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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/373/?d=1</link><description>News: News</description><language>en</language><item><title>Project CARS: arrivano le Audi</title><link>https://www.drivingitalia.net/home-page/software/project-cars-arrivano-le-audi-r22284/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/67c847de5132209be23820d191d0a58f.jpg" /></p>


<p><em><strong>Audi 90 IMSA GTO:</strong></em><em> Some late-'80s madness here. Suspension geometry sketched up from our 3D model and photo reference; nothing too fancy going on. Gearbox is a mix of parts from the Group B WRC cars that came before it. Lovely little engine (coolest sounds ever) with little turbo lag and good for 720Nm / 720hp. Real car could be set up anywhere from 50:50 to 30:70 on the AWD torque split and I've used our hybrid system to land it somewhere in the middle. I know some people feel icky about doing it this way, but it really is a nice, effective simulation of AWD torque biasing that we can do now before spending the time on code for a fully adjustable, three-differential physics model. Aero is not lovely; typical mid/late-80s stuff here. While Group C cars were getting into underbody tunnels and crazy downforce numbers, the airflow management in GT was still quite crude and, at best, gave very modest downforce numbers. Means the car is very quick, but can feel a little unbalanced in performance. Not great in cornering, but it sure grips up and rockets out of the exits as few others can. Matches up quite well with the Trans-Am Mustang, or new GT3 stuff even. Huge power, light weight and super wide tires can do a lot for you.</em></p>
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<p><em><strong>Audi R8 LMP900: </strong></em><em>Nothing too fancy about this one, and maybe that’s why it was so dominant over its lifetime. Simple, effective suspension; aero package with strong downforce at expense of slightly higher drag; powerful engine with little to no turbo-lag. Can run fast laps all day long in this without feeling stressed. No traction control allowed when this car ran back in 2000-2006, so it’s all up to you to manage that 625hp. Great competitor for the Bentley Speed 8. Will have the measure of the BMW V12 LMR at most tracks - there was big progress in LMP900 performance from ‘99 to 2002 - but it could be a fun matchup with the right drivers.</em></p>
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<p><em><strong>Audi R18 e-tron quattro:</strong></em><em> This was a particularly exciting car to work on after it won Le Mans last year. The new hybrid regulations provide some very cool engineering challenges and the teams are, unsurprisingly, reluctant to share much data which could be used to work out where advantages may exist. That meant lots of work on our side to examine the data that was available and do some reverse engineering to figure out the details. Here’s an overview of all the essential areas and what we found.</em><br><br></p>
<div style="margin-left:1px"><em><span style="text-decoration:underline">Suspension: </span></em></div>
<div style="margin-left:1px"><em>We got enough points from the CAD to work out steering geometry, anti-dive and such. General steering feel is a step up from the R18 TDI, IMO, and it handles the varying loads from downforce much better. LMP1 cars are lighter than before now by 30kg (870kg minimum), but the same basic suspension setup works fine from the TDI to e-tron. Not a big enough difference to throw out the basics.</em></div>
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<div style="margin-left:1px"><em><span style="text-decoration:underline">Gearbox:</span></em></div>
<div style="margin-left:1px"><em> 7-speed units now, and on-board telemetry that Audi broadcasted during Le Mans and other races last year was good enough to do basic speed vs. engine rpm analysis of the ratios. It's a pretty weird looking setup on paper, but drives really well since the diesel V6 has stupid levels of torque. First four gears are very very close together; I think as a plan to work in tandem with the flywheel hybrid system. Shifts were done at 4500rpm with very few exceptions.</em></div>
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<p><a href="http://forum.projectcarsgame.com/attachment.php?attachmentid=212224&amp;d=1437151537" rel="external"><img src="http://forum.projectcarsgame.com/attachment.php?attachmentid=212224&amp;d=1437151537&amp;thumb=1" alt="attachment.php?attachmentid=212224&amp;d=1437151537&amp;thumb=1"></a><br></p>
<div style="margin-left:1px"><em><span style="text-decoration:underline">Engine:</span></em></div>
<div style="margin-left:1px"><em> 2014 regs meant no more air restrictor and a new boost limit of 4.0bar. I don't think they're going quite that high on this car it would go beyond the fuel flow limit with a 4.0L engine. Best guess is that it's running closer to 3.0bar like they used previously in the 3.7L version of the engine, and that's probably good for upward of 1100Nm torque. Slightly more than their 'over 800Nm' claim, but then that was always a 'No shit, Sherlock' kind of claim as the also-claimed 540hp means at least 850Nm@4500rpm. My best guess, using what we know from the previous engine, is that they are hitting that 540hp power peak early - around 3500rpm - and then using ECU boost/fuel control to hold it near constant power up to the shift point. Saves fuel (540hp is enough, really) and means that the operating rev range pretty much always has max power available.</em></div>
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<div style="margin-left:1px"><em><span style="text-decoration:underline">Hybrid:</span></em></div>
<div style="margin-left:1px"><em> This is where it gets interesting. The streaming video/telemetry was good enough to include a meter for hybrid energy storage. Without any other hard info, we have to rely on this to get an idea of how the system is working, and that ain't all bad. We know it's a 2MJ/lap system; watching closely and taking notes, it looks like they run through about 6 full charges of the system per lap of Le Mans. Easy math, then, to figure that in LM settings it is maxing out charge at ~330kJ. Official claims for system storage are over 600kJ and a few even stating up to 1.2MJ, but it doesn't make sense at Le Mans to carry that much at once if you have at least 6 good charging points around the lap and can only use 2MJ. Perhaps they use a higher level of storage at shorter tracks for the shorter races, but we don't have tons of info on that and LM is the main target anyway. Keeping the flywheel at lower speeds would be good for reliability unless you are absolutely certain that harvesting 4MJ per lap is reliably attainable. It seems they may be thinking just that for 2015 and I would agree that the 2MJ class leaves a lot of potential on the table. This year’s race also gave us some confirmation on the 330kJ number as Audi have claimed that they doubled their flywheel storage capacity to around 700kJ in their move to the 4MJ class.</em></div>
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<div style="margin-left:1px"><em>Going back to the telemetry, out of chicanes on the Mulsanne, it is burning through that 330kJ in 5-6s and is emptied by the time the car is at 230kmh for an average system output of around 60kw (80hp). Maybe the system can do a full 170kW output as claimed, but perhaps that's only if used at maximum speed (340(ish)kph) and below that it is torque-limited so not to burn through the 2MJ too fast. We've got it modeled this way, so 170kW is possible but not ever really used as it isn't practical for performance over a whole lap. What you end up with is about the equivalent of an extra 200Nm from the engine accelerating through 5th gear, and that's not too shabby.</em></div>
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<div style="margin-left:1px"><em><span style="text-decoration:underline">Aero: </span></em></div>
<div style="margin-left:1px"><em>Very little 'official' data here, but a lot can be inferred. Audi have made public claims of lift:drag efficiency of 5:1, and we can be sure they are understating that. At top speed when ride height reduces under downforce load, it is probably closer to 6:1 (for those who aren't aero nerds, this is very very very good). What we do know is that top speeds without a draft at Le Mans were typically recorded in the 315-319kmh range. With a draft, closer to 340. Not very high in the grand scheme of things, and works out to something around 420lbf of drag @ 150mph in LM aero spec. Prototypes can drop 5% or more of their total drag compared to static ride height when squatting down under load at top speed. So what we'll do is take that 420lbf drag figure, add about 5% when at static ride height and figure the 5:1 downforce from there. If overall lap time performance is anything to go by, this has worked out quite well.</em></div>
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<div style="margin-left:1px"><em>Audi were also kind enough to run both aero packages at Spa last year. #3 used the LM package while #1 and #2 used the sprint package with high drag/downforce. #3 was good for nearly 300kmh at the end of Kemmel straight, and our LM setup ends up matching that. Nice. Move to high downforce and top speed on Kemmel reduces to 275-279kmh while keeping similar efficiency. That's downright slow for an LMP1! These new generation cars are getting all of their speed in acceleration and hitting top speeds early on the straights. This is why the higher energy hybrid classes are the way to go and, IMO, were the key to Porsche’s victory this year.</em></div>
<br><em>What's it like to drive? Quite a bit different from the 2011-2013-era LMPs we've modeled so far. The narrower tires mean there is a lot less mechanical grip available and you end up hustling the car more at low speed. At the same time, the new aero/chassis rules mean more downforce on less mass, so high speed corners are an even more intense experience. Cruising to hit a good fuel number and maximize hybrid use is a very different experience and makes for a very interesting drive. Best laps here so far are a 3:26.3 at Le Mans, a 2:01.8 at Spa with high downforce and a 2:02.7 with low downforce. Can't wait to hear what you guys think of it.</em>

]]></description><guid isPermaLink="false">22284</guid><pubDate>Sat, 18 Jul 2015 06:20:00 +0000</pubDate></item><item><title>Project CARS PC patch 2.5</title><link>https://www.drivingitalia.net/home-page/software/project-cars-pc-patch-25-r22137/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/81f16ccb42a6cc10345f24c3a4df0b3c.jpg" /></p>
<p><em><strong>Game Crashes</strong></em><br><em>We spent a lot of time working directly with a number of users who were struggling with game crashes, and resolved as many of these as we could. The various fixes in this patch should help a great deal in making the game more stable for those of you who were experiencing these instabilities.</em><br><em> </em><br><em><strong>Pitting, tuning, setups</strong></em><br><em>* Fixed a case where the in-game tuning Setup was not being saved under certain conditions.</em><br><em>* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.</em><br><em>* Ensure that the Default pitstop strategy is selected as the Active one when starting a new session.</em><br><em>* Fixed an issue where the wrong vehicle setup would at times be applied to the player’s current vehicle.</em><br><em>* Fixed another case of where cars would sometimes leave the pits with an invisible reattached wheel.</em><br><em>* Fixed an issue with the Pit Strategy screen where the displayed values did not reflect the saved settings.</em><br><em>* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.</em><br><em>* Reworked some tyre compound names as displayed in the setup screen to ensure that all compounds are named to be indicative of the type of compound it represents in the pit strategy screen.</em><br><em>* Restrict the selectable pit strategy tyre compound types to only those available for the current vehicle.</em><br><em> </em><br><em><strong>Online</strong></em><br><em>* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.</em><br><em>* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.</em><br><em> </em><br><em><strong>Controls</strong></em><br><em>* New Feature – Implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.</em><br><em>* New Feature – The Force Feedback Calibration screen now features a multiple force feedback profile selection whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. This will then create a ‘Custom’ entry in the profile selection list in addition to the current options: "Default" (matches the FFB default settings in Patch 2.0) and "Classic” (matches the FFB settings in the original release).</em><br><em>* Fixed an issue with sudden loss of FFB after a crash.</em><br><em>* Reduced the strength of the menu spring for custom wheels.</em><br><em>* Fixed an issue where Mouse controls were showing a deadzone in the centre regardless of deadzone setting.</em><br><em>* Fixed an issue where rumble on the gamepad could at times cause the game to slow down.</em><br><em>* Added support and profiles for the Logitech G29 and G920 on PC</em><br><em>* Added accelerator slip vibration to the wheel rim of Fanatec wheels where available, and fixed brake rumble not working.</em><br><em> </em><br><em><strong>Vehicles</strong></em><br><em>* Formula A – Added a new tire set which now includes two slick tires - soft and medium. Also rebalanced the heating and wear across all four tyre sets. Wear will now more closely match real-world Formula cars. Heating is more even front to rear also. Further rebalancing of the AI speed as was required, and tweaks to the base setup to accommodate the heat change.</em><br><em>* Modern street cars - New stiffer tyres for improved drivability to more closely match the real world experience, making these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.</em><br><em>* Mclaren P1 - Stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe.</em></p>]]></description><guid isPermaLink="false">22137</guid><pubDate>Fri, 08 May 2015 09:10:24 +0000</pubDate></item><item><title>iRacing annuncia le Formula Renault!</title><link>https://www.drivingitalia.net/home-page/software/iracing-annuncia-le-formula-renault33-r22283/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/802ce755e9435059abbda5a415a53ba9.jpg" /></p>


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<div style="text-align:left"><p><em>iRacing.com, the world’s premier online racing game, today announced a formal agreement with Renault to add two new single seat race cars, the Formula Renault 2.0 and the Formula Renault 3.5. These cars join the more than 40 vehicles already available on iRacing and will be integrated into the open wheel ladder system on iRacing that includes: the Skip Barber Formula 2000, Pro Mazda, Dallara DW12 Indycar, Williams FW31 and soon to be released McLaren–Honda MP4-30.</em></p></div>
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<p><br><em>To celebrate this announcement iRacing is offering a special discount for new members – get 3-months for just $5 (a $30 value). Use promo code</em><em><strong> PR-RENAULT</strong></em><em> when you create your new account at </em><a href="http://www.iracing.com/membership/" rel="external"><em>www.iracing.com/membership</em></a><em>.</em><br><em>The Formula Renault 2.0 and 3.5 cars have long been a part of young drivers’ resumes. Just as in the real world, in iRacing these new cars will be the logical stepping stone for aspiring sim racers around the world. Past champions in Formula Renaults include a distinguished list of drivers; many who have progressed to the top rung of open wheel racing. Drivers like Lewis Hamilton, Felipe Massa, Kimi Raikkonen, Carlos Sainz Jr. and Scott Speed all earned championships in Formula Renault 2.0 or Formula Renault 3.5 early in their careers before making the move to Formula 1.</em></p>

]]></description><guid isPermaLink="false">22283</guid><pubDate>Thu, 16 Jul 2015 17:15:00 +0000</pubDate></item><item><title>Reiza ci mostra la SuperV8</title><link>https://www.drivingitalia.net/home-page/software/reiza-ci-mostra-la-superv8-r22280/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/027c596fc0fc2f5b41a64994d3af2236.jpg" /></p>


<p>Il team Reiza torna a mostrarci in video i progressi riguardanti il <a href="https://www.drivingitalia.net/index.php?showtopic=71420&amp;page=2#entry809949" rel="">proprio lavoro di sviluppo</a>: il trailer sottostante è dedicato in particolare alla nuovissima <a href="https://www.drivingitalia.net/index.php?showtopic=71420#entry810171" rel="">vettura SuperV8</a>, in azione sul rinnovato circuito di Montreal.<br><em>As previously confirmed, thanks to everyone who has already contributed we have already been able to confirm some fresh new content for Stock Car Extreme - one of which the much antecipated SuperV8. Only a few more days now!</em><br><em>While our crowdfunding campaign is still in progress, we have already been able to confirm some new upcoming content for Stock Car Extreme - one of which the much antecipated SuperV8. Here are a few sample laps and a replay showcasing our upcoming australian V8 beast, set to become one of the most fun &amp; popular additions to Stock Car Extreme! Track is Modern Montreal, another new track recently confirmed thanks to the campaign funding so far. As per previous information, backers of the campaign will have access to beta builds to try out the new content before official release - only a few days to go now!</em><br></p>
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]]></description><guid isPermaLink="false">22280</guid><pubDate>Wed, 15 Jul 2015 14:00:00 +0000</pubDate></item><item><title>WRC 5: primo video in game</title><link>https://www.drivingitalia.net/home-page/software/wrc-5-primo-video-in-game-r22279/</link><description><![CDATA[

<p>Bigben Interactive e Kylotonn Games ci presentano il <a href="https://www.drivingitalia.net/index.php?showtopic=69733#entry810144" rel="">primo trailer di anteprima</a> in game del nuovo <a href="https://www.drivingitalia.net/index.php?showtopic=69733&amp;page=2" rel="">WRC 5</a>, titolo con licenza ufficiale FIA World Rally Championship 2015. Il filmato, catturato dalla versione beta attuale del software, ci mostra Sébastien Ogier con la sua Volkswagen Polo R WRC impegnato sullo sterrato del rally del Portogallo.<br><em>Bigben Interactive and Kylotonn Games present the first gameplay video of WRC 5, the official 2015 FIA World Rally Championship game, scheduled for release in autumn 2015 on Xbox One, Xbox 360, PlayStation 4, PlayStation 3, PlayStation Vita and PC. Made from the Beta version of the game, it features Sébastien Ogier and his Volkswagen Polo R WRC on the mythical roads of the Vodafone Rally de Portugal. It presents a full stage made of 90% gravel and 10% asphalt, under sunny conditions at mid-day. In this video, some elements are not final or are missing. The Head Up display (HUD) or audio and visual pacenotes are not present as teams are still working hard on these points in order to provide the best rally experience ever seen in a videogame. Information will come later about pacenotes and how the job has been done to ensure the highest level of precision.</em></p>
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]]></description><guid isPermaLink="false">22279</guid><pubDate>Wed, 15 Jul 2015 06:35:00 +0000</pubDate></item><item><title>F1 2015 official patch #2</title><link>https://www.drivingitalia.net/home-page/software/f1-2015-official-patch-2-r22278/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/a2b5dce6cbeb3ab2427f00f2800a7072.png" /></p>

<p><em>Since the launch of F1 2015, we have become aware that some people are currently experiencing issues while playing the game. Please be assured that we are treating these issues very seriously and are constantly monitoring the forums and our social media pages for your feedback, please keep that information coming.</em><br><em>To help support us with this effort we request you provide clear and detailed descriptions of the issues you are seeing, along with hardware details (for PC users), to aid us in replicating and fixing the issues as quickly as possible.</em></p>
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<p><em>Alongside this, we have just pushed a new patch to the PC version of the game which contains a number of fixes. We’re aware that this will not fix everyone’s problems and we are continually working to resolves these issues as fast as we can. Notes for the PC patch are as follows;</em><br><em>Fixed crash caused when switching between game running in a window to running in full screen</em><br><em>Fixed crash going to track, or when driving on track when in 800x600 resolution with Ultra high detail preset</em><br><em>Fixed crash when reducing the resolution of the game</em><br><em>Fix for game timer running too fast during frame spikes</em><br><em>Fix for camera speeding up at start of broadcast sequences</em><br><em>Fix for tyre regulations not correctly working in short Championship weekends</em></p>
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<p><em>For players on both PlayStation 4 and Xbox One, we know that many of you are also experiencing issues when playing the game and are working on patches for both consoles to go out as soon as we can.</em><br><em>We’d like to take this opportunity to thank everyone for their patience and support. We will continue to work through the issues as a priority, and will update with more information as well as specific fixes as soon as they become available.</em></p>
]]></description><guid isPermaLink="false">22278</guid><pubDate>Wed, 15 Jul 2015 06:25:00 +0000</pubDate></item><item><title>Assetto Corsa: Brands Hatch in sviluppo</title><link>https://www.drivingitalia.net/home-page/software/assetto-corsa-brands-hatch-in-sviluppo-r22277/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/7716223995d51060811bde107e6636f0.jpg" /></p>


<p>Con un <a href="https://www.drivingitalia.net/index.php?showtopic=57795&amp;page=285" rel="">messaggio su Facebook</a>, la Kunos Simulazioni annuncia ufficialmente lo sviluppo per Assetto Corsa del glorioso <a href="https://www.drivingitalia.net/index.php?showtopic=57795&amp;page=285" rel="">tracciato inglese di Brands Hatch</a>. La Kunos ha inoltre confermato che la nuova release 1.2 del simulatore italiano, che porterà con sè svariate migliorie e novità, è attualmente in fase di beta testing.<br><em>Hello AC followers, while our betatesting team is checking the DEV build in order to deliver Assetto Corsa 1.2 as soon as possible, we are currently producing the laser scan of Brands Hatch, and taking thousands of photos in order to bring you the most thrilling driving experience you can get from this amazing track inside Assetto Corsa.</em><br></p>
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<br><a href="https://www.facebook.com/Assetto.Corsa/photos/pcb.1182711131755203/1182707928422190/?type=1" rel="external"><img src="https://scontent-mxp1-1.xx.fbcdn.net/hphotos-xtf1/v/t1.0-9/p240x240/11742895_1182707928422190_5574870930060725925_n.jpg?oh=9a11b555a69a29c9db077bd961b7b828&amp;oe=56510009" alt="11742895_1182707928422190_5574870930060725925_n.jpg?oh=9a11b555a69a29c9db077bd961b7b828&amp;oe=56510009"></a><a href="https://www.facebook.com/Assetto.Corsa/photos/pcb.1182711131755203/1182707935088856/?type=1" rel="external"><img src="https://scontent-mxp1-1.xx.fbcdn.net/hphotos-xtf1/v/t1.0-9/p240x240/11262007_1182707935088856_7544107944952229032_n.jpg?oh=396c5bd895ead55f3a43665b8fce91e1&amp;oe=560FD4B2" alt="11262007_1182707935088856_7544107944952229032_n.jpg?oh=396c5bd895ead55f3a43665b8fce91e1&amp;oe=560FD4B2"></a>
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]]></description><guid isPermaLink="false">22277</guid><pubDate>Tue, 14 Jul 2015 13:45:00 +0000</pubDate></item><item><title>Due nuove auto in S&#xE9;bastien Loeb Rally Evo</title><link>https://www.drivingitalia.net/home-page/software/due-nuove-auto-in-s%C3%A9bastien-loeb-rally-evo-r22275/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/0c14c47e26e2e947362622e87838fdf2.jpg" /></p>

<p><strong>RENAULT-ALPINE A110 1600 (1973)</strong><br>Concepita come sostituta del modello A108, la Renault Alpine A110, se ne differenzia in maniera sostanziale per quanto riguarda meccanica e telaio. Nel corso degli anni il propulsore ebbe svariate configurazioni. Nella sua prima versione, si trattava dello stesso motore della Renault R8 con cilindrata da 950 cc e 50 cv, comunque sufficienti a raggiungere i 160 Km/h. La cilindrata fu in seguito aumentata, così come le prestazioni, e nella versione del 1973 l’Alpine arrivò a sviluppare 148 cv, con un peso di appena 730 Kg. In questa configurazione l’auto era in grado di raggiungere velocità nell’ordine dei 215 Km/h. La storia di quest’auto è strettamente legata ai rally. Sin dal suo esordio sul mercato partecipò con successo a queste competizioni ottenendo ottimi risultati. Nel suo palmarès figura il primo posto nel Campionato Marche del 1973 e vittorie nei rally di Monte Carlo, Portogallo, Marocco, Acropoli, Sanremo e Corsica.</p>
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<p><strong>FORD RS200 (1985)</strong><br>Nel 1981 Ford Motorsport iniziò a lavorare sul progetto di una vettura che corresse nel Gruppo B. Questo primo tentativo, denominato Escort RS 1700T, non venne portato a termine per una serie di problematiche tecniche. Tuttavia la casa americana non abbandonò l’idea, che si concretizzò nel 1984 con la Ford RS200. L’auto aveva una trazione integrale e motore centrale da 1.803 cc, che nella sua versione da gara poteva erogare fino a 460 cv. Dotata di trasmissione a cinque rapporti, la RS200 montava sospensioni a quadrilatero con doppi ammortizzatori per ruota, uguali sia all’anteriore che al posteriore: queste donavano alla vettura una guidabilità e una tenuta di strada eccellenti. L’impegno nella progettazione del telaio fu tale che vide coinvolti anche ingegneri provenienti dalla Formula 1, mentre la carrozzeria venne realizzata in plastica e fibra di vetro. Dati i tempi di realizzazione particolarmente stretti, l’estetica particolare della RS200 fu il risultato del collage di varie componenti prese in prestito da altre vetture del produttore.</p>
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<p>In fase di sviluppo presso lo studio italiano Milestone, <strong>Sébastien Loeb Rally Evo</strong> sarà disponibile in autunno 2015 per Xbox One, PlayStation 4 and PC/Steam</p>
]]></description><guid isPermaLink="false">22275</guid><pubDate>Mon, 13 Jul 2015 15:05:00 +0000</pubDate></item><item><title>Reiza ci mostra i progressi sulle gomme</title><link>https://www.drivingitalia.net/home-page/software/reiza-ci-mostra-i-progressi-sulle-gomme-r22274/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/ea4b5fe8fe49beca59667e0b74680fdc.png" /></p>

<p><em>These functionalities are currently implemented externally and only for the player´s car - one of our goals with the campaign is to fully integrate them into the codebase for AI &amp; multiplayer to bring the dynamics of tire management &amp; behavior to another, far more realistic level. Speaking of dynamics, we´re also pushing to confirm another fundamental element of real racing into our list of coding goals within the campaign´s budget - watch this space!</em><br><em>Since there is no such thing as too much goodness, this video also gives a glimpse of our new modern Montreal track - already confirmed as future free additions for both Stock Car Extreme &amp; Formula Truck thanks to all of those who already contributed with our crowdfunding campaign!</em></p>
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]]></description><guid isPermaLink="false">22274</guid><pubDate>Sat, 11 Jul 2015 07:40:00 +0000</pubDate></item><item><title>F1 2015: prima patch disponibile</title><link>https://www.drivingitalia.net/home-page/software/f1-2015-prima-patch-disponibile-r22271/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/976ee817f1c8cb93517269d08d27749e.jpg" /></p>


<p>Come è ormai prassi per ogni videogame, praticamente a poche ore dal rilascio ufficiale del suo F1 2015, la Codemasters ha pubblicato tramite Steam la <a href="https://www.drivingitalia.net/index.php?showtopic=71510" rel="">prima patch</a> per aggiornare il suo titolo F1: l'upgrade si preoccupa più che altro di sistemare i numerosi bugs e problemini vari riscontrati dagli utenti.</p>
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<em>Flashback and the Instant Replay Flashback causes game to crash to desktop</em>
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<em>Instant Replay - The game is crashing when entering an instant replay in all game modes</em>
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<em>Backing out from a lobby in which you were a Client and Hosting a new Lobby will result in you not having Host Options for your new Lobby</em>
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<em>Fuel info resets every time you cross the start/finish line</em>
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<em>Out of box settings appear to be too high on onboard Intel GPUs</em>
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<em>Graphics options do not save in certain situations</em>
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<em>When a player collides before or after resetting to track, they get disqualified.</em>
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<em>Clipping on the nose camera on the Manor car</em>
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<em>Game crashes after running benchmark</em>
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<em>Tyre wear carries over from short qualifying to race between intermediate &amp; option tyres</em>
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<em>Hang occurs when host backs out of Custom Lobby just before countdown finishes and loading begins.</em>
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<em>Multiplayer qualifying result inconsistent across players</em>
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<em>Backing out of a Lobby on 0 seconds of the countdown timer can result in a Hang if the player then creates and leaves a Custom Session.</em>
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<em>Host will perpetually load after quitting game via front end after getting terminal damage in multiple races in custom lobby.</em><br>
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]]></description><guid isPermaLink="false">22271</guid><pubDate>Fri, 10 Jul 2015 14:40:00 +0000</pubDate></item></channel></rss>
