
					<li>
						<em>Fixed: Real Road rendering issues.</em>
					</li>
					<li>
						<em>Added: Brand New High resolution “Hangar” style showroom to better showcase cars.</em>
					</li>
					<li>
						<em>Added: VR Improvements to the Post processing effects by disabling the Depth-of-Field.</em>
					</li>
					<li>
						<em>Updated: Minor performance and video memory improvements.</em>
					</li>
					<li>
						<em>Updated: Showroom post process preset.</em>
					</li>
					<li>
						<em>Updated: The graphics engine now renders ambient shadows while in the showroom.</em>
					</li>
				</ul>
<h3>
					<em>Formula Two</em>
				</h3>

				<ul>
<li>
						<em>Full CPM tyre upgrade.</em>
					</li>
					<li>
						<em>AI improvements to help launch on race starts.</em>
					</li>
					<li>
						<em>AI now take longer to warm up tyres.</em>
					</li>
					<li>
						<em>AI correlation tweaks to slightly decrease grip.</em>
					</li>
					<li>
						<em>Added RCD / talent file.</em>
					</li>
					<li>
						<em>AI tweaks to make them faster overall.</em>
					</li>
					<li>
						<em>Lower initial tyre temperatures and more pressure buildup.</em>
					</li>
					<li>
						<em>Softened front ARB.</em>
					</li>
					<li>
						<em>More damping in suspension components.</em>
					</li>
					<li>
						<em>Minor tyre tweaks to include more damping.</em>
					</li>
					<li>
						<em>Correction to low downforce package to add stability.</em>
					</li>
					<li>
						<em>Added optional caster upgrade to help increase the cornering forces in the FFB.</em>
					</li>
					<li>
						<em>Reduced flatspot intensity on front tyres.</em>
					</li>
					<li>
						<em>Softened steering slightly.</em>
					</li>
					<li>
						<em>Low-end torque slightly increased.</em>
					</li>
					<li>
						<em>Corrected unsprung inertia.</em>
					</li>
					<li>
						<em>New engine throttle map.</em>
					</li>
					<li>
						<em>Softened chassis.</em>
					</li>
					<li>
						<em>Improved inertia.</em>
					</li>
					<li>
						<em>Lowered max brake force.</em>
					</li>
					<li>
						<em>Set default brake pressure to realistic typical usage.</em>
					</li>
					<li>
						<em>Rear ARB increased to be bit stiffer and better match the data.</em>
					</li>
					<li>
						<em>Reduced fuel consumption by appropriately 20%, this should give more plausible fuel consumption figures.</em>
					</li>
					<li>
						<em>Slightly less dirty air in the slip-steam (in particular, less understeer so you can follow a tiny bit closer).</em>
					</li>
					<li>
						<em>Front ARB now displays stiffness to make it clearer.</em>
					</li>
					<li>
						<em>Wheel rate correction.</em>
					</li>
					<li>
						<em>Added chassis flex.</em>
					</li>
					<li>
						<em>Added new steering system.</em>
					</li>
					<li>
						<em>Softened shifts, this should make up-shifts more harmonious especially in mid-corner</em>
					</li>
				</ul>
</div>
		</article>
</div>
</div>

<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/rf2.jpg.3a17ff5d4da5f37369f01f32ce50e388.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34719" src="https://www.drivingitalia.net/uploads/monthly_2017_06/rf2.thumb.jpg.10a6a4bec51b7d26218ba7ec86318a49.jpg" class="ipsImage ipsImage_thumbnailed" alt="rf2.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/rf3.jpg.346f48697832f1af34fbd2b1db938a48.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34720" src="https://www.drivingitalia.net/uploads/monthly_2017_06/rf3.thumb.jpg.ebe569bf68e2aabc76f6bf6cec606c49.jpg" class="ipsImage ipsImage_thumbnailed" alt="rf3.jpg"></a></p>

]]></description><guid isPermaLink="false">23668</guid><pubDate>Tue, 20 Jun 2017 09:24:06 +0000</pubDate></item><item><title>Primo test in pista con Project CARS 2</title><link>https://www.drivingitalia.net/home-page/software/primo-test-in-pista-con-project-cars-2-r23665/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_06/5947c0c2e8640_pc21.jpg.5fe3bf72a48f3ba96c192d7ace2602c7.jpg" /></p>


<p>
	Quando due anni fa, con il primo Project CARS ancora fresco di pubblicazione, Slighty Mad Studios ha annunciato il suo nuovo Project CARS 2, ha immediatamente messo in chiaro che il secondo capitolo sarebbe dovuto essere un miglioramento dell'esperienza di guida sotto ogni punto di vista, partendo dalla fisica delle vetture, alla simulazione del meteo e degli effetti sull'asfalto, passando per le opzioni competitive fino ai contenuti, ai partners ufficiali e alle tipologie di gara.
</p>

<p>
	La demo del gioco presentata all'E3 di Los Angeles appena concluso conteneva tre diverse gare: la prima con una Honda Civic Coupe GRX sul circuito di Lohéac, in Francia, per mostrare la novità Rallycross del gioco (insieme ad IndyCar e tracciati ovali), la seconda opzione ambientata a Bannoch Brae con una McLaren 720S e la terza gara invece all'autodromo di Algarve con una Ferrari 488 GT3.
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="34701" href="https://www.drivingitalia.net/uploads/monthly_2017_06/5947c0c9ac8f0_pc22.jpg.303fdb4e4ccfb305bdf554d72b49fa69.jpg" rel=""><img alt="pc2 2.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="34701" data-unique="sojvf3n77" src="https://www.drivingitalia.net/uploads/monthly_2017_06/5947c0c9d7336_pc22.thumb.jpg.5c73d9bdc74d65bf819fac4256a21b79.jpg" style="width: 350px; height: auto;"></a><a class="ipsAttachLink ipsAttachLink_image" data-fileid="34702" href="https://www.drivingitalia.net/uploads/monthly_2017_06/5947c0ca929f7_pc23.jpg.19bb8778afd3f245e8b5cb7b9d71017a.jpg" rel=""><img alt="pc2 3.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="34702" data-unique="088krd7dw" src="https://www.drivingitalia.net/uploads/monthly_2017_06/5947c0cabc6c9_pc23.thumb.jpg.2c2fbc80dd74cfb885878c02f3072e97.jpg" style="width: 350px; height: auto;"></a>
</p>

<p>
	Proprio dalla prova dei dimostrativi emerge la prima e più evidente miglioria di Project CARS 2: la corretta e completa implementazione nel gioco per l'utilizzo del pad alla guida. Chi ha giocato il primo Project CARS con un pad ricorderà che il supporto al controller era stato aggiunto in fretta e furia, di fatto per non tagliare fuori l'enorme fetta di pubblico priva di volante e pedaliera, mentre è evidente che nel secondo capitolo, gli sviluppatori hanno tenuto in maggiore considerazione i piloti da pad, con un risultato decisamente ottimo. Inoltre, utilizzando il pad, la guida non viene impoverita o banalizzata, a meno di non attivare tutti gli aiuti, e Project CARS 2, che sia guidato con pad o volante, rimane un'esperienza impegnativa, lontana dalla semplicità di un Forza Motorsport o Gran Turismo, ma altrettanto distante dalla complessità di un Assetto Corsa, iRacing o rFactor 2.
</p>

<p>
	Qui di seguito un video che ci mostra il testing di una delle ultime build beta del software.
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/DVW3o38-NsM?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	Ricordiamo che i tracciati sono realizzati con la tecnologia laser scan, ormai uno standard per le simulazioni di guida, alla quale bisogna aggiungere un notevolissimo passo avanti in termini di simulazioni dinamiche: dal ciclo giorno - notte all'influenza che le condizioni meteorologiche hanno sulla strada, cambiando in tempo reale e tenendo conto della zona, della pendenza e del materiale presente sul tracciato (sporco, residui di gomma ecc.). Abbiamo verificato il nuovo e famigerato <a href="https://www.drivingitalia.net/index.php?/forums/topic/76246-project-cars-2-il-live-track-30-si-mostra-in-video/" rel="">Live Track 3.0</a> a livello visuale e grafico, decisamente spettacolare e per certi versi impressionante, resta però da valutare l'impatto sul comportamento della vettura, la dinamica del veicolo, la fisica e cosi via. Dopo qualche giro, a parte una differenza nell'aderenza sull'asfalto bagnato, non è stato possibile rilevare altro di interessante.
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/zJA4ZZokxWg?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	Non mancano alcune raffinatezze: impostando per esempio la data di una gara classica, il gioco riproporrà le stesse condizioni meteo avute in quel preciso giorno e in quel preciso luogo, e di notte corrisponderanno anche le costellazioni visibili. Non mancano poi miglioramenti nella Carriera, con la possibilità di seguire il percorso come pilota di scuderia, una grande attenzione all'offerta online per la community di appassionati, con servizi integrati e pensati proprio per l'eSport, con relativi nuovi strumenti per l'organizzazione di eventi, classifiche online e stagioni competitive. L'intenzione degli sviluppatori è anche quella di migliorare l'esperienza dei giocatori più hardcore e distinguerla da quella dell'utente neofita. Il sistema di matchmaking terrà conto non solo della prestazione, ma anche di quanto si corre in modo pulito, delle infrazioni e dei tamponamenti, creando una sorta di patentino digitale. In questo modo i simpaticoni che hanno l'abitudine di correre contromano finiranno tutti nella stessa lobby, scontrandosi fra loro...
</p>

<p style="text-align: center;">
	<img alt="pc2 4.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="34703" data-unique="0c3l5rcap" src="https://www.drivingitalia.net/uploads/monthly_2017_06/5947c0cb573dc_pc24.jpg.e4c2c0589262cf94413f4d05aaa7ffa2.jpg" style="width: 350px; height: auto;"><a class="ipsAttachLink ipsAttachLink_image" data-fileid="34704" href="https://www.drivingitalia.net/uploads/monthly_2017_06/5947c0cc144b6_pc25.jpg.3d00438137c176033fffad80995bb16f.jpg" rel=""><img alt="pc2 5.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="34704" data-unique="mgvbijbcr" src="https://www.drivingitalia.net/uploads/monthly_2017_06/5947c0cc37b6f_pc25.thumb.jpg.9c52932860bd40613b5d75b881b11ba4.jpg" style="width: 350px; height: auto;"></a>
</p>

<p>
	E per quanto riguarda la fisica e la guidabilità di Project CARS 2 ?
</p>

<p>
	Al momento è sicuramente presto per dare un giudizio completo, avendo provato una build non ancora definitiva, senza possiblità di modificare il setup, nè di regolare i parametri relativi al volante ed al force feedback. La prima sensazione a caldo è la stessa avuta a suo tempo con il primo Project CARS, rivelatasi poi corretta: come accennato poco sopra, si tratta in sostanza di un riuscitissimo e divertente mix, composto al 60% da simulazione ed al restante 40% dal tipico racing arcade, Insomma non è un Gran Turismo, ma neppure un Assetto Corsa.
</p>

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<p>
	Anche in Project CARS 2 la sensazione è che gli spostamenti dei pesi, delle masse ed in generale la dinamica del veicolo, con tutto ciò che ne consegue a livello di fisica, vengano considerati in modo molto semplificato, molto più "visivo" che reale. La guida è impegnativa e divertente, ma un pilota esperto, in particolare in alcune situazioni limite, ha modo di notare in modo evidente delle incongruenze nel comportamento della vettura, che di fatto aiutano a restare in pista il pilota poco esperto. In particolare si ha la sensazione in molti casi, che il grip sia mostruosamente esagerato, persino sul bagnato.
</p>

<p>
	L'impressione generale dopo vari giri in pista è che Slightly Mad Studios abbia privilegiato la "sensazione" e la "percezione" della guida, piuttosto che la reale dinamica del veicolo ad ogni costo. Verso una direzione percettiva, potrebbero aver spinto proprio i piloti reali che hanno partecipato alla realizzazione ed affinamento del progetto, facendo valere le loro personali sensazioni, modificando in sostanza il core fisico e dinamico del software, per fare in modo da "sentirsi in macchina". <a href="https://www.drivingitalia.net/index.php?/forums/topic/76103-project-cars-2-il-parere-di-chris-goodwin-test-driver-mclaren/" rel="">Come spiegava per esempio Goodwin</a>, tester della McLaren.
</p>

<p>
	Aspettiamo comunque la release definitiva, di certo sarebbe un peccato sprecare in questo modo, dal punto di vista prettamente "simracing", tutto quello che di buono può offrire Project CARS 2. E ce n'è tanto.
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" data-fileid="34705" href="https://www.drivingitalia.net/uploads/monthly_2017_06/5947c0cd78cff_pc26.jpg.08b7f39081d143f0e3bfc33d5cd749eb.jpg" rel=""><img alt="pc2 6.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="34705" data-unique="l3danbs3e" src="https://www.drivingitalia.net/uploads/monthly_2017_06/5947c0cd9f6c7_pc26.thumb.jpg.4084d963929dccf0eab35cb91f098ce9.jpg" style=""></a>
</p>

<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/35125143681_d5e685f420_k.jpg.76e571fe169fed4dc66bcf5f685820d5.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34706" src="https://www.drivingitalia.net/uploads/monthly_2017_06/35125143681_d5e685f420_k.thumb.jpg.b764615c7371bceca66c8d9be810f2f8.jpg" class="ipsImage ipsImage_thumbnailed" alt="35125143681_d5e685f420_k.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/35270352131_6264467bba_h.jpg.3a87857e34e2b46500c5cb545196e33f.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34707" src="https://www.drivingitalia.net/uploads/monthly_2017_06/35270352131_6264467bba_h.thumb.jpg.dda26d75247c2a5200a9fc8f81694508.jpg" class="ipsImage ipsImage_thumbnailed" alt="35270352131_6264467bba_h.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/35012772270_3711e0b7e1_h.jpg.d23974f689d898c9a7af2fd3a7f9262a.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34708" src="https://www.drivingitalia.net/uploads/monthly_2017_06/35012772270_3711e0b7e1_h.thumb.jpg.cb595eae028b3e828db91bd34d12ceed.jpg" class="ipsImage ipsImage_thumbnailed" alt="35012772270_3711e0b7e1_h.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/34557326674_973c63fd2e_h.jpg.f07549fce532f9b2d759e2ea1f4c4c57.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34709" src="https://www.drivingitalia.net/uploads/monthly_2017_06/34557326674_973c63fd2e_h.thumb.jpg.f973f6f035f68775022ee0da82e6ab04.jpg" class="ipsImage ipsImage_thumbnailed" alt="34557326674_973c63fd2e_h.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/35233423152_596e9c9321_h.jpg.259e0c08e3d5f7876b37b3f7423cec3a.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34710" src="https://www.drivingitalia.net/uploads/monthly_2017_06/35233423152_596e9c9321_h.thumb.jpg.a35cc18d603de2e7e42fe33e260ff710.jpg" class="ipsImage ipsImage_thumbnailed" alt="35233423152_596e9c9321_h.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/34590441333_7dc64ced1c_h.jpg.43c4a605645071d6f8b4e6d57df74663.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34711" src="https://www.drivingitalia.net/uploads/monthly_2017_06/34590441333_7dc64ced1c_h.thumb.jpg.0e62effd46dab3a50c1d7317b7f5e8c8.jpg" class="ipsImage ipsImage_thumbnailed" alt="34590441333_7dc64ced1c_h.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_06/35012778630_09fcfd6533_h.jpg.36bf10f44d714737efa9228ffca98fcf.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="34712" src="https://www.drivingitalia.net/uploads/monthly_2017_06/35012778630_09fcfd6533_h.thumb.jpg.4a077767725c7f04035746290e5c19a7.jpg" class="ipsImage ipsImage_thumbnailed" alt="35012778630_09fcfd6533_h.jpg"></a></p>

]]></description><guid isPermaLink="false">23665</guid><pubDate>Mon, 19 Jun 2017 14:15:00 +0000</pubDate></item><item><title>Visitiamo Parigi con rFPro !</title><link>https://www.drivingitalia.net/home-page/software/visitiamo-parigi-con-rfpro-r23667/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_06/paris03.jpg.b9dbf97401fa083ead94bd394486b505.jpg" /></p>


<p>
	Come ricorderanno i nostri visitatori più attenti, il software di simulazione professionale <a href="http://www.rfpro.com" rel="external">rFPro</a> (ovvero rFactor Pro, che non ha nulla a che fare però nè con rFactor nè con rFactor 2) è salito alla ribalta della cronaca circa un anno fa, allorquando <a href="https://www.drivingitalia.net/index.php?/forums/topic/68582-ferrari-f1-sceglie-rfpro-per-il-suo-simulatore/&amp;do=findComment&amp;comment=773212" rel="">è stato scelto dalla Ferrari</a> come software per il proprio simulatore di Formula 1.
</p>

<p>
	Oggi torniamo a parlare di rFPro, che potete ammirare in azione nel video qui sotto sul simulatore AB Dynamics, per due diversi motivi: la Toyota ha confermato il suo utilizzo (foto sotto) per la preparazione della <a href="https://www.drivingitalia.net/index.php?/forums/topic/76269-24-heures-du-mans-2017-live-stream/&amp;do=getNewComment" rel="">24 Ore di Le Mans</a> disputata proprio ieri, che però non è andata proprio benissimo per la TS050...
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_2017_06/tmg_simulator3.jpg.06f0ed71ce63dde7bd07c906e387b671.jpg" data-fileid="34698" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="34698" data-unique="00ioc4l6c" src="https://www.drivingitalia.net/uploads/monthly_2017_06/tmg_simulator3.thumb.jpg.4bd36a414b28fc09e87086e71dc69ff9.jpg" style="width: 400px; height: auto;" alt="tmg_simulator3.jpg"></a>
</p>

<p>
	Decisamente interessante è invece la disponibilità in rFPro, a partire da oggi, della versione realizzata in laser scan dell'intero centro di Parigi !
</p>

<p>
	<em>The urban roads were Laser Scanned (LiDAR), with 360deg photography and video. The completed model is shipped with road networks for SUMO (Traffic) and Road5 (IPG CarMaker) as the first customers are making use of the model for ADAS and Autonomous testing, with camera, Radar, LiDAR and Ultrasound sensors as well as for training of Deep Learning AI Driver models.</em>
</p>

<p>
	<em>Correlation between the digital model and the real streets is very high, ensuring that virtual tests perform similarly to real car tests. The route includes a variety of roads, road surfaces, junctions and pedestrian crossings. Physically based materials have been used to ensure accurate behaviour in simulation at all times of day.</em>
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_2017_06/paris03.jpg.66f51be441bc71af2d36cdc26a19829e.jpg" data-fileid="34699" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="34699" data-unique="9c96shm56" src="https://www.drivingitalia.net/uploads/monthly_2017_06/paris03.thumb.jpg.0f69dab8a955df74c6c08274b54adc20.jpg" style="width: 400px; height: auto;" alt="paris03.jpg"></a><a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_2017_06/Paris04.jpg.45048bb81de7f182b71b58e7705be9be.jpg" data-fileid="34700" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="34700" data-unique="q2gd4yujg" src="https://www.drivingitalia.net/uploads/monthly_2017_06/Paris04.thumb.jpg.e087f73164e8529576736a12e5fc7bc2.jpg" style="width: 400px; height: auto;" alt="Paris04.jpg"></a>
</p>

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<p>
	 
</p>

]]></description><guid isPermaLink="false">23667</guid><pubDate>Mon, 19 Jun 2017 11:59:53 +0000</pubDate></item><item><title>Forza Motorsport 7: ma siamo davvero ai 4K ?</title><link>https://www.drivingitalia.net/home-page/software/forza-motorsport-7-ma-siamo-davvero-ai-4k-r23664/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_06/2.jpg.74ae3922b114a4ae5386368c8ec83978.jpg" /></p>


<p>
	Gli specialisti di Digital Foundry hanno realizzato la consueta analisi tecnica del nuovo <a href="https://www.drivingitalia.net/index.php?/forums/topic/75222-forza-motorsport-7-by-turn10/&amp;page=2#comment-850845" rel="">Forza Motorsport 7</a>, confrontandolo con Forza Motorsport 6 Apex per PC, evidenziando qualche perplessità sulle reali capacità di <a href="https://www.drivingitalia.net/index.php?/forums/topic/76255-presentata-xbox-one-x-ex-project-scorpio-by-microsoft/" rel="">Xbox One X</a> di offrire i famosi 4K reali. Infatti il gioco di Turn 10 adotta alcuni accorgimenti per alleggerire il carico sulla GPU: in particolare un meteo che non è davvero dinamico (le condizioni cambiano a seconda del momento della gara) e vengono avanzati dubbi sulla presenza di un ciclo giorno/notte. Inoltre l'occlusione ambientale risulta mancante su molte geometrie, l'illuminazione appare corretta solo sugli asset derivanti da fotogrammetria (con texture a bassa risoluzione), la maggior parte dei riflessi non sono calcolati in tempo reale, con quelli sulle auto che girano alla metà del frame rate e le ombre delle vetture non si proiettano sugli asset dei tracciati, infine alcuni elementi grafici non vengono renderizzati a risoluzione piena.
</p>

<p>
	<a href="https://www.drivingitalia.net/index.php?/forums/topic/75222-forza-motorsport-7-by-turn10/&amp;page=2#comment-850845" rel="">Forza Motorsport 7</a> rimane un gioco di guida assolutamente spettacolare, ma su PC tutti questi effetti probabilmente non subiranno tagli e quindi, con una configurazione adeguata, potremo godere della migliore esperienza possibile. L'opinione di Digital Foundry è che probabilmente Project CARS 2 oserà di più dal punto di vista tecnico, in particolare su PC. Ricordiamo che <a href="https://www.drivingitalia.net/index.php?/forums/topic/76255-presentata-xbox-one-x-ex-project-scorpio-by-microsoft/" rel="">Xbox One X</a> viene pubblicizzata come l'unica console in grado di offrire un gaming a 4K reali, ma il solo prodotto corrispondente a queste caratteristiche mostrato all'E3 2017 è stato appunto Forza Motorsport 7...
</p>

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</p>

]]></description><guid isPermaLink="false">23664</guid><pubDate>Sun, 18 Jun 2017 16:50:01 +0000</pubDate></item><item><title>Project CARS 2: meteo, gomme e sospensioni in video</title><link>https://www.drivingitalia.net/home-page/software/project-cars-2-meteo-gomme-e-sospensioni-in-video-r23663/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_06/pcars2.JPG.26b866508167b815f4ae1c6c3c8e8c83.JPG" /></p>


<p>
	Fra i <a href="https://www.drivingitalia.net/index.php?/forums/topic/76271-project-cars-2-video-e-screens/#comment-850808" rel="">numerosi video</a> pubblicati recentemente (catturati <a href="https://www.drivingitalia.net/index.php?/forums/topic/76271-project-cars-2-video-e-screens/&amp;do=findComment&amp;comment=850801" rel="">anche al E3 Expo</a>) riguardanti il prossimo Project CARS 2, vi segnaliamo un paio di filmati molto interesanti che ci mostrano in game la progressione del meteo (con la pista che si asciuga), ed il lavoro di gomme e sospensioni in una Renault Clio Cup.
</p>

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]]></description><guid isPermaLink="false">23663</guid><pubDate>Sat, 17 Jun 2017 17:29:12 +0000</pubDate></item><item><title>F1 2017: parliamo di audio</title><link>https://www.drivingitalia.net/home-page/software/f1-2017-parliamo-di-audio-r23661/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_06/Williams-1992-end-1024x576.jpg.f5a10fb0dcdf89d8ec8c0401ce328ba3.jpg" /></p>


<p>
	La Codemasters ha pubblicato sul <a href="http://blog.codemasters.com/f1/06/saturday-spotlight-sounding-out-f1-2017s-audio/" rel="external">proprio blog</a> un nuovo articolo dedicato al suo prossimo F1 2017: nell'articolo, che include anche una intervista agli sviluppatori, ci viene spiegato tutto il <a href="https://www.drivingitalia.net/index.php?/forums/topic/76286-f1-2017-parliamo-di-audio/" rel="">lavoro fatto sull'audio del gioco</a>, con tutti i dettagli sullo sviluppo e le particolarità legate alle vetture storiche presenti in F1 2017.
</p>

<h1>
	<em>Saturday Spotlight: Sounding Out F1 2017’s Audio</em>
</h1>

<p>
	<em>When you’re driving F1 cars in-game, both classic or modern, what they sound like really makes the difference – from hearing the 2017 Scuderia Ferrari overtake you around Spa, or hearing the charm of those screaming V10s or V8s. As there’s nothing that puts a smile on our face more here at Codemasters than the sound of an F1 car driven around a circuit in anger, we sat down with F1 2017’s Audio Lead Brad Porter and Audio Designer David Gurney to sound them out about F1 2017’s audio.</em>
</p>

<p>
	<em><strong><u><img alt="f1_2017_reveal_image_2010_red_bull_racing_rb6" class="alignnone size-large wp-image-46365" height="349" src="http://blogcdn.codemasters.com/wp-content/uploads/2017/06/F1_2017_reveal_image_2010_Red_Bull_Racing_RB6-1024x576.png" width="620"></u></strong></em>
</p>

<p>
	<em><strong><u>What’s new for F1 2017?</u></strong></em>
</p>

<p>
	<em>Brad: As an audio team F1 2016 was our maiden voyage, taking over from the previous audio designers. As a team we decided that an important part of our job going forward was to communicate with and take feedback from the community. So going into F1 2017 we’ve listened and we’ve made improvements as well as added many new features. As always we’re very active on the forum, on social media and on YouTube so feel free to continue sending in comments, feedback and letting us know about any issues you find. We’re really proud of what we’ve achieved as an audio team for F1 2017 and we can’t wait for you to hear the results!</em>
</p>

<p>
	<em>David: For 2017, we’ve made a host of improvements, but the two biggest ones have been around how sound propagates through the virtual world. These are occlusion and convolution reverb. Previously, when a car disappeared behind something, like through the tunnel at Monaco, you might have been able to hear it through the wall. If a car drives behind a building or something now, the audio should change according to what is in the way. The second one is quite nerdy, but it sounds super cool. We previously used algorithmic reverb, but now we use convolution reverb. What this allows us to do is to take an ‘impulse’ of a real world location, for example a real tunnel, and apply that effect to our Monaco tunnel. We have a bunch of different impulses that are used in different environments, so each one has more character and sounds more accurate.</em>
</p>

<p>
	<em><img alt="williams-1992-end" class="alignnone size-large wp-image-46281" height="349" src="http://blogcdn.codemasters.com/wp-content/uploads/2017/05/Williams-1992-end-1024x576.jpg" width="620"></em>
</p>

<p>
	<em><strong><u>How have you recorded the sound for F1 2017?</u></strong></em>
</p>

<p>
	<em>David: We attend events (with the cars) and organise our own. We take a bunch of microphones and stands, memory cards, and batteries on trips. Almost all of our recording trips take place ‘in the field’, so we have to be prepared for bad weather – like the rain at the British Grand Prix in 2016 – and good weather – like the second stage of the 2017 pre-season testing in Barcelona, where one side of my body was burnt from being stood trackside pointing a microphone all day! Recording trips are a huge amount of fun, especially when they involve my favourite sport, but they are tiring and sometimes challenging.</em>
</p>

<p>
	<em>When it comes to recording the cars themselves, we grab as much trackside reference as we can, from as many different angles as we can, and we work alongside teams to record their cars. As you may know, car engines and exhausts are very hot to the touch – especially on high performance cars like these – so we have to be very careful with microphone placement and preparation, since we don’t want any melted cables or the microphones themselves being damaged. We generally give the equipment to the teams’ engineers who will mic the car up, according to our guidance, as they know how to balance the weight of the equipment to maintain performance.</em>
</p>

<p>
	<em>Brad: We’ve been out and about doing some crowd recording sessions, you may have even seen us next to the podium at the Silverstone 2016 GP! We also recruited some willing Codies staff to perform chants and other crowd noise for us so if you’re lucky there’s now also a chance you’ll hear the crowd chanting driver names. We’ve also made great efforts this year to research the little details that fans may not even realise unless they visit a circuit. We’ve researched pit horns for example and ensure to the best of our knowledge that each track now has authentic pit horns triggering whenever a car enters the pit lane. Where possible we’ve grabbed the actual pit horn used on each track. With the help of some teams we’ve even recorded different types of air blowers.</em>
</p>

<div class="wp-caption alignleft" id="attachment_46397" style="width: 630px">
	<em><img alt="20161017_145813" class="wp-image-46397 size-large" height="349" src="http://blogcdn.codemasters.com/wp-content/uploads/2017/06/20161017_145813-1024x576.jpg" width="620"></em>
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<div class="wp-caption alignleft" id="attachment_46398" style="width: 630px">
	<em><img alt="20161017_145834" class="wp-image-46398 size-large" height="349" src="http://blogcdn.codemasters.com/wp-content/uploads/2017/06/20161017_145834-1024x576.jpg" width="620"></em>
</div>

<p>
	<em><strong><u>What should people listen out for in F1 2017, that they might not otherwise notice?</u></strong></em>
</p>

<p>
	<em>David: One thing that I think is that when audio works well, it doesn’t get noticed.</em>
</p>

<p>
	<em>Brad: Our new occlusion and reverb systems. We’re now using convolution in game so audio with the world now sounds far more like it belongs in that world, while tunnels now sound like tunnels and grandstands now sound like grandstands!</em>
</p>

<p>
	<em><strong><u>What’s your favourite thing about your job?</u></strong></em>
</p>

<p>
	<em>David: This job suits me down to the ground, based on my experience and interest in audio, my love for video games, and my passion for all things motorsport. It’s almost like the job was made for me. It’s a joy to work on this project, with this team. And I love Mondays.</em>
</p>

<p>
	<em>Brad: I get to work with two other great audio guys and we’re all on the same page about how we want to drive audio forward for F1 2017 and beyond. We all have our own particular strengths and we gel really well as a team as a result, so in almost a decade of working at Codies I’m having more fun than I’ve ever had here.</em>
</p>

<div class="wp-caption alignright" id="attachment_46399" style="width: 630px">
	<em><img alt="20161017_145906" class="wp-image-46399 size-large" height="349" src="http://blogcdn.codemasters.com/wp-content/uploads/2017/06/20161017_145906-1024x576.jpg" width="620"></em>
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<div class="wp-caption alignnone" id="attachment_46400" style="width: 630px">
	<em><img alt="20161017_150921" class="wp-image-46400 size-large" height="349" src="http://blogcdn.codemasters.com/wp-content/uploads/2017/06/20161017_150921-1024x576.jpg" width="620"></em>
</div>

<p>
	<em><strong><u>What are you playing at the moment?</u></strong></em>
</p>

<p>
	<em>David: When I was asked this question, I said Legend of Zelda: Breath of the Wild because it had just been released. I would be lying if I said I had completed it, Hyrule is soooo big. And Mario Kart 8. Both are fantastic games.</em>
</p>

<p>
	<em>Brad: I have a big backlog, including some games of a daunting size like The Witcher 3 but I’m renovating a house and I have a 1 year old son so I’m finding it increasingly difficult to put aside time. Right now I’m playing the odd bit of Mario Kart 8 Deluxe and I’ve just started Rise of the Tomb Raider.</em>
</p>

<p>
	<em><img alt="f12017__capsule_main-2" class="alignnone size-full wp-image-46290" height="353" src="http://blogcdn.codemasters.com/wp-content/uploads/2017/05/F12017__capsule_main-2.jpg" width="616"></em>
</p>

<p>
	<em>We can’t wait for you to hear what both the modern and classic cars of F1 2017 sounds like, and fortunately we’ve only got until the 25<sup>th</sup> August to wait! Don’t forget that you can pre-order F1 2017 now on Steam <a href="http://store.steampowered.com/app/515220/F1_2017/" target="_blank" rel="external">here</a>.</em>
</p>

]]></description><guid isPermaLink="false">23661</guid><pubDate>Sat, 17 Jun 2017 13:55:21 +0000</pubDate></item><item><title>E3 videos: F1 2017, GT Sport, WRC 7, Thrustmaster TS-XW</title><link>https://www.drivingitalia.net/home-page/software/e3-videos-f1-2017-gt-sport-wrc-7-thrustmaster-ts-xw-r23658/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_06/e3logo.jpg.1ce493ec2bef4cca6c45571d30485670.jpg" /></p>


<p>
	L'E3 a Los Angeles ha chiuso i battenti, ma non mancano gli ultimi video di anteprima da non perdere, dedicati rispettivamente a:
</p>

<ul>
<li>
		<a href="https://www.drivingitalia.net/index.php?/forums/topic/74864-nuovo-ts-pc-racer-by-thrustmaster/&amp;do=findComment&amp;comment=850662" rel="">Thrustmaster TS-XW con volante Sparco </a>
	</li>
	<li>
		<a href="https://www.drivingitalia.net/index.php?/forums/topic/76090-wrc-7-by-bigben-interactive/&amp;do=findComment&amp;comment=850776" rel="">WRC 7 by Bigben</a>
	</li>
	<li>
		<a href="https://www.drivingitalia.net/index.php?/forums/topic/72229-ps4-annunciato-gran-turismo-sport-per-playstation-4/&amp;do=findComment&amp;comment=850775" rel="">Gran Turismo Sport</a>
	</li>
	<li>
		<a href="https://www.drivingitalia.net/index.php?/forums/topic/76273-e3-2017-presentazione-f1-2017/&amp;do=findComment&amp;comment=850773" rel="">F1 2017 Codemasters</a>
	</li>
	<li>
		<a href="https://www.drivingitalia.net/index.php?/forums/topic/71108-nuovo-need-for-speed-payback-by-ghost-games/&amp;do=findComment&amp;comment=850760" rel="">Need for Speed Payback</a>
	</li>
	<li>
		<a href="https://www.drivingitalia.net/index.php?/forums/topic/76271-project-cars-2-video-e-screens/#comment-850716" rel="">Project CARS 2</a>
	</li>
</ul>
<p>
	Buona visione <img alt=":up:" data-emoticon="true" src="https://www.drivingitalia.net/uploads/emoticons/default_smilie_daumenpos.gif" title=":up:"></p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/DfkZDygMSRI?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	 
</p>

]]></description><guid isPermaLink="false">23658</guid><pubDate>Fri, 16 Jun 2017 12:17:00 +0000</pubDate></item><item><title>F1 2017 Codemasters si presenta in video al E3</title><link>https://www.drivingitalia.net/home-page/software/f1-2017-codemasters-si-presenta-in-video-al-e3-r23656/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_06/f1.JPG.025376d1b23d9389fe276bb7ad335575.JPG" /></p>


<p>
	Al E3 Expo in corso a Los Angeles è naturalmente presente anche il nuovo <a href="https://www.drivingitalia.net/index.php?/forums/topic/76273-e3-2017-presentazione-f1-2017/#comment-850723" rel="">F1 2017 della Codemasters</a>. Possiamo già ammirarlo in <a href="https://www.drivingitalia.net/index.php?/forums/topic/76273-e3-2017-presentazione-f1-2017/#comment-850723" rel="">alcuni video di anteprima</a> che, oltre alle classiche interviste agli sviluppatori, ci permettono di ammirare anche il gioco in azione.
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/HBVsI6CU7Aw?feature=oembed" width="480"></iframe>
	</div>
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<p>
	 
</p>

]]></description><guid isPermaLink="false">23656</guid><pubDate>Thu, 15 Jun 2017 11:16:49 +0000</pubDate></item></channel></rss>
