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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/327/?d=1</link><description>News: News</description><language>en</language><item><title>Vroom ci mostra Kart Racing Pro in video</title><link>https://www.drivingitalia.net/home-page/software/vroom-ci-mostra-kart-racing-pro-in-video-r23151/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/5b7c635195de05ceca6658c0e9783625.jpg.f445a9c5369ecc525d361e3807d9f0f2.jpg" /></p>

<div style="text-align:center">
	<p style="text-align: left;">
		Il noto mensile Vroom, dedicato al mondo del karting, ha realizzato un interessante filmato per mostrare le qualità simulative del Kart Racing Pro targato Piboso. Il video ci mostra in particolare un kart Iame X30 impegnato sul Circuito Internazionale di Viterbo, kartodromo realizzato e convertito dal Driving Simulation Center in collaborazione con DrivingItalia.NET.
	</p>

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			<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/uY0CLZVBJ0g?feature=oembed" width="480"></iframe>
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<p>
	 
</p>
]]></description><guid isPermaLink="false">23151</guid><pubDate>Wed, 21 Dec 2016 12:00:00 +0000</pubDate></item><item><title>Intervista a Massarutto by Motor Sport Republic</title><link>https://www.drivingitalia.net/home-page/software/intervista-a-massarutto-by-motor-sport-republic-r23150/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/96189b6b3be8a06cd5c5671bee330464.jpg.d88652da2fb0f8228cadcb2b5ca4947b.jpg" /></p>

<p>
	Il blog di Motor Sport Republic ha pubblicato <a href="http://www.motorsportrepublic.com/assetto-corsa-quando-il-gaming-diventa-simulazione-professionale/" rel="external">a questo link</a> una interessante intervista a Marco Massarutto della Kunos Simulazioni. Lettura consigliata in quanto troviamo alcuni argomenti - e risposte - decisamente interessanti. <a href="https://www.drivingitalia.net/index.php?showtopic=75201" rel="">Commenti sul forum</a>.<br><br><em><strong>Non è facile, per un futuro così prossimo, individuare la migliore strategia. Quale sarebbe per te l’optimum?</strong></em><br><em>[sorride] Direi che se venisse qualcuno con tanti soldi e volesse fare un gioco con noi, direi che siamo nella situazione, un privilegio, di poter anche scegliere se un progetto ci piace o meno. Se ci proponessimo una simulazione spettacolare di Formula 1 diremmo certamente di si. Se si trattasse di un gioco più generico, beh … non ci faremmo distrarre oltre. Il massimo per noi sarebbe lavorare con una software house con un motore grafico già focalizzato sui giochi di guida e quindi, a quel punto, ci potremmo mettere il nostro motore fisico per fare un Assetto Corsa 2....</em>
</p>
]]></description><guid isPermaLink="false">23150</guid><pubDate>Wed, 21 Dec 2016 09:35:00 +0000</pubDate></item><item><title>rFactor 2 Build 1108 disponibile</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-build-1108-disponibile-r23148/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/0069f13421381483dc726996455c4cef.jpg.cafdb10133c839e2cc25bea9e4c565a2.jpg" /></p>


<p>
	Il team Studio 397 ha rilasciato la nuova Build 1108 di rFactor 2, la prima ad essere disponibile esclusivamente tramite Steam (ad un prezzo minore: 29,99€), con il passaggio scontato alla piattaforma digitale prolungato fino al 31 gennaio 2017. Proprio Steam ci offre da subito un supporto migliore per il gioco in modalità offline e la correzione di un bug sui driver di alcune schede video Nvidia. L'acquisto annuale di rFactor 2 viene eliminato, perchè si vuole spingere gli appassionati ad utilizzare di più la modalità online, che è stata aggiunta nella versione gratuita del gioco.
</p>

<p>
	<em>Finally, it’s time for the first Studio 397 release of rFactor 2!<br>
	It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience.</em>
</p>

<p>
	<em>We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals.</em>
</p>

<p>
	Studio 397 <a href="https://www.drivingitalia.net/index.php?showtopic=75178" rel="">prosegue comunque lo sviluppo di rFactor 2</a> con l'attesa grafica DirectX 11 e una nuova interfaccia utente, più semplice, più accattivante e più adatta all’uso con i visori VR. Prosegue anche il lavoro sulle nuove licenze, con la Radical quasi completa ed il nuovo accordo con la General Motors per riprodurre la Corvette C7R del 2016. Si lavora anche sulle piste, a cominciare da Nola Motorsport e sulla modalità multiplayer del gioco.
</p>

<p>
	<a href="https://www.studio-397.com/2016/12/release-of-build-1108/" rel="external"><em>Release of Build 1108</em></a><br><em><strong>Introduction</strong></em><br><em>Finally, it’s time for the first </em><a href="http://store.steampowered.com/app/365960" rel="external"><em>Studio 397 release of rFactor 2</em></a><em>!</em><br><em>It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience.</em><br><em>We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals.</em><br><em>Stock Car</em>
</p>

<ul>
<li>
		<em>The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults.</em>
	</li>
	<li>
		<em>Several minor adjustments and tweaks to help optimize scoring.</em>
	</li>
	<li>
		<em>Further improvements to the track order of cars leaving the pits under caution.</em>
	</li>
	<li>
		<em>Fixed a bookkeeping error under caution with one lap until restart.</em>
	</li>
	<li>
		<em>Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too.</em>
	</li>
	<li>
		<em>Better awareness of what to do under caution.</em><br><em>Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car.</em>
	</li>
	<li>
		<em>Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals.</em>
	</li>
	<li>
		<em>Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution.</em>
	</li>
	<li>
		<em>Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits.</em>
	</li>
	<li>
		<em>Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track.</em>
	</li>
	<li>
		<em>Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses.</em>
	</li>
	<li>
		<em>Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json:</em>
		<ul>
<li>
				<em>Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file.</em>
			</li>
			<li>
				<em>Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on.</em>
			</li>
			<li>
				<em>Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum"</em>
			</li>
			<li>
				<em>Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom"</em>
			</li>
		</ul>
<p>
			<em>AI</em>
		</p>
	</li>
	<li>
		<em>Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified.</em>
	</li>
	<li>
		<em>Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps.</em>
	</li>
</ul>
<p>
	<em>Physics</em>
</p>

<ul>
<li>
		<em>Temperature and load of the tyre contact patch.</em><br><em>Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load.</em>
	</li>
	<li>
		<em>Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”.</em>
	</li>
	<li>
		<em>Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles.</em>
	</li>
</ul>
<p>
	<em>Driver Swaps</em>
</p>

<ul>
<li>
		<em>Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap.</em>
	</li>
</ul>
<p>
	<em>Graphics</em>
</p>

<ul>
<li>
		<em>Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters.</em>
	</li>
	<li>
		<em>Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change.</em>
	</li>
	<li>
		<em>Removed the option to disable HDR.</em>
	</li>
</ul>
<p>
	<em>Dedicated Server</em>
</p>

<ul>
<li>
		<em>Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active.</em>
	</li>
</ul>
<p>
	<em>User Interface/Launcher</em>
</p>

<ul>
<li>
		<em>Engine mixture settings are part of the setup.</em><br><em>Added an Engine Mixture setting to garage so it can be saved as part of a car setup.</em>
	</li>
	<li>
		<em>Updated Launcher icons.</em>
	</li>
	<li>
		<em>Added new user interface background image and splash screen.</em>
	</li>
	<li>
		<em>Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode.</em>
	</li>
	<li>
		<em>Updated French language dictionary.</em>
	</li>
</ul>
<p>
	<em>Additional Changes</em>
</p>

<ul>
<li>
		<em>We’ve made racing online free for every user of rFactor 2.</em>
	</li>
	<li>
		<em>Fixed results file when VehFile uses escape characters.</em>
	</li>
	<li>
		<em>Removed DRS enabled/disabled messages for tracks without DRS zones.</em>
	</li>
	<li>
		<em>Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu</em>
	</li>
</ul>

]]></description><guid isPermaLink="false">23148</guid><pubDate>Tue, 20 Dec 2016 18:55:00 +0000</pubDate></item><item><title>Assetto Corsa v1.11 - Porsche Pack Volume 3</title><link>https://www.drivingitalia.net/home-page/software/assetto-corsa-v111-porsche-pack-volume-3-r23146/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/83dcf0fa16d8870d641d3fcc82f61a16.jpg.764b96ea5b855a3c886313f4cf85fdfa.jpg" /></p>


<p>
	La Kunos Simulazioni ha puntualmente rilasciato per il suo Assetto Corsa il nuovo update che porta il software alla versione 1.11, con una lunga lista di novità, migliorie e bugfix, come da elenco completo qui sotto. Fra le novità, segnaliamo la possibilità di creare il proprio campionato personalizzato, i pit stop ora anche in modalità pratica e le gomme v10 per tutte le GT3 e GT2. Per commenti e discussioni fate riferimento a questo topic del forum. E' inoltre disponibile il nuovo Porsche Pack Volume 3, acquistabile e scaricabile tramite Steam. Qui di seguito la lista delle vetture presenti, mentre vi ricordiamo che la Porsche 911 GT3 RSR 2017, in leggero ritardo, sarà rilasciata gratuitamente a Gennaio.
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
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		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/_FYtxE1yNgw?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	<em>Porsche Pack Volume 3 follows the first two DLC packs dedicated to the Porsche brand, introducing a selection of seven different vehicles. The pack places an emphasis on modern-day Porsche racing cars, including the entire 991 GT3 racing line and the latest 2016 Le Mans-winning 919 Hybrid, while also featuring two of the German brand’s most iconic racing cars, the 908 Lang-Heck and 917 K. </em>
</p>

<p>
	<em>Volume 3 also brings players one of the most coveted modern road cars of the modern-day Porsche line-up, the Porsche 911 R, completing a perfect mix between road cars as well as modern and historic racing models.</em><br><em>CARS INCLUDED...</em><br><em>Porsche 911 GT3 Cup 2017</em><br><em>Porsche 911 GT3 RSR 2017</em><br><em>Porsche 911 GT3 R 2015</em><br><em>Porsche 919 Hybrid 2016</em><br><em>Porsche 908 LH</em><br><em>Porsche 917 K</em><br><em>Porsche 911 R</em><br><em>Available on Steam NOW! &gt; </em><a href="http://store.steampowered.com/app/540711" rel="external"><em>http://store.steampowered.com/app/540711</em></a><br><em>Coming to PlayStation 4 and Xbox One early 2017. Stay tuned for more info!</em>
</p>

<p>
	<em>Assetto Corsa v1.11 changelog:</em><br><em>1.11.0</em><br><em>- New Porsche 919 Hybrid 2016 LeMans configuration (Porsche Pack 3)</em><br><em>- New Porsche 908 Lang Heck (LongTail) (Porsche Pack 3)</em><br><em>- New Porsche 917K (Porsche Pack 3)</em><br><em>- New Porsche 911 R (991) (Porsche Pack 3)</em><br><em>- New Porsche 911 GT3 Cup 2017 (Porsche Pack 3)</em><br><em>- New Porsche 911 GT3 R 2016 (Porsche Pack 3)</em><br><em>- New Porsche 911 Turbo S (991) (Porsche Pack 3)</em><br><em>- New Porsche Macan Turbo (free bonus)</em><br><em>- New Championship gameplay. Create your own championship, select cars, tracks, laps, points, rules and compete against AI.</em><br><em>- Fixed wing damage model on Nissan GTR</em><br><em>- Shared Memory :</em><br><em>- Fixed kersCharge and kersInput for ERS system</em><br><em>- Added system/cfg/messages.ini to filter system messages out</em><br><em>- Added Print function in Time Table (export in Documents\Assetto Corsa\out)</em><br><em>- Fixed Setup Electronic tab issue on ABS level for cars featuring no TC</em><br><em>- Reviewed damage curve + repair times</em><br><em>- New formula for effective radius calculation</em><br><em>- PitStop is possible also in Practice session</em><br><em>- Fixed Confirm button in Pitstop screen to work without any requestes operation</em><br><em>- Fixed UI resetting AI level at start</em><br><em>- Corrected front wheels 3D placement for Lotus Evora S and step S2</em><br><em>- Pitstop animation disabled for VR users</em><br><em>- New V10 tyres and updated physics and inertias for all GT3 cars</em><br><em>- New V10 tyres and updated physics and inertias for all GT2 cars plus Glickenhaus P4/5C and Evora GX and GTC</em><br><em>- Updated V10 tyres and updated physics and inertias for Hypercars (LaFerrari, 599XX, FxxK, P1, Aventador SV, Huayra, Zonda R), more experimentation</em><br><em>- Corrected Porsche 917/30 inertia values</em><br><em>- Corrected Porsche 917/30 ackerman and front bump steer suspension</em><br><em>- Corrected aero downforce and drag values for Porsche 962 Short Tail</em><br><em>- Corrected drag values for Porsche 962 Long Tail</em><br><em>- Porsche 962C Long Tail now has passive wastegate pressure map that permits user controlled overboost as a % of a turbo boost map. 0-9 keys</em><br><em>- F4 key sets camera on the player car</em><br><em>- Added Delete function on Setup screen</em><br><em>- Added electronic controller cltr_wastegate[X].ini to control wastegate levels on turbos</em><br><em>- Fixed potential track cut on nordschleife endurance and cup layouts</em>
</p>

<div style="text-align:center">
	<a data-fileid="32405" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-65712800-1482094169.jpg" rel=""><img alt="30908733923_b44fad3bb0_h.jpg" data-fileid="32405" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-65712800-1482094169_thumb.jpg"></a> <a data-fileid="32406" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-88335900-1482094172.jpg" rel=""><img alt="30908734013_2a8eb00542_h.jpg" data-fileid="32406" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-88335900-1482094172_thumb.jpg"></a> <a data-fileid="32407" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-48307700-1482094176.jpg" rel=""><img alt="30908734103_b9189e30e3_h.jpg" data-fileid="32407" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-48307700-1482094176_thumb.jpg"></a> <a data-fileid="32408" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-50089800-1482094181.jpg" rel=""><img alt="AC Porsche Volume 3 - 1.jpg" data-fileid="32408" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-50089800-1482094181_thumb.jpg"></a> <a data-fileid="32409" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-70480300-1482094206.jpg" rel=""><img alt="AC Porsche Volume 3 - 2.jpg" data-fileid="32409" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-70480300-1482094206_thumb.jpg"></a>
</div>

<div style="text-align:center">
	<a data-fileid="32410" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-50671500-1482094210.jpg" rel=""><img alt="AC Porsche Volume 3 - 3.jpg" data-fileid="32410" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-50671500-1482094210_thumb.jpg"></a> <a data-fileid="32411" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-43347700-1482094215.jpg" rel=""><img alt="AC Porsche Volume 3 - 5.jpg" data-fileid="32411" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-43347700-1482094215_thumb.jpg"></a> <a data-fileid="32412" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-48755700-1482094220.jpg" rel=""><img alt="AC Porsche Volume 3 - 6.jpg" data-fileid="32412" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-48755700-1482094220_thumb.jpg"></a> <a data-fileid="32413" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-63320800-1482094225.jpg" rel=""><img alt="AC Porsche Volume 3 - 7.jpg" data-fileid="32413" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-63320800-1482094225_thumb.jpg"></a> <a data-fileid="32414" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-70100200-1482094232.jpg" rel=""><img alt="AC Porsche Volume 3 - 10.jpg" data-fileid="32414" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-2-0-70100200-1482094232_thumb.jpg"></a>
</div>

]]></description><guid isPermaLink="false">23146</guid><pubDate>Tue, 20 Dec 2016 16:25:00 +0000</pubDate></item><item><title>RaceRoom update e FR3 disponibile</title><link>https://www.drivingitalia.net/home-page/software/raceroom-update-e-fr3-disponibile-r23147/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/49ebd90f8594a58185a8694ba92c53f2.jpg.5d4acc2192879f3557ad08dc3855020c.jpg" /></p>


<p><em><span style="color:rgb(20,20,20)"><span style="font-family:Open Sans"><span style="font-size:14px"><span style="background-color:rgb(245,245,245)">The Formula RaceRoom 3 is now available ➤</span></span></span></span></em><a href="http://l.facebook.com/l.php?u=http%3A%2F%2Fbit.ly%2FFormula_RR_3&amp;h=8AQFJZ8uxAQHgkSl7of9ZKiNstaf5WOvtyFFGhHynX_ESXw&amp;enc=AZOOIX_A5MOQcvpg_liciXx9_a9U49VYNJ9YlkAUHA4MJA69LxlmGaNx0mGYxVIstUoXmR-JXH0bJt7NIgTdPqnaw6FYq21_QwWN_AzOZYoljk_OGwO5blFl_VzZ6hIwCM1v6tW_IZ5o0JFpuz0xZxXTML-J8uMdYPPybi9fRh7FMXTmos5ShoRlaLjzViJeNvw&amp;s=1" rel="external"><em>http://bit.ly/Formula_RR_3</em></a><br><em><span style="color:rgb(20,20,20)"><span style="font-family:Open Sans"><span style="font-size:14px"><span style="background-color:rgb(245,245,245)">Enjoy the racing over the holidays and see you on track in 2017!</span></span></span></span></em></p>
<p> </p>
<p><em><strong>20/12/2016</strong></em><br><em><strong>Game:</strong></em></p>
<ul>
<li>
<em>Fixed an issue where the game would get stuck after skipping a session in a custom championship.</em>
</li>
<li>
<em>Fixed an issue where the car setup file was being saved in wrong directory after loading championship.</em>
</li>
<li>
<em>Fixed an issue with cars being too spread out in rolling start and almost going off the road.</em>
</li>
<li>
<em>Fixed an issue where tyres were changing regardless of player choice during pitstop.</em>
</li>
<li>
<em>Fixed so brake bias etc. can only be changed as long as the player's car hasn't finished the race.</em>
</li>
<li>
<em>Reduced ffb slip effects for default xbox gamepad control sets.</em><br>
</li>
</ul>
<p><br><em><strong>Multiplayer:</strong></em></p>
<ul>
<li>
<em>Removed RaceSeriesFormat from multiplayer (now it always use custom/RRE format).</em>
</li>
<li>
<em>Disabled full lap time syncing upon joining a dedicated server. It now only requests the best lap time of each opponent instead of all of them. This should help with people experiencing problems when joining a server at the end of a long practice or qualifying session.</em>
</li>
<li>
<em>Fixed an issue where opponents driving certain cars such as Audi TT Cup would appear to have a bad stance, appearing taller.</em>
</li>
<li>
<em>Fixed an issue with garage countdown timer still being visible in menus after leaving a MP session during garage phase.</em>
</li>
<li>
<em>Fixed an issue with dedis not reporting results to backend.</em>
</li>
<li>
<em>Fixed issue with dedis not using correct race length for race 2 &amp; 3.</em><br>
</li>
</ul>
<p><br><em><strong>Sounds, Physics &amp; AI:</strong></em></p>
<ul>
<li>
<em>Reduced engine sensitivity to side contacts in mid and rear engine cars</em>
</li>
<li>
<em>Sachsenring: Fixed AI hitting the tire wall at pit exit</em>
</li>
<li>
<em>Red Bull Ring Spielberg: Added alternative layout Südschleife National Circuit</em>
</li>
<li>
<em>Finalized Formula RaceRoom 3 physics and AI for release</em><br>
</li>
</ul>
<p><br><em><strong>Portal &amp; Backend:</strong></em></p>
<ul>
<li>
<em>Added option to hide password protected servers to MP browser.</em>
</li>
<li>
<em>Added quick search field to MP browser.</em>
</li>
<li>
<em>Fixed an issue with competition end countdown being inaccurate for players in different timezones.</em>
</li>
<li>
<em>Fixed an issue with an essential pack already owned appearing as purchasable when looking at a car in car selection menus.</em><br>
</li>
</ul>
<p></p>

]]></description><guid isPermaLink="false">23147</guid><pubDate>Tue, 20 Dec 2016 14:10:00 +0000</pubDate></item><item><title>rFactor 2: Roadmap Update December 2016</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-roadmap-update-december-2016-r23140/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/756973af04053af6e35433d8496931f9.jpg.6c2b1d6569746e6adc2a8ed5a75c74fe.jpg" /></p>


<p>
	Lo Studio397 ha appena pubblicato un nuovo roadmap per aggiornarci sullo sviluppo del suo rFactor 2. La prima notizia interessante è che martedi 20 dicembre sarà rilasciata la nuova build 1108 del simulatore ex ISI, che sarà disponibile esclusivamente tramite Steam (l'offerta per trasferire il software su Steam è prorogata fino al 31 gennaio). La nuova release porta con sè alcune novità interessanti, spiegate qui di seguito in dettaglio, mentre il team è già in beta testing con la nuova grafica in DirectX 11...
</p>

<p>
	<em>On Tuesday, December 20th, we will release build 1108. This is our first Steam-only release, and we would like to remind you of our offer to migrate to Steam for free, which will be extended until January 31st, 2017. To reiterate where we are, we are making really good progress with a new development team coupled with a new vision. As long time sim racers, we understand the need for a strong platform with great content, physics and visuals as well as competition, both online and offline. A detailed changelog will be posted alongside the actual release, but some of the highlights of this build include a huge update to our Stock Car rules, better support for running Steam in offline mode – which can be very useful in LAN situations and a fix for the nVidia driver bug that has been plaguing some users of certain series of nVidia cards.</em>
</p>

<p>
	<em>Good news! We’re ahead of our DX11 development schedule and are internally testing the first builds now. There is still a lot to do in terms of adding new features such as depth of field and motion blur effects on external cameras as well as overall improvements such as the shadow system. Needless to say, the results so far are looking good. We are really excited about the capability we have already and where it’s going. Our goal to keep the engine backward compatible seems achievable, and in the upcoming months we will start engaging the modding community providing information on the improved engine and how best to utilise it.</em><br><em>As we’ve announced last month, we are completely revamping the user interface of rFactor 2 to make it easier to use, nicer to look at and ready for VR. We’re leveraging modern web technology and are currently in the middle of the design phase. To give you a first impression, we’ve added a screenshot of a WIP car selection screen.</em>
</p>

<p>
	<img alt="UI-concept.png" src="https://www.studio-397.com/wp-content/uploads/2016/12/UI-concept.png"></p>

<p>
	<em>Concerning content, we are very excited with the direction we are headed, certainly in the way plan to match cars and tracks. We will start to develop this approach over the next few months.</em><br><em>We have a number of car developments underway. With our current focus on the Radical, we are adding the finishing touches to the 3D model right now while we wait for some additional data to complete the physics model.</em><br><em>More great news! We have just signed a license with General Motors for the 2016 model of the Corvette C7.R. Development of the model ans physics will start early next year. The 2016 model has significant aerodynamic improvements with a new, larger splitter and a large diffuser to generate more downforce. The car is the weapon of choice for </em><a href="http://www.corvetteracing.com/" rel="external"><em>Corvette Racing</em></a><em> in their 2017 IMSA campaign as well as their effort to win the 24 Hours of Le Mans. As an added bonus, this car will also contribute to improving car physics overall.</em>
</p>

<p>
	<img alt="64CorvetteC7RLeMans05.jpg" src="https://www.studio-397.com/wp-content/uploads/2016/12/64CorvetteC7RLeMans05.jpg"></p>

<p>
	<em>In terms of tracks, we’ve already shown you previews of </em><a href="https://nolamotor.com/" rel="external"><em>NOLA Motorsports Park</em></a><em> in earlier updates, and we’re now in the final stages of development. The track will feature 5 different road course layouts and 5 different karting layouts, and we’re currently placing track side objects, such as grand stands, trees and a ferris wheel and are working on AI paths. It’s looking good for release early next year.</em>
</p>

<p>
	<img alt="NOLA.jpg" src="https://www.studio-397.com/wp-content/uploads/2016/12/NOLA.jpg"></p>

<p>
	<em>Now let’s talk about online. Since the release of rFactor 2 the pricing consisted of a one time payment and an online subscription, with the option of buying a lifetime version of that subscription. Over the years we have received a lot of questions about charging extra for online access, and what people were getting for this in return.</em><br><em>We understand that online racing is key to the future of the platform. As online racers ourselves, we have decided to provide online access for everybody with the Steam version for free – simplifying the pricing model and encouraging everybody to race online. Steam will take care of automated updates. We recognise that some of you have made this purchase over the past few months, and it was a difficult decision. However, we’re positive that you’ll agree we’ve made the right decision for the future of the platform.</em><br><em>With the Steam Winter Sale approaching what better way for you to relax and driver rFactor 2. Look out for an exclusive offer for the holiday period!</em><br><em>That’s all for our last monthly update of 2016. Happy Simracing and have a great holiday. We hope to see you all in the new year!</em>
</p>

]]></description><guid isPermaLink="false">23140</guid><pubDate>Sat, 17 Dec 2016 16:05:00 +0000</pubDate></item><item><title>La Formula E in Real Racing 3 (gratis)</title><link>https://www.drivingitalia.net/home-page/software/la-formula-e-in-real-racing-3-gratis-r23139/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/6f7dccd001c2a8e44ad041fcaf2a867e.jpg.557fae7ff373db07703ca67df009410e.jpg" /></p>

<p>Finalmente chiunque avrà la possibilità di guidare una monoposto di Formula E e potrà farlo direttamente dal proprio smartphone o tablet. Il campionato per vetture elettriche organizzato da Alejandro Agag ha annunciato una collaborazione con il colosso dei videogames Electronic Arts.<br>L’accordo prevede il debutto in un videogioco delle 20 monoposto che animano il campionato 2016/2017 di Formula E con tutti i piloti e le squadre ufficiali. Gli utenti potranno inoltre gareggiare sul circuito di Hong Kong che ha ospitato il primo round della nuova stagione della categoria full electric, provando l’emozione di sfrecciare a 225 km/h nel bel mezzo di una delle metropoli più grandi al mondo.<br>Leggi l'intero articolo su <a href="http://motorsport.motorionline.com/2016/12/14/la-formula-e-sbarca-nel-mondo-dei-videogames-con-ea-e-real-racing-3/" rel="external"><strong>Motori Online</strong></a>.</p>
]]></description><guid isPermaLink="false">23139</guid><pubDate>Sat, 17 Dec 2016 11:10:00 +0000</pubDate></item><item><title>Speciale: Panamera Express</title><link>https://www.drivingitalia.net/home-page/software/speciale-panamera-express-r23138/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/5346b0a62a2d35ad06e31b1f74cc0c1d.jpg.dc1f30827f977104152d76d802574597.jpg" /></p>


<p>
	A pochi giorni dall'uscita del terzo e ultimo DLC targato Porsche per Assetto Corsa, saliamo a bordo di una della auto più criticate fin'ora aggiunte, la Porsche Panamera Turbo, per conoscerla da vicino e scoprire la sua anima. Saprà dimostrarsi all'altezza del simulatore di casa Kunos? Correte a leggere lo speciale Panamera Express curato da Mauro Stefanoni.
</p>

<p>
	<span style="font-family:arial"><span style="font-size:14px">Nell’ultimo periodo Assetto Corsa ha permesso di metterci alla guida di alcune delle Porsche più belle in circolazione, in attesa del </span></span><a href="https://www.drivingitalia.net/index.php?showtopic=74549" rel=""><span style="font-family:arial"><span style="font-size:14px">terzo e ultimo DLC a tema</span></span></a><span style="font-family:arial"><span style="font-size:14px">, che sarà rilasciato martedì 20 dicembre. Tutte auto stupende, veloci e sportive; belle da guidare, riprodotte fedelmente e appaganti, per ogni gusto ed età, tuttavia un paio di esse (quelle gratuite per intenderci) hanno fatto storcere il naso a più di una persona. Per questo motivo, oggi, volante alla mano, ho deciso di scendere in pista (e non solo), per mettere alla prova una delle due auto incriminate, la “berlinona” di casa Porsche, la prorompente </span></span><a href="https://www.drivingitalia.net/index.php?showtopic=74549" rel=""><span style="font-family:arial"><span style="font-size:14px">Panamera Turbo G2</span></span></a><span style="font-family:arial"><span style="font-size:14px">. Abbandonati i pregiudizi, è quindi tempo di vedere cosa si nasconde sotto questi 5 metri e poco più di alluminio, acciaio e magnesio.</span></span>
</p>

<p>
	<span style="font-family:arial"><span style="font-size:14px">Per prima cosa immaginate che l’auto compaia davanti a voi come in uno di quei filmati accattivanti, con l’inquadratura sul tre quarti anteriore e i fari che si accendono all’improvviso. Bene. Io prima di guidare una qualsiasi vettura mi soffermo in principio sulla sua estetica, ne analizzo i dettagli e solo dopo “salgo” effettivamente a bordo e accendo il motore. E questa Panamera G2, rispetto al modello precedente, è un passo avanti netto in termini di linea; ora è armoniosa, il frontale è più aggressivo, ma la parte che più mi convince è il retro: non è del tutto spiovente ma protende leggermente in fuori, sembra ci sia un’estensione che non spezza la linea filante che scorre su tutta la carrozzeria. Stento quasi a crederci ma finalmente posso dirlo: la Porsche Panamera è carina; non è più una 911 limo, allungata e sgraziata, ora ha un suo perché. Inoltre le ho scelto un bel Night Blue Metallic, che si addice perfettamente al suo essere seria, signorile, ma allo stesso tempo sportiva. </span></span>
</p>

<p>
	<span style="font-family:arial"><span style="font-size:14px">Una volta finito il tour esterno, è ora di entrare in macchina e così imposto la visuale col solo cruscotto (digitale e ben illuminato). Dopodiché premo il pedale a destra: voglio ascoltare il rombo del V8 biturbo, il quale però, almeno dalla visuale interna, è fin troppo ovattato e non molto ben definito, come se fosse silenziato; solo agli alti giri si fa più acuto e aggressivo. La storia cambia con la visuale esterna, dove, infatti, si sente il borbottio ai bassi regimi, che via via si fa più incalzante e roboante fino a un accenno di urlo quando siamo vicini ai 7000 giri. Ritornato all’interno dell’auto, inserisco la prima con il paddle destro e parto... ma per dove? </span></span>
</p>

<p>
	<span style="font-family:arial"><span style="font-size:14px">Come primo luogo ho scelto le stradine asfaltate ma strette della Baviera, ore 10 del mattino e temperatura dell’asfalto bassa (15°C). Per i primi istanti non tocco nulla, lascio tutte le impostazioni di guida predefinite, quindi ABS e TCS attivi. La Porsche è lunga e larga ma nonostante ciò scorre senza problemi tra i vicoli del paesino e le strade in aperta campagna. Fin da subito sento che è potente e mi basta premere poco l’acceleratore che la Panamera scatta, grazie alla trazione integrale e alla coppia mostruosa di cui è dotata. Si parla di oltre 700 Nm e una potenza complessiva di 557 cv... e sì, è davvero potente. Ci sono tratti in cui tocco i 180 Km/h, tra una curva a gomito e l’altra e la Panamera non si scompone per nulla, salvo quei momenti in cui l’asfalto si fa eccessivamente pronunciato. È fluida, è morbida nell’affrontare le curve e se fossi un imprenditore in ritardo per il meeting, non mi preoccuperei di nulla, perché basta un attimo e questa vettura sprigiona tutti i suoi cavalli, raggiungendo velocità elevatissime.</span></span>
</p>

<p>
	<span style="font-family:arial"><span style="font-size:14px">Dopo qualche giro su questo percorso, decido di cambiare ambiente e opto per quello che dovrebbe essere il campo di battaglia preferito per un’elegante e comoda auto quale la Panamera: sto parlando dell’Autobahn. Nei rettilinei più lunghi riesco a oltrepassare i 290 Km/h e anche a mantenerli per qualche secondo, ma in ogni caso non scendo mai sotto i 230 orari. La cosa più straordinaria è che a queste velocità sembra di essere in crociera, mi vien voglia di guidare con una sola mano, rilassato, col gomito appoggiato alla portiera: le sospensioni assorbono bene le leggere disconnessioni dell’asfalto e il rollio è minimo. Solo quando devo affrontare le curve più lente, che poi così lente non sono, alzo il piede dall’acceleratore e faccio un po’ fatica a tenerla in strada: lei vorrebbe andare avanti dritta per dritta, ma io stringo forte il volante e controllo il sottosterzo. </span></span><br><span style="font-family:arial"><span style="font-size:14px">Se poi inserisco le marce fino all’ottava, anche a oltre 220 l’ora, si fa silenziosissima, pacata, imperturbabile. Mi sembra di essere al comando di un treno espresso, di quelli lussuosi e tecnologici. È davvero nata per percorrere lunghe distanze a velocità elevate, la famigerata autostrada tedesca si è dimostrata essere il suo punto forte, come mi aspettavo del resto; ma ha anche messo in luce un suo probabile difetto, quindi, curioso di vedere come se la cava tra delle curve “vere”, parcheggio la Panamera sul bordo della strada ed esco nel menù principale.</span></span>
</p>

<div style="text-align:center">
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-92374-0-49824000-1481909487.jpg" rel="" data-fileid="32377"><img alt="Screenshot_ks_porsche_panamera_ks_nordschleife_2-12-116-13-48-45.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="32377" src="https://www.drivingitalia.net/uploads/monthly_12_2016/ccs-92374-0-49824000-1481909487_thumb.jpg"></a>
</div>

<p>
	<span style="font-family:arial"><span style="font-size:14px">Dove correre? Quale circuito rappresenta la sfida più ardua? Il Nürburgring Nordschleife ovviamente. La mia scelta non è casuale ma fondata, poiché questa vettura, nel mondo reale, ha stampato un incredibile 7’38’’, ben più veloce di altre auto sportive e supercar blasonate. Il mio obiettivo non è battere il record, voglio solo limitarmi a strapazzarla, voglio tirare il collo a un’auto che per ora si è sempre comportata educatamente. Per quest’occasione cambio le carte in tavola: imposto il TCS sul valore 2, almeno per i primi giri, per poi toglierlo del tutto una volta presa una certa confidenza. Qualche sgasatina, poi parto; i primi metri non esagero e cerco di mantenere un atteggiamento tranquillo, ma poi mi dico che l’ho già fatto per due terzi del tempo quindi schiaccio a fondo il pedale del gas e via, lungo i curvoni violenti dell’Inferno Verde. Quello che comprendo nei primi istanti da quando ho iniziato a tirare forte, è che la Porsche Panamera Turbo è diventata un’auto totalmente diversa: reagisce prontamente alle sollecitazioni del terreno, il motore risponde energico ogni qual volta affondo il piede, in accelerazione dopo le curve più lente è micidiale (non a caso fa da 0 a 100 Km/h in 4,2 s) e mi sento a mio agio. È bastato poco per capire che la Panamera Turbo sa fare sul serio se incitata a dovere; non è solo una potente macina chilometri ma ha anche un’anima sportiva, un’anima caparbia e sa affrontare con decisione anche le curve più ostiche del circuito più tosto del mondo. Devo ammetterlo, ha carattere e si guida altrettanto bene, tant’è che non ho paura di aggredire i cordoli più alti né percorrere qualche metro con le ruote sollevate da terra in salto, come per esempio al Flügplatz. Ora capisco come abbia fatto il test driver Porsche a registrare un tempo così basso; ma non soddisfatto vado avanti e guido sempre più come un forsennato e lei si comporta benone: è addirittura più agile di quel che m’immaginavo! Certo non siamo ai livelli di una 911 o di una Cayman, ma per essere una macchina dalle dimensioni diciamo non proprio contenute, è una gran cosa; nel tratto successivo al Karussell, in discesa al Wippermann e poi all’Eschbach e Brünchenn è stupenda da guidare, salta da un cordolo all’altro stabile e precisa, basta saper dosare l’acceleratore e non esagerare. L’unico vero punto debole sono le dimensioni, infatti, nelle curve più lunghe sento il retrotreno non seguire perfettamente la traiettoria. </span></span>
</p>

<p>
	<span style="font-family:arial"><span style="font-size:14px">Tutto sommato però mi ha sorpreso: lo sterzo è diretto, leggero alle basse velocità, più rigido e sicuro quando si aumenta il passo; il sistema a quattro ruote sterzanti aiuta in percorrenza di curva e m’impedisce di mettere di traverso la Panamera. A proposito, dopo qualche giro decido di togliere completamente il TCS: se fino a che avevo mantenuto attivo il controllo di trazione, l’auto era pressoché sempre stabile, salvo qualche sbandata in uscita di curva, beh, anche ora è praticamente incollata a terra ed è difficile schiodarla. Diventa tuttavia un pizzico più imprevedibile e ciò non guasta per niente, perché la Panamera risulta essere divertente e quasi emozionante da guidare. Mai avrei creduto che una vettura del genere potesse essere così coinvolgente e soddisfacente da guidare, ma lo è, per davvero. Ha superato dignitosa il Nordschleife e l’ha fatto dimostrando di essere anche un’ottima auto in pista.</span></span>
</p>

<p>
	<span style="font-family:arial"><span style="font-size:14px">È un’auto dalla doppia anima: pacifica e composta nella vita di tutti i giorni, si trasforma in pista in un’affamata divoratrice di curve. Posso quindi affermare di essere stato positivamente sorpreso dalla Porsche Panamera Turbo. A Stoccarda hanno fatto un ottimo lavoro e l’hanno fatto anche alla Kunos, peccato per il sound interno, a mio parere vera pecca dell’auto. </span></span><br><span style="font-family:arial"><span style="font-size:14px">A tutti quelli che temono di essere di fronte ad un’auto inutile all’interno di un simulatore, fatevi un giro, e se proprio non vi garberà, fatevi una risata guardando lo spoiler posteriore alzarsi e aprirsi come un transformers sopra una certa velocità. Ne varrà la pena.</span></span>
</p>

<p>
	<span style="font-family:arial"><span style="font-size:14px">A cura di </span></span><span style="font-family:arial"><span style="font-size:14px"><strong>Mauro Stefanoni</strong></span></span>
</p>

]]></description><guid isPermaLink="false">23138</guid><pubDate>Sat, 17 Dec 2016 08:05:00 +0000</pubDate></item><item><title>Assetto Corsa: impavida, Maria Teresa De Filippis</title><link>https://www.drivingitalia.net/home-page/software/assetto-corsa-impavida-maria-teresa-de-filippis-r23134/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/dc4bfa1e1c901b30746567baca2177e7.jpg.123dc02b1da620cfbd133f1ee474858a.jpg" /></p>


<p>Sono tantissimi i video spettacolari e suggestivi realizzati con i nostri simulatori preferiti, ma l'ultimo trailer creato da Pinor, <a href="https://www.drivingitalia.net/index.php?showtopic=61791&amp;page=286" rel="">utilizzando Assetto Corsa</a>, è un vero e proprio capolavoro storico: è dedicato a <a href="https://it.wikipedia.org/wiki/Maria_Teresa_de_Filippis" rel="external">Maria Teresa De Filippis</a>, prima fra le cinque donne che hanno tentato di competere in Formula 1 e l'unica, insieme a Lella Lombardi, a disputare almeno un Gran Premio. Esordì nel circus in occasione del Gran Premio di Monaco del 1958 su una Maserati, senza riuscire a qualificarsi.</p>
<p> </p>
<p></p>
<div style="text-align:center">
<p>
</p>
<div class="ipsEmbeddedVideo " contenteditable="false"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/xmpwDlNuad0?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
</div>
<p></p>
<p></p>

]]></description><guid isPermaLink="false">23134</guid><pubDate>Fri, 16 Dec 2016 10:45:00 +0000</pubDate></item><item><title>Assetto Corsa consoles news</title><link>https://www.drivingitalia.net/home-page/software/assetto-corsa-consoles-news-r23133/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/7917d1a8b58ddd1542bc59118822970c.jpg.373215aedc7fa69205cd699d25a62905.jpg" /></p>


<p><em>ASSETTO CORSA WINS REDBULL.COM READER’S RACING GAME OF THE YEAR AWARD!</em><br><em>Earlier this week, we received the exciting news that Assetto Corsa had been awarded Red Bull Reader’s Racing Game of the Year award! This means a great deal to the teams at 505 Games and Kunos, who have been working flat out behind closed doors this year to bring the racing sim to console.</em></p>
<p><em> </em></p>
<p><em>Community means everything to us and we’re well and truly grateful for the incredible level of support you’ve shown us. Please continue to show us the love, it means so much! We’d like to take this opportunity to say a huge ‘Thank You’ to each and every fan that voted for us. Without you guys, we couldn’t have achieved this award!</em></p>
<p><em> </em></p>
<p><em>REDBULL.COM – “As good as the rest of the games in this roundup are, there can only be one winner, and this year it’s Assetto Corsa. The PC favourite has proved just as popular on Xbox One and PS4 since its release in late summer, and over 29 percent of you voted for Assetto Corsa as your favourite racing sim…” Read More &gt; </em><a href="http://win.gs/2gArJUp" rel="external"><em>http://win.gs/2gArJUp</em></a></p>
<p><em> </em></p>
<p><em>PORSCHE PACK 2 CONSOLE LAUNCH</em><br><em>The Porsche Pack Vol 2 DLC for console will now launch early January, on the same day as the Red Pack DLC. We don’t have an exact date to share at this moment in time, but they’re coming and we cannot wait for you guys to check them out. We are heading into submission later this week and will give you an exact date of launch as and when we receive it. We know that this news will come as a disappointment to our community who were hoping to see the latest Porsche pack launch onto console this month, but be rest assured, we’re doing everything we can to bring it to you guys as soon as possible!</em></p>
<p><em> </em></p>
<p><em>The Porsche Pack Vol 2 is the second DLC pack dedicated to the Porsche. This pack includes some incredibly iconic racing cars, including the 2015 Le Mans winning 919 Hybrid, the incredible 911 GT1 and the legendary 962C. Check out the full list below…</em></p>
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<p><em>THE CARS…</em><br><em>Porsche 911 GT3 RS</em><br><em>Porsche 718 Spyder RS</em><br><em>Porsche Cayman GT4</em><br><em>Porsche 718 Boxster S Manual Transmission</em><br><em>Porsche 718 Boxster S PDK</em><br><em>Porsche 919 Hybrid 2015</em><br><em>Porsche 911 GT1</em><br><em>Porsche 962c long tail</em><br><em>Porsche 962c short tail</em><br><em>THE RED PACK CONSOLE LAUNCH</em><br><em>The Red Pack DLC package includes seven iconic and legendary Italian sports cars, including the Ferrari SF15-T, the first Ferrari GP car to debut for Assetto Corsa. The 2015 red single seater, named ‘Eva’ by X4 world champion Sebastian Vettel, has been reproduced in cooperation with Ferrari, to ensure the highest level of detail and accuracy possible!</em></p>
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<p><em>The Red Pack DLC also contains the Red Bull Ring circuit, reproduced for Assetto Corsa through the use of laserscan technology. Located in Spielberg, Austria, this track is now home to multiple racing series and is renowned for being short but incredibly fast!</em></p>
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<p><em>THE CARS…</em><br><em>Ferrari SF-15T</em><br><em>Ferrari F138</em><br><em>Ferrari 488 GT3</em><br><em>Maserati 250F 6C</em><br><em>Maserati 250F T2 12C</em><br><em>Maserati GranTurismo MC GT4</em><br><em>Lamborghini Aventador SuperVeloce</em><br><em>PRIVATE LOBBIES ON CONSOLE</em></p>
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<p><em>Don’t worry… They’re coming! </em></p>

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