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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/432/?d=1</link><description>News: News</description><language>en</language><item><title>Project CARS Build 698 (Junior Member+)</title><link>https://www.drivingitalia.net/home-page/software/project-cars-build-698-junior-member-r21262/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/48ec2af32dbfdcd1234bfee8b226ec55.jpg" /></p>

<p><span style="text-decoration:underline">Build 698</span> (04/04/14, Junior Member+) - 1.6 <strong>GB</strong></p>
<p><strong>Next-Gen:</strong></p>
<p>* PS4: Fixed PSSL array handling. Re-written material code to split data into two buffers, onion / garlic for fast processing via gpu. Fixes array stride handling.</p>
<p>* PS4: Now has same audio settings as PC</p>
<p>* STM (WIP update for PS4 compilation): PS4 config updates, Added PS4 version of config.h, Removed unused FE config defines (FE_FORGE_CXX etc) to simplify things, Added FE_PS4 OS type, Added FE_CLANG compiler type, Updated feAsmSwapIncr to use Base atomic, Fixed some warnings/errors specific to clang, Defined FE_DISABLE_THREAD_SAFE in all configs, Added work arounds to allow compilation of Base and PS4 std headers together.</p>
<p><strong>Render:</strong></p>
<p>* Amendment to Alt-K FPS display to reverse switching of vsync, so that it is off when Alt-K enabled</p>
<p>* Changed material parameter clearing code in order to fix glowing brake disks</p>
<p>* Fixed the wrong LODs being used in the shadow rendering that would result in building shadows popping in and out.</p>
<p>* Fix for DX11 not picking up default items from backing store.</p>
<p>* Remove code to toggle VSYNC when alt-K is pressed.</p>
<p>* Fix for material shader texture params having duff pointers on setup.</p>
<p><strong>Fx:</strong></p>
<p>* Gravel and Grass systems update + materials with improved lighting</p>
<p>* Grass effect update (less smoke, more dirt)</p>
<p><strong>Cameras:</strong></p>
<p>* Core change to the track and FE camera system and how it treats data.</p>
<p>* Fix for attached camera configuration tweakers</p>
<p>* Fix for return to Frontend Crash.</p>
<p><strong>GUI:</strong></p>
<p>* Adding sync animations to dialogs.</p>
<p>* Adds a new GUICondition, 'On Dialog Activated', used to start dialog anims</p>
<p>* Also fixes GUILayer flag setting for GUIConsole</p>
<p>* Added interface for UI to retrieve accolades and states, and testing functionality</p>
<p>* Track Menu name update back to some temporoy names while we confirm licensing</p>
<p>* Added more track names to get rid of underscores in the track location menu</p>
<p>* MADNESS Engine logo updated</p>
<p>* Submitting 16 new applinks and 3 new appfuncs in preparation for the new career accolades and accolade overview screens.</p>
<p>* Added Test Track and BF to the text database where underscores were appearing in the Menu</p>
<p>* Accolades are now connected to the Aries UI. Platinum Accolades are connected to the Driver Network-&gt;Career-&gt;Historic Goals and the Gold, Silver and Bronze can be found in Driver Network-&gt;Career-&gt;Accolades (although there are no Silver or Bronze accolades yet). Platinum AppLinks and AppFuncs are in but not yet connected to career systems.</p>
<p><strong>Physics:</strong></p>
<p>* Further active aero inputs</p>
<p>* BMW 320 Turbo: Initial physics</p>
<p>* GT3 tires: Further revised heating model</p>
<p>* RUF RGT-8: New setup more in line with typical 991 suspension settings</p>
<p>* Zakspeed Capri Gr.5: Narrower tires, gearbox/LSD update</p>
<p>* Mercedes A45 AMG: Initial physics</p>
<p>* Boost changes to support hud</p>
<p><strong>Career:</strong></p>
<p>* Motorsports now unlocking via number of accolades (per-type) won, as well as from winning specific events. Added console command to unlock specific accolades for testing</p>
<p>* Career Invitationals: Road Entry Club first draft.</p>
<p>* Career Championships: Formula A World Championship first draft.</p>
<p>* Career Contracts: Rank 1, 2, 3 contracts added for Formula B, Formula A, and Road Entry Club. Text strings added and hooked up.</p>
<p>* RookieTouring renamed RenaultUKClio to match contract/motorsport changes</p>
<p>* Career Championships: Renault UK Clio Cup placeholder championship added, using Megane until Clio is complete.</p>
<p><strong>AI/Pitstops:</strong></p>
<p>* Fix for car specific pit sequence animation failure. Added more tracing and error checking for Sequence events.</p>
<p>* Create Lane desirability system for new way of calculating AI Lat + Redo throttle calculation system</p>
<p>* Brake system has been simplified and revamped</p>
<p>* AI decisions have been removed and replaced with Hazard decision making</p>
<p>* Lat calculation has been simplified and revamped using a new lane desirability mecanic, Cars now experience much less collision problems</p>
<p>* Pitstops F1 Lollipop mechanic Master animation scene + catabe XML</p>
<p><strong>Online/Leaderboards:</strong></p>
<p>* Bumped global leaderboards version for Friday's global stat reset.</p>
<p>* Time trial console leaderboard support: Enabled "access track/vehicle leaderboards via autoTT events" capability and disabled "supports overall leaderboards for all tracks" capability on consoles. Fixed transforming submit to track/vehicle into event submit not setting vehicle id correctly. Fixed stat submits that failed immediately never tagging the stat as "failed to submit", which caused the to never return back to FE when retiring from a time trial race on track/vehicle combination that had no event defined. Increased retry timer for failed stat submits.</p>
<p>* Updated the events file with testing autoTT event (Brands Hatch Indy / any BMW vehicle)</p>
<p><strong>Vehicles:</strong></p>
<p>* BMW 320 Turbo: Created LODX clones, prepared to re-submit for LODs</p>
<p>* Sauber C9: UV mapping finished, added wheel LODs, added support for custom liveries</p>
<p>* Oreca 03: Fixed CPIT carbon, prepared to re-submit for LODs</p>
<p>* Audi R8 LMS Ultra: Updated to 2013 Aero Kit, Exhaust fix</p>
<p>* RUF RGT-8: Added windshield reflections to cpit model, added AO, cockpit animations and damage deformations</p>
<p>* Lotus 98T: Camber added to suspension animations</p>
<p>* Audi R8 V10+: Wheels user flags fix</p>
<p>* LMP RWD P30: LODA/B/C/D and cockpit meshes done. New Ultra file uploaded. Ultra LODS initial checkin.</p>
<p><strong>Tracks:</strong></p>
<p>* Added high res trees and placement fixes.</p>
<p>* Eifelwald GP: Added trees and foliage, tents and foliage</p>
<p>* Azure Coast: Removed big jump from s2 section, updated csm around Vt barriers/reorganized all xmls with childs</p>
<p>* Loire: New texture map, 1st commit, added missing ao and emm for a123 miss building, added last set of track edges.. whitelines moved closer to kerbs and track edges -continued material fixes and issues fixing on meshes.. added latest from Jan and Tomas, added missing small ao txt for a124 building set</p>
<p>* Milan GP: Additional updates to tree and bush placement. Added more dressing objects to pit wall and various emergency vehicles around the track. Also added some pedestrian vehicles to the car park and made some changes to the paddock area.New corridor funneleing for chicanes 1 and 2 to help race starts mayhem.</p>
<p>* Brands Hatch: Removed fuel rigs, placement update (vehicles, event areas. pitlane)</p>
<p>* California Highway: Foliage instances for California Highway, basicfx version, 1st pass, Californian highway foliage instances- switched the shader and enabled animation, tweaks on hdpines</p>
<p>* Lakeville: Startlights and pitlane exit lights textures added, added startlight funcionality, fixed shader paths and doubled textures coming form various places</p>
<p>* Moravia: Added new vehicles, tents, umbrellas, added toilets, new cars, added tents, marshals umbrelas, cars, fixed flying crowds, added lod distances for tents -fixed later lod poping, fixed overlaped tyres in some places. Pitlane assets placed, trees placing.</p>
<p>* Badenring: Trackside object placement and pitlane stuff, Added trackside vehicles and objects, also adusted the static env map position</p>
<p>* Connecticut Hill: Exported with reported hole on kerbs fixed, replacing trackside 2d trees with 3d variants, added 3d foliage &amp; temp .xml's</p>
<p>* Silverstone: Logos fixed, armco issues,3d armco</p>
<p>* Snetterton: Tweaked kerb textures, improved textures/materials for kerbs, grass, soil, fixed gaps and mapping errors, added correct collision for soil areas, fixed wrong pitwall collision</p>
<p>* Derby Park: Fixed scene treewall placement to go with new tree object placement, fixed some off track ground mesh holes, updated tree placement around circuit to better match RL ref, added emergency vehicles, swapped out old vehicle placement for new vehicle objects, added modern ad texture, but with non official branding</p>
<p><span style="text-decoration:underline"><strong>Known issues:</strong></span></p>
<p>- Replays in MP: Not working as they should</p>
<p>- P2P Tracks: Don't press return to pitbox</p>
<p>- <strong>Do NOT play MP using x64</strong>, the game will crash if the host exists the lobby.</p>
<p>- Press Enter to skip the video.</p>
<p><em><strong>Note:</strong></em> We are resetting all Time Trial leaderboards today and they will be temporarily unavailable for several hours. Once done only the new build (to be released soon) will be able to view and write to new boards.</p>
<p><span style="text-decoration:underline">Build 697</span> (03/04/14, Team Member+) - 203.2 <strong>MB</strong></p>
<p><strong>Next-Gen:</strong></p>
<p>* Time Trial console leaderboard support (WIP): Implemented online query wrappers that automatically translate submits/queries targeting track+vehicle leaderboards to corresponding "autoTT" event boards on platforms that do not support individual per-track per-vehicle leaderboards (consoles). Changed all leaderboard queries and submits to use the wrappers instead of calling online API directly. Fixed GUI code that ignored errors returned by leaderboard queries.</p>
<p>* XB1: Matchmaking improvements: Created new game manager states and moved off matchmaking code to better segregate and control the flow. Fixed issue with attempting to create a multiplayer communication socket while one was already available. Fixed issues with cancelling a matchmaking ticket. Added support for the invitation accepted event.</p>
<p>* XB1: Dynamic envmap and reflections thread split-up optimisations enabled</p>
<p><strong>x64:</strong></p>
<p>* DX11MT is default in x64 - added -DX11ST option to force single threading in x64</p>
<p><strong>Render:</strong></p>
<p>* DX11: Unset shader resources when unsetting rendertargets - vastly reduces the amount of D3D debug spam when running debug configs</p>
<p>* Shadow changes. Removes CPU hit from calculating object bounds. Uses scene bounds instead. Fixes bug in huge tracks where distant shadows may not show.</p>
<p>* Fix for reflection render not waiting for reflection command list being built.</p>
<p>* Small change to cascade calculations to go with latest code update</p>
<p><strong>GUI:</strong></p>
<p>* Fix for phanton back clicking, also now clearing fields when starting a new career and entering initial info, also added page progression logic for user input validation on initial info page.</p>
<p>* Increasing calendar event size for current data</p>
<p>* Added all track names and setup outputs without underscores to tidy location Menu</p>
<p>* Updated some of the incorrect Track names, and modified the menu ordering in the TRDs to tidy up the location menus</p>
<p>* New maps for Nords</p>
<p><strong>Career:</strong></p>
<p>* Updated HRDF array structure for CareerAccolades so it'll be easier to manage data from different files</p>
<p>* Number of awarded Accolades (per-type) can be counted, as well as totals (needed for UI display). Debug code added to display accolade info for testing. Added platinum level for accolades.</p>
<p>* Changed Career FirstOffer name to match contract data (RookieTouring) so it generates a contract</p>
<p><strong>Physics:</strong></p>
<p>* Gearbox changes to support sequential mode</p>
<p><strong>Tracks:</strong></p>
<p>* New WMD media van trackside instanced asset</p>
<p>* Nurburgring GP: Fixed some static asset possitions, added cars</p>
<p>* Loire: Added txt a68 building - roof, added txt for a123 buildings set</p>
<p>* Brands Hatch: Fixed incorrect Long/Lat co-ordinated for both Brands Hatch TRD files</p>
<p>* Connecticut Hill: Moved pit in trigger in even further a bit to avoid having the car being controlled by AI when scratching along the pitwall from the outside</p>
<p>* Moravia: Fixed some crowds overlaps etc, new vehicles, helicopters etc. placed -finished, deleted old cars and replaced with new ones -finished.</p>
<p>* Silverstone: Tree placement on the main route</p>
<p><strong>Vehicles:</strong></p>
<p>* Ford Escort Mk1: Fixed steeringwheel pivot, small material change</p>
<p>* Ginetta G40: LODX cockpit polished, mapped and textured. LODA interior model finished, mapped and textured. Cockpit related issues fixed.</p>
<p>* Ford GT40 MkIV: Windscreen setup, windscreen reflections added</p>
<p><span style="text-decoration:underline"><strong>Known issues:</strong></span></p>
<p>- Replays in MP: Not working as they should</p>
<p>- P2P Tracks: Don't press return to pitbox</p>
<p>- Garage Scene: Some cars have brake discs glowing and taillights broken</p>
]]></description><guid isPermaLink="false">21262</guid><pubDate>Sat, 05 Apr 2014 06:45:00 +0000</pubDate></item><item><title>Licenza Nissan per Assetto Corsa</title><link>https://www.drivingitalia.net/home-page/software/licenza-nissan-per-assetto-corsa-r21260/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/c63635bee8848d34845716ec86eea7e4.jpg" /></p>


<p>I sospetti degli appassionati si sono rivelati esatti: la Kunos Simulazioni ha infatti annunciato per il suo Assetto Corsa la <a href="https://www.drivingitalia.net/index.php?showtopic=66370&amp;view=getnewpost" rel="">nuova licenza ufficiale della Nissan</a>!</p>
<p><em>In a recent poll we asked to gamers which car Brands they would like to get in Assetto Corsa: a special place in the collective imaginary is occupied by Nissan, also thanks to NISMO, the official in-house racing arm of Nissan. The vehicles it creates have one goal in mind: that every time you see a NISMO badge, you’ll know it’s something extraordinary. The flagship of GTR. That's why we are so proud to announce the addition of the Nissan GT-R Nismo 2014 and Nissan GT-R Nismo GT3 for Assetto Corsa: the Nissan GT-R Nismo 2014 will be included in future as upgrade of the game, while the Nissan GT-R Nismo GT3 will perfectly match the Nurburgring Nordschleife circuit, scheduled to be completed and released for Assetto Corsa on September 2014.</em></p>
<p><em>We are pretty confident that this new agreement with NISSAN will satisfy both the street car enthusiasts, and the simracing drivers who, with this addition, will get an amazing line-up for their GTR races in Assetto Corsa!</em></p>
<p></p>
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<a href="https://www.facebook.com/Assetto.Corsa/photos/pcb.852103544815965/852102981482688/?type=1" rel="external"><img src="https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/p296x100/1560435_852102981482688_2138133254_n.jpg" alt="1560435_852102981482688_2138133254_n.jpg"></a> <a href="https://www.facebook.com/Assetto.Corsa/photos/pcb.852103544815965/852102918149361/?type=1" rel="external"><img src="https://scontent-b-cdg.xx.fbcdn.net/hphotos-prn2/t1.0-9/p296x100/1969376_852102918149361_696731361_n.jpg" alt="1969376_852102918149361_696731361_n.jpg"></a><p><a href="https://www.facebook.com/Assetto.Corsa/photos/pcb.852103544815965/852102888149364/?type=1" rel="external"><img src="https://scontent-b-cdg.xx.fbcdn.net/hphotos-prn2/t1.0-9/p200x200/10012569_852102888149364_312419195_n.jpg" alt="10012569_852102888149364_312419195_n.jpg"></a> <a href="https://www.facebook.com/Assetto.Corsa/photos/pcb.852103544815965/852102884816031/?type=1" rel="external"><img src="https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn1/t1.0-9/p296x100/10178032_852102884816031_1573038019_n.jpg" alt="10178032_852102884816031_1573038019_n.jpg"></a></p>
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]]></description><guid isPermaLink="false">21260</guid><pubDate>Fri, 04 Apr 2014 11:35:00 +0000</pubDate></item><item><title>Game Stock Car Extreme screens previews</title><link>https://www.drivingitalia.net/home-page/software/game-stock-car-extreme-screens-previews-r21261/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/bfafb52fc22c55f04fb941f13bbd7b92.jpg" /></p>


<p>Dopo l'annuncio di qualche giorno fa riguardante il "nuovo" <a href="https://www.drivingitalia.net/index.php?showtopic=64846" rel="">Game Stock Car Extreme</a> (in offerta scontata fino <a href="http://game-stockcar.com.br/compre-agora/" rel="external">a questa sera</a>), il team Reiza ci mostra oggi i primi screens di anteprima di due delle nuove vetture in arrivo: si tratta della Formula Extreme e della Formula Vee Brazil. La prima è in pratica una modernissima monoposto di Formula 1, mentre la seconda ricorda la gloriosa Formula Junior Monza.</p>
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]]></description><guid isPermaLink="false">21261</guid><pubDate>Fri, 04 Apr 2014 08:05:00 +0000</pubDate></item><item><title>AC: RSR Live Timing update</title><link>https://www.drivingitalia.net/home-page/software/ac-rsr-live-timing-update-r21259/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/3600f2b0d1234881e2ffcf8c378286c8.jpg" /></p>


<p>Il team Radiator Springs ha rilasciato un <a href="https://www.drivingitalia.net/index.php?showtopic=61889&amp;page=64#entry742622" rel="">nuovo aggiornamento</a> per l'ormai famosissima utility <a href="https://www.drivingitalia.net/index.php?showtopic=61889&amp;page=64#entry742622" rel="">RSR Live Timing</a>, che permette le competizioni hotlaps in tempo reale con Assetto Corsa. Grande successo infatti sta ottenendo la <a href="https://www.drivingitalia.net/index.php?showtopic=66297&amp;hl=" rel="">community DrivingItalia</a> con due competizioni serratissime!</p>
<p><em>v2.0.014 (04/04/2014):</em></p>
<p><em>NEW: upload/download setup funtionality on the website</em></p>
<p><em>NEW: Start Engine button: Ghost enabled/disabled retrieved from AC interface in hotlap</em></p>
<p><em>NEW: Stats: Added new graph to show how many unique drivers are using our app every day</em></p>
<p><em>FIX: wrong combo selected by the app in few cases</em></p>
<p><em>FIX: driver not recognized error due to duplicated rows inserted in the db</em></p>
<p><em>FIX: loading someone else's replay temporarily modify your name in the profile</em></p>
<p><em>FIX: delta from your own PB at the end of each lap has wrong sign</em></p>
<p><em>FIX: quick races event page: standing not showing all laps</em></p>
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<div style="text-align:center;"><p><img src="http://i.imgur.com/OYkCBuo.png" alt="OYkCBuo.png"></p></div>
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]]></description><guid isPermaLink="false">21259</guid><pubDate>Fri, 04 Apr 2014 06:30:00 +0000</pubDate></item><item><title>Assetto Corsa: primo screen della RUF</title><link>https://www.drivingitalia.net/home-page/software/assetto-corsa-primo-screen-della-ruf-r21258/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/354ef8d4c70544a94bb16428acf9ee9f.jpg" /></p>


<p>La Kunos Simulazioni ha pubblicato tramite Facebook il primo screen in game di Assetto Corsa dedicato alla nuova <a href="https://www.drivingitalia.net/index.php?showtopic=66127&amp;page=2#entry742463" rel="">RUF CTR Yellowbird del 1987</a>. La Yellowbird è una delle tre RUF in arrivo sul simulatore made in Kunos.</p>
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<p><a href="https://www.facebook.com/Assetto.Corsa/photos/a.841163539243299.1073741848.305504559475869/851553981537588/?type=1" rel="external"><img src="https://scontent-a-mxp.xx.fbcdn.net/hphotos-frc1/t1.0-9/p75x225/10245330_851553981537588_467671403_n.jpg" alt="10245330_851553981537588_467671403_n.jpg"></a></p>
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]]></description><guid isPermaLink="false">21258</guid><pubDate>Thu, 03 Apr 2014 15:15:00 +0000</pubDate></item><item><title>R3E: patch e multiplayer</title><link>https://www.drivingitalia.net/home-page/software/r3e-patch-e-multiplayer-r21257/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/cbdb6c8d46f3e6a8c47e1482e8abd8ab.jpg" /></p>


<p>Con un nuovo <a href="https://www.drivingitalia.net/index.php?showtopic=66155#entry742362" rel="">post sul blog</a>, il team Simbin torna ad aggiornarci sui lavori in corso riguardanti RaceRoom Racing Experience: per il fine settimana sarà disponibile una <a href="https://www.drivingitalia.net/index.php?showtopic=66155#entry742362" rel="">nuova patch</a>, dedicata soprattutto all'eliminazione degli indicatori di curva su vari tracciati; il team svedese ha anche pubblicato una serie di <a href="https://www.drivingitalia.net/index.php?showtopic=66155#entry742362" rel="">interessanti FAQ</a> riguardanti il futuro multiplayer...</p>
<p><em><strong>When will MP Alpha be available?</strong></em></p>
<p><em>Sometime in May or June. Hopefully May.</em></p>
<p><em><strong>What about R3E players who do not own the DTM Experience? </strong></em></p>
<p><em>We are working on a temporary menu system that will be similar to the Web based DTM Experience Menus. With that we will be able to have MP browser and all the other components to share both Single Player Race and Multiplayer Race with all R3E users. Please note the menu system we are developing is just a temporary one for the purpose of sharing MP and SP as soon as possible. It is not going to be the finalized, fully revamped UI/Menu system we are working on.</em></p>

]]></description><guid isPermaLink="false">21257</guid><pubDate>Thu, 03 Apr 2014 08:45:00 +0000</pubDate></item><item><title>iRacing: BMW Z4 GTE in video</title><link>https://www.drivingitalia.net/home-page/software/iracing-bmw-z4-gte-in-video-r21254/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/63bfc3e6ed6b245fe9c19464e46aa5a8.jpg" /></p>


<p>Il video che potete ammirare qui sotto ci mostra le varie fasi dello sviluppo dell'attesissima <a href="https://www.drivingitalia.net/index.php?showtopic=64149" rel="">BMW Z4 GT3</a> che dovrebbe arrivare a breve nel simulatore americano iRacing.</p>
<p><em>iRacingTV takes you behind the scenes as we build and prepare the </em><a href="https://www.drivingitalia.net/index.php?showtopic=64149" rel=""><em>BMW Z4 GT3</em></a><em> racecar for the iRacing service. The entire car building process is covered from data and sound gathering to the precise detailed work completed by our world class engineers. All of our combined efforts result in one of our best racecars to date. The BMW Z4 GT3 will launch into the iRacing service during our late April software upgrade.</em></p>
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<div class="ipsEmbeddedVideo " contenteditable="false"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/videoseries?list=PL6FA8036016463290" frameborder="0" allowfullscreen="true"></iframe></div></div>
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]]></description><guid isPermaLink="false">21254</guid><pubDate>Wed, 02 Apr 2014 18:30:00 +0000</pubDate></item><item><title>Sito ufficiale per Project CARS</title><link>https://www.drivingitalia.net/home-page/software/sito-ufficiale-per-project-cars-r21253/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/ce7e5d473d3ce8fb94c88043b0d124f3.jpg" /></p>


<p>Il team Slightly Mad Studios ha finalmente inaugurato il <a href="http://www.projectcarsgame.com/" rel="external">nuovo sito ufficiale</a> dedicato al suo <a href="https://www.drivingitalia.net/index.php?showtopic=66345" rel="">Project CARS</a>, segno questo che il rilascio della versione definitiva del simulatore, prevista per il prossimo autunno, sarà rispettato come previsto. Già nel prossimo mese intanto dovrebbe essere disponibile la release alpha. Il sito contiene numerose informazioni, immagini e video e viene inaugurato proprio con un inedito quanto spettacolare trailer dedicato al <em>sound</em> del gioco.</p>
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]]></description><guid isPermaLink="false">21253</guid><pubDate>Wed, 02 Apr 2014 08:20:00 +0000</pubDate></item><item><title>R3E: cosa ci attende nel 2014?</title><link>https://www.drivingitalia.net/home-page/software/r3e-cosa-ci-attende-nel-2014-r21252/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/8b6c49ae592e3964c26ef741a304a20a.jpg" /></p>


<p><em>CURRENTLY IN PLAN FOR 2014</em></p>
<p><em><strong>Multiplayer</strong></em></p>
<p><em>We are currently working on preparing Multiplayer Alpha. We aim to start stress testing the infrastructure with a limited amount of users before this summer. </em></p>
<p><em>Initially Multiplayer Alpha will be made available to DTM Experience Season Pass holders only. In other words, it will be available for players who have purchased a redeem code for DTM Experience 2013 + Season Pass via </em><a href="http://gantrack.com/t/l/826232/1_MzgzMDMxMjMxMw==/" rel="external"><em><span style="color:#2a5db0">dtm-experience.com</span></em></a><em>. Depending on our tests, we will then enable the alpha mode to more of our players. </em></p>
<p><em><strong>WEB Technology based User Interface and Menu System</strong></em></p>
<p><em>We are currently working on making a switch to WEB technology based UI and Menu system. We are working on revamping the entire presentation of the game with a dynamic and more user friendly WEB technology based approach. </em></p>
<p><em><strong>Controller Wizard &amp; Physics</strong></em></p>
<p><em>We are revisiting our controller profile system and will revise our default controller profiles. We are also working on the physics side of things to bring more realism to car handling. </em></p>
<p><em><strong>Single Player</strong></em></p>
<p><em>We are working on completing the Single Player experience for the R3E base. Adaptive AI and Single Race is being implemented for R3E alongside Multiplayer. </em></p>
<p><em><strong>Shared Memory Data</strong></em></p>
<p><em>We are working on improving our Shared Memory Data system and we are creating a technical documentation to provide better support to 3rdparty developers who develop applications that can be used with R3E. Telemetry app and motion plugin developers will be able get more usable data from the R3E and thereby improve their compatibility with our game. </em></p>
<p><em><strong>AI Improvements</strong></em></p>
<p><em>We are currently refactoring the AI and the Adaptive AI system to improve the performance and accuracy of computer controller cars.  </em></p>
<p><em><strong>Multiple Experience System</strong></em></p>
<p><em>We are implementing a more dynamic system to support multiple experiences under the R3E umbrella. Different Race series will have their own style and theme within their own unique experiences.</em></p>
<p><em>INTRODUCED SINCE APRIL 2013</em></p>
<p><em><strong>Extended Controller Support</strong></em></p>
<p><em>We have added extended controller support for players to be able to user their controllers (D-pads and analogue sticks on gamepads and steering wheels) on every section of the game. This implementation allows controllers to control the mouse cursor to make menu and option browsing more accessible. </em></p>
<p><em><strong>Instant Replay in Game</strong></em></p>
<p><em>We have added the ability to watch replays instantly during gameplay sessions by pressing the key “I”. This implementation allows players to instantly access the replay to re-watch an event or take screenshots. </em></p>
<p><em><strong>Banner-Pack System</strong></em></p>
<p><em>We implemented a dynamic banner-pack system where we can dynamically change the visuals on the environment objects such as banners and billboards around a track layout. This allows us to add endorsements and sponsor banners on special events such as competitions. </em></p>
<p><em><strong>IBL (Image Based Lighting)</strong></em></p>
<p><em>We implemented a lighting/rendering system that improves the look and feel of the visuals in the gameplay environment. The IBL system improves the illumination on the entire environment including the cars. </em></p>
<p><em><strong>Account Removal</strong></em></p>
<p><em>An account can now be deleted by the user through the account settings link in the portal menu.</em></p>
<p><em><strong>Newsletter Subscription</strong></em></p>
<p><em>Manage newsletter settings through the account settings link in the portal menu.</em></p>
<p><em><strong>Novice Mode</strong></em></p>
<p><em>We added novice difficulty for the players that are new to simracing and racing in general. The novice mode includes various automatic assists and in-game HUD (Head-Up Display) markers. The novice mode introduces players to racing and lets them get familiar with the game before they are ready for the more advanced driving models, Amateur and Get Real.  </em></p>
<p><em><strong>TrackIR Support</strong></em></p>
<p><em>We added TrackIR support, a motion tracking hardware that is widely used by gamers, especially simulation players. </em></p>
<p><em><strong>Graphical Improvements and Options</strong></em></p>
<p><em>We made various improvements to the rendering and the overall graphics of R3E. We also implemented various new graphical options to allow players to customize their visual settings as it suits them. Some of the added options are;</em></p>
<ul>
<li>
<em>Car &amp; Track Texture Quality</em><br>
</li>
<li>
<em>Shader Quality</em><br>
</li>
<li>
<em>Rearview Mirror Quality</em><br>
</li>
<li>
<em>Reflection Types (Cubemap reflections on car surfaces)</em><br>
</li>
</ul>
<p></p>
<p><em><strong>Advanced Stats</strong></em></p>
<p><em>We implemented Advanced Statistics to the portal to let players get more detailed statistics on all cars and tracks the player has driven with. </em></p>
<p><em><strong>Adaptive AI</strong></em></p>
<p><em>We implemented an Adaptive Artificial Intelligence (AI) system that adapts to players performance on individual cars and tracks in race sessions. The AI adapts and adjusts its difficulty based on the performance of the player on the driven car and the track. </em></p>
<p><em><strong>Class Based Leaderboards</strong></em></p>
<p><em>We added class based leaderboards to allow players to compare their performances across an entire car class. Before this implementation, the players were limited to compare their laptimes in the leaderboard of the individual car only. </em></p>
<p><em><strong>Brand Pages</strong></em></p>
<p><em>We added Brand Pages for players to subscribe to and get more information about various brands that sponsor our events and competitions. </em></p>
<p><em><strong>News Feed</strong></em></p>
<p><em>We added Newsfeed section to the portal where players get real-time updates. Via Newsfeed, players get instant updates on their friend’s activity and their favourite brands they have subscribed to. </em></p>
<p><em><strong>Photo Feed</strong></em></p>
<p><em>We added Photo feed widget to the portal that shows latest uploaded screenshots to the portal. The player can set photo feed to show screenshots from friends only, or let it show all the screenshot updates globally. </em></p>
<p><em><strong>Corner Marker Toggle</strong></em></p>
<p><em>We have added a corner marker toggle to allow players to turn ON/OFF the corner marker assists. With the introduction of Novice Mode, the purpose of these arrows have diminished and we are now working on updating all the tracks to let players turn off these marker assists.</em></p>
<p><em><strong>Overlays</strong></em></p>
<p><em>We have implemented an overlay system which can be seen on DTM Experience 2013. The overlays simulate the experience of watching a race series on TV. In DTM Experience 2013, the overlays are designed after the real life overlays used in DTM races seen on TV. </em></p>
<p><em>As an alternative, we have also included an option to turn off the overlays for players who want the fully realistic driver experience instead of the TV experience. </em></p>
<p><em><strong>Steam DLC Integration</strong></em></p>
<p><em>We implemented Downloadable Content (DLC) system to make our content packages and add-ons available in Steam Store.</em></p>

]]></description><guid isPermaLink="false">21252</guid><pubDate>Tue, 01 Apr 2014 12:35:00 +0000</pubDate></item><item><title>Assetto Corsa: v0.8.2, RSR Live e Apps</title><link>https://www.drivingitalia.net/home-page/software/assetto-corsa-v082-rsr-live-e-apps-r21251/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/4ea9d57416e1d2a831baca994d2e40ff.jpg" /></p>


<p>Mentre la Kunos ha aggiornato alla <a href="https://www.drivingitalia.net/index.php?showtopic=66264&amp;hl=" rel="">versione 0.8.2</a> la build di Assetto Corsa, la community di DrivingItalia <a href="https://www.drivingitalia.net/index.php?showtopic=66297&amp;page=1" rel="">dedicata all'utility RSR Live Timing</a> cresce di giorno in giorno e la lotta per il best lap si fa sempre più serrata: nell'evento della <a href="http://www.radiators-champ.com/RSRLiveTiming/index.php?page=event_rank&amp;eventId=789" rel="external">Ferrari 312T al Nurburgring</a> per esempio, è attualmente in pole Luca Orsetti, seguito da Domenico Ciccone (a soli 4 decimi) e Mattia Moro; Fox Gek è invece il più veloce con la <a href="http://www.radiators-champ.com/RSRLiveTiming/index.php?page=event_rank&amp;eventId=790" rel="external">Lotus 240R a Vallelunga</a> nella gara veloce.</p>
<p>Per quanto riguarda invece le Apps, vi segnaliamo il rilascio della nuova versione 2.4 della <a href="https://www.drivingitalia.net/index.php?showtopic=64626&amp;hl=" rel="">comodissima Mini App</a> e l'upgrade alla versione 3.0 dell'utility <a href="https://www.drivingitalia.net/index.php?showtopic=64934&amp;hl=" rel="">Rivali OV1 Info App</a> (immagini sotto).</p>
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]]></description><guid isPermaLink="false">21251</guid><pubDate>Tue, 01 Apr 2014 06:45:00 +0000</pubDate></item></channel></rss>
