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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/309/?d=1</link><description>News: News</description><language>en</language><item><title><![CDATA[Assetto Corsa video tutorial by Game&Track]]></title><link>https://www.drivingitalia.net/home-page/software/assetto-corsa-video-tutorial-by-gametrack-r23531/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_05/gameetrack.JPG.a0957bc15ccc3cf21c5b64368abd5254.JPG" /></p>

<p>
	<em>Do you want to go faster in Assetto Corsa? In this part 1 of an... ahem... long series, Aristotelis tries to explain the difference in handling going from a soft to a stiff suspension setup. It is quite a difficult subject to explain so obviously Aristotelis uses one of the most difficult car/track combo available and tries not to look miserable while doing it... have mercy of him!<br><br>
	Volete andare più veloce con Assetto Corsa? In questa prima parte di una... cough... lunga serie, Aristotelis cerca di dimostrare la differenza fra un assetto morbido e uno rigido. E' un argomento molto difficile da spiegare e "ovviamente" Aristotelis sceglie una delle accoppiate auto/circuito più difficili da guidare e fa finta di non sembrare un incapace totale... abbiate pietà di lui! </em>
</p>

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<p>
	Qui di seguito tutti i video delle puntate precedenti:
</p>

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<p>
	 
</p>
]]></description><guid isPermaLink="false">23531</guid><pubDate>Mon, 08 May 2017 19:12:30 +0000</pubDate></item><item><title>DiRT 4 Road Book handling mode</title><link>https://www.drivingitalia.net/home-page/software/dirt-4-road-book-handling-mode-r23526/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_05/INT_R3_SPAIN_PeugeotR5_3.png.7a3cef2e3b15a18fcf303d7f8e131c32.png" /></p>


<p>
	La Codemasters ha appena pubblicato un nuovo Road Book dedicato al <a href="https://www.drivingitalia.net/index.php?/forums/topic/75452-codemasters-annuncia-dirt-4/&amp;page=5" rel="">suo prossimo DiRT 4</a>. Questa volta ci viene spiegata in dettaglio la differenza fra la modalità di guida simulativa e quella gaming. Non mancano alcune spettacolari immagini in alta risoluzione.
</p>

<h2 style="text-align: justify;">
	<em>DiRT 4’s handling modes</em>
</h2>

<p>
	<em>Right – and now for the meaty bit… So, we know that DiRT Rally had an incredibly steep learning curve – where you as a driver were expected to either sink or swim. A lot of you swam (and incredibly well too!) but for DiRT 4, we’re giving you two different handling models to choose from – just in case you struggled with diving straight into a simulation handling experience last time round. These handling models aren’t assists (which, by the way, we do have in the game, and are applicable to both handling models) – they are two separate handling modes: Gamer and Simulation.</em>
</p>

<p>
	<em>For those of you who loved the simulation handling from DiRT Rally, don’t worry – our simulation stuff for DiRT 4 is very much based in the foundations of that, but refined in certain areas. One of the places you’ll most definitely feel the difference is in our aerodynamics. We’ve worked on aerodynamics across all disciplines, and the way the vehicle travels in the air feels a lot more stable and authentic to the real life experience.</em>
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_2017_05/Dirtfish_BMW_Lessons_5.png.0bf182b08c6cc2a5de1cf4888d0f747a.png" data-fileid="33985" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="33985" data-unique="qrgtfctrd" src="https://www.drivingitalia.net/uploads/monthly_2017_05/Dirtfish_BMW_Lessons_5.thumb.png.a42b0dc966002c56a8d9e542149c2ad7.png" style="width: 350px; height: auto;" alt="Dirtfish_BMW_Lessons_5.png"></a>
</p>

<p>
	<em>We’ve also worked hard to nail down the tarmac experience of DiRT – especially where Rallycross is concerned – and you can hear Chief Game Designer Paul Coleman discuss those changes we’ve made in the DiRT Show – cut to the 20:54 mark for the tyre chat:</em>
</p>

<p>
	<em>For those of you wanting to know the difference between Gamer and Simulation, that’s where we have to start getting a little foggy. After all, what makes our Gamer handling special is super secret sauce… However, we can say that it’s not necessarily made up of different assists – as all assists in game can be added to both handling models. So, even if you were to switch everything off on Gamer, it’d still feel different to our Simulation handling.</em>
</p>

<p>
	<em>What we can say is that we have some incredibly clever stuff working under the hood for Gamer handling, and we can guarantee that it’s still the incredibly fun, rewarding and quality experience you’d expect from a DiRT game. :) And not even a hefty order of kebab pizza would make us give up our secrets!</em>
</p>

<p>
	<em>For those of you who love the game in all its forms, it will allow you to play it in two different ways. Gamer is very much a challenge to blast it down a stage, stay between the lines and get the fastest time against some challenging AI – whereas Simulation is the challenge to yourself to keep it on track and not ruin your stage time. A fan of DiRT can easily play both modes and get a different experience out of each model, and at same time find both methods of play completely exhilarating in different ways.</em>
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_2017_05/RX_C3_Crosskart_Loheac__V2_2.png.931bd7c2e89781058407dc5ad3ac054e.png" data-fileid="33986" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="33986" data-unique="k1f1lh11p" src="https://www.drivingitalia.net/uploads/monthly_2017_05/RX_C3_Crosskart_Loheac__V2_2.thumb.png.b0a0c57edf9739eb93c1eec3a508b89f.png" style="width: 350px; height: auto;" alt="RX_C3_Crosskart_Loheac__V2_2.png"></a>
</p>

<p>
	<em>For example: in the studio, we’re finding that when we’re running time trial competitions (we have two stations set up for these competitions – one Gamer, one Simulation) – and when things get a little tougher with a historic RWD, some of us veer to the Gamer handling so we don’t have to be constantly terrified of our repercussions. It’s definitely a less stressful way to approach certain vehicle/track combinations, if you’re interested in something like that!</em>
</p>

<p>
	<em>As we’ve alluded to earlier in this piece, we have the usual suite of assists you’d expect to find in a racing game – and these are based on systems that either exist in real life, or replicate the real life actions of motorsports drivers when they’re at the helm of the wheel. You’re not on rails, you’re not having anyone turn the car for you – the systems in place are ones which ultimately still leave you in control of the vehicle, but perform a certain function in making sure you stay in control of the situation. However, we’ve worked on an assist or two of our own…</em>
</p>

<p>
	<em>A big example of this is our new Off-Throttle Braking assist. When this is enabled, the brakes are automatically applied whenever the throttle is released – so for all of you who like to use the ‘lift off’ method, it’s a very natural-feeling bit of help to slow your car down. When learning the skills of off-road racing, you’re very much taught to be either on the throttle or on the brake, and so the effect of the assist implements a driving style closely associated within this particular motorsport.</em>
</p>

<p style="text-align: center;">
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_2017_05/Stadium_Truck_ST4_California_1.png.3cf6db02b5c57fcad60eba64201ae840.png" data-fileid="33987" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="33987" data-unique="7ydpfgdqz" src="https://www.drivingitalia.net/uploads/monthly_2017_05/Stadium_Truck_ST4_California_1.thumb.png.4574196330abe780d5be63ca15ff4b33.png" style="width: 350px; height: auto;" alt="Stadium_Truck_ST4_California_1.png"></a>
</p>

<p>
	<em>The strength of this assist can be adjusted too – so whether it’s just the smallest bit of help you’re looking for, or for the game to look after most of your braking needs, we’re there to offer a spectrum of assistance.</em>
</p>

<p>
	<em>For maximum attack, and to experience the ultimate rawness of being in control of one of DiRT 4’s vehicles, we recommend you go for the full-frontal, unbridled simulation handling with as little assists as you can manage! However if you’re new to DiRT and want a slightly less hardcore experience of the game, then we have some cool stuff under the hood to keep you on track. Or at least, we hope so. We’ve given you the tools to do it – the rest is up to you!</em>
</p>

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<p>
	 
</p>

]]></description><guid isPermaLink="false">23526</guid><pubDate>Fri, 05 May 2017 17:27:18 +0000</pubDate></item><item><title>Project CARS 2: presentate la McLaren P1 GTR e Aston Martin Vulcan</title><link>https://www.drivingitalia.net/home-page/software/project-cars-2-presentate-la-mclaren-p1-gtr-e-aston-martin-vulcan-r23525/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_05/aston-feb-00121_orig.jpg.d903beea85a994e175d95ea82b2419a4.jpg" /></p>


<p>
	Dopo aver <a href="https://www.drivingitalia.net/index.php?/forums/topic/75547-annunciato-project-cars-2-%E2%80%98ultimate-driver-journey%E2%80%99/&amp;do=findComment&amp;comment=848809" rel="">preannunciato tramite Facebook la BMW M6 GT3</a>, il team Slightly Mad Studios conferma ufficialmente per il suo prossimo <a href="https://www.drivingitalia.net/index.php?/forums/topic/75547-annunciato-project-cars-2-%E2%80%98ultimate-driver-journey%E2%80%99/&amp;page=11#comment-848809" rel="">Project CARS 2</a>, con i consueti e spettacolari screenshots, le potentissime <a href="https://www.drivingitalia.net/index.php?/forums/topic/75547-annunciato-project-cars-2-%E2%80%98ultimate-driver-journey%E2%80%99/&amp;page=11#comment-848809" rel="">McLaren P1 GTR e Aston Martin Vulcan</a>!
</p>

<p>
	<a class="blog-title-link blog-link" href="http://www.projectcarsgame.com/newspc2/2-cars-created-only-for-the-pure-pursuit-of-speed" rel="external">2 cars created only for the pure pursuit of speed</a>
</p>

<div class="blog-content">
	<div class="paragraph">
		<em>Some cars are built to race and are defined by the sporting regulations. Others are built for the street and are defined by the law. And then there are cars that are built for neither the street nor sport; cars built solely to express the capabilities of an automaker, cars that are built only for one reason—the pure pursuit of speed …</em>
	</div>
</div>

<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_05/aston-feb-0098_orig.jpg.a2a93b53d2a9cba9f2f1924fc3e13be6.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="33980" src="https://www.drivingitalia.net/uploads/monthly_2017_05/aston-feb-0098_orig.thumb.jpg.80c047dde8f1b191d860564658696108.jpg" class="ipsImage ipsImage_thumbnailed" alt="aston-feb-0098_orig.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_05/aston-feb-00120_orig.jpg.8e74e1072a292f0fba54e80a2e64c4f2.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="33981" src="https://www.drivingitalia.net/uploads/monthly_2017_05/aston-feb-00120_orig.thumb.jpg.6b25a9a194f0d46cb829eb668409b4fb.jpg" class="ipsImage ipsImage_thumbnailed" alt="aston-feb-00120_orig.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_05/feb-0014_orig.jpg.3aa51682f33c5b177e12dc1e11ba0e87.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="33982" src="https://www.drivingitalia.net/uploads/monthly_2017_05/feb-0014_orig.thumb.jpg.2ad750e3e13b9ae795f9dfb2ce927dcb.jpg" class="ipsImage ipsImage_thumbnailed" alt="feb-0014_orig.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_05/p1gtar_orig.jpg.061bdb6eefe163b1b3664c4612e8737c.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="33983" src="https://www.drivingitalia.net/uploads/monthly_2017_05/p1gtar_orig.thumb.jpg.a606cd25e2a0d17475a4e34b2e3ccb5e.jpg" class="ipsImage ipsImage_thumbnailed" alt="p1gtar_orig.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_05/p1gtr2_orig.jpg.e0f54ce1fbff50ebd667a40d6b632cc9.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="33984" src="https://www.drivingitalia.net/uploads/monthly_2017_05/p1gtr2_orig.thumb.jpg.41b2f46f94337ed077e282d3877a3adb.jpg" class="ipsImage ipsImage_thumbnailed" alt="p1gtr2_orig.jpg"></a></p>

]]></description><guid isPermaLink="false">23525</guid><pubDate>Fri, 05 May 2017 10:38:50 +0000</pubDate></item><item><title>RaceRoom: nuovo update con Anderstorp disponibili</title><link>https://www.drivingitalia.net/home-page/software/raceroom-nuovo-update-con-anderstorp-disponibili-r23521/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_05/ander.jpg.df9341c7b248a05f5aaeec7350f14308.jpg" /></p>


<p>
	Il team Sector3 ha appena rilasciato un <a href="https://www.drivingitalia.net/index.php?/forums/topic/76027-raceroom-nuovo-update-con-anderstorp-disponibili/" rel="">nuovo aggiornamento per il suo RaceRoom Racing Experience</a>. In contemporanea con l'update software è stato anche rilasciato il nuovo e storico circuito svedese di <a href="https://www.drivingitalia.net/index.php?/forums/topic/76027-raceroom-nuovo-update-con-anderstorp-disponibili/" rel="">Anderstorp</a>.
</p>

<p>
	<em><a class="externalLink" href="https://www.facebook.com/pages/Anderstorp-Raceway/305566586208442" rel="external" target="_blank">Anderstorp Raceway</a> is now available <a class="externalLink" href="http://http/bit.ly/RR_Anderstorp" rel="external" target="_blank">http://bit.ly/RR_Anderstorp</a><br>
	Anderstorp is a long standing marker in Swedish racing history, this is where the greats of Formula One battled in the glory days and where speed kings of Scandinavia were crowned for decades.<br><br><a class="externalLink" href="https://flic.kr/p/Rt237H" rel="external" target="_blank"><img alt="[IMG]" class="bbCodeImage LbImage" data-url="https://c1.staticflickr.com/4/3806/32467229253_b01fddb721_b.jpg" src="https://c1.staticflickr.com/4/3806/32467229253_b01fddb721_b.jpg"></a><br><br>
	The track combines a very long straight with cambered sweepers and tight hairpin turns.<br><br><img alt="[IMG]" class="bbCodeImage LbImage" data-url="https://c1.staticflickr.com/3/2917/32467228463_f2569538a1_b.jpg" src="https://c1.staticflickr.com/3/2917/32467228463_f2569538a1_b.jpg" style=""><br><br>
	It demands a good setup of the car and precise lines from the driver to master.<br><br><img alt="[IMG]" class="bbCodeImage LbImage" data-url="https://c1.staticflickr.com/4/3892/32467226283_76235c3fc7_b.jpg" src="https://c1.staticflickr.com/4/3892/32467226283_76235c3fc7_b.jpg" style=""><br><br>
	The tight final corner combination is always an invitation for last lap heroics, at Anderstorp your win is not certain until the very final meter.<br><br><img alt="[IMG]" class="bbCodeImage LbImage" data-url="https://c1.staticflickr.com/3/2895/33126328262_fbacd60443_b.jpg" src="https://c1.staticflickr.com/3/2895/33126328262_fbacd60443_b.jpg" style=""><br><br>
	The track will come in two variants: GP &amp; South Layout<br><a class="externalLink" href="https://flic.kr/p/Rqyqtd" rel="external" target="_blank"><img alt="[IMG]" class="bbCodeImage LbImage" data-url="https://c1.staticflickr.com/1/742/32439403434_6aafb42eca_m.jpg" src="https://c1.staticflickr.com/1/742/32439403434_6aafb42eca_m.jpg"></a><a class="externalLink" href="https://flic.kr/p/RqyrbL" rel="external" target="_blank"><img alt="[IMG]" class="bbCodeImage LbImage" data-url="https://c1.staticflickr.com/1/584/32439405844_2b46e0902a_m.jpg" src="https://c1.staticflickr.com/1/584/32439405844_2b46e0902a_m.jpg"></a><a class="externalLink" href="https://flic.kr/p/Rt3vzM" rel="external" target="_blank"><img alt="[IMG]" class="bbCodeImage LbImage" data-url="https://c1.staticflickr.com/3/2907/32467516763_2d463b340b_m.jpg" src="https://c1.staticflickr.com/3/2907/32467516763_2d463b340b_m.jpg"></a><br><a class="externalLink" href="https://flic.kr/p/SthGcw" rel="external" target="_blank"><img alt="[IMG]" class="bbCodeImage LbImage" data-url="https://c1.staticflickr.com/4/3789/33126640812_600f5df865_m.jpg" src="https://c1.staticflickr.com/4/3789/33126640812_600f5df865_m.jpg"></a><a class="externalLink" href="https://flic.kr/p/S8ckpN" rel="external" target="_blank"><img alt="[IMG]" class="bbCodeImage LbImage" data-url="https://c1.staticflickr.com/4/3907/32899265400_e9f3ca1ddb_m.jpg" src="https://c1.staticflickr.com/4/3907/32899265400_e9f3ca1ddb_m.jpg"></a><a class="externalLink" href="https://flic.kr/p/SvH9Mp" rel="external" target="_blank"><img alt="[IMG]" class="bbCodeImage LbImage" data-url="https://c1.staticflickr.com/1/704/33154045921_650a01611f_m.jpg" src="https://c1.staticflickr.com/1/704/33154045921_650a01611f_m.jpg"></a></em>
</p>

<p>
	<em>04-05-2017<br><b>Game:</b></em>
</p>

<ul>
<li>
		<em>Fixed an issue where time allowed to give a position was showing 15 seconds instead of 30.</em>
	</li>
	<li>
		<em>Fixed an issue where players sometimes received a penalty while on grid at the start of MP race.</em>
	</li>
	<li>
		<em>Added a 2 second period during which the yellow flag causer still can be overtaken after he/she has fulfilled the criteria for not causing a yellow anymore.</em>
	</li>
	<li>
		<em>Increased the speed threshold needed to release a yellow flag.</em>
	</li>
</ul>
<p>
	<em><b>Multiplayer</b></em>
</p>

<ul>
<li>
		<em>Added a setting “Stay in Practice Session if Empty” to turn on/off session freeze to dedi. If ON, the server will stay in practice session if it’s empty. If OFF the server will continue to qualifying even if it’s empty.</em>
	</li>
	<li>
		<em>Added a setting “Allow Players Join in Qualifying” to allow/disallow players join during Qualifying. If OFF players can’t join during Qualifying. If ON players can join during Qualifying.</em>
	</li>
</ul>
<p>
	<em><b>Sounds, Cameras, Physics &amp; AI:</b></em>
</p>

<ul>
<li>
		<em>Mclaren 650s: Camera update following the steering wheel alignment fix.</em>
	</li>
	<li>
		<em>Suzuka: Fixed BMW procar going wide in 130R and fixed too harsh 130R cut rules</em>
	</li>
</ul>
<p>
	<em><b>Art:</b></em>
</p>

<ul>
<li>
		<em>McLaren 650s GT3: Fixed alignment of the steering wheel.</em>
	</li>
</ul>
<p>
	<em><b>Portal &amp; Backend: </b></em>
</p>

<ul>
<li>
		<em>Fixed some inconsistencies with competition starting and ending time being x hours off depending on the players local time difference to UTC</em><br>
		 
	</li>
</ul>
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<p>
	 
</p>

]]></description><guid isPermaLink="false">23521</guid><pubDate>Thu, 04 May 2017 12:17:41 +0000</pubDate></item><item><title>rFactor 2: Studio 397 ci spiega i prossimi sviluppi</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-studio-397-ci-spiega-i-prossimi-sviluppi-r23520/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_05/rf2.jpg.c83c4a1511620ef60c19b6d342e03e51.jpg" /></p>


<p>
	Come era normale aspettarsi per una versione beta, la nuova r<a href="https://www.drivingitalia.net/index.php?/forums/topic/76013-rfactor-2-directx-11-beta-by-studio-397/&amp;page=11#comment-848818" rel="">elease "DirectX 11" di rFactor 2</a> non si è presentata esente da difetti, bugs e problemini di vario genere. Studio 397 è però costantemente al lavoro per risolvere, in ordine di priorità, le varie questioni e pochi minuti fa ha pubblicato <a href="https://www.drivingitalia.net/index.php?/forums/topic/76013-rfactor-2-directx-11-beta-by-studio-397/&amp;do=findComment&amp;comment=848854" rel="">un piano di sviluppo</a> per le prossime settimane, che vedranno il rilascio di costanti aggiornamenti, come già successo nelle ultime 48 ore.
</p>

<div class="featured-area fullcover">
	<div class="post-content">
		<em><a href="https://www.studio-397.com/2017/05/the-road-ahead-open-beta-explained/" title="The Road Ahead: Open Beta Explained" rel="external">The Road Ahead: Open Beta Explained</a></em>
	</div>
</div>

<div class="pagewidth clearfix" id="layout">
	<div class="list-post" id="content">
		<article class="post clearfix post-6231 type-post status-publish format-standard has-post-thumbnail hentry category-announcement category-news category-release has-post-title has-post-date has-post-category has-post-tag has-post-comment has-post-author" id="post-6231" itemscope="" itemtype="http://schema.org/Article"><div class="post-content">
				<div class="entry-content" itemprop="articleBody">
					<p>
						<em>On Monday we released the first “open beta” and promised you regular updates in terms of code and content. In today’s blog we would like to explain this process in more detail to give you more insight into this process and our plans to get from this open beta to the first stable release.</em>
					</p>

					<p>
						<em>The implementation of the DX11 and VR engine obviously is a big project that touched many areas of the codebase and in terms of features we added everything we wanted to have in our first release. Once that was done, our focus shifted to performance and ensuring the code runs in a stable way on every system out there. At this point, no matter how many great testers you have, you discover that you can never test your code on all possible combinations of hardware and software. For that reason we decided to release an “open beta”.</em>
					</p>

					<h3 id="TheRoadAhead:OpenBetaExplained-RegularUpdates">
						<em>Regular Updates</em>
					</h3>

					<p>
						<em>Our strategy in the upcoming weeks will be to release small updates often. Whenever we fix an issue, we’ll quickly test it internally and push a new build, so you can confirm that it is indeed fixed. This way we might end up pushing one or more builds every day. On our forum we will keep <a href="https://forum.studio-397.com/index.php?threads/dx11-beta-updates.55357/" rel="external">a changelog as we publish those builds</a>. To make it easier to report issues, we have added a “Contact Support” button to the Launcher (top right of the main window) and, for performance related issues, we added a feature that allows you to collect performance data in a file that you can send along with your report.</em>
					</p>

					<p>
						<em>To enable the capture of performance data, please first press Ctrl+F to display the framerate information (which we’ve extended a bit). Then, as instructed on screen, press your Left-Shift+SPACE to start capturing data. After a little while, the capture will end and you get a file in your UserData\Log folder called PerfLog_DATETIME.txt which you can send to us along with your report. Then you can turn off the display by pressing Ctrl+F again.</em>
					</p>

					<h3 id="TheRoadAhead:OpenBetaExplained-ContentUpdates">
						<em>Content Updates</em>
					</h3>

					<p>
						<em>In the mean time our content team is working hard on making more of the stock content available to you. Our plan here is to stick to roughly a weekly schedule for delivering updates. Those will be a bit bigger in size, and we will deliver them to both the stable DX9 build and the open beta simultaneously. Content updates will obviously also contain information about exactly what content gets updated.</em>
					</p>

					<h3 id="TheRoadAhead:OpenBetaExplained-BetaLabelsExplained">
						<em>Beta Labels Explained</em>
					</h3>

					<p>
						<em>If you’re currently running the open beta release, you are on “v1108-dx11-open-beta” and this is the label we will be regularly updating as we address more and more issues. If for some reason this build is not working for you at all, after reporting it, you can optionally switch to the “v1108-dx11-open-beta-last-stable” build, which will point to a older build. If that does not work, you can obviously choose to temporarily “opt-out” of the beta releases altogether and go back to the stable release until we release another update.</em>
					</p>

					<p>
						<em>If you have any further questions, don’t hesitate to get in touch with us on our forum or on <a href="https://discord.gg/7ca8Wf8" rel="external">Discord</a>.</em>
					</p>
				</div>
			</div>
		</article>
</div>
</div>

]]></description><guid isPermaLink="false">23520</guid><pubDate>Thu, 04 May 2017 11:28:26 +0000</pubDate></item><item><title>MotoGP 17: video, screens e carriera manageriale</title><link>https://www.drivingitalia.net/home-page/software/motogp-17-video-screens-e-carriera-manageriale-r23519/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_05/m2.jpg.dff5a4f7659ff3551db2734e6180369a.jpg" /></p>


<p>
	<a href="https://www.drivingitalia.net/index.php?/forums/topic/75741-milestone-annuncia-motogp17/&amp;do=findComment&amp;comment=848852" rel="">MotoGP 17</a> si mostra oggi con nuovi video e immagini, in sincrono con l'annuncio della modalità Carriera Manageriale da parte di Milestone. <a href="https://www.drivingitalia.net/index.php?/forums/topic/75741-milestone-annuncia-motogp17/&amp;do=findComment&amp;comment=848852" rel="">Qui di seguito</a> il comunicato stampa.
</p>

<p>
	<em>Quest'anno la sfida si rinnova: se sino ad ora era stato possibile vivere le emozioni del campionato scendendo in pista e dimostrando di essere il pilota più forte, gara dopo gara a colpi di gas, adesso con la nuova carriera manageriale si avrà l'opportunità di calarsi nei panni di un Team Manager e decretare con le proprie scelte il successo del proprio team nel Motomondiale.<br><br>
	Da dietro il muretto dei box, si nasconde un meticoloso e duro lavoro per preparare al meglio il team di un campione; le scelte di un Team Manager determineranno la vittoria del team, a cominciare dalla gestione delle proprie risorse per ampliare il proprio team e motivare i giovani rider fino alla conquista del titolo! Ogni vittoria conseguita nei week-end di gara permetterà di accrescere la reputazione e acquisire nuovi crediti e, contestualmente, le performance dei piltoti.<br><br>
	Il Team Manager come deus ex machina dovrà gestire ogni aspetto del team a cominciare da:<br>
	- Gli Sponsor: accrescere la fama del proprio team, vittoria dopo vittoria, permetterà di aumentare la propria visibilità e ricevere offerte dai più importanti sponsor ufficiali del campionato che permetteranno di acquisire nuovi crediti in game.<span> </span><br><br>
	- Le Bike: essere competitivi significa poter gareggiare con moto ad elevate prestazioni ed essere un Team Manager vuol dire poter investire nell'acquisto dei migliori modelli. Naturalmente, la scelta sarà tanto più ampia quanto più il team sarà blasonato!<br><br>
	- I Riders: nella stagione di debutto uno dei task principali sarà proprio quello di scegliere i migliori piloti per la propria squadra; il giocatore, oltre a gareggiare con il proprio custom rider, dovrà infatti ingaggiare altri 5 centauri che guidati dall'intelligenza artificiale, competeranno in tutte le categorie e gestire tutta la crew che li segue e li prepara per affrontare ogni sfida. Organizzare al meglio l'attività e i costi della squadra oltre che dei piloti permetterà di raggiungere più velocemente il successo.<br><br>
	- I Reparti del Team: Nei panni del Team Manager, il giocatore deve gestire i vari reparti che compongono il suo team, investendo risorse per migliorare la crescita dei suoi piloti e gli introiti dopo ogni gara. Il team è composto da oltre 10 reparti (Nutrizionisti, Team di Preparazione Atletica, Direzione Sportiva, etc) e con un oculata gestione il giocatore potrà riuscire nell'obiettivo di vincere il mondiale in ben tre classi diverse!<br><br>
	- Il dipartimento R&amp;D: seppur vero che un team è prevalentemente fatto di persone e attività da gestire quotidianamente al meglio, un bravo Team Manager sarà chiamato a investire proprio nel dipartimento R&amp;D per garantire sempre, oltre che le migliori moto, anche le componenti più performanti che assicurino prestazioni superiori, sfida dopo sfida!</em>
</p>

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]]></description><guid isPermaLink="false">23519</guid><pubDate>Thu, 04 May 2017 10:14:50 +0000</pubDate></item><item><title>rFactor 2 open beta con DirectX 11 e VR disponibile!</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-open-beta-con-directx-11-e-vr-disponibile-r23511/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_05/rf3.jpg.03ee9db9cd25d93961e91ca27365647c.jpg" /></p>


<p>
	Il team Studio 397 ha appena rilasciato la prima versione aggiornata <a href="https://www.drivingitalia.net/index.php?/forums/topic/76013-rfactor-2-directx-11-beta-by-studio-397/&amp;do=findComment&amp;comment=848654" rel="">open beta del suo rFactor 2</a> ! Fra le principali novità di questa release troviamo il supporto grafico alle DirectX 11 ed il supporto tecnico alla Virtual Reality. Per tutti i dettagli, spiegazioni tecniche e commenti <a href="https://www.drivingitalia.net/index.php?/forums/topic/76013-rfactor-2-directx-11-beta-by-studio-397/&amp;do=findComment&amp;comment=848654" rel="">correte sul forum dedicato</a>.
</p>

<div class="featured-area fullcover">
	<div class="post-content">
		<h1 class="post-title entry-title">
			<em>Open Beta with DirectX 11 and Virtual Reality Support!</em>
		</h1>
	</div>
</div>

<div class="pagewidth clearfix" id="layout">
	<div class="list-post" id="content">
		<article class="post clearfix post-6215 type-post status-publish format-standard has-post-thumbnail hentry category-announcement category-news category-release has-post-title has-post-date has-post-category has-post-tag has-post-comment has-post-author" id="post-6215" itemscope="" itemtype="http://schema.org/Article"><div class="post-content">
				<div class="entry-content" itemprop="articleBody">
					<p>
						<em>We know it’s been an excruciating wait, even for us. We’ve been bursting with the type of anticipation you get when you’re waiting to give someone a really cool gift. The long road to DX11 and VR that started just a few months back has brought us to this day – with all of the expectations, promises, teasers and general community fervor encompassing this release. Now it’s finally here and ready for you to enjoy. This is the first important milestone in the continued development of rFactor 2. It is a huge update, focused on improving the visual fidelity and creating a foundation to work from.  Importantly, this is an ‘open beta’, meaning we are still working on optimising and improving the fidelity of the engine – your feedback is always welcome. We have much more in the pipeline, and can’t wait to let you all get your hands on the new user interface, content and some pretty cool features. Thanks for staying with us on this journey!</em>
					</p>

					<p>
						<em>We’ll start these notes with a description on how to activate the open beta, how to configure VR if you want to use that, and then proceed with the release notes, some known issues and a glimpse at the road ahead.</em>
					</p>

					<h3 id='DX11andVR"openbeta"-SwitchingtotheDX11"openbeta"(andback)'>
						<em>Switching to the DX11 “open beta” (and back)</em>
					</h3>

					<p>
						<em>To try the DX11 open beta, you must first opt-into the DX11 branch – this means essentially you are downloading the DX11 version of rFactor 2 – don’t worry, though!  You don’t have to download everything again, it will be a small download to switch between DX9 and DX11.  So, here’s how you do it:</em>
					</p>

					<ul>
<li>
							<em>Open Steam and on the right hand side right-click on “rFactor 2” to bring up the menu.<br><a href="https://www.studio-397.com/wp-content/uploads/2017/05/rightclick.png" rel="external" target="_blank"><img alt="rightclick.png" class="alignnone size-full wp-image-6221" height="336" sizes="(max-width: 276px) 100vw, 276px" src="https://www.studio-397.com/wp-content/uploads/2017/05/rightclick.png" srcset="https://www.studio-397.com/wp-content/uploads/2017/05/rightclick.png 276w, https://www.studio-397.com/wp-content/uploads/2017/05/rightclick-246x300.png 246w" width="276"></a></em>
						</li>
						<li>
							<em>Click on the “Betas” tab at the top.</em>
						</li>
						<li>
							<em>From the drop down list, locate and select the beta called “v1108-DX11-open-beta”<br><a href="https://www.studio-397.com/wp-content/uploads/2017/05/betas.png" rel="external" target="_blank"><img alt="betas.png" class="alignnone size-full wp-image-6220" height="598" sizes="(max-width: 618px) 100vw, 618px" src="https://www.studio-397.com/wp-content/uploads/2017/05/betas.png" srcset="https://www.studio-397.com/wp-content/uploads/2017/05/betas.png 618w, https://www.studio-397.com/wp-content/uploads/2017/05/betas-300x290.png 300w" width="618"></a></em>
						</li>
						<li>
							<em>Now at the bottom of your Steam window you will see the download starting.<br><a href="https://www.studio-397.com/wp-content/uploads/2017/05/donwloading.png" rel="external" target="_blank"><img alt="donwloading.png" class="alignnone size-full wp-image-6219 ipsImage_thumbnailed" height="316" sizes="(max-width: 1040px) 100vw, 1040px" src="https://www.studio-397.com/wp-content/uploads/2017/05/donwloading.png" srcset="https://www.studio-397.com/wp-content/uploads/2017/05/donwloading.png 1040w, https://www.studio-397.com/wp-content/uploads/2017/05/donwloading-300x91.png 300w, https://www.studio-397.com/wp-content/uploads/2017/05/donwloading-768x233.png 768w" width="1040"></a></em>
						</li>
					</ul>
<p>
						 
					</p>

					<p>
						<em>If you encounter any problems, make sure you validate your locally installed files.</em>
					</p>

					<ul>
<li>
							<em>To do this, from your library in Steam, right-click on rFactor 2.</em>
						</li>
						<li>
							<em>Select “Properties”.</em>
						</li>
						<li>
							<em>Go to “Local Files” then click on “Verify Integrity”.<br><a href="https://www.studio-397.com/wp-content/uploads/2017/05/integrity.png" rel="external" target="_blank"><img alt="integrity.png" class="alignnone size-full wp-image-6218" height="597" sizes="(max-width: 609px) 100vw, 609px" src="https://www.studio-397.com/wp-content/uploads/2017/05/integrity.png" srcset="https://www.studio-397.com/wp-content/uploads/2017/05/integrity.png 609w, https://www.studio-397.com/wp-content/uploads/2017/05/integrity-300x294.png 300w" width="609"></a></em>
						</li>
					</ul>
<p>
						<em>The game will verify the files (this might take a moment).</em>
					</p>

					<p>
						<em>If you ever want to revert, follow the same procedure, but instead of selecting a beta version, select “NONE”, which will opt you out of any betas, straight back to the latest DX9 release.</em>
					</p>

					<h3 id='DX11andVR"openbeta"-YourfirststepsinVR'>
						<em>Your first steps in VR</em>
					</h3>

					<p>
						<em>Setting up VR and Post Processing:</em>
					</p>

					<ul>
<li>
							<em>Open the rFactor 2 Launcher.</em>
						</li>
						<li>
							<em>In the Launcher click on the settings icon wheel.</em>
						</li>
						<li>
							<em>Then click on the ‘Video Settings’ button.</em>
						</li>
						<li>
							<em>In the pop up config window check the box ‘VR’.</em>
						</li>
						<li>
							<em>Set your screen resolution to 1920×1080.</em>
						</li>
						<li>
							<em>Start by setting the Post Effect Level to “None” (see release notes below).</em>
						</li>
					</ul>
<h4>
						<em>Starting rFactor 2 in VR:</em>
					</h4>

					<ul>
<li>
							<em><strong>Important:</strong> First open SteamVR manually <strong>before</strong> starting single player. (We have a known issue we are working on where you will not get FFB if SteamVR is not started first)</em>
						</li>
						<li>
							<em>Now just click on the single player icon in the Launcher and open rFactor 2.</em>
						</li>
						<li>
							<em>The menus and UI are all in the VR space, but you will need to use mouse and keyboard.</em>
						</li>
						<li>
							<em>There is a known issue with the replay cams, only one eye has an image.</em>
						</li>
					</ul>
<h3 id='DX11andVR"openbeta"-ReleaseNotes'>
						<em>Release Notes</em>
					</h3>

					<p>
						<em>We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):</em>
					</p>

					<p>
						<em>In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:</em>
					</p>

					<ul>
<li>
							<em>None</em>
						</li>
						<li>
							<em>Low = Glare Effects</em>
						</li>
						<li>
							<em>Medium = Glare Effects and Depth of Field</em>
						</li>
						<li>
							<em>High = All Effects at High Quality</em>
						</li>
						<li>
							<em>Ultra = All Effects at Ultra Quality</em>
						</li>
					</ul>
<p>
						<em>At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.</em>
					</p>

					<ul>
<li>
							<em>With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering.</em>
						</li>
						<li>
							<em>Improved Clouds resolution and depth.</em>
						</li>
						<li>
							<em>Static AO; This is adding Occlusion to bottom of objects and cars. It does improve the overall depth in the environment.</em>
						</li>
						<li>
							<em>Dynamic AO. This is adding a subtle low-frequency Ambient Occlusion to the scene and cars, improving the “connection” between terrains and structures in the scene, and also balancing cockpits brightness.</em>
						</li>
						<li>
							<em>Shadows Normal renders shadows, taking into account the shadow receiver normal map.</em>
						</li>
						<li>
							<em>A new Tone mapper which improves both colors and histogram, a perfect companion for our dynamic weather/sky engine!</em>
						</li>
						<li>
							<em>New Car Ambient Shadow, now working for the entire 24h cycle.</em>
						</li>
						<li>
							<em>Fixed some “pixel” artifacts caused by invalid calculations in shaders.</em>
						</li>
						<li>
							<em>Dedicated dynamic exposure simulation for each main camera set.</em>
						</li>
						<li>
							<em>Realistic simulation of Depth Of Field, Lens Flare, Bloom and other Optical aberrations, with scalable options.</em>
						</li>
						<li>
							<em>Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.</em>
						</li>
						<li>
							<em>New Shader for car Dashboards, Rev Meters and Motecs.</em>
						</li>
					</ul>
<p>
						<em>Content updates as part of this initial build:</em>
					</p>

					<ul>
<li>
							<em>The USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12 and the Stock Cars have been updated with new shaders, better headlights and overall better textures.</em>
						</li>
						<li>
							<em>Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway have all gotten texture updates, and we painted the curbs at Silverstone in the current colors too!</em>
						</li>
					</ul>
<p>
						<em>Modding:</em>
					</p>

					<ul>
<li>
							<em>There are new guidelines for content creators, please make sure you read them here <a class="external-link" href="https://www.studio-397.com/guidelines-for-artists/" rel="external" target="_blank">https://www.studio-397.com/guidelines-for-artists/</a></em>
						</li>
					</ul>
<h3 id='DX11andVR"openbeta"-KnownIssues'>
						<em>Known Issues</em>
					</h3>

					<p>
						<em>Plugins that render to the screen will not work any more. These plugins all depend on DX9, so their authors will need to update them. That said, we at S397 are working on improving the way such plugins render to the screen to make them integrate better with our new HUD, VR and each other. In general, for most plugins, there are known alternatives. Feel free to discuss these on our forum or on Discord. We’re glad to help!</em>
					</p>

					<p>
						<em>Content using LDR diffuse maps instead of correct albedo presets will work, but may have strange effects at some times of day and night, such as glowing surfaces. See: <a class="external-link" href="http://wiki.rfactor.net/index.php?title=AlbedoMap" rel="external" target="_blank">http://wiki.rfactor.net/index.php?title=AlbedoMap</a></em>
					</p>

					<p>
						<em>There is a known issue with losing FFB in VR. As a temporary workaround, first open SteamVR manually before starting single player.</em>
					</p>

					<p>
						<em>As stated above, we are still optimizing performance of DX11. As confident as we are that most of you will experience a nice boost when comparing the same settings in DX9 and DX11, we are aware that some of the new post effects, especially at higher settings, require a lot of memory on your graphics card. Future builds will bring improvements.</em>
					</p>

					<p>
						<em>Some users may experience black track surfaces/boxes around the car. Deleting files from Shaders and CBash folders (located in \Steam\steamapps\common\rFactor 2\UserData\Log) and reloading into the sim and track should fix this.</em>
					</p>

					<h3>
						<em>The Road Ahead</em>
					</h3>

					<div class="wiki-content" id="main-content">
						<p>
							<em>This release version, as we have said, is an open beta. Development is ongoing, and we will quickly move to a full release over the next few months. We will regularly provide you with updates, both in terms of code and content. This release already comes with 5 updated cars and 5 updated tracks, and we have seen some third party modders come out with releases that are DX11 compatible as well. Expect us to do more releases in the upcoming weeks, each with new content, bug fixes and further improvements.</em>
						</p>

						<p>
							<em>Additionally, the full release will include updates in key areas, such as improving night driving, rain, new shaders for cars and a host of other additions. We know that strong graphics coupled with our best-in-class physics is only part of the package. We are working heavily on new content – both cars and tracks – and of course on providing you all with more functionality – including an innovative competition mechanic. We are really excited about our upcoming UI, which didn’t quite make it into this release, but will be released and improved as part of our series of frequent updates.</em>
						</p>

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]]></description><guid isPermaLink="false">23511</guid><pubDate>Mon, 01 May 2017 19:36:26 +0000</pubDate></item><item><title>Project CARS 2: parliamo di fisica e gomme...</title><link>https://www.drivingitalia.net/home-page/software/project-cars-2-parliamo-di-fisica-e-gomme-r23509/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_05/pcars2.jpg.4617b0ae3f6ae3e8d6b0bf9bb5f52a68.jpg" /></p>


<p>
	Come potete vedere nell'<a href="https://www.drivingitalia.net/index.php?/forums/topic/75547-annunciato-project-cars-2-%E2%80%98ultimate-driver-journey%E2%80%99/&amp;page=10" rel="">apposito topic sul forum</a>, i video di anteprima del prossimo <a href="https://www.drivingitalia.net/index.php?/forums/topic/75547-annunciato-project-cars-2-%E2%80%98ultimate-driver-journey%E2%80%99/&amp;page=10" rel="">Project CARS 2</a> sono già numerosi, focalizzati sulla modalità rally cross (come l'ultimo qui sotto), ma anche su altre vetture e tracciati. Cerchiamo quindi di fare il punto della situazione per quanto riguarda invece le auspicabili novità riguardanti la fisica ed i pneumatici. Mentre l'ultimo breve filmato pubblicato, dal titolo <em>tyre deformation</em> (deformazione della gomma, qui sotto), ci dice in realtà molto poco, sono interessanti invece le ultime dichiarazioni rilasciate dagli Slightly Mad Studios nelle interviste in questi giorni...
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	Uno dei limiti della fisica del primo Project Cars, riguardava la tenuta dell'auto nel momento in cui le gomme risultavano deteriorate o perdevano aderenza. In questi casi si perdeva completamente il controllo, senza che il pilota potesse praticamente fare nulla, come ha spiegato <strong>Rod Chong</strong> di Slightly Mad Studios. In Project Cars 2, invece, il comportamento delle gomme in queste condizioni sarà molto più graduale.
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	"Molto spesso i giocatori hanno una concezione sbagliata della simulazione", ha detto Chong. "Guidare i bolidi sportivi nella realtà è molto facile se si spinge fino all'80%. Ci sono molti fattori che rendono difficile arrivare al limite, ma la guida sotto il limite è una pratica semplice. Ho provato diversi simulatori che in svariati aspetti erano molto buoni. Se si restava sotto il limite erano veramente realistici, ma quando si raggiungeva il limite diventavano semplicemente un po' più difficili. Molti valutano un simulatore dal suo livello di difficoltà, ma è più una questione di raggiungere il giusto equilibrio fra troppo facile ed estremamente difficile. Alcune auto sono più facili da guidare di altre, e allo stesso modo alcuni simulatori si apprendono più facilmente. E non si può neanche dire se un simulatore è più o meno realistico, perché è soggettivo".
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<p>
	Alla fase di beta testing di Project Cars 2, oltre che un gruppo di 700 giocatori, ha partecipato un team di piloti professionisti allo scopo di assicurare l'autenticità della simulazione. Tra questi <b>Tommy Milner</b> del team Corvette Racing, il quale non solo vanta grande esperienza nel mondo reale ma anche nelle simulazioni di guida. Quando Milner ha provato le prime build di Project Cars 2 si è lamentato proprio del sistema fisico di gestione dei pneumatici. Ha quindi lavorato con un team di ingegneri per sistemare le cose: "È come il lavoro che abitualmente il pilota fa con il suo ingegnere di pista per mettere a punto l'auto", ha detto Milner. "Potrei descrivere il comportamento dell'auto con tante parole, ma sarebbe molto meglio descrivere il sentimento che provo quando guido. Anche perché a un certo punto il simulatore è riuscito a replicare esattamente quello che avevo indicato ai tecnici, e c'è qualcosa di sbagliato in una cosa del genere".
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	Project Cars 2, come sappiamo, vanterà diversi tipi di superfici sulle quali correre, dallo sterrato fino alle nevi. In merito, Chong ha spiegato: "Sapevamo ogni cosa sull'asfalto, ma quando si è trattato di ghiaccio, neve, ghiaia, fango, argilla rigida, e altre superfici analoghe, abbiamo dovuto creare delle nuove proprietà per le superfici. Ogni pneumatico si contraddistingue per centinaia di punti di contatto che interagiscono con la superficie: lo pneumatico stesso è un oggetto organico mobile in tutte le sue parti e l'interazione con la superficie deve seguire un modello di funzionamento". Slightly Mad si è preoccupato di simulare persino il modo in cui i chiodi (delle gomme) scavano nel ghiaccio e come l'aderenza varia se uno strato di neve viene a crearsi tra chiodi e ghaccio, perchè il tutto incide sul modo in cui l'auto va in derapata o reagisce se si fa uso del freno a mano !
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	Il comportamento delle auto sulle superfici con scarsa aderenza è stato verificato anche dai piloti della Honda's Global Rallycross e dal drifter <b>Vaughn Gittin Jr</b>. "Con il nuovo motore fisico i giocatori potranno percepire cosa sta succedendo e reagire istintivamente per controllare l'angolo di sterzata e la traiettoria dell'auto. Sarà molto divertente!"
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	Anche la guida sul bagnato è stata migliorata: la trazione dipenderà infatti da vari fattori, per esempio, dal fatto che sull'asfalto piove per la prima volta o se invece la pioggia va avanti già da un po' di tempo. "I piloti che stanno testando Project Cars 2 ci dicono che è molto divertente guidare sulla pioggia, perché è più realistico. Stiamo migliorando continuamente nella simulazione delle proprietà".
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	Slightly Mad Studios ha lavorato con i produttori e le squadre corse private per verificare i dati del simulatore. "Ci hanno fornito dati di telemetria provenienti dalla pista e schede di setup per varie vetture. Noi dobbiamo essere in grado di replicare queste informazioni in-game in modo che l'auto si comporti in maniera adeguata in tutte le fasi. La simulazione è ora in grado di replicare vari tipi di comportamenti e di smorzamenti delle sospensioni e può riprodurre gli effetti dovuti alla riduzione dei flap o ai sistemi ibridi che devono essere ricaricati per mettere a disposizione il massimo della potenza".
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	Per simulare tutto questo, in particolare nel Rallycross, Slightly Mad ha dovuto riprogettare il modello di gestione delle sospensioni e ha dovuto riscrivere buona parte del codice per il differenziale. "I test driver ritroveranno nella simulazione le stesse sensazioni che hanno nella guida reale", promette Chong.
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	Ovviamente tutte queste promesse andranno verificate sul campo all'uscita del gioco, in quanto al momento è impossibile esprimere giudizi basandosi solo su alcuni filmati. Speriamo del resto che Chong ed il resto del team facciano le cose per bene...
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]]></description><guid isPermaLink="false">23509</guid><pubDate>Mon, 01 May 2017 15:22:09 +0000</pubDate></item><item><title>rFactor 2 DirectX 11 Beta by Studio 397 in video preview</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-directx-11-beta-by-studio-397-in-video-preview-r23508/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_05/rf5.jpg.10aa4a2ae6ae5cf1998780c15166b0e0.jpg" /></p>


<p>
	Il team Studio 397, in attesa del rilascio della nuova versione di rFactor 2 prevista per oggi, che implementa la nuova grafica DirectX 11, ci presenta questo spettacolare trailer di anteprima ! <a href="https://www.drivingitalia.net/index.php?/forums/topic/76013-rfactor-2-directx-11-beta-by-studio-397/" rel="">Commenti sul forum dedicato</a>.
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	<em>Our big rFactor 2 DX11 beta release later today featuring VR, hope you guys enjoy it! Now here's a little preview to keep you going. </em>
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<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_05/rf2.jpg.64773a16f45eefb7bf8433824f2699d0.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="33893" src="https://www.drivingitalia.net/uploads/monthly_2017_05/rf2.thumb.jpg.771d537fa77e564ec0d43ee73daf4919.jpg" class="ipsImage ipsImage_thumbnailed" alt="rf2.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_05/rf3.jpg.23776e8be490f36f08865145e7f5d2e3.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="33894" src="https://www.drivingitalia.net/uploads/monthly_2017_05/rf3.thumb.jpg.53c96b2c545a5cdf3bd8833449401278.jpg" class="ipsImage ipsImage_thumbnailed" alt="rf3.jpg"></a></p>
<p><a href="https://www.drivingitalia.net/uploads/monthly_2017_05/rf4.jpg.c25e7a4e1336544c39c3651948d769eb.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="33895" src="https://www.drivingitalia.net/uploads/monthly_2017_05/rf4.thumb.jpg.3917f931d05d598a0eb124ede2aacc79.jpg" class="ipsImage ipsImage_thumbnailed" alt="rf4.jpg"></a></p>

]]></description><guid isPermaLink="false">23508</guid><pubDate>Mon, 01 May 2017 08:19:21 +0000</pubDate></item><item><title><![CDATA[Game&Track: Assetto Corsa vs Real Lamborghini Huracan GT3]]></title><link>https://www.drivingitalia.net/home-page/software/gametrack-assetto-corsa-vs-real-lamborghini-huracan-gt3-r23507/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_04/lamb.JPG.e8eb8e4e27894c973c534ce30b4f43d2.JPG" /></p>


<p>
	Aris Vasilakos della Kunos Simulazioni ci presenta un nuovo video della ormai ben nota rubrica Game&amp;Track: questa volta il trailer ci mostra l'impressionante uguaglianza tra realtà e simulazione con Assetto Corsa e la Lamborghini Huracán GT3 all'Autodromo di Monza! Per <a href="https://www.drivingitalia.net/index.php?/forums/topic/61791-assetto-corsa-video-screen/&amp;page=303" rel="">altri video correte qui</a>.
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	<em>Lamborghini Huracán GT3 - Real Vs Assetto Corsa</em>
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]]></description><guid isPermaLink="false">23507</guid><pubDate>Sun, 30 Apr 2017 19:19:53 +0000</pubDate></item></channel></rss>
