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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/438/?d=1</link><description>News: News</description><language>en</language><item><title>Video: Assetto Corsa vs realt&#xE0;</title><link>https://www.drivingitalia.net/home-page/software/video-assetto-corsa-vs-realt%C3%A0-r21164/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/c994fa50e84678873307a67d0f76ad5b.jpg" /></p>


<p>Fra i <a href="https://www.drivingitalia.net/index.php?showtopic=61791&amp;page=77" rel="">tantissimi video di anteprima</a> che ci mostrano in azione Assetto Corsa, vi segnaliamo l'ultimo spettacolare trailer realizzato da DigiProst, che mette in confronto diretto il simulatore della Kunos Simulazioni con la realtà del nuovo circuito del Nurburgring GP. A quanto pare il laser scanning si nota non poco...</p>
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]]></description><guid isPermaLink="false">21164</guid><pubDate>Sat, 01 Mar 2014 16:45:00 +0000</pubDate></item><item><title><![CDATA[Scania Truck Simulator: Steam & patch]]></title><link>https://www.drivingitalia.net/home-page/software/scania-truck-simulator-steam-amp-patch-r21163/</link><description><![CDATA[
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]]></description><guid isPermaLink="false">21163</guid><pubDate>Fri, 28 Feb 2014 18:20:00 +0000</pubDate></item><item><title>Project CARS Build 673 (Team Member+)</title><link>https://www.drivingitalia.net/home-page/software/project-cars-build-673-team-member-r21162/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/70ada955681c8c941f5701c90d31bd96.jpg" /></p>

<p><span style="text-decoration:underline">Build 673</span> (28/02/14, Team Member+) - 59.4 <strong>MB</strong></p>
<p><strong>Next-Gen:</strong></p>
<p>* PS4: Added save-game code</p>
<p>* Exclude PS4 movie player from Xbox One configs</p>
<p>* XB1: Switch presentation mode to immediate sequential (makes frame rate smoother)</p>
<p>* Adds MP4 player to PS4. Adds 'renderthread' pass through to render. Fixes all PS4 renderer shutdown issues.</p>
<p>* Fix thread crash exit issue in app worker. Removes benign assert from camera editor.</p>
<p>* Modify PS4 mem pools. Removes camera editor from consoles.</p>
<p>* Updated PS4 videos</p>
<p>* Updates PS4 to use MP4 video.</p>
<p><strong>Render:</strong></p>
<p>* DX11: Optimized use of reflection data during loading / removed device flush.</p>
<p>* DX11: Fixed a memory leak with common constant buffers.</p>
<p><strong>Audio: </strong></p>
<p>* Re-verb volume level fix for tunnels</p>
<p>* Tunnel volume fixes</p>
<p><strong>Bugfixes:</strong></p>
<p>* Fix for AI in P2P tracks</p>
<p>* Fix for pitlane crash</p>
<p>* Fix double events from GUI buttons</p>
<p>* Work on Practice / Qualifying and pit release ( fix pitbox option )</p>
<p><strong>Career:</strong></p>
<p>* Career Championships: Ginetta GT40 Challenge series added.</p>
<p>* Career Championships: Configured first set of series specific point systems and updated relevant series.</p>
<p><strong>Multiplayer:</strong></p>
<p>* Resetting physics sync time for app timer sync (the multiplayer time synchronization)</p>
<p><strong>GUI:</strong></p>
<p>* New Monitor screen, updated Lobby screen</p>
<p><strong>Physics:</strong></p>
<p>* Engine stall behavior tweak for several cars</p>
<p>* FG1000: Handling update mainly for FFB feedback</p>
<p><strong>Vehicles:</strong></p>
<p>* Tileable Carbon fiber texture. Brown variation. Initial check in.</p>
<p>* Tileable cloth stitching texture. Black cloth with white stitching. Initial check in.</p>
<p>* Mercedes 300SEL AMG: Switched back to original livery colors</p>
<p>* Mercedes SLS GT3: WIP on LODs, LODA and LODB done</p>
<p>* LMP PM06A: Updated runtime files + added ambient shadow and placeholder liveries</p>
<p>* BMW Z4 GT3: Fixed offset LEDs on CPIT display</p>
<p><strong>Tracks:</strong></p>
<p>* Imola: Added collisions in the garages of the reverse track</p>
<p>* Euro Tracks: Textures for new Truck and Trailer.</p>
<p>* Loire: Added textures for a31 and a34 - camera pole and color hut door</p>
<p><span style="text-decoration:underline"><strong>Known issues:</strong></span></p>
<p>- Replays in MP: Not working as they should</p>
<p>- Free practice: If you have Engine Auto Start turned OFF when you exit the pitbox the AI will turn the engine off, you need to press ignite and starter.</p>
<p>-P2P Tracks: Don't press return to pitbox</p>
<p>-Formula Gulf: Hold the wheel tight, it will shake a bit abruptly during straights</p>
<p><strong><span style="text-decoration:underline">x64 Known issues:</span></strong></p>
<p>- x64 currently disabled</p>
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]]></description><guid isPermaLink="false">21162</guid><pubDate>Fri, 28 Feb 2014 16:50:00 +0000</pubDate></item><item><title>Assetto Corsa: Development Update #7.1</title><link>https://www.drivingitalia.net/home-page/software/assetto-corsa-development-update-71-r21157/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/96c62bdcbac8937ac8a1153907f4bfec.jpg" /></p>

<p><em><strong><strong>0.7.1</strong></strong></em></p>
<p><em>- Minor launcher theme tweaks (text positioning in results panel).</em></p>
<p><em>- Fixed an issue with axis &amp; button assignments for control configuration.</em></p>
<p><em>Changelog 0.7</em></p>
<p><em>- New car Lotus Exos 125</em></p>
<p><em>- New upgrade Lotus Exos 125 S1</em></p>
<p><em>- New track Nurburgring GP</em></p>
<p><em>- Less noisy bodywork sound for GT cars</em></p>
<p><em>- Fixed hotlap penalties always on</em></p>
<p><em>- Friends Leaderboard :: filters lap for hotlap mode</em></p>
<p><em>- Some performance improvements</em></p>
<p><em>- Replay size reduced by 25%</em></p>
<p><em>- Gui now restoring hidden apps on exit</em></p>
<p><em>- Fixed Gui issues on apps</em></p>
<p><em>- Fixed smoke issues on replay</em></p>
<p><em>- Tuned low-level settings for smoke</em></p>
<p><em>- Fixed time attack start</em></p>
<p><em>- Some texture update for Autodromo di Monza</em></p>
<p><em>- Anticipated pit limiter when entering pitlane for Silverstone and Silverstone International race circuits</em></p>
<p><em>- "New" badge in UI cars thumbnails</em></p>
<p><em>- New "special tags" filtering. When you select a player car, the AI opponents selection is now suggesting similar cars. You can of course dismiss the special tag and choose more</em></p>
<p><em>- New "add visible" and "clear grid" buttons in custom opponents panel UI</em></p>
]]></description><guid isPermaLink="false">21157</guid><pubDate>Wed, 26 Feb 2014 20:03:59 +0000</pubDate></item><item><title>R3E: multiplayer in video</title><link>https://www.drivingitalia.net/home-page/software/r3e-multiplayer-in-video-r21160/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/75891e475256801ae5235dfe867e4ba8.jpg" /></p>


<p>Il video che vedete qui sotto, "catturato" dai ragazzi di <a href="http://www.racedepartment.com/raceroom-racing-experience-exclusive-multiplayer-video-fia-wtcc-2013/" rel="external">RaceDepartment</a>, ci mostra in anteprima una sessione di beta testing dell'attesa modalità <a href="https://www.drivingitalia.net/index.php?showtopic=65874" rel="">multiplayer online in arrivo su RaceRoom Racing Experience</a>, che supporterà fino a 24 giocatori. Il trailer, che ha per protagoniste le BMW 320 TC impegnate a Zandvoort, ci mostra inoltre la stagione WTCC 2013, per la quale Simbin si è assicurata la licenza e la transizione giorno - tramonto, molto suggestiva.</p>
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]]></description><guid isPermaLink="false">21160</guid><pubDate>Thu, 27 Feb 2014 16:40:00 +0000</pubDate></item><item><title>rFactor 2 Build 494 Update 21</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-build-494-update-21-r21159/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/6b4d9ab63cafc0b881b3c14008646cdb.jpg" /></p>

<p><em>Update 21 (Build 494) Changelog (February 26, 2014):</em></p>
<p><em>=====================================================</em></p>
<p><em>GRAPHICS:</em></p>
<p><em>————————</em></p>
<p><em>Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”.</em></p>
<p><em>Fixed calculation and tweaked numbers to reduce cloud pop-in.</em></p>
<p><em>There’s a few items missing from this changelog, shadow draw, etc.</em></p>
<p><em>FEATURES:</em></p>
<p><em>————————</em></p>
<p><em>Optional new HDV [sUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason).</em></p>
<p><em>For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed.</em></p>
<p><em>Created some options for the suspension deformation code that allows more generic connections like brake lines.</em></p>
<p><em>BUG FIXES / OPTIMIZATIONS:</em></p>
<p><em>————————</em></p>
<p><em>Fixed problem recovering from ctrl-alt-delete in Win 7/8.</em></p>
<p><em>Fixed some missing translations in rFConfig.</em></p>
<p><em>Fixed plugin callbacks PreReset() and PostReset().</em></p>
<p><em>Fixed a crash from the RFM spinner in strange cases.</em></p>
<p><em>Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere)</em></p>
<p><em>Fixed problem reading older RealRoad files.</em></p>
<p><em>Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file.</em></p>
<p><em>Fixed crash related to Mod Mode all tracks &amp; cars selection &amp; uninstalling other mods.</em></p>
<p><em>Fixed a couple problems with Resume From Replay, including one potential crash.</em></p>
<p><em>Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track.</em></p>
<p><em>Fixed potential crash in transparent trainer code – probably only happened in multiplayer.</em></p>
<p><em>MODDING / PUBLIC DEV</em></p>
<p><em>————————</em></p>
<p><em>Fixed bug in ModMgr when displaying large (&gt; 2GB) mod files.</em></p>
<p><em>Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors.</em></p>
<p><em>Some shader macro prototypes have changed. Look in pShaderStubs.h for changes.</em></p>
<p><em>Fixed rcd values write out from realtime editor.</em></p>
<p><em>Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components.</em></p>
<p><em>UI / HUD / Options:</em></p>
<p><em>————————</em></p>
<p><em>Fixed ‘enter’ key moving between min and max replay mode for other languages.</em></p>
<p><em>When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI.</em></p>
<p><em>Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release &amp; any content in Mod Mode.</em></p>
<p><em>Fixed issue with true type fonts sometimes (usually after UI switch) not loading.</em></p>
<p><em>MULTIPLAYER:</em></p>
<p><em>————————</em></p>
<p><em>Official ISI server now show on top of mp lobby list (until user manually sorts).</em></p>
<p><em>If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead.</em></p>
<p><em>Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server.</em></p>
<p><em>Detecting &amp; reloading livery changes in multiplayer quick vehicle change.</em></p>
<p><em>Disabled new prediction algorithm by default, until issues are worked out.</em></p>
<p><em>CONTROLLERS / FFB</em></p>
<p><em>————————</em></p>
<p><em>Added profile for the Thrustmaster TX Racing Wheel.</em></p>
<p><em>Added an optional minimum FFB torque to the controller.ini file. Disabled by default.</em></p>
<p><em>AI</em></p>
<p><em>————————</em></p>
<p><em>AIs now attempt to restart engine when toggling AI on with a stalled engine.</em></p>
<p><em>Fixed some cases where RCD files were not loading.</em></p>
<p><em>Silverstone Circuit v1.01 -&gt; v1.14 Changelog</em></p>
<p><em>- Increased surface mesh density at The Link and Maggots Corner for short layouts</em></p>
<p><em>- Added and enhanced 3D modelled surface details based on accurate data</em></p>
<p><em>- Added International layout</em></p>
<p><em>- Replaced GP Layout with GT Layout (41 garage spots)</em></p>
<p><em>- Added Concrete Blocks to prevent wandering beyond limits on short layouts</em></p>
<p><em>- New default weather preset for GT and International Layouts</em></p>
<p><em>- Added Medium Rubber RealRoad presets</em></p>
<p><em>- Reworked Light Rubber RealRoad presets</em></p>
<p><em>- Added International layout cameras</em></p>
<p><em>- Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line)</em></p>
<p><em>- Fixed multiple small terrain gaps</em></p>
<p><em>- Fixed incorrect material on old pit building roof</em></p>
<p><em>- Fixed Collision for Bridges</em></p>
<p><em>- Fixed Collision for PitWall Gates</em></p>
<p><em>- Fixed Smoothing on Grandstand at Club Corner</em></p>
<p><em>- Fixed Smoothing on wall at Club Corner</em></p>
<p><em>- Fixed light glow being always enabled</em></p>
<p><em>- Fixed (most) annoying popups</em></p>
<p><em>- Fixed Daylight Saving Time zone</em></p>
<p><em>- Tweaked terrain textures and materials for less aliasing and a tiny bit more depth</em></p>
<p><em>- Tweaked wall materials for a tiny bit less aliasing</em></p>
<p><em>- Tweaked Vegetation textures and materials</em></p>
<p><em>- Tweaked RealRoad texture</em></p>
<p><em>- Tweaked Glass materials</em></p>
<p><em>- Tweaked Vehicle materials</em></p>
<p><em>- Optimized 3D Tyre Walls for better and smoother performance</em></p>
<p><em>- Optimized Armco for better and smoother performance</em></p>
<p><em>- Optimized Armco details for better and smoother performance</em></p>
<p><em>- Optimized Vehicles for better and smoother performance</em></p>
<p><em>- Optimized Shadow Casters for better performance</em></p>
<p><em>- Optimized LOD distances for better performance</em></p>
<p><em>- Optimized Reflection Maps for better performance</em></p>
<p><em>- Optimized Crowds for better performance</em></p>
<p><em>- Optimized Terrain objects for smoother performance</em></p>
<p><em>- Optimized Grandstands for better performance</em></p>
<p><em>- Optimized Props for smoother performance</em></p>
<p><em>- Optimized Omni Lights for International layout</em></p>
<p><em>- Optimized Vegetation</em></p>
<p><em>- Optimized Grass and Gravel Verges</em></p>
<p><em>- Optimized Terrain textures</em></p>
<p><em>- Optimized Vehicle textures</em></p>
<p><em>- Optimized Building textures</em></p>
<p><em>Notes:</em></p>
<p><em>- Performance should be improved by an average of 15-30% over v1.01 depending on detail settings.</em></p>
<p><em>- Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas.</em></p>
<p><em>- Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings;</em></p>
<p><em>- Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots.</em></p>
<p><em>Loch Drummond 1.1</em></p>
<p><em>- Fixed upside-down crowd in some grandstands</em></p>
<p><em>- Fixed several objects intersecting fences</em></p>
<p><em>- Added invisible colliders to in/outfields</em></p>
<p><em>- Added canvas in front of tyre walls</em></p>
<p><em>- Optimized tyre wall LOD distances</em></p>
<p><em>- Optimized tyre wall reflections</em></p>
<p><em>- Optimized tyre wall shadows</em></p>
<p><em>- Optimized Radio Towers: separated into multiple VisGroups</em></p>
<p><em>- Optimized GrassVerges</em></p>
<p><em>- Optimized some textures</em></p>
<p><em>- Removed tyre stack in chicane</em></p>
<p><em>- Removed tyre wall collision objects</em></p>
]]></description><guid isPermaLink="false">21159</guid><pubDate>Thu, 27 Feb 2014 15:55:00 +0000</pubDate></item><item><title>iRacing: la RUF a Laguna Seca</title><link>https://www.drivingitalia.net/home-page/software/iracing-la-ruf-a-laguna-seca-r21153/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/f20707dc3f6ca69b6f668eb739478ab3.jpg" /></p>


<p>Davvero straordinario è il <a href="https://www.drivingitalia.net/index.php?showtopic=53481&amp;page=18" rel="">nuovo video</a> pubblicato da Stabiz, dedicato questa volta ad iRacing: il trailer ci mostra la RUF RT12R C-Spec impegnata sul tracciato di Laguna Seca. Mettetevi comodi e non fatevi mancare i popcorn...</p>
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]]></description><guid isPermaLink="false">21153</guid><pubDate>Sat, 22 Feb 2014 19:15:00 +0000</pubDate></item><item><title>Project CARS Build 668 (Team Member+)</title><link>https://www.drivingitalia.net/home-page/software/project-cars-build-668-team-member-r21152/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/ce765462ec428cb31c46c3de965351b7.jpg" /></p>

<p><span style="text-decoration:underline">Build 668</span> (21/02/14, Team Member+) - ~200 <strong>MB</strong></p>
<p><strong>Next-Gen:</strong></p>
<p>* Fix for compiler error</p>
<p>* PS4: Adds support for rendering mip-maps 6 faces at once or 1 at a time</p>
<p>* PS4: Adds support for single face mip-map generation on cube maps. Also fixes bug on generating all faces at once and not setting the blend state correctly.</p>
<p><strong>x64:</strong></p>
<p>* Added 64-bit debug</p>
<p><strong>Render:</strong></p>
<p>* More control variables based on Feedback for the screen drops</p>
<p><strong>Audio:</strong></p>
<p>* New scrub and skid sounds. A new model with separate sets for both slicks and semi-slicks, shuffled event play mode so we don't always hear the same scrub and skid sounds everytime!</p>
<p><strong>GUI:</strong></p>
<p>* Adding select to kick player callback to the ingame lobby players list.</p>
<p>* Connecting the new main menu lobby voting mechanisms for WillS to hook up.</p>
<p>* Backing out accidental changes to the InGame version of the lobby, to be moved to the Menu version of the lobby.</p>
<p>* New functionality and applinks for in-game lobby voting system to be hooked up by WillS.</p>
<p>* New Accolode Achieved popup added</p>
<p>* Fixed overlapping text on HUD</p>
<p>* Radical SR3/SR8: Added Radical badges and names</p>
<p>* Applink missing from the Resume button allows you to resume the start point of the last session you were in once again.</p>
<p><strong>AI &amp; Pitstops:</strong></p>
<p>* AI can exit garage, using a feeler / raycast system to see walls and avoid hitting them</p>
<p>* Fixed up pit engineer final lap strings</p>
<p>* GT pitstop sequence re-ordered (1.Refueling, 2.Wheel maintenance)</p>
<p><strong>Multiplayer:</strong></p>
<p>* Added regular resync of synchronised race time and app timer in MP race.</p>
<p>* RestartSynchronization now remembers sync status if the node has been previously synchronized. If host then migrates to such node, it will revert back to previous timesync results, rather than completely disconnecting because the sync info has been forgotten.</p>
<p>* Fix for aries multiplayer crash</p>
<p><strong>Physics:</strong></p>
<p>* Fix to restrictor size setting and first pass at turbo wastegate</p>
<p>* Further multiplayer turbo fix</p>
<p>* BAC Mono: New brake fade tech, engine stalling, revised ARB and dampers, unique tire components for easy changes in the future</p>
<p>* Ginetta G40: Reduced engine braking</p>
<p><strong>Vehicles:</strong></p>
<p>* RUF CTR3: Preparations for first export, selection sets created, added countless features, etc.</p>
<p>* Sauber C9: New export with cockpit textured</p>
<p>* Caterham R500: Camber baked into suspension animations</p>
<p>* Caterham Classic: Baked in camber to suspension animations</p>
<p><strong>Tracks:</strong></p>
<p>* Eifelwald: Lofted missing armco, fixed various CSM issues, fixed floating cars, trees</p>
<p>* Loire: Added textures for a15 - small huts</p>
<p>* Oulton Park GP: New Export</p>
<p><span style="text-decoration:underline"><strong>Known issues:</strong></span></p>
<p>- Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.</p>
<p><strong><span style="text-decoration:underline">x64 Known issues:</span></strong></p>
<p>- x64 currently disabled</p>
<p><span style="text-decoration:underline">Build 667</span> (20/02/14, Team Member+) - 201.2 <strong>MB</strong></p>
<p><strong>Next-Gen:</strong></p>
<p>* PS4: Fix for shadow slope bias.</p>
<p>* PS4: Fix for motec displays.</p>
<p><strong>Render:</strong></p>
<p>* Timer updates based on Feedback from Darren.</p>
<p>* Fixed detection of damage meshes by extension (not currently used, but would have been broken if it was)</p>
<p><strong>Cameras:</strong></p>
<p>* Mouse smoothing for attached freecamera.</p>
<p><strong>GUI:</strong></p>
<p>* New Online Lobby design in preparation for the in-game lobby to be created</p>
<p>* Added new pit-engineer strings for 'one lap to go'</p>
<p><strong>Career:</strong></p>
<p>* Updated textIDs for new championship data</p>
<p>* Fixed FormulaB having missing AIs then crashing caused by it having more than 16 racers (due to differences in the participant generation). As part of the fix, career is now using/storing localised player names rather than getting them via driverDetails</p>
<p><strong>Flags &amp; Penalties:</strong></p>
<p>* Fixed bug which left false start checking enabled, even for rolling starts</p>
<p><strong>Pitstops:</strong></p>
<p>* FA pitstop animations (not yet ingame)</p>
<p><strong>Physics:</strong></p>
<p>* Ginetta G40: Fixed an oversight which caused the suspension to be somewhat overdamped, added 3.92:1 final drive for Junior spec</p>
<p>* Added missing tire file</p>
<p>* Lotus 72D: Reworked the Flexi tread to get the grip lowered. Used the smaller tire widths and changes to the load sensitivity. Changed the heating to warm up slower. Chassis: Dropped the unsprung weights to reflect the inboard barkes. This required less rebound damping and a slight softening of the springs for balance. Tire feels more like a raceday tire than a qualifier now.</p>
<p><strong>Vehicles:</strong></p>
<p>* Ruf CTR3: Added Ruf CTR3, added support for custom liveries, added runtime files + collision export, texture fixes for 1st export (LIGHTS and WHEEL) - First export</p>
<p>* Ford Mustang Boss: Fixed cockpit texture typo</p>
<p>* Mercedes SLS GT3: WIP on LODs</p>
<p>* Ford GT40 MkIV: Rollback ULTRA file</p>
<p>* Sauber C9: Cockcpit DDS texture. Initial check in.</p>
<p><strong>Tracks:</strong></p>
<p>* Loire: Fixed mixing fencepoles around track, new texture maps, 1st commit, tweaked spec map, added textures for a11 - tribune set</p>
<p>* Belgium Forest: Changed grids objects to overlay shaders as requested required by Robert, added fences all areound track added latest assets from Jan and Tomas</p>
<p>* German Tracks: Textures for bigger ambulance for German tracks, fixed color on decals.</p>
<p>* Moravia: Textures for bigger Ambulance, new decals.</p>
<p>* Bathurst: Fix of missing trackedge segment, fix of jira issue</p>
<p>* Oulton Park: New Export</p>
<p><span style="text-decoration:underline"><strong>Known issues:</strong></span></p>
<p>- Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.</p>
<p><strong><span style="text-decoration:underline">x64 Known issues:</span></strong></p>
<p>- x64 currently disabled</p>
<p><span style="text-decoration:underline">Build DCLXVI</span> (19/02/14, Team Member+) - 60.3 <strong>MB</strong></p>
<p><strong>Next-Gen:</strong></p>
<p>* Added Debug Pool on PS4/Xbox One</p>
<p>* PS4: Fix for lazy init on PS4 shader dictionary.</p>
<p>* PS4: Fix for PS4 autograss. Also fixes a bug where if the camera moved a greater distance than the active grid, the grid would not reset. This could happen on track cams or if you restarted a race from some distance away from the start line. Also fixes massive fps drop on race restart caused by bad ray cast positions from grass.</p>
<p>* PS4: Sets PS4 autograss to 100M.</p>
<p>* PS4: Sanity check on PS4 for using lightweight dynamic prims.</p>
<p>* PS4: Fix for PS4 visor effect</p>
<p>* PS4: Added copy of PS4 trophy files</p>
<p>* PS4: Added PS4 trophy pack to data</p>
<p>* PS4: Moved trophy file to a nicer place</p>
<p>* XB1: Added Xbox One helper files for grabbing dbgSession logs from the devkit</p>
<p><strong>Render:</strong></p>
<p>* Increase -WindowSize limits to allow 8k</p>
<p><strong>Flags:</strong></p>
<p>* Working behavior for Black and Blue flags</p>
<p><strong>AI:</strong></p>
<p>* Fix the restart AI stuck bug</p>
<p><strong>GUI:</strong></p>
<p>* Updated splash and 'return to frontend' loading screen</p>
<p><strong>Online:</strong></p>
<p>* Implemented cancellation of stat and leaderboard queries when the stat component shut downs while some queries are in progress</p>
<p><strong>Multiplayer:</strong></p>
<p>* Lobby voting mechanisms for MP in the Main Menu - to be hooked up by WillS</p>
<p><strong>Physics:</strong></p>
<p>* Ginetta G40: Initial physics set</p>
<p><strong>Vehicles:</strong></p>
<p>* Sauber C9: Added alpha 2 animations</p>
<p>* Ginetta G55 GT3: Cockpit2, alpha, DDS texture. Fixed spelling on a sticker</p>
<p>* Formula A: Driver animation: fixed in 3PV animation: elbow no longer cuts through side of the car</p>
<p>* Pagani Zonda Cinque: Fixed 1PV naming on the bank animation</p>
<p><strong>Tracks:</strong></p>
<p>* German Tracks: German texture version for Ambulance</p>
<p>* Brands Hatch: Fix of many mesh issues</p>
<p>* Oulton Park GP: Added static objects, ded dynamic objects, grass exclusion</p>
<p><span style="text-decoration:underline"><strong>Known issues:</strong></span></p>
<p>- Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.</p>
<p><strong><span style="text-decoration:underline">x64 Known issues:</span></strong></p>
<p>- x64 currently disabled</p>
]]></description><guid isPermaLink="false">21152</guid><pubDate>Sat, 22 Feb 2014 07:05:00 +0000</pubDate></item><item><title>Nascar 2014 disponibile per PC</title><link>https://www.drivingitalia.net/home-page/software/nascar-2014-disponibile-per-pc-r21150/</link><description><![CDATA[
<p><em>NASCAR ’14 has everything you love about the racing experience:</em></p>
<p><em>• NASCAR Highlights: Take advantage of “NASCAR Highlights” to determine the outcome of the biggest race thrills from the season. Eutechnyx recreates the action where the condition of the cars is exact, weather the same, track positions identical – the only difference is you!</em></p>
<p><em>• Career Mode: Work your way through the ranks in a comprehensive career mode; complete with custom car builds, sponsor acquisition, and R&amp;D to get your team into victory lane.</em></p>
<p><em>• Official Teams &amp; Tracks: Race against the official NASCAR teams &amp; drivers on your favorite tracks from the high banks of Daytona, to the twists &amp; turns of Sonoma, and exhilarating speed of Talladega.</em></p>
<p><em>• Leagues: Take competition to the next level and host online leagues with your friends, fully supported by dynamic statistics, challenges, rankings and replay.</em></p>
<p><em>• Online Multiplayer: Take advantage of dynamic skill-based matchmaking, tournaments, and easy drop in/out server browser functionality for a fair and enjoyable experience.</em></p>
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]]></description><guid isPermaLink="false">21150</guid><pubDate>Thu, 20 Feb 2014 09:25:00 +0000</pubDate></item><item><title>Gran Turismo 6 vs Forza Motorsport 5</title><link>https://www.drivingitalia.net/home-page/software/gran-turismo-6-vs-forza-motorsport-5-r21149/</link><description><![CDATA[

<p>Il team di Inside Simracing ci propone un interessante video confronto diretto fra <a href="https://www.drivingitalia.net/index.php?showtopic=59663&amp;page=33#entry734446" rel="">Gran Turismo 6</a> e <a href="https://www.drivingitalia.net/index.php?showtopic=62595&amp;page=13" rel="">Forza Motorsport 5</a>: risulterà "vincente" il titolo Polyphony o quello Turn10 ?</p>
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<div class="ipsEmbeddedVideo " contenteditable="false"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/m0QXzRlWdTg?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
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]]></description><guid isPermaLink="false">21149</guid><pubDate>Thu, 20 Feb 2014 09:05:00 +0000</pubDate></item></channel></rss>
