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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/328/?d=1</link><description>News: News</description><language>en</language><item><title>World Racing Series Beta 10B</title><link>https://www.drivingitalia.net/home-page/software/world-racing-series-beta-10b-r23129/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/36d01516fc1ca0cc9c3bba7c19230fd1.jpg.25cb7dff73d05d23e2616224148e2eab.jpg" /></p>


<p><em>Changelog</em><br><em>fix: replay bug</em><br><em>fix: race manager bug</em><br><em>fix: reflections bug</em><br><em>fix: plugins rendering bug</em><br><em>fix: more smaller bugs</em><br><em>fix: reflections and shadows optimization</em><br><em>fix: VR tracking in the external views, too</em><br><em>fix: pitboard bugs</em><br><em>fix: pitboard optimization</em><br><em>fix: possibility to set the same gearbox input to sequential lever, paddle and H-pattern controls</em></p>
<p><em> </em></p>
<p><em>Release Notes</em><br><em>- Replays are not compatible with Beta10 and previous</em></p>
<p> </p>
<p></p>
<div style="text-align:center">
<a href="http://www.worldracingseries.net/screens/16.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/16.jpg" alt="16.jpg"></a> <a href="http://www.worldracingseries.net/screens/17.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/17.jpg" alt="17.jpg"></a> <a href="http://www.worldracingseries.net/screens/2.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/2.jpg" alt="2.jpg"></a><br><a href="http://www.worldracingseries.net/screens/20.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/20.jpg" alt="20.jpg"></a> <a href="http://www.worldracingseries.net/screens/5.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/5.jpg" alt="5.jpg"></a> <a href="http://www.worldracingseries.net/screens/7.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/7.jpg" alt="7.jpg"></a><br><a 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src="http://www.worldracingseries.net/screens/thumbnails/b6_screen041.jpg" alt="b6_screen041.jpg"></a><br><a href="http://www.worldracingseries.net/screens/b6_screen047.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/b6_screen047.jpg" alt="b6_screen047.jpg"></a> <a href="http://www.worldracingseries.net/screens/rx_holjes-01.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/rx_holjes-01.jpg" alt="rx_holjes-01.jpg"></a> <a href="http://www.worldracingseries.net/screens/rx_holjes-02.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/rx_holjes-02.jpg" alt="rx_holjes-02.jpg"></a><br><a href="http://www.worldracingseries.net/screens/rx_holjes-03.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/rx_holjes-03.jpg" alt="rx_holjes-03.jpg"></a> <a href="http://www.worldracingseries.net/screens/rx_holjes-04.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/rx_holjes-04.jpg" alt="rx_holjes-04.jpg"></a> <a href="http://www.worldracingseries.net/screens/screen036.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/screen036.jpg" alt="screen036.jpg"></a><br><a href="http://www.worldracingseries.net/screens/screen038.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/screen038.jpg" alt="screen038.jpg"></a> <a href="http://www.worldracingseries.net/screens/screen040.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/screen040.jpg" alt="screen040.jpg"></a> <a href="http://www.worldracingseries.net/screens/screen043.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/screen043.jpg" alt="screen043.jpg"></a><br><a href="http://www.worldracingseries.net/screens/screen046.jpg" rel="external"><img src="http://www.worldracingseries.net/screens/thumbnails/screen046.jpg" 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]]></description><guid isPermaLink="false">23129</guid><pubDate>Wed, 14 Dec 2016 16:25:00 +0000</pubDate></item><item><title>Motorsport Manager: 'Everyone's a Winner' update</title><link>https://www.drivingitalia.net/home-page/software/motorsport-manager-39everyone39s-a-winner39-update-r23125/</link><description><![CDATA[

<p><em>We are happy to announce a big update to Motorsport Manager as an early Christmas present. The ‘Everyone’s a Winner’ update includes the all-new 2D mode, letting players switch instantly between the 2D and 3D visual of the race. The 2D mode will also enable lower spec laptops and desktops to run the game by changing the full 3D race engine for a less graphically intensive overhead view. We have been listening closely to the community and have also included a number of bug fixes based on your feedback - yes this includes blue flag fixes. ‘Everyone’s a Winner’ is a free update and will download automatically from 15th December. But that is not all, we can also reveal that Steam Workshop will go live in February 2017! We’re working hard on making sure that players can create, manage and search for exciting user-generated content, opening up the game to the community.</em></p>
<p><em> </em></p>
<p><em>Updated minimum spec:</em><br><em><strong>Windows</strong></em><br><em>OS: Microsoft Windows 7/8/10 (64-bit)</em><br><em>Processor: Intel Core 2 Duo P8700 @ 2.5 GHz</em><br><em>Memory: 4 GB RAM</em><br><em>Graphics: nVIDIA GT 335M, 512MB or AMD Radeon HD 4670, 512MB or Intel HD 4000 series</em><br><em>DirectX: Version 10.1</em><br><em>Hard Drive: 16 GB available space</em></p>
<p><em> </em></p>
<p><em><strong>Mac OS X</strong></em><br><em>OS: Mac OSX 10.10</em><br><em>Processor: Intel Core 2 Duo P8700 @ 2.5 GHz</em><br><em>Memory: 4 GB RAM</em><br><em>Graphics: NVIDIA GeForce 9400M or AMD Radeon HD 4670, 512MB or Intel HD 4000 series</em><br><em>Hard Drive: 16 GB available space</em></p>
<p><em> </em></p>
<p><em><strong>Linux</strong></em><br><em>OS: Ubuntu 14.04+, SteamOS</em><br><em>Processor: Intel Core 2 Duo P8700 @ 2.5 GHz</em><br><em>Memory: 4 GB RAM</em><br><em>Graphics: nVIDIA GT 335M, 512MB or AMD Radeon HD 4670, 512MB or Intel HD 4000 series</em><br><em>Storage: 16 GB available space</em></p>
<p><em> </em></p>
<p><em><strong>Patch Notes</strong></em><em>:</em><br><em>- Fixed an issue where some teams would pick too many risky parts</em><br><em>- Fixed an issue where too many cars would run out of fuel before the end of a race</em><br><em>- Improved AI pit strategies</em><br><em>- Fixed an issue where a significant number of cars would break down near the end of the race</em><br><em>- Blue flags no longer slow cars down but they do move out of the way</em><br><em>- Fix to database importing on Linux machines without en-US locale installed</em><br></p>
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<br><a href="https://www.facebook.com/playmotorsport/photos/pcb.1584750404872156/1584693704877826/?type=3" rel="external"><img src="https://scontent-mxp1-1.xx.fbcdn.net/v/t1.0-0/s480x480/15541594_1584693704877826_4254357365280590899_n.jpg?oh=87d2a5c96f7ac2e1deca406ca8959ce9&amp;oe=58E5F421" alt="15541594_1584693704877826_4254357365280590899_n.jpg?oh=87d2a5c96f7ac2e1deca406ca8959ce9&amp;oe=58E5F421"></a>
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]]></description><guid isPermaLink="false">23125</guid><pubDate>Tue, 13 Dec 2016 16:55:00 +0000</pubDate></item><item><title>American Truck Simulator update 1.5</title><link>https://www.drivingitalia.net/home-page/software/american-truck-simulator-update-15-r23121/</link><description><![CDATA[

<p><a href="http://blog.scssoft.com/2016/12/ats-world-rescale-is-released-in-update.html" rel="external"><em>ATS World Rescale is released in Update 1.5!</em></a><br><em>We are happy to announce that our work on the rescale of American Truck Simulator world is finished! Looking back, we see thousands of hours that we have invested into this project over the last six months. Our efforts have produced a result which we’re very proud of; the reworked road network is much closer to reality. We've made another big step on our quest to show the United States as they really are, as they can be seen by truck drivers in real life.</em><br><em>In recent months, we have kept you updated about the rescale project of the American Truck Simulator world from 1:35 to 1:20. The changes are quite extensive, with the different world scale comes also a longer day-night cycle and rebalancing of the economy, so the gaming experience is changing way more than would be expected through "mere patch" of an existing game. If you want a small refresher on the changes, we are linking the relevant blog topics below:</em></p>
<p> </p>
<p><a href="http://blog.scssoft.com/2016/06/the-rescale.html" rel="external"><em>The Rescale</em></a><em> – basic pillars of the project and the reasons for its creation</em><br><a href="http://blog.scssoft.com/2016/08/american-truck-simulator-rescale.html" rel="external"><em>American Truck Simulator Rescale Screenshots</em></a><em> – screenshots from rescale project</em><br><a href="http://blog.scssoft.com/2016/09/american-truck-simulator-rescale.html" rel="external"><em>American Truck Simulator Rescale Screenshots #2</em></a><em> – the second series of screenshots</em><br><a href="http://blog.scssoft.com/2016/11/ats-world-rescale-open-beta.html" rel="external"><em>ATS World Rescale Open Beta</em></a><em> – notes for open beta 1.5 update and main features</em></p>
<p> </p>
<p><a href="https://1.bp.blogspot.com/-1Pdn60AE1YQ/WE66XripEMI/AAAAAAAAAO0/6JZJJ-1CuR44DqlqRdLuA_4ZyP0ibWsQQCLcB/s1600/map_comparison_final.png" rel="external"><img src="https://1.bp.blogspot.com/-1Pdn60AE1YQ/WE66XripEMI/AAAAAAAAAO0/6JZJJ-1CuR44DqlqRdLuA_4ZyP0ibWsQQCLcB/s640/map_comparison_final.png" alt="map_comparison_final.png"></a></p>
<p> </p>
<p><em><strong><span style="color:#ffd966">Rescaled map main features:</span></strong></em></p>
<ul>
<li>
<em>Scale 1:35 → 1:20 – 1,75x larger map</em>
</li>
<li>
<em>Hundreds of miles of new longer roads</em>
</li>
<li>
<em>A new city - Santa Maria</em>
</li>
<li>
<em>Completely reworked city – Oxnard</em>
</li>
<li>
<em>Reworked roadsystem topology:</em><ul>
<li>
<em>New Interstate I-580 and I-80 connections</em>
</li>
<li>
<em>I-5 near LA topology corrected</em>
</li>
<li>
<em>I-5 Redding topology corrected</em>
</li>
<li>
<em>New stretch of CA-101</em><br>
</li>
</ul>
<p>
[*]<em>Correct interstate junctions - no more same level crossing, freeways exiting on itself, etc</em>
[*]<em>28 reworked or new junctions - most notably - Reno, San Francisco, San Diego, L.A.</em>
[*]<em>6 new custom rest areas – truckstops</em>
[*]<em>More accurate height profiles - new steeper climbs and descends</em>
[*]<em>Famous recognizable landscape landmarks: Donner pass, Grapevine, Kumeyaay highway, Picachio peak, Humphreys peak, Cajon pass</em><br></p>
</li>
</ul>
<p><br><a href="https://2.bp.blogspot.com/-xJx7Kr6dx0Y/WE6lcwmZMfI/AAAAAAAAAOY/T0fzEEdBzU8w_p-CnnYFja27WFA8lecAgCLcB/s1600/rescale_finished_1_1.png" rel="external"><img src="https://2.bp.blogspot.com/-xJx7Kr6dx0Y/WE6lcwmZMfI/AAAAAAAAAOY/T0fzEEdBzU8w_p-CnnYFja27WFA8lecAgCLcB/s640/rescale_finished_1_1.png" alt="rescale_finished_1_1.png"></a><br><br><em>ATS 1.5 patchnotes</em><br><em><strong><span style="color:#ffd966">Main features</span></strong></em></p>
<ul>
<li>
<em>Map rebuilt in 1:20 scale</em>
</li>
<li>
<em>Upgrade Shop and Truck Browser Search Tool</em>
</li>
<li>
<em>New chassis options (6x2 &amp; 6x2 Midlift)</em><br>
</li>
</ul>
<p><br><em><strong><span style="color:#ffd966">Game</span></strong></em></p>
<ul>
<li>
<em>Adjustable interior FOV per truck</em>
</li>
<li>
<em>Weigh station UI behavior made more real</em>
</li>
<li>
<em>Truck repair/refuel performed by hired driver cost money, included in logs</em>
</li>
<li>
<em>Added informational dialog showing when game detects upgrade or downgrade</em>
</li>
<li>
<em>Added pounds + short tonnes as weight unit option</em>
</li>
<li>
<em>Add possibility to buy driver and co-driver plate in truck dealer</em>
</li>
<li>
<em>Online job offer: Replaced refresh button with browse jobs</em>
</li>
<li>
<em>Better trailer air pressure simulation</em>
</li>
<li>
<em>Low air warning should only be active with running engine</em>
</li>
<li>
<em>Parking brake mechanical safeguard on low air added</em>
</li>
<li>
<em>Revised rolling resistance computations</em>
</li>
<li>
<em>Hired driver use same math for eco skill as player</em>
</li>
<li>
<em>Added selector modes to shift layout, correct detection of split shifts (advanced mode)</em>
</li>
<li>
<em>Adaptive shifting logic improved</em>
</li>
<li>
<em>Mod manager: Added link to load game screen in case game crashed and user has at least one mod activated</em>
</li>
<li>
<em>Mod manager: Added possibility of setting profile by name and by user profile pointer</em>
</li>
<li>
<em>Mod manager: Added dlc dependency list to mod manifest</em>
</li>
<li>
<em>Prevent to AI trucks disappearing in players view</em>
</li>
<li>
<em>Tweaked traffic spawn frequencies</em><br>
</li>
</ul>
<p><br><em><strong><span style="color:#ffd966">MOD</span></strong></em></p>
<ul>
<li>
<em>Changed map parameters (climate_profile, map_data)</em>
</li>
<li>
<em>Moddable interior camera zoom parameters. (speed, factor)</em>
</li>
<li>
<em>1 degree rotation on Ctrl + R, 90 degree rotation on Home</em>
</li>
<li>
<em>Merged editable sign and sign dialog</em>
</li>
<li>
<em>Refresh sign template and its model from content browser</em>
</li>
<li>
<em>Added letter-spacing to sign editor</em>
</li>
<li>
<em>Store content browser navigation history</em>
</li>
<li>
<em>Support for day/nigh effect switching and child hookups for lod_model_hookup_u</em>
</li>
<li>
<em>Undo of veg sphere manipulation</em><br>
</li>
</ul>
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]]></description><guid isPermaLink="false">23121</guid><pubDate>Mon, 12 Dec 2016 16:55:00 +0000</pubDate></item><item><title>GP Bikes Beta 10C by Piboso</title><link>https://www.drivingitalia.net/home-page/software/gp-bikes-beta-10c-by-piboso-r23087/</link><description><![CDATA[

<p><em>GP Bikes is a realistic motorcycle simulator, based on a scratch built physics engine that accurately simulates motorcycle dynamics and setup options. GP Bikes also allows to host and join online races, with an integrated matchmaking server. During events data is collected, to provide </em><a href="http://stats.gp-bikes.com" rel="external"><em>statistics</em></a><em> for riders' comparison.</em><br><em> </em><br><em>Features:</em><br><em>- automotive industry-standard tyre model</em><br><em>- dynamic track surface groove buildup</em><br><em>- wet track simulation and dynamic drying</em><br><em>- dynamic marbles generation</em><br><em>- tyres pickup of marbles, grass and dirt, affecting grip</em><br><em>- output of CSV files with telemetry data to analyze riding sessions</em><br><em>- a plugins interface allows external programs to receive realtime data from the simulated bike</em><br><em>- LAN and online racing. Dedicated server available</em><br><em>- advanced users can build new tracks and integrate them with the provided tools</em><br><em> </em><br><em>If you are interested in GP Bikes, you can </em><a href="http://www.gp-bikes.com/?page=downloads" rel="external"><em>download</em></a><em> the demo.</em><br><em>To unlock the full version and to support development </em><a href="http://www.gp-bikes.com/?page=purchase" rel="external"><em>purchase</em></a><em> a license.</em></p>
<p> </p>
<p><em>Changelog</em><br><em>fix: TrackIR rotations</em><br><em>fix: replay bug</em><br><em>fix: race manager bug</em><br><em>fix: reflections bug</em><br><em>fix: plugins rendering bug</em><br><em>fix: replay of the bike reset</em><br><em>fix: more smaller bugs</em><br><em>fix: bike reset bug</em><br><em>fix: reflections and shadows optimization</em><br><em>fix: VR tracking in the external view, too</em><br><em>fix: pitboard bugs</em><br><em>fix: pitboard optimization</em></p>
<p><em> </em></p>
<p><em>Release Notes</em><br><em>- Replays are not compatible with Beta10 and previous</em></p>

]]></description><guid isPermaLink="false">23087</guid><pubDate>Mon, 21 Nov 2016 17:30:58 +0000</pubDate></item><item><title>Project CARS 2: focus su eSports dal lancio</title><link>https://www.drivingitalia.net/home-page/software/project-cars-2-focus-su-esports-dal-lancio-r23119/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/7f2d4b1a76ec1ed8a9e227b50cc03a06.jpg.27e989d0ec1be79da3a25ccd62a8f7c8.jpg" /></p>

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]]></description><guid isPermaLink="false">23119</guid><pubDate>Sun, 11 Dec 2016 15:04:00 +0000</pubDate></item><item><title>City Car Driving si aggiorna</title><link>https://www.drivingitalia.net/home-page/software/city-car-driving-si-aggiorna-r23118/</link><description><![CDATA[
<p><em>Well, the time has come for the next release this autumn!</em><br><em>And how can an autumn release be without a real autumn? We have added one more season! Now you can drive in summer, winter and autumn.</em><br><em>Also the virtual city has been prepared for the upcoming Christmas. You can plunge into the colorful atmosphere of celebration and miracles in just a couple of mouse clicks. Oculus Rift CV1 owners can easily use their headsets and plunge into the reality of the virtual city streets. Also we started working closely on support for HTC Vive. For mods fans - now you can easily upload custom cars in the Steam Workshop and install them in just one mouse click. And there is a hatchback added already as an example. So, we are waiting for your high-quality models!</em></p>
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]]></description><guid isPermaLink="false">23118</guid><pubDate>Sun, 11 Dec 2016 10:40:00 +0000</pubDate></item><item><title>Live for Speed update 0.6Q3</title><link>https://www.drivingitalia.net/home-page/software/live-for-speed-update-06q3-r23117/</link><description><![CDATA[

<p>
	Il team di Live for Speed ha rilasciato una <a href="https://www.drivingitalia.net/forum/index.php?showtopic=74395#entry840393" rel="">nuova patch aggiornata</a> del suo ottimo simulatore. L'<a href="https://www.drivingitalia.net/forum/index.php?showtopic=74395#entry840393" rel="">update 0.6Q3</a> (che richiede la <a href="https://www.drivingitalia.net/forum/index.php?showtopic=74395#entry835624" rel="">versione completa 0.6Q</a> già installata) porta con sè alcuni bugfix e sopratutto miglioramenti al sistema delle ombre, come potete notare dall'immagine qui sotto. Vi ricordiamo che la release 0.6Q ha introdotto miglioramenti al supporto delle periferiche di guida, alla grafica e persino alla VR, con l'implementazione realistica degli specchietti anche con l'uso dei visori VR. <a href="https://www.drivingitalia.net/forum/index.php?showtopic=74395#entry840393" rel="">Qui di seguito</a> i dettagli ed il relativo download.
</p>

<p>
	<em><strong>Update 0.6Q3</strong></em><br><em>Changelog:</em><br><em>0.6Q3 is fully compatible with 0.6Q</em><br><em>You can connect online with 0.6Q</em><br><em>You can play replays from 0.6Q</em><br><em>You cannot upload hotlaps made with this test patch because it is only a test patch, not an official patch.</em>
</p>

<p>
	<em>Please keep a backup of your LFS.exe from 0.6Q so you can easily go back if there are any problems.</em><br><em>Changes from 0.6Q to 0.6Q3:</em><br><em>Shadows are no longer cast upwards or towards the light</em><br><em>Ambient (non-direct) shadow darkness now depends on distance</em><br><em>New text command /lang X to load language (data\language\X.txt)</em><br><em>Increased LOD distances of humans / drivers / marshalls</em><br><em>FIX : LFS could crash using /axload with a long layout name</em><br><em>FIX : Traffic lights did not work after texture resolution change</em>
</p>

<p>
	<em>INSTALLATION INSTRUCTIONS :</em><br><em>A FULL version of LFS 0.6Q must already be installed</em><br><em>To install the PATCH using the SELF EXTRACTING ARCHIVE :</em>
</p>

<p>
	<em>Move or save the patch into your main LFS folder</em><br><em>Double click the patch to extract it to that folder</em><br><em>When you see “Confirm File Replace” select “Yes to All”</em><br><em>Now you can start LFS in the normal way</em>
</p>

<p>
	<em>NOTE : You can see if the patch is correctly installed when you run the program (LFS.exe). At the bottom of the entry screen : 0.6Q</em>
</p>

<p>
	<em>DOWNLOADS :</em><br><em>PATCH 0.6Q TO 0.6Q3 (SELF EXTRACTING ARCHIVE) (if you already have 0.6Q) :</em><br><em>www.lfs.net/file_lfs.php?name=LFS_PATCH_6Q_TO_6Q3.exe (1.1 MB)</em><br><em>PATCH 0.6Q TO 0.6Q3 (ALTERNATIVE ZIP) (if you already have 0.6Q) :</em><br><em>www.lfs.net/file_lfs.php?name=LFS_PATCH_6Q_TO_6Q3.zip (1.2 MB)</em>
</p>

]]></description><guid isPermaLink="false">23117</guid><pubDate>Sun, 11 Dec 2016 10:05:00 +0000</pubDate></item><item><title>Online Racing Championship (Sirocco) in alpha</title><link>https://www.drivingitalia.net/home-page/software/online-racing-championship-sirocco-in-alpha-r23112/</link><description><![CDATA[
<p></p>
<div style="text-align:center">
<p><em>
</em></p>
<div class="ipsEmbeddedVideo " contenteditable="false"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/dNUTi7fnS74?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
</div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">23112</guid><pubDate>Thu, 08 Dec 2016 16:15:00 +0000</pubDate></item><item><title>Nuova patch per WRC 6</title><link>https://www.drivingitalia.net/home-page/software/nuova-patch-per-wrc-6-r23111/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/3b769f44e6e67d5f31039bd46799bd97.jpg.ce2f7873f3f81916f8f5ec1f9b61bf9f.jpg" /></p>

<p><em>PLAYSTATION 4</em><br><em>(Last update) Version 1.02</em></p>
<ul>
<li>
<em>Add Brazilian Portuguese localisation</em>
</li>
<li>
<em>Add weekly events rewards on driver card</em>
</li>
<li>
<em>Add option to switch co-driver language</em>
</li>
<li>
<em>Add wheel FFB effects on collision</em>
</li>
<li>
<em>Fix gearbox on WRC2 cars</em>
</li>
<li>
<em>Fix skid marks during replays</em>
</li>
<li>
<em>Fix respawns, checkpoints and race progress on various stages</em>
</li>
<li>
<em>Fix 2nd external camera not being properly saved/restored</em>
</li>
<li>
<em>Fix Neste Rally Finland logo</em><br>
</li>
</ul>
<p><br><em>XBOX ONE</em><br><em>(Last update) Version 1.0.0.9</em></p>
<ul>
<li>
<em>Add Brazilian Portuguese localisation</em>
</li>
<li>
<em>Add weekly event rewards on driver card</em>
</li>
<li>
<em>Add option to switch co-driver language</em>
</li>
<li>
<em>Add wheel FFB effects on collision</em>
</li>
<li>
<em>Fix gearbox on WRC2 cars</em>
</li>
<li>
<em>Fix skid marks during replays</em>
</li>
<li>
<em>Fix respawns, checkpoints and race progress on various stages</em>
</li>
<li>
<em>Fix 2nd external camera not being properly saved/restored</em>
</li>
<li>
<em>Fix Neste Rally Finland logo</em><br>
</li>
</ul>
<p><br><em>PC / STEAM</em><br><em>(Last update) Version 1.0.5</em></p>
<ul>
<li>
<em>Add Physics simulation setting. Low simulation decreases cpu cost but might add stuttering with vsync.</em>
</li>
<li>
<em>Add Brazilian Portuguese localisation</em>
</li>
<li>
<em>Add Japanese localisation</em>
</li>
<li>
<em>Add Simplified Chinese localisation</em>
</li>
<li>
<em>Add Korean localisation</em>
</li>
<li>
<em>Add weekly event rewards on driver card</em>
</li>
<li>
<em>Fixed steering wheel inputs binding for non supported wheels</em>
</li>
<li>
<em>Fixed Fanatec handbrake plugged on Fanatac pedals V3</em>
</li>
<li>
<em>Fix 2nd external camera not being properly saved/restored</em>
</li>
<li>
<em>Fix Neste Rally Finland logo</em>
</li>
<li>
<em>Fix skidmarks during replays</em><br>
</li>
</ul>
<p></p>
]]></description><guid isPermaLink="false">23111</guid><pubDate>Wed, 07 Dec 2016 13:50:00 +0000</pubDate></item><item><title>iRacing Build Season 1 2017</title><link>https://www.drivingitalia.net/home-page/software/iracing-build-season-1-2017-r23110/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/monthly_2017_01/979f4baade5cc7dc51076b11cc02033a.jpg.4e3c0bf39c1da728fe0061a545c33f86.jpg" /></p>


<p><em>CHANGE LOG:</em><br><em>Website</em></p>
<p><em> </em></p>
<p><em>– Added some more pre-race information for drivers in the Drivers’ Meeting pre-race page.</em></p>
<p><em> </em></p>
<p><em>– The Sporting Code URL has been updated.</em></p>
<p><em> </em></p>
<p><em>– Fixed an error on the What’s Hot page that mistakenly showed Time Trial Sessions.</em></p>
<p><em> </em></p>
<p><em>– Fixed navigation of the Quick Start Guide to allow smooth navigation transitions when viewing it after the initial required time.</em></p>
<p><em> </em></p>
<p><em>Simulation</em></p>
<p><em> </em></p>
<p><em>– Several settings for an upcoming feature named “Browser Mode” have been added to the “app.ini” file. These additional settings will be fully described when Browser Mode is released, and have no effect at this time.</em></p>
<p><em> </em></p>
<p><em>Loading</em></p>
<p><em> </em></p>
<p><em>– Track loading has been restructured to reduce the peak memory usage of the Simulator.</em></p>
<p><em> </em></p>
<p><em>Race Control</em></p>
<p><em> </em></p>
<p><em>– Fixed a bug where cutting a course to take the checkered flag would not properly award the black flag penalty due to scoring being finalized on the car before the cut course penalty was processed.</em></p>
<p><em> </em></p>
<p><em>Dynamic Track</em></p>
<p><em> </em></p>
<p><em>– The marbles texture has been updated to provide more accurate information on marble density.</em></p>
<p><em> </em></p>
<p><em>– Fixed an issue that could allow the server to create track dust when processing client updates.</em></p>
<p><em> </em></p>
<p><em>World State Triple Buffering</em></p>
<p><em> </em></p>
<p><em>– This upgrade fundamentally alters some aspects of how the Sim’s “realtime”/”BG” thread (the one that keeps the world moving) and the Sim’s “drawing”/”FG” thread (the one that paints the frames) interact with each other. Virtually every UI widget, including the “3D world” widget, uses data from the realtime world to determine what should be drawn. How this data is safely copied for the FG to draw a frame so that it doesn’t get confused should the realtime world “wake up” and start advancing the world is now different.</em></p>
<p><em> </em></p>
<p><em>– Previously, the FG would lock-out the BG, make its copy, enable the BG, and then draw its frame. The main problem with this method is that if the BG is in the middle of updating the world when the FG is ready to start a new frame, that “lock-out” must wait until the BG finishes updating the world. Only then can the FG make its copy. But that means the FG gets stalled, preventing it from drawing frames until that world update finishes. The lower-end your machine, or the more complex the world update (mostly the more cars in the session), the longer it takes the BG to finish its world update, and the more likely the FG will get stalled, and the lengthier the stall is likely to be, leading to choppiness in the frame rate.</em></p>
<p><em> </em></p>
<p><em>– With the new method, the “copied” state information the FG uses to draw is instead generated by the BG itself when it finishes updating the world. And to keep the BG from overwriting the state the FG is currently using to draw a frame, that copied state information is triple-buffered (in fact, some things use triple-, some use quad-, and some use quintuple-buffering, depending on their needs). The mechanism that the FG and BG use to not step on each other’s toes is now “lockless” – meaning that neither thread “locks-out” the other thread in the normal course of business.</em></p>
<p><em> </em></p>
<p><em>DirectX 9</em></p>
<p><em> </em></p>
<p><em>– Our support for the DirectX 9 version of the Simulation has essentially ended. New features, such as the graphical enhancements that are part of dirt track racing, will only be implemented in the DirectX 11 version of the Sim. We will stop shipping a DX9 version of the Sim soon. If you are having issues running the DX11 version of the Sim, please work with our support team at support@iracing.com to resolve them.</em></p>
<p><em> </em></p>
<p><em>DirectX 11</em></p>
<p><em> </em></p>
<p><em>– Improved Alt+Enter so that it now attempts to transition back to the original full-screen monitor and original full-screen mode instead of transitioning to a screen mode on the monitor where the window is located when Alt+Enter is used.</em></p>
<p><em> </em></p>
<p><em>– Fixed several bugs with Low Res. particles for multi-views.</em></p>
<p><em> </em></p>
<p><em>– Fixed an issue where high detail mirrors at night tracks could cause the car reflections in the mirror to render without car paint and with missing polygons.</em></p>
<p><em> </em></p>
<p><em>Weather</em></p>
<p><em> </em></p>
<p><em>– A heat haze effect has been added to the environment. This effect aims to create the appearance of “heat shimmer”, a visible distortion in the air. This effect is tied into the ambient and track temperatures. This effect can be toggled on or off in Graphics options.</em></p>
<p><em> </em></p>
<p><em>Driver</em></p>
<p><em> </em></p>
<p><em>– Visor tear-offs have been added to all drivers of vehicles that do not have a windshield.</em></p>
<p><em> </em></p>
<p><em>– – The default manual control for performing a visor tear-off is Alt+T.</em></p>
<p><em> </em></p>
<p><em>– – Automatic visor tear-offs can be toggled on or off in the Options menu, and will occur when the helmet visor becomes excessively dirty.</em></p>
<p><em> </em></p>
<p><em>– A first-pass of the hand-over-hand steering animation has been added to some vehicles. The list of vehicles includes:</em></p>
<p><em> </em></p>
<p><em>– – Global Mazda MX-5 Cup</em></p>
<p><em> </em></p>
<p><em>– – Legends Ford ’34 Coupe</em></p>
<p><em> </em></p>
<p><em>– – McLaren MP4-30</em></p>
<p><em> </em></p>
<p><em>– – NASCAR Camping World Chevrolet Silverado</em></p>
<p><em> </em></p>
<p><em>– – NASCAR Camping World Toyota Tundra</em></p>
<p><em> </em></p>
<p><em>– – NASCAR Sprint Cup Chevrolet SS</em></p>
<p><em> </em></p>
<p><em>– – NASCAR Sprint Cup Ford Fusion</em></p>
<p><em> </em></p>
<p><em>– – NASCAR Sprint Cup Toyota Camry</em></p>
<p><em> </em></p>
<p><em>– – Street Stock</em></p>
<p><em> </em></p>
<p><em>Spotter</em></p>
<p><em> </em></p>
<p><em>– Two new options have been added to the “[sPCC]” section of the “app.ini” file that let you control how the default spotter behaves when you also have a live spotter spotting for you:</em></p>
<p><em> </em></p>
<p><em>– – reduceVerbosityIfLive=1 ; Reduce the spotter’s chattiness if you also have a live spotter spotting for you.</em></p>
<p><em> </em></p>
<p><em>– – muteSpotterIfLive=1 ; Mute your spotter if you also have a live spotter spotting for you.</em></p>
<p><em> </em></p>
<p><em>Pit</em></p>
<p><em> </em></p>
<p><em>– Pit team support members that are behind the wall are now animated for the player’s car (or focus car). These characters can be seen providing support and managing the team from behind the pit wall.</em></p>
<p><em> </em></p>
<p><em>– – The “Pit Object Detail” setting in the Graphics Options menu works as follows for animated support characters:</em></p>
<p><em> </em></p>
<p><em>– – – High = Fully animated pit crew characters (currently only pit support crew members)</em></p>
<p><em> </em></p>
<p><em>– – – Medium = Static pit crew characters</em></p>
<p><em> </em></p>
<p><em>– – – Low = No pit crew characters are displayed, only pit box objects</em></p>
<p><em> </em></p>
<p><em>– – – Off = Nothing at all</em></p>
<p><em> </em></p>
<p><em>– Many cars have stacks of tires which appear near their pit stall, placed among their other pit apparatus. These stacks were generalized and shared amongst all cars. Now, each car should have an accurate stack of tires which is appropriate to that car.</em></p>
<p><em> </em></p>
<p><em>Pace Car</em></p>
<p><em> </em></p>
<p><em>– The pace car has transformed from a Ford Mustang FR500S into a Ruf RT 12R.</em></p>
<p><em> </em></p>
<p><em>– The official iRacing skin has returned to the pace car.</em></p>
<p><em> </em></p>
<p><em>Replay</em></p>
<p><em> </em></p>
<p><em>– All voice chat that you send or receive is now saved to the replay. To review it, activate the new “Replay Chat Review” control in the replay controls area on the Session screen. While active, you may continue to use the transmitter on your radio to talk, but the scanner part of your radio becomes disconnected from the radio’s speaker. Instead, the radio’s speaker is connected to the replay, and the voice chat that you hear, along with the notification of who is speaking and on what channel, comes from the replay. However, the scanner is still active, and any received messages continue to be saved to the replay.</em></p>
<p><em> </em></p>
<p><em>– – The Radio black box (F10) will also indicate that your scanner has been disconnected from the speaker by flashing the SCANNER title, and graying-out all the radio channel names. Though when watching a saved replay, or watching the replay after the server disconnects you at the end of the session, the F10 black box is not changed in this way.</em></p>
<p><em> </em></p>
<p><em>– – Voice chat review mode is automatically set to “ON” when you load a saved replay, and it is automatically set to “OFF” when you join a session. It is automatically set to “OFF” when you get into your car or when you begin “Spotting for team”.</em></p>
<p><em> </em></p>
<p><em>– – The Options/Replay settings page in the Sim can be used to adjust which radio channels have their communications saved into the replay. By default, voice chat on all radio channels is saved to the replay. You can select to exclude communications on any custom channels you add to your radio. You can also select to exclude custom channels plus the @TEAM channel. Or you can select to disable saving any voice chat to the replay. Changing this selection takes effect without restarting the simulation, but will not erase any voice chat already saved in the replay, or cause prior messages that were not recorded earlier to be added to the replay.</em></p>
<p><em> </em></p>
<p><em>– – – Remember, these settings only affect what gets saved to your own replay. They do not impact whether what you say gets saved to replays by anyone else in the session.</em></p>
<p><em> </em></p>
<p><em>Video Capture</em></p>
<p><em> </em></p>
<p><em>– The video capture API has been updated to work around an NVidia driver issue.</em></p>
<p><em> </em></p>
<p><em>– – This should fix the issue where videos are coming out black using the most recent NVidia drivers.</em></p>
<p><em> </em></p>
<p><em>Telemetry</em></p>
<p><em> </em></p>
<p><em>– New telemetry variables, “PlayerTrackSurfaceMaterial” and “CarIdxTrackSurfaceMaterial” are now available that indicate what type of surface is under the car (concrete, sand, grass, etc.). Surface materials are defined in new “irsdk_TrkSurf enum.” This is measured relative to the center of the car, just as with the “PlayerTrackSurface enum” that indicates how the surface is scored (race, pit, offtrack, etc.).</em></p>
<p><em> </em></p>
<p><em>– New telemetry variables, “TireLF_RumblePitch”, “TireLR_RumblePitch”, “TireRF_RumblePitch”, and “TireRR_RumblePitch” are now available. These represent the pitch in Hz produced by the tire going over a rumble strip, or 0 if the tire is currently not on a rumble strip.</em></p>
<p><em> </em></p>
<p><em>– A new telemetry variable, “PushToPass” has been added which reports the state of the Push to Pass button.</em></p>
<p><em> </em></p>
<p><em>– A new telemetry variable, “dcMGUKDeployModeToggle” has been added that indicates if the in-car MGU-K deploy mode is set to fixed(0) or adaptive(1).</em></p>
<p><em> </em></p>
<p><em>– New 360 Hz telemetry output has been implemented!</em></p>
<p><em> </em></p>
<p><em>– – 360 Hz telemetry logging is disabled by default. The option for enabling 360 Hz telemetry logging has been added to the “app.ini” file here:</em></p>
<p><em> </em></p>
<p><em>– – – [misc] irsdkLog360Hz=0 ; 0 = 360 Hz logging is disabled, 1 = 360 Hz logging is enabled.</em></p>
<p><em> </em></p>
<p><em>– – The XXshockDefl, XXshockVel and SteeringWheelTorque variables will now log out at 360 Hz, if enabled.</em></p>
<p><em> </em></p>
<p><em>– – 3 new (memory mapped file) variables have also been added that always log at the rate of 360 Hz, but not to disk. This is for use by motion platforms and base shaker plugins:</em></p>
<p><em> </em></p>
<p><em>– – – XXshockDefl_ST = Shock Position</em></p>
<p><em> </em></p>
<p><em>– – – XXshockVel_ST = Shock Velocity</em></p>
<p><em> </em></p>
<p><em>– – – SteeringWheelTorque_ST = Steering Wheel Torque</em></p>
<p><em> </em></p>
<p><em>– – This data is output as a 6 element array, with a new flag variable header indicating that ist should be treated as a subdivision of time. You will need a new version of the ATLAS plugin to properly view the data, however the old plugin, and any older telemetry tool, should continue to read the data just fine.</em></p>
<p><em> </em></p>
<p><em>– A new McLaren ATLAS importer version 1.05 is available for download from the member site. This adds some new unit conversion parameters and adds support for properly viewing 360 Hz telemetry.</em></p>
<p><em> </em></p>
<p><em>EasyAntiCheat</em></p>
<p><em> </em></p>
<p><em>– This build uses an updated version of EasyAntiCheat that should reduce the likelihood of encountering EAC alerts that are caused by internet infrastructure issues.</em></p>
<p><em> </em></p>
<p><em>Peripherals</em></p>
<p><em> </em></p>
<p><em>– Support has been added for controlling backlights of all Razer devices, Logitech mice, and single color keyboards. Code has been added to indicate the current flag.</em></p>
<p><em> </em></p>
<p><em>– Added several new options the [External Displays] section of the “app.ini” file:</em></p>
<p><em> </em></p>
<p><em>– – enableLEDFlags=1, Set to 0 to turn off LED backlight flags animations.</em></p>
<p><em> </em></p>
<p><em>– – enableLEDShiftLights=1, Set to 0 to turn off LED backlight shift indicator animations.</em></p>
<p><em> </em></p>
<p><em>– – enableLEDHotKeys=1, Set to 0 to turn off LED backlight hotkey indicators.</em></p>
<p><em> </em></p>
<p><em>– – colorLEDHotKeysByType=1, Set to 0 to set all hotkeys to the same color.</em></p>
<p><em> </em></p>
<p><em>– Fixed a bug with keyboard LED shift indicators on Logitech keyboards.</em></p>
<p><em> </em></p>
<p><em>CARS</em></p>
<p><em> </em></p>
<p><em>Aston Martin DBR9 GT1</em></p>
<p><em> </em></p>
<p><em>– Weight has been increased by 70 kg to bring it closer to the minimum weight under which we understand it competed circa 2008.</em></p>
<p><em> </em></p>
<p><em>– Minor adjustments have been made to the aero to bring overall performance back in line with the Chevrolet Corvette C6.R GT1.</em></p>
<p><em> </em></p>
<p><em>– Downforce sensitivities of the rear wing have been modified to ensure the car does not reward minimum rear wing settings at all circuits.</em></p>
<p><em> </em></p>
<p><em>– Fuel economy has been slightly increased.</em></p>
<p><em> </em></p>
<p><em>– The external engine sound transitions between close and distant sounds for this vehicle have been improved.</em></p>
<p><em> </em></p>
<p><em>– Fixed a bug that caused headlight flashing of opponent cars to be invisible.</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>Audi R8 LMS GT3</em></p>
<p><em> </em></p>
<p><em>– Fuel consumption has been slightly increased for GT3 BoP.</em></p>
<p><em> </em></p>
<p><em>BMW Z4 GT3</em></p>
<p><em> </em></p>
<p><em>– Slightly increased aero drag for GT3 BoP.</em></p>
<p><em> </em></p>
<p><em>– Fuel consumption has been slightly reduced for GT3 BoP.</em></p>
<p><em> </em></p>
<p><em>– Realigned the external mirrors with the appropriate bezel.</em></p>
<p><em> </em></p>
<p><em>– Fixed an issue where a driver could not see all of the digits on the blue backlit display.</em></p>
<p><em> </em></p>
<p><em>Chevrolet Corvette C6.R GT1</em></p>
<p><em> </em></p>
<p><em>– Downforce sensitivities of the rear wing has been modified to ensure the car does not reward minimum rear wing settings at all circuits.</em></p>
<p><em> </em></p>
<p><em>– Inner headlights are now enabled during the daytime.</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>Chevrolet Corvette C7 Daytona Prototype</em></p>
<p><em> </em></p>
<p><em>– The external engine sound transitions between close and distant sounds for this vehicle have been improved.</em></p>
<p><em> </em></p>
<p><em>– The driver’s seatbelt has been fixed so it no longer protrudes out the bottom of the vehicle.</em></p>
<p><em> </em></p>
<p><em>Chevrolet Monte Carlo SS</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>Dallara DW12</em></p>
<p><em> </em></p>
<p><em>– Increased tire wear for oval tracks to increase degradation and prevent running tires for multiple stints. Also, Indy tires are now used at Motegi to improve quality of racing.</em></p>
<p><em> </em></p>
<p><em>– A pitboard has been added for this vehicle. The custom paint template has been updated to reflect this.</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>Ford Falcon FG V8</em></p>
<p><em> </em></p>
<p><em>– Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions.</em></p>
<p><em> </em></p>
<p><em>– Power steering has been increased to help balance this vehicle with similar cars in the Sim.</em></p>
<p><em> </em></p>
<p><em>Ford GT GT3</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>Ford Mustang FR500S</em></p>
<p><em> </em></p>
<p><em>– Driver viewpoint has been adjusted to better suit VR.</em></p>
<p><em> </em></p>
<p><em>Holden Commodore VF V8</em></p>
<p><em> </em></p>
<p><em>– Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions.</em></p>
<p><em> </em></p>
<p><em>– Power steering has been increased to help balance this vehicle with similar cars in the Sim.</em></p>
<p><em> </em></p>
<p><em>HPD ARX-01c</em></p>
<p><em> </em></p>
<p><em>– This vehicle now uses PBR shaders.</em></p>
<p><em> </em></p>
<p><em>– The color of the wheel rims for this vehicle can now be changed.</em></p>
<p><em> </em></p>
<p><em>– Fixed an issue with the pivot of the right-front wheel.</em></p>
<p><em> </em></p>
<p><em>Kia Optima</em></p>
<p><em> </em></p>
<p><em>– Mirror quality has been improved.</em></p>
<p><em> </em></p>
<p><em>Lotus 79</em></p>
<p><em> </em></p>
<p><em>– This vehicle now uses PBR shaders.</em></p>
<p><em> </em></p>
<p><em>– Fixed a corruption issue with the rear rim textures.</em></p>
<p><em> </em></p>
<p><em>McLaren MP4-30</em></p>
<p><em> </em></p>
<p><em>– We’ve implemented an alternative MGU-K deployment strategy. The internal combustion engine reaches full output at less than full throttle, and the MGU-K supplements smoothly between full engine output and full throttle at the pedal. The goal is to have smoother power delivery, and the hope is that the cost to efficiency of deployment is minimal. The throttle pedal position at which the engine reaches full output and the MGU-K begins to deploy is configurable by the user, and varies from 67.5% to 90% in 2.5% increments. Note that the old deployment smoothing strategy has been disabled.</em></p>
<p><em> </em></p>
<p><em>Mercedes-AMG GT3</em></p>
<p><em> </em></p>
<p><em>– Fixed a minor bug with the definition of the drivetrain components that was causing the portion of the drivetrain between the engine and clutch to have too much rotational inertia. This would cause the drivetrain to spin up the engine under very specific conditions.</em></p>
<p><em> </em></p>
<p><em>– – For more information, see: </em><a href="http://members.iracing.com/jforum/posts/list/0/3509108.page#10177419" rel="external"><em>http://members.iracing.com/jforum/posts/list/0/3509108.page#10177419</em></a></p>
<p><em> </em></p>
<p><em>Modified – SK</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>NASCAR K&amp;N Pro Chevrolet Impala</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>NASCAR Nationwide Chevrolet Impala circa 2011</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>NASCAR Sprint Cup Chevrolet SS</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>NASCAR Sprint Cup Ford Fusion</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>NASCAR Sprint Cup Toyota Camry</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>NASCAR XFINITY Chevrolet Camaro</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>NASCAR XFINITY Ford Mustang</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>NASCAR XFINITY Toyota Camry</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>Pontiac Solstice</em></p>
<p><em> </em></p>
<p><em>– Fixed an issue where the fuel gauge needle would rotate incorrectly on opponents’ cars.</em></p>
<p><em> </em></p>
<p><em>Pro Mazda</em></p>
<p><em> </em></p>
<p><em>– Star Mazda has been officially renamed Pro Mazda!</em></p>
<p><em> </em></p>
<p><em>– Star Mazda wing decal has been replaced with the Pro Mazda decal.</em></p>
<p><em> </em></p>
<p><em>Ruf RT 12R Track</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>SCCA Spec Racer Ford</em></p>
<p><em> </em></p>
<p><em>– This vehicle now uses PBR shaders.</em></p>
<p><em> </em></p>
<p><em>Silver Crown</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>Skip Barber Formula 2000</em></p>
<p><em> </em></p>
<p><em>– This vehicle now uses PBR shaders.</em></p>
<p><em> </em></p>
<p><em>Street Stock</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>Super Late Model</em></p>
<p><em> </em></p>
<p><em>– Season setups have been updated.</em></p>
<p><em> </em></p>
<p><em>V8 Supercar Ford Falcon circa 2012</em></p>
<p><em> </em></p>
<p><em>– Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions.</em></p>
<p><em> </em></p>
<p><em>– Power steering has been increased to help balance this vehicle with similar cars in the Sim.</em></p>
<p><em> </em></p>
<p><em>TRACKS</em></p>
<p><em> </em></p>
<p><em>Circuit des 24 Heures du Mans</em></p>
<p><em> </em></p>
<p><em>– Additional tweaks to checkpoint placement and added one additional checkpoint.</em></p>

]]></description><guid isPermaLink="false">23110</guid><pubDate>Tue, 06 Dec 2016 17:45:00 +0000</pubDate></item></channel></rss>
