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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/385/?d=1</link><description>News: News</description><language>en</language><item><title>R3E: GTR2 e American Track pack</title><link>https://www.drivingitalia.net/home-page/software/r3e-gtr2-e-american-track-pack-r22087/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/ce7efbdbc6a2d05a57b7635a210d1608.jpg" /></p>


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<div style="text-align:center"><a href="https://twitter.com/raceroom/status/586153597408309248/photo/1" rel="external"><img src="https://pbs.twimg.com/media/CCJvlxvWAAETJzj.jpg" alt="CCJvlxvWAAETJzj.jpg"></a></div>
<p></p>
<p></p>
<p><em>Hotfix Patch</em></p>
<p><em>Game:</em></p>
<p><em>- Fixed issue with position bar showing wrong time left e.g. 30 mins on 60 min race.</em></p>
<p><em>- Changed so that only race and practice (track test) session replays are saved.</em></p>
<p><em>- Replay is saved when the session ends in Single Player.</em></p>
<p><em>- Replay is saved when player receives session results from dedicated server in Multiplayer.</em></p>
<p><em>- Fixed Replay menu appearing broken.</em></p>
<p><em>- Fixed issue with being unable to start championship in R3E if race length was set to 10 minutes.</em></p>
<p><em>- Fixed an inconsistency in length between practice, qualifying and race sessions.</em></p>
<p><em>- Changed so that the crash dump window shows our name correctly: Sector3 instead of Sector 3.</em></p>
<p><em>- Temporarily fixed randomly assigned tyre compounds in MP by making prime default. (Temporary until garage phase is implemented).</em></p>
<p><em>- Fixed a small issue with tyre spring calculation being wrong as it was sometimes using the wrong tyre compound.</em></p>
<p><em>Art:</em></p>
<p><em>- Suzuka – Fixed invisible tyre collision in degner 2 among other various fixes.</em></p>
<p><em>- Slovakiaring – Fixed invisible tyre collision issue.</em></p>

]]></description><guid isPermaLink="false">22087</guid><pubDate>Thu, 09 Apr 2015 11:25:00 +0000</pubDate></item><item><title>Copa Petrobras de Marcas v1.1</title><link>https://www.drivingitalia.net/home-page/software/copa-petrobras-de-marcas-v11-r22086/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/dfbbd0dba152a80221d1eb5d57ce62f0.png" /></p>


<p>Il team Reiza ha rilasciato <a href="http://store.steampowered.com/app/359800" rel="external">gratuitamente tramite Steam</a> la nuova versione aggiornata 1.1 del suo apprezzato <a href="https://www.drivingitalia.net/index.php?showtopic=68930&amp;page=3#entry802545" rel="">Copa Petrobras de Marcas</a>, il simulatore ufficiale dell'omonimo <a href="http://brasileirodemarcas.com.br/home" rel="external">campionato turismo brasiliano</a>, che ha per protagoniste in pista varie Chevrolet, Toyota, Honda, Mitsubishi e Ford.</p>
<p><em>Our free title Copa Petrobras de Marcas is now officially available on Steam including some fresh updates! The new v1.10 update is also available via Marcas Sync for users running Non-Steam installations.</em></p>
<p><em>Main Changelog for v1.10:</em></p>
<p><em>Added UI option for race start time (including night racing!)</em></p>
<p><em>Added option to turn off qualifying and manually set starting position;</em></p>
<p><em>Added proper flag animations;</em></p>
<p><em>Support for adjusting graphical steering wheel range in-game from the Controller menu (min 180º max 900º);</em></p>
<p><em>Adjusted default rearview height / width;</em></p>
<p><em>Minimum vertical FOV setting adjusted from 35º to 10º;</em></p>
<p><em>Revised physics;</em></p>
<p><em>Revised sounds;</em></p>
<p><em>Revised AI;</em></p>
<p><em>Increased windshield resolution;</em></p>
<p><em>Added individual driver helmet textures</em></p>
<p><em>Updated Tarumã track to the latest specification</em></p>
<p></p>
<div style="text-align:center">
<a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_04_2015/ccs-2-0-04189000-1428521518.jpg" rel=""><img src="https://www.drivingitalia.net/uploads/monthly_04_2015/ccs-2-0-04189000-1428521518_thumb.jpg" data-fileid="%7B___base_url___%7D/applications/core/interface/file/attachment.php?id=28698" class="ipsImage ipsImage_thumbnailed" alt="ccs-2-0-04189000-1428521518_thumb.jpg"></a> <a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_04_2015/ccs-2-0-87205600-1428521520.jpg" rel=""><img src="https://www.drivingitalia.net/uploads/monthly_04_2015/ccs-2-0-87205600-1428521520_thumb.jpg" data-fileid="%7B___base_url___%7D/applications/core/interface/file/attachment.php?id=28699" class="ipsImage ipsImage_thumbnailed" alt="ccs-2-0-87205600-1428521520_thumb.jpg"></a> <a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_04_2015/ccs-2-0-40498900-1428521523.jpg" rel=""><img src="https://www.drivingitalia.net/uploads/monthly_04_2015/ccs-2-0-40498900-1428521523_thumb.jpg" data-fileid="%7B___base_url___%7D/applications/core/interface/file/attachment.php?id=28700" class="ipsImage ipsImage_thumbnailed" alt="ccs-2-0-40498900-1428521523_thumb.jpg"></a> <a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_04_2015/ccs-2-0-78834300-1428521525.jpg" rel=""><img src="https://www.drivingitalia.net/uploads/monthly_04_2015/ccs-2-0-78834300-1428521525_thumb.jpg" data-fileid="%7B___base_url___%7D/applications/core/interface/file/attachment.php?id=28701" class="ipsImage ipsImage_thumbnailed" alt="ccs-2-0-78834300-1428521525_thumb.jpg"></a>
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]]></description><guid isPermaLink="false">22086</guid><pubDate>Wed, 08 Apr 2015 19:30:00 +0000</pubDate></item><item><title>rFactor 2: Kart by ISI v1.14</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-kart-by-isi-v114-r22085/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/67b8aec1912e9bca51f46a542263c237.jpg" /></p>


<p><a href="https://www.mediafire.com/view/wl1rba4yc8u8wxs/ISI_KARTCUP-v1140.rfcmp" rel="external"><em><span style="font-family:Verdana"><strong>Download here</strong></span></em></a><em><span style="font-family:Verdana"><strong>!</strong></span></em></p>
<p><em><span style="font-family:Verdana">(Requires up-to-date build of rFactor 2).</span></em></p>
<p><em><span style="font-family:Verdana"><strong>Physics (both Karts)</strong></span></em></p>
<p><em><span style="font-family:Verdana">– New tires which have enabled the contact patch model for the first time.</span></em></p>
<p><em><span style="font-family:Verdana">– Added new wet weather variables for tires.</span></em></p>
<p><em><span style="font-family:Verdana">– Numerous AI correlation tweaks. AI warm tires quicker, wear slower and more evenly (F/R).</span></em></p>
<p><em><span style="font-family:Verdana">– Reduced inertia for wheels and engine. The wheels were set conservatively due to instability, an issue which new, more accurate tires have are the result.</span></em></p>
<p><em><span style="font-family:Verdana">– Reduced axle and gearbox friction to what should be a more accurate level.</span></em></p>
<p><em><span style="font-family:Verdana">– Softened undertray collision points which makes the kart more realistic and controllable over tall curbs.</span></em></p>
<p><em><span style="font-family:Verdana">– Fixed geometry bug that went unnoticed that was caused by a build bug fix (which was improperly defined in the previous kart release, and has been corrected for Builds 860 and newer).</span></em></p>
<p><em><span style="font-family:Verdana">– Tweak to reduce some ‘hopping’ experienced in certain extreme situations.</span></em></p>
<p><em><span style="font-family:Verdana"><strong>Physics Junior Kart specific</strong></span></em></p>
<p><em><span style="font-family:Verdana">– Engine engine has more low end torque. Combined with other changes, it now accelerates a lot better from standstill.</span></em></p>
<p><em><span style="font-family:Verdana"><strong>Physics KartF1 specific</strong></span></em></p>
<p><em><span style="font-family:Verdana">– Increased grip to correspond better with the class of tyre this is simulating.</span></em></p>
<p><em><span style="font-family:Verdana"><strong>UI</strong></span></em></p>
<p><em><span style="font-family:Verdana">– Changed category name in-sim from ‘Kart Cup’ to ‘Karts’.</span></em></p>
<p><em><span style="font-family:Verdana">– Camera offset to match steering wheel.</span></em></p>
<p><em><span style="font-family:Verdana"><strong>Graphics</strong></span></em></p>
<p><em><span style="font-family:Verdana">– Updated shaders</span></em></p>
<p><em><span style="font-family:Verdana">– Updated textures</span></em></p>
<p><em><span style="font-family:Verdana">– Minor 3D fixes</span></em></p>
<p><em><span style="font-family:Verdana">The contact patch model is still not fully complete, but at a sufficient point now. It is still lacking some lateral and longitudinal variability due to temperature / pressure and the lat/long deflections are still slightly over sensitive under extreme conditions when patch is extremely small. The vertical deflections are considered accurate. We will release more details soon.</span></em></p>
<p><em><span style="font-family:Verdana">There are also some setup adjustments not yet available in the UI. An update will follow.</span></em></p>

]]></description><guid isPermaLink="false">22085</guid><pubDate>Tue, 07 Apr 2015 05:55:00 +0000</pubDate></item><item><title>Live for Speed: versione 0.6H</title><link>https://www.drivingitalia.net/home-page/software/live-for-speed-versione-06h-r22083/</link><description><![CDATA[

<p><em><strong>Changelog 0.6H</strong></em></p>
<p><em>Westhill :</em></p>
<p><em>New version of Westhill with additional configurations</em></p>
<p><em>Full support for open configurations including access roads</em></p>
<p><em>Autocross Editor :</em></p>
<p><em>New adjustable concrete objects</em></p>
<p><em>Custom start positions and pit start points</em></p>
<p><em>Maximum autocross objects increased to 1800</em></p>
<p><em>Movable start lights included as an autocross object</em></p>
<p><em>Custom pit stop box disables pit lane and default pit stops</em></p>
<p><em>Custom pit stop box can now be used to repair car and refuel</em></p>
<p><em>Interface buttons now drawn in front of the object buttons</em></p>
<p><em>Pressing S/F/1/2/3 when object is selected now moves it</em></p>
<p><em>Pressing S/F/1/2/3 when object exists is now more helpful</em></p>
<p><em>Clicking colour instantly changes selected tyres or chalk</em></p>
<p><em>Clicking marshall position instantly changes selected marshall</em></p>
<p><em>Improved the appearance of marshall circles in the editor</em></p>
<p><em>Route checker index numbers now start at 1 instead of 0</em></p>
<p><em>The W/E keys instantly adjust width, no need to press M</em></p>
<p><em>Floating object buttons shown with different colour</em></p>
<p><em>X/Y/Z positions are now shown and can be typed in</em></p>
<p><em>Right click on X/Y/Z to move in steps of 1 metre</em></p>
<p><em>SHIFT+click to snap to 1 metre grid</em></p>
<p><em>Oculus Rift DK2 Rendering Misc :</em></p>
<p><em>Increased max cars in race from 32 to 40</em></p>
<p><em>Increased AU Autocross grid from 16 to 20</em></p>
<p><em>Increased BL Rallycross grids from 24 to 30</em></p>
<p><em>Maximum multiplayer car draw distance up from 300 to 500</em></p>
<p><em>Regenerated lightmaps and visible object lists on most tracks</em></p>
<p><em>Added paths at Fern Bay to cover road near Club and mini oval</em></p>
<p><em>InSim ISP_NCI packet added to give host more info about new guest</em></p>
<p><em>AI drivers hit wall entering pit lane at SO Classic / Town</em></p>
<p><em>Removed a corner marker from some configurations at Aston</em></p>
<p><em>Some tyres at Kyoto National disabled in other configs</em></p>
<p><em>Updated translations – thank you translators</em></p>
<p><strong>DOWNLOAD</strong></p>
<p>update 0.6H <a href="https://www.lfs.net/file_lfs.php?name=LFS_PATCH_5Z_TO_6H_setup.exe" rel="external">https://www.lfs.net/file_lfs.php?name=LFS_PATCH_5Z_TO_6H_setup.exe</a></p>
<p>0.6H full version <a href="https://www.lfs.net/downloads" rel="external">https://www.lfs.net/downloads</a></p>

]]></description><guid isPermaLink="false">22083</guid><pubDate>Sun, 05 Apr 2015 08:35:00 +0000</pubDate></item><item><title>Game Stock Car Extreme v1.31</title><link>https://www.drivingitalia.net/home-page/software/game-stock-car-extreme-v131-r22070/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/caad69785b54a34776febf083171ea52.png" /></p>

<p><em>Main changelog for v1.30:</em></p>
<p><em>Content</em></p>
<p><em>Cars:</em></p>
<p><em>Added Copa Petrobras de Marcas - brazlian touring car series with Ford Focus, Chevrolet Cruze, Toyota Corolla &amp; Mitsubishi Lancer GT models.</em></p>
<p><em>Track:</em></p>
<p><em>Added Bologna Historic track</em></p>
<p><em>Features &amp; fixes:</em></p>
<p><em>Updated terrain shaders &amp; textures for Cascavel &amp; Taruma (other tracks to receive the same treatment in following updates);</em></p>
<p><em>Adjusted collision sounds;</em></p>
<p><em>Corrected F-Extreme &amp; F-Reiza aero distribution;</em></p>
<p><em>Small adjustment to Metalmoro &amp; F3 tyres;</em></p>
<p><em>Shadow optimization &amp; AI improvement for Montreal Historic.</em></p>
<p><em>Unfortunately no code updates yet on this build (a status update on this will follow shortly).</em></p>
<p></p>
<div style="text-align:center">
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<div class="ipsEmbeddedVideo " contenteditable="false"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/w6aXa-KRMFI?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
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<div class="ipsEmbeddedVideo " contenteditable="false"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/qzkL2quGeF0?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
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]]></description><guid isPermaLink="false">22070</guid><pubDate>Sat, 28 Mar 2015 08:49:59 +0000</pubDate></item><item><title>rFactor 2 Build 946 e Malaysia v1.58</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-build-946-e-malaysia-v158-r22082/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/2bc8b948bd9254c13da6a405ef3583cf.jpg" /></p>


<p><em>Download: </em><a href="http://rfactor.net/web/rf2/rf2dl/" rel="external"><em>http://rfactor.net/web/rf2/rf2dl/</em></a></p>
<p><em>News post: </em><a href="http://rfactor.net/web/2015/04/03/rf...now-available/" rel="external"><em>http://rfactor.net/web/2015/04/03/rf...now-available/</em></a></p>
<p><em>Update 31 (Build 946) Changelog:</em></p>
<p><em>FEATURES:</em></p>
<p><em>————-</em></p>
<p><em>– Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been).</em></p>
<p><em>– Added local content management to Launcher.</em></p>
<p><em>– Added support for batch downloads in Launcher’s remote content tab.</em></p>
<p><em>– Added ring stiffness multipliers to TGM files.</em></p>
<p><em>– Added third party content publishing to Launcher.</em></p>
<p><em>FIXES:</em></p>
<p><em>————-</em></p>
<p><em>– By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore.</em></p>
<p><em>– Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage.</em></p>
<p><em>– Made unlimited laps in qualifying truly unlimited.</em></p>
<p><em>– Fix for aspect ratio problems in monitor.</em></p>
<p><em>– Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing.</em></p>
<p><em>– Added HTTP Basic Authentication to dedicated server mod downloads.</em></p>
<p><em>– Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.)</em></p>
<p><em>– Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present).</em></p>
<p><em>– Fixed unnecessary reloads of matchmaker list.</em></p>
<p><em>– Lined up vehicle labels in monitor.</em></p>
<p><em>– Made vehicle labels more legible under different conditions.</em></p>
<p><em>– Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be).</em></p>
<p><em>– Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod.</em></p>
<p><em>– Fixed a crash that could happen while resuming a replay of a non-race session.</em></p>
<p><em>MODDING / PUBLIC DEV:</em></p>
<p><em>————-</em></p>
<p><em>– Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode.</em></p>
<p><em>– Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”)</em></p>
<p><em>– simplified grid, pit, &amp; garage spot marking.</em></p>
<p><em>– Allowed AIW editor to set number of garages per pit spot for ease of editing.</em></p>
<p><em>– Fixed Camera FOV editing.</em></p>
<p><em>MULTIPLAYER</em></p>
<p><em>————-</em></p>
<p><em>– Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2)</em></p>
<p><em>– In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI).</em></p>
<p><em>– Improved multiplayer skin transfers so there is less chance of name mix up.</em></p>
<p><em>GRAPHICS:</em></p>
<p><em>————-</em></p>
<p><em>– New tonemapper</em></p>
<p><em>– Optimized single-pass HDR for multiview.</em></p>
<p><em>– Adjusted some hdr/sky params to work with new tonemapper</em></p>
<p><em>During the production schedule for the newly released Build 946 it became obvious that the old tonemapper wasn’t working very well on certain tracks. Both Saõ Paulo and Malaysia became the perfect place to experiment with the new tonemapper. Then, because Malaysia hadn’t been given a lot of attention in recent times, we wanted to grab this opportunity to give the place a polishing pass. It is, frankly, a superbly challenging circuit – it deserved it!</em></p>
<p><em>Download Malaysia v1.58: </em><a href="https://www.mediafire.com/view/ajs0fgp00v32dj3/ISI_Malaysia_2007-v158.rfcmp" rel="external"><em>https://www.mediafire.com/view/ajs0fgp00v32dj3/ISI_Malaysia_2007-v158.rfcmp</em></a></p>
<p><em>(Requires latest rFactor 2 Build).</em></p>
<p><em>Changelog for v1.58s (from v1.43)</em></p>
<p><em>- Increased road mesh density on South Loop</em></p>
<p><em>– Added RealRoad tech to curbs</em></p>
<p><em>– Remapped RaceGroove</em></p>
<p><em>– Added special sign</em></p>
<p><em>– Reconformed painted stripes</em></p>
<p><em>– Cleaned up and improved road art</em></p>
<p><em>– Improved road and terrain materials</em></p>
<p><em>– Improved barrier materials</em></p>
<p><em>– Improved vegetation textures and materials</em></p>
<p><em>– Replaced seats with more recent artwork</em></p>
<p><em>– Removed negative mip map bias on all key materials</em></p>
<p><em>– Optimized access roads meshes</em></p>
<p><em>– Optimized fence textures and materials</em></p>
<p><em>– Optimized shadow casters</em></p>
<p><em>– Optimized reflections</em></p>
<p><em>– Optimized terrain materials a little bit</em></p>
<p><em>– Optimized scene by removing a lot of non-essential objects</em></p>
<p><em>– Grouped objects for better batching to cure stutters</em></p>
<p><em>– Fixed about 100 micrograps in terrain</em></p>
<p><em>– Fixed armco collision glitch</em></p>
<p><em>– Fixed road mapping</em></p>
<p><em>– Fixed odd wet patches</em></p>
<p><em>– Fixed visibility of distance markers</em></p>
<p><em>– Fixed object popups</em></p>
<p><em>– Fixed curb reflections due to RealRoad tech (compromise)</em></p>
<p><em>– Fixed scale of ambulances</em></p>
<p><em>– AIW improvements</em></p>
<p><em>– Updated TDF values</em></p>
<p><em>– Removed Legacy HDR Profile</em></p>

]]></description><guid isPermaLink="false">22082</guid><pubDate>Sat, 04 Apr 2015 09:00:00 +0000</pubDate></item><item><title>William Tregurtha tester di Project CARS</title><link>https://www.drivingitalia.net/home-page/software/william-tregurtha-tester-di-project-cars-r22079/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/6e8e5d0e1947ec4644b698ef6b471dc7.jpg" /></p>


<p>Dopo i vari <a href="http://www.projectcarsgame.com/testimonials.html" rel="external">Collins, Hamilton, Webb e Rast</a>, un nuovo pilota reale si unisce alla pattuglia di tester dell'imminente Project CARS targato Slightly Mad Studios: si tratta del giovane <a href="http://www.projectcarsgame.com/home/william-tregurtha-joins-the-young-driver-initiative" rel="external">William Tregurtha</a>, che quest'anno corre nel Ginetta Junior Championship d'Inghilterra.</p>
<p><em>"Project CARS has helped by giving me the opportunity to drive circuits before I get to them in real life. The tracks are all extremely close to reality and so are the cars. The fact that Slightly Mad Studios have built a community-centred game using real world drivers to push forward the sim has helped. I have been given the opportunity to be a part of this and to contribute to the project which is very rewarding. I have focused mainly on the Ginetta Junior as that is what I will be racing this year, and I can say that it is a very realistic representation of the real thing with every little detail appearing to have been modelled (though I look forward to our new rear wings appearing in the game!)"</em></p>
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<div style="text-align:center"><a class="ipsAttachLink ipsAttachLink_image" href="https://www.drivingitalia.net/uploads/monthly_04_2015/ccs-2-0-69767700-1427962935.jpeg" rel=""><img src="https://www.drivingitalia.net/uploads/monthly_04_2015/ccs-2-0-69767700-1427962935_thumb.jpeg" data-fileid="%7B___base_url___%7D/applications/core/interface/file/attachment.php?id=28652" class="ipsImage ipsImage_thumbnailed" alt="ccs-2-0-69767700-1427962935_thumb.jpeg"></a></div>
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]]></description><guid isPermaLink="false">22079</guid><pubDate>Thu, 02 Apr 2015 06:20:00 +0000</pubDate></item><item><title>AC: licenza Mercedes AMG GT3 2015</title><link>https://www.drivingitalia.net/home-page/software/ac-licenza-mercedes-amg-gt3-2015-r22077/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/b54819e720307ffffefb47033003ec19.jpg" /></p>


<p>Il sospetto era già venuto agli appassionati quando Massarutto aveva segnalato il trailer su Facebook, oggi è arrivata la conferma ufficiale della nuova <a href="https://www.drivingitalia.net/index.php?showtopic=70676&amp;hl=" rel="">licenza Mercedes AMG GT3</a> per Assetto Corsa !</p>
<p><em>KUNOS Simulazioni ha svelato oggi una nuova licenza ufficiale per l'acclamata simulazione di guida Assetto Corsa, la nuovissima </em><a href="https://www.drivingitalia.net/index.php?showtopic=70676&amp;hl=" rel=""><em>Mercedes-Benz AMG GTS GT3</em></a><em>! Si tratta del modello racing più innovativo della Casa tedesca, recentemente presentato al salone di Ginevra. Concepita per competere nel Campionato FIA GT3, quest'auto va ad arricchire una griglia di partenza sempre più alta nel simulatore made in Italy. La KUNOS Simulazioni ha seguito da vicino i test invernali condotti da AMG sul circuito di Vallelunga che dal 2009 ospita la sede della software house, ed è stata proprio questa circostanza a convincere il team di sviluppo che quest'auto non poteva mancare nel garage virtuale di Assetto Corsa. Questo modello sarà disponibile nel gioco, in modalità ancora da definire, entro il 2015. Segue il teaser ufficiale di AMG girato in autodromo, che offre un'anticipazione di cosa aspettarsi ingame!</em></p>
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]]></description><guid isPermaLink="false">22077</guid><pubDate>Wed, 01 Apr 2015 14:00:00 +0000</pubDate></item><item><title>RaceRoom si aggiorna!</title><link>https://www.drivingitalia.net/home-page/software/raceroom-si-aggiorna33-r22076/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/4c60fea66f4687a342cad4b9b108a814.jpg" /></p>

<p><em>31-03-2015</em></p>
<p><em>What’s New (Summary)</em></p>
<p><em>- Custom Championships.</em></p>
<p><em>- Mouse Steering. You can now select the mouse steering profile in the controller settings.</em></p>
<p><em>- Track rotation in Multiplayer.</em></p>
<p><em>- 3 new FFB multipliers for spring, damper and friction in FFB settings.</em></p>
<p><em>Game:</em></p>
<p><em>- Added Custom Championships in RRE.</em></p>
<p><em>- Shadow map improvements to make car shadows smoother.</em></p>
<p><em>- Put local shadow map back to 32 bits for smoother car shadows.</em></p>
<p><em>- Added car shadow kernel and epsilon.</em></p>
<p><em>- Implemented better device support by changing device ID to include instance, wheel type and rim type ID’s to support several devices of the same type and to differentiate between devices that share the same product ID. (Fanatec CSR and CSR Elite for example). More default profiles will be added later.</em></p>
<p><em>- Fixed the mixup in ADAC championship screen where tracks showed under cars header and vice versa.</em></p>
<p><em>- Fixed IBL (Image Based Lighting) not loading for Sonoma in replays.</em></p>
<p><em>- Fixed AI hitting pit wall from standing start in Sonoma.</em></p>
<p><em>- Fixed cut track penalty message coming up after rolling start in LBC start.</em></p>
<p><em>- Changed the banger sound priority from medium to high so they play when full grid.</em></p>
<p><em>- Fixed an issue with AI launch from 1st gear.</em></p>
<p><em>- Fixed an issue with disappearing skid sounds.</em></p>
<p><em>- Fixed triggering issues with pitcams.</em></p>
<p><em>- Changed RRE timing screen a bit to make IN PIT (yellow) text more readable.</em></p>
<p><em>- Added Mouse Steering.</em></p>
<p><em>- Added 3 new FFB options. Spring, Damper and friction strength. These work as multiplers and multiply what is set in the driver. Default profiles have these off by default.</em></p>
<p><em>- Tweaked all the default profiles due to changes. Please note your old control profiles will be backed up and won’t be usable.</em></p>
<p><em>- Default Controlset: Changed ffb steer friction and damper coefficients to 0.0</em></p>
<p><em>- Default Controlset: Changed ffb steer friction and damper saturations to 1.0</em></p>
<p><em>- Default Controlset: Changed spring saturation and coefficient pos and neg to 1.0</em></p>
<p><em>- Default Controlset: Added ffb steer spring coefficient.</em></p>
<p><em>- Default Controlset: Changed default spring coefficient per axis to 1.0</em></p>
<p><em>Multiplayer:</em></p>
<p><em>- Implemented Time of Day per session support.</em></p>
<p><em>- Implemented password support on dedicated side.</em></p>
<p><em>- Implemented track rotation.</em></p>
<p><em>- Implemented Server names.</em></p>
<p><em>- We now cache ping in MP browser to avoid unnecessary pinging.</em></p>
<p><em>- Made changes so the server list refreshes are only processed when not connected to a server.</em></p>
<p><em>- Made changes to make sure pending server browser updates are cancelled when joining a server.</em></p>
<p><em>- We no longer auto refresh in MP browser.</em></p>
<p><em>- Added the Community Dedicated groundwork for release soon.</em></p>
<p><em>- Various dedicated side improvements.</em></p>
<p><em>AI &amp; Physics &amp; Camera &amp; Audio</em></p>
<p><em>- Sonoma - Fixed AI having issues with pit entry and tweaked AI speed.</em></p>
<p><em>- Portimao – Fixed hairpin inside cut rules for Amateur</em></p>
<p><em>- DTM 92 cars – AI tweaks, Improved Audi handling.</em></p>
<p><em>- Revised all Gr.5 class car physics.</em></p>
<p><em>- Revised all GTR2 class car physics.</em></p>
<p><em>- Sonoma - Fixed helicam sound trigger.</em></p>
<p><em>Art</em></p>
<p><em>- Increased Shadow draw distance.</em></p>
<p><em>- Lowered shadow noise in McLaren cockpit to make it less intrusive.</em></p>
<p><em>- Tweaked shadow blur.</em></p>
<p><em>- RUF RT12R – Fixed braking light in the middle still appearing floating after wing is gone due to damage.</em></p>
<p><em>- Audi LMS Ultra – Fixed flipped KW logo.</em></p>
<p><em>- Chevrolet Camaro GT3 – Fixed mapping on the driver right arm.</em></p>
<p><em>- ALL CARS – General rebalancing to bring them to the same level.</em></p>
<p><em>- Reduced frequency of headlight flashing on all cars.</em></p>
<p><em>- Zakspeed Capri – Replaced redstone tyrebranding with Goodyear on livery 7 and 8</em></p>
<p><em>- BMW 320T - Replaced redstone tyrebranding with Goodyear on livery 9 and 10</em></p>
<p><em>Portal &amp; System Backend</em></p>
<p><em>- Changed the portal main webpage.</em></p>
<p><em>- Added fan page directory.</em></p>
<p><em>- Various store related fixes.</em></p>
<p><em>- We now highlight VIP drivers, DEVs, as well as friends in MP browser.</em></p>
<p><em>- Implemented a new Leaderboard Updater system for better performance and to fix the issue with Leaderboard entry sometimes not updating.</em></p>
<p><em>- Added new tab in competition page that shows all past competitions.</em></p>
<p><em>- RRRE competition page now shows competitions from other experience.</em></p>
<p><em>- Fixed an issue with links for finished competition in fan pages.</em></p>
<p><em>- Fixed an issue where purchase of alternative liveries for cars purchased via packs would not work sometimes.</em></p>
<p><em>- Fixed an error when buying a livery before the car if they’re in the same cart.</em></p>
<p><em>- Fixed so that the dashboard correctly redirects to user profile page.</em></p>
<p><em>- Removed irrelevant text from the introduction popups in portal.</em></p>
<p><em>Fixed layout issues in checkout popup.</em></p>
<p><em>- Default user avatar helmets are now randomly assigned out of 24 new helmet images instead of the old helmet, to add more colour and variety to the leaderboards.</em></p>
<p><em>Known Issues:</em></p>
<p><em>- Multiplayer browser does not show ping times. This is only visual and the servers should work perfectly fine.</em></p>
]]></description><guid isPermaLink="false">22076</guid><pubDate>Tue, 31 Mar 2015 17:35:00 +0000</pubDate></item><item><title>Loeb Rally Evo: Dev Diary #3</title><link>https://www.drivingitalia.net/home-page/software/loeb-rally-evo-dev-diary-3-r22075/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/7553815c70f74cb67236bba88213a039.jpg" /></p>


<p>Milestone ha pubblicato il terzo ed ultimo <a href="https://www.drivingitalia.net/index.php?showtopic=69340&amp;page=3" rel="">diario di sviluppo</a> dedicato al suo prossimo <a href="https://www.drivingitalia.net/index.php?showtopic=69340&amp;page=3" rel="">Sebastien Loeb Rally Evo</a>. Mattia De Nadai, Lead Programmer di Milestone Studios, ci spiega alcune delle tecnologie utilizzate nel gioco, come shading, lighting, effetti particellari, vegetazione ed anche fisica dei veicoli. Il trailer ci mostra anche le anteprime degli stages attualmente in sviluppo.</p>
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