Showing results for tags 'Update'. - DrivingItalia.NET simulatori di guida Jump to content

Search the Community

Showing results for tags 'Update'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Generale
    • Annunci Staff
    • OT - Di Tutto Di Piu'
    • Vendo Compro Scambio!
    • Hardware - Software
    • Multimedia
  • Real Racing
    • Real Motorsport Forum
    • Segnalazione Eventi - Raduni
  • Simulazioni Di Guida
    • Sezione DOWNLOAD
    • Setup Public Library
    • Generale
    • Simulatori by KUNOS SIMULAZIONI
    • Simulatori by ISI
    • Simulatori by Reiza Studios
    • Simulatori by Sector3 - Simbin
    • Simulatori by Slightly Mad Studios
    • Formula 1 by Codemasters - EA Sports
    • iRacing Motorsport Simulations
    • Simulatori Karting
    • Rally
    • Serie Papyrus: GPL, Nascar 2003...
    • Live for Speed
    • Serie GPX by Crammond
    • Due ruote: GP Bikes, SBK, GP500 e altri...
    • Console Corner
    • Simulazione Manageriale
  • Online & Live SimRacing
    • DrivingItalia Champs & Races
    • Gare
    • Driving Simulation Center

Categories

  • Assetto Corsa
    • APPS
    • Open Wheelers Mods
    • Cover Wheelers Mods
    • Cars Skins
    • Miscellaneous
    • Sound
    • Template
    • Track
  • Automobilista
    • Cars
    • Tracks
    • Patch & addon
  • GP Bikes
    • Skins
    • Tracks
  • GTR 2
    • Car Skin
    • Cover wheel Mods
    • Open wheel Mods
    • Patch & addons
    • Setups
    • Sound
    • Tracks
  • Kart Racing Pro
    • Tracks
    • Graphic Skins
    • Setups
  • netKar PRO
    • Tracks
    • Patch & addons
    • Setups
    • Track Update
    • Cars & Skin
  • rFactor2
    • Official ISI Files
    • CarSkin
    • Cover Wheel Mod
    • Open Wheel Mod
    • Patch & addons
    • Setup
    • Sound
    • Tracks

Categories

  • Software
  • Hardware
  • Simracing Academy
  • Guide - Tutorial
  • Recensioni
  • Modding
  • Addons
  • Web
  • Champs & Races
  • Sport
  • Live events

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

  1. Come sappiamo, il famoso titolo corsaiolo Gran Turismo Sport è stato protagonista di diversi bug in queste ultime settimane, tra cui un problema abbastanza fastidioso che si manifestava durante le azioni svolte dai giocatori nel garage virtuale. I problemi consistevano nel fatto che i giocatori non riuscivano a svolgere le normali attività di gioco nel garage, come acquistare nuove auto, controllare le livree, le impostazioni e cosi' via. Tale situazione si è manifestata a tutti coloro che hanno comprato il gioco durante gli sconti del Black Friday, ma gli sviluppatori hanno recentemente rilasciato l'aggiornamento 1.52 che dovrebbe correggere queste anomalie. Di seguito, le note ufficiali dell'aggiornamento: Vi siete imbattuti in questo problema? Se si, raccontatecelo sul forum.
  2. Alessandro Pollini

    [rFactor2] - rFactor 2 Steam Version

    View File rFactor 2 Steam Version rFactor 2 is a realistic, easily extendable racing simulation from Studio 397. It offers the latest in vehicle and race customization, great graphics, outstanding multiplayer and the height of racing realism. rFactor 2 features mixed class road racing with ultra realistic dynamics, an immersive sound environment and stunning graphics. You can race against a field of AI cars, or in multi-player mode against others. The simulation supports a full day-night cycle as well as dynamically varying weather conditions such as rain. Tracks feature "real-road" technology that changes the grip as more cars drive on it. You can run full 24 hour endurance events and in multi-player mode, driver swaps are also supported. Everything can be customized by the community, including adding new tracks and cars, and a wealth of add-ons are available on-line. rFactor 2 is also an evolving product, which will be updated and added to for many years, so the list of features will expand! Submitter Alessandro Pollini Submitted 10/20/2012 Category Official ISI Files
  3. Il team Studio 397 ha ppena rilasciato un nuovo update per il suo rFactor 2. Qui di seguito la lista completa delle migliorie apportate. Commenti sul forum. Happy Friday Update! - Fixed excessive marble build up on some tracks. - Fixed UI and HUD colors reversed on some elements. - Fixed VR issue where clouds were clipping over the horizon. - Switched rFactor 2 screenshot function to Steam screenshot. - Fixed Gmotor 2.5 scene viewer showing all stages of real road at the same time. - Fixed CTRL+C (CPU/GPU usage chart) being only visible with driver name tags. ON. - Fixed Dev Mode Launcher 'Video Settings' button not properly saving. - Fixed a sporadic issue where changing graphics settings would cause black areas to appear around the car body. - Updated Fanatec SDK: Added native support for LEDs and gear shift indicators.
  4. La Kunos Simulazioni ha appena rilasciato l'atteso update 1.14 di Assetto Corsa, disponibile per Playstation 4 (a brevissimo anche per XBox One). L'aggiornamento, oltre a nuovi contenuti extra, porta con sè le attese lobbies private e campionati personalizzati. Tutti i dettagli a questo link. We're pleased to announce that Update v 1.14, featuring all-new FREE bonus content, including 5 cars, as well as our home made Highlands track, will launch on May 17th for PlayStation 4. Update v 1.14 also brings a bunch of highly requested features to Assetto Corsa, including Online Custom Lobbies, Custom Championships, an updated physics engine and more! We're pleased to announce that Update v 1.14 is available to download NOW on PlayStation 4. PLEASE NOTE - We are currently updating the servers in preparation for custom lobbies. This will take a few hours but as soon as we're ready we will let you guys know! Thanks for your patience and understanding. Xbox One players, stay tuned! We hope to launch Update v 1.14 very soon. Watch this space for more info...
  5. La Kunos Simulazioni ha appena rilasciato, a sorpresa, il nuovo aggiornamento via Steam che porta il suo Assetto Corsa alla versione 1.12. La nuova release ci offre come contenuti gratuiti la Audi Sport Quattro S1 E2 ed il circuito di fantasia Highlands, che vedete nel trailer qui sotto, ma non mancano ovviamente migliorie e bugfix, come ad esempio il tyre model v10 per tutte le vetture. Commenti e discussioni a questo link del forum. La nuova versione 1.12 è finalmente disponibile su Steam, e include due nuovi contenuti gratuiti: la celebre Audi Sport quattro S1 E2 e il nuovo scenario "Highlands"! AUDI QUATTRO S1 E2 Presentata nel 1984, l'Audi Sport quattro S1 E2 ha rivoluzionato i rally. Così come gli altri produttori, Audi sfruttò i poco stringenti requisiti di omologazione per creare una nuova auto da rally. Tutto ciò di cui i produttori di auto avevano bisogno per l'omologazione era una produzione in serie di appena 200 pezzi. Lo spettacolare stile di guida in derapata di Blomqvist si sposava perfettamente con la Sport quattro. Sfruttando la tecnica del pendolo, lo svedese riusciva a contrastare la naturale tendenza al sottosterzo di questa Audi "dal muso pesante". Vinse cinque delle dodici tappe e fu incoronato Campione del Mondo 1984. Anche Mikkola e Roehrl vinsero una tappa, che risultò sufficiente per agguantare il trofeo costruttori. HIGHLANDS LAYOUTS Il tracciato perfetto non esiste. Perciò ne abbiamo creato uno noi. Highlands - Il layout originale, lungo 8152 metri che si dipanano in un veloce percorso di curve e svariati salti. Highlands Long - Un'estensione del layout originale, lungo 12191 metri e con tutte le caratteristiche del primo. Questo layout presenta alcune curve più lente, una serie veloce di chicanes, dopo un passaggio tra costoni rocciosi e l'inconfondibile rettilineo "Cabhag straight" della lunghezza di 3km. Highlands Drift - Una configurazione nata per generare lunghe derapate di potenza con supercars e hypercars. Con i suoi 5167 metri di lunghezza, questo tracciato presenta curve piatte e morbide, perfette per mantenere un costante power slide. Il "tower lùb" sovrasta lo scenario dalla cima della collina. Highlands Short - La configurazione più corta, solo 1714 metri, ma collocata interamente all'interno della città. Un'esperienza incredibilmente intensa che richiede la concentrazione di un professionista. Tutti e quattro i layouts condividono lo stesso punto di partenza e la pit lane, così come la prima curva e le ultime due. L'update include: - Nuova revisione del Tyre Model V10 aggiornato per tutte le auto - Perfezionamento del bilanciamento e della guidabilità per tutte le auto - Effetto di brake fade per le auto classiche - Perfezionamento del modello di usura degli pneumatici e degli algoritmi di graining in considerazione del carico di ciascuna gomma - Bug fixing generale - Supporto nativo per Led e display per le periferiche Fanatec - Audi Sport Quattro S1 E2 - Nuovo scenario "The Highlands" disponibile in quattro differenti versioni Update v 1.12 is available to download NOW on Steam! Featuring all-new FREE bonus content, including the Audi Sport Quattro S1 E2, as well as our home-made Highlands track! The perfect track doesn’t exist. That’s why we created one. FIXES INCLUDE * Improved and updated V10 tyre model for all cars available * Improved and updated cars handling and chassis balance and inertia for all cars available * Brake fade for all vintage cars * Improved tyre wear and tyre graining algorithms taking more into account the load operation for each tyre. * General bug fixes and corrections and improvements all around. * Fanatec Leds and display now supported Available on Steam now! - http://bit.ly/1g7qxTk The Highlands track and the Audi Sport Quattro S1 E2 are coming to PS4 and Xbox One as part of v 1.13
  6. Vi ricordiamo che fra 3 ore, alle ore 20 italiane, il team Sector3 presenterà in un apposito streaming live tramite Twitch, tutte le novità in arrivo con l'imminente update di RaceRoom Racing Experience. Fra gli aggiornamenti disponibili vi ricordiamo che troveremo maggior trazione e grip, fisica e dinamica dei veicoli perfezionate, nuovi dati a schermo, bandiere funzionanti e persino un primo approccio alla VR. The wait is almost over! Tune in on Monday, 14.11.2016 at 8pm CET when Sector3 Studios will host a LIVE dev stream on twitch.tv to inform you about all the details of the upcoming patch and the future plans for RaceRoom!
  7. rFactor 2 Build 946 includes a number of important changes and improvements, including a new tonemapper, CPU and multiview optimizations, gameplay fixes, UI fixes and mod tool options. While many will focus on the overwhelming change to how lighting and colors are handled with the new tonemapper (fixing a bunch of lighting issues in the process), there are also a vast amount of smaller changes that make rFactor 2 a more complete product as a whole. As always, both the demo and SDK/Dev mode have been updated to reflect the changes in the latest build. Download: http://rfactor.net/web/rf2/rf2dl/ and (for SDK/Mod Mode) - http://rfactor.net/web/rf2/devscorner/ News post: http://rfactor.net/web/2015/04/03/rf...now-available/ Update 31 (Build 946) Changelog: FEATURES: ————- – 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). – Added local content management to Launcher. – Added support for batch downloads in Launcher’s remote content tab. – Added ring stiffness multipliers to TGM files. – Added third party content publishing to Launcher. FIXES: ————- – 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. – Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage. – Made unlimited laps in qualifying truly unlimited. – Fix for aspect ratio problems in monitor. – Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing. – Added HTTP Basic Authentication to dedicated server mod downloads. – Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.) – 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). – Fixed unnecessary reloads of matchmaker list. – Lined up vehicle labels in monitor. – Made vehicle labels more legible under different conditions. – Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be). – 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. – Fixed a crash that could happen while resuming a replay of a non-race session. MODDING / PUBLIC DEV: ————- – 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. – 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”) – simplified grid, pit, & garage spot marking. – Allowed AIW editor to set number of garages per pit spot for ease of editing. – Fixed Camera FOV editing. MULTIPLAYER ————- – 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) – In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI). – Improved multiplayer skin transfers so there is less chance of name mix up. GRAPHICS: ————- – New tonemapper – Optimized single-pass HDR for multiview. – Adjusted some hdr/sky params to work with new tonemapper This post has been promoted to an article
  8. Download: http://rfactor.net/web/rf2/rf2dl/ News post: http://rfactor.net/web/2015/04/03/rf...now-available/ Update 31 (Build 946) Changelog: FEATURES: ————- – 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). – Added local content management to Launcher. – Added support for batch downloads in Launcher’s remote content tab. – Added ring stiffness multipliers to TGM files. – Added third party content publishing to Launcher. FIXES: ————- – 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. – Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage. – Made unlimited laps in qualifying truly unlimited. – Fix for aspect ratio problems in monitor. – Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing. – Added HTTP Basic Authentication to dedicated server mod downloads. – Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.) – 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). – Fixed unnecessary reloads of matchmaker list. – Lined up vehicle labels in monitor. – Made vehicle labels more legible under different conditions. – Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be). – 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. – Fixed a crash that could happen while resuming a replay of a non-race session. MODDING / PUBLIC DEV: ————- – 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. – 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”) – simplified grid, pit, & garage spot marking. – Allowed AIW editor to set number of garages per pit spot for ease of editing. – Fixed Camera FOV editing. MULTIPLAYER ————- – 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) – In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI). – Improved multiplayer skin transfers so there is less chance of name mix up. GRAPHICS: ————- – New tonemapper – Optimized single-pass HDR for multiview. – Adjusted some hdr/sky params to work with new tonemapper 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! Download Malaysia v1.58: https://www.mediafire.com/view/ajs0fgp00v32dj3/ISI_Malaysia_2007-v158.rfcmp (Requires latest rFactor 2 Build). Changelog for v1.58s (from v1.43) - Increased road mesh density on South Loop – Added RealRoad tech to curbs – Remapped RaceGroove – Added special sign – Reconformed painted stripes – Cleaned up and improved road art – Improved road and terrain materials – Improved barrier materials – Improved vegetation textures and materials – Replaced seats with more recent artwork – Removed negative mip map bias on all key materials – Optimized access roads meshes – Optimized fence textures and materials – Optimized shadow casters – Optimized reflections – Optimized terrain materials a little bit – Optimized scene by removing a lot of non-essential objects – Grouped objects for better batching to cure stutters – Fixed about 100 micrograps in terrain – Fixed armco collision glitch – Fixed road mapping – Fixed odd wet patches – Fixed visibility of distance markers – Fixed object popups – Fixed curb reflections due to RealRoad tech (compromise) – Fixed scale of ambulances – AIW improvements – Updated TDF values – Removed Legacy HDR Profile
  9. ASSETTO CORSA - Steam Early Access . Update 0.22 available now! The development team have been working on the delivering next update which is available right now for free for all the Assetto Corsa customers. The new version includes the most wanted Mercedes-Benz SLS AMG: even if the release of the first Mercedes-Benz model licensed for Assetto Corsa was previously scheduled to be included in Assetto Corsa 1.0, we have decided to reward all our fans for the terrific support they gave us during this year, including this content in the current release. The Sprint layout of Nurburgring GP circuit, ideal for quick races and events, is also available as free update. This version includes also some features under the hood that will allow our development team to test the overall compatibility with the aim to release a candidate beta version of Assetto Corsa within some weeks. More details will come soon. Changelog history 0.22.6 - Small fixes on graphics init 0.22.5 - Tune default Post Processing effect (fixes dark screen on default Post Processing settings) 0.22.4 - SHARED MEMORY LAYOUT IS CHANGED!!! UPDATE YOUR SOFTWARE - Default setup for GT3/GT2 cars are now a bit higher to avoid invalid setup. By rules, such cars must not go under 60mm ride height. 0.22.3 - Fixed Nurb. Sprint track map 0.22.2 - Race Rules are checked each time the user presses the button - Fuel changes trigger Race Rules checking - Slightly modified P4/5 Competizione default ride height 0.22.1 - Assetto Corsa does not crash on missing files and errors (enabled mods with errors again) - Correction on alignment values on Mercedes SLS AMG setup screen - Corrected Monza ideal line 0.22 - In-game apps must now be enabled in the game's launcher under Options > General - Added new car Mercedes SLS - Added new track Nurburgring Sprint - Tyre model modifications, more direct and "alive" FFB on all cars. We advice less FF "effects" - AI modifications for Mercedes SLS AMG & McLaren MP4 12C street - fixed drag race - all cars with H pattern manual gearbox, when used with paddles, can now enable autocut-off autoblip assist properly. The timings are slower than what you can achieve with an H shifter hardware. - Fixed multiplayer leaderboard logic - Fixeg bugs in multiplayer GUI - Overlay leaderboard implemented (Press F9 to cycle between 4 different modes) - Fixed horn & lights in multiplayer - Graphics & CPU Performance improvements - Multiplayer Blacklist system improved - Intro video at first launch, possible to disable it from options - Replay Size reduced - Replay frame interpolation improved - Time Attack : fixed crash when trying to load open tracks & lap estimation formula improved - Setup Force Feedback setting page improved - ksEditor : notify when skinned mesh is imported with a wrong scale - ksEditor : fixed IN/OUT camera normalized start-end position not rendering on spline during camera editing - Fixed small random flashes during gameplay - Added dedicated leaderboard APP - Updated TAB key ingame leaderboard with a new look and functions - Skidmarks start shape fixed and rendering is now faster - Python apps can be enabled / disabled from the launcher - Fixed bug "return to pits and lap counting in some special cases" - Added Python camera control - Fixed tyres jittering at low speeds - Fixed missing wheels when AI car brake its engine and goes to pits - Physics related rules : now cars must respect their defined set of rules in order to run on the track - Track cameras now place the car in the middle of the screen - Post Process App selector : fixed loading of default ppEffects.ini - AI improvements - Improved Drag AI - Skidmarks are now disabled when setting World Detail to minimum - Dynamic track randomness now less pronounced Introducing Mercedes-Benz SLS AMG: Assetto Corsa Steam Early Access: get it now at http://store.steampowered.com/app/244... www.assettocorsa.net Music by Luigi Bozzolan
  10. VELOCIPEDE

    rFactor 2 Build 798 Update 25

    Il team ISI ha da poco rilasciato la nuova Build 798 del suo rFactor 2. Il nuovo update 25, oltre ai consueti bugfix e migliorie, porta con sè come principale novità il supporto ufficiale ai processori a 64 bit, che vengono automaticamente riconosciuti e sfruttati dal software. E' consigliata una installazione partendo da zero. This is the first official 64bit release, the launcher will automatically start 64bit if the system is compatible (you can run 32bit by going to the advanced tab and checking the box to run 32bit instead). Due to file system changes to accommodate the 32bit and 64bit files and folders, a CLEAN INSTALL is highly recommended to avoid orphaned files or duplicate files. Auto update should not have these issues at all. Advice on clean installs can be found linked from the news item above. Tim Wheatley Downloads: http://rfactor.net/web/rf2/rf2dl/ Update 25 (Build 797-unstable, 798-release) Changelog July 21, 2014): ================================================== FEATURES: ————- Moved plugins dir to Bin32 and Bin64 for 32 and 64 bit plugins. Launcher now runs 64 bit executables if possible. Updates no longer require login. BUG FIXES / OPTIMIZATIONS: ————- Fixed crash on exit. Fixed inability to scroll mp lobby after server item in list was selected. Fix problem where players rejoining a race would lose any laps over 63. Fixed a typo where the Real Road Time Scale setting for qualifying was used for race and vice versa. Fixed dedicated server memory leak. Reverted a change made to window style which broke some windowed modes MODDING / PUBLIC DEV ————- Modmode: Fixed pit location picking resetting the menu every time a location is recorded. This post has been promoted to an article
  11. Changelog history 0.22.4 - SHARED MEMORY LAYOUT IS CHANGED!!! UPDATE YOUR SOFTWARE - Default setup for GT3/GT2 cars are now a bit higher to avoid invalid setup. By rules, such cars must not go under 60mm ride height. 0.22.3 - Fixed Nurb. Sprint track map 0.22.2 - Race Rules are checked each time the user presses the button - Fuel changes trigger Race Rules checking - Slightly modified P4/5 Competizione default ride height 0.22.1 - Assetto Corsa does not crash on missing files and errors (enabled mods with errors again) - Correction on alignment values on Mercedes SLS AMG setup screen - Corrected Monza ideal line 0.22 - In-game apps must now be enabled in the game's launcher under Options > General - Added new car Mercedes SLS - Added new track Nurburgring Sprint - Tyre model modifications, more direct and "alive" FFB on all cars. We advice less FF "effects" - AI modifications for Mercedes SLS AMG & McLaren MP4 12C street - fixed drag race - all cars with H pattern manual gearbox, when used with paddles, can now enable autocut-off autoblip assist properly. The timings are slower than what you can achieve with an H shifter hardware. - Fixed multiplayer leaderboard logic - Fixeg bugs in multiplayer GUI - Overlay leaderboard implemented (Press F9 to cycle between 4 different modes) - Fixed horn & lights in multiplayer - Graphics & CPU Performance improvements - Multiplayer Blacklist system improved - Intro video at first launch, possible to disable it from options - Replay Size reduced - Replay frame interpolation improved - Time Attack : fixed crash when trying to load open tracks & lap estimation formula improved - Setup Force Feedback setting page improved - ksEditor : notify when skinned mesh is imported with a wrong scale - ksEditor : fixed IN/OUT camera normalized start-end position not rendering on spline during camera editing - Fixed small random flashes during gameplay - Added dedicated leaderboard APP - Updated TAB key ingame leaderboard with a new look and functions - Skidmarks start shape fixed and rendering is now faster - Python apps can be enabled / disabled from the launcher - Fixed bug "return to pits and lap counting in some special cases" - Added Python camera control - Fixed tyres jittering at low speeds - Fixed missing wheels when AI car brake its engine and goes to pits - Physics related rules : now cars must respect their defined set of rules in order to run on the track - Track cameras now place the car in the middle of the screen - Post Process App selector : fixed loading of default ppEffects.ini - AI improvements - Improved Drag AI - Skidmarks are now disabled when setting World Detail to minimum - Dynamic track randomness now less pronounced
  12. Con uno spettacolare video di anteprima, la Kunos Simulazioni ci presenta oggi quella che sarà probabilmente la principale novità in arrivo con il nuovo update di Assetto Corsa previsto in uscita per il prossimo venerdi 29 agosto: gustatevi in azione la splendida Mercedes-Benz SLS AMG !
  13. VELOCIPEDE

    Assetto Corsa: Build Update 0.21

    I requisiti di seguito esposti rappresentano dato generale, i risultati possono variare in base alla connessione utilizzata: Clients = Kilobytes /sec upstream 5 = 23KB/s 8 = 66KB/s 10 = 106KB/s 15 = 247KB/s 20 = 448KB/s 25 = 708KB/s 30 = 1026KB/s Nuove funzionalità Multiplayer E' finalmente disponibile una nuova modalità multiplayer senza necessità di booking. Il numero di casual gamer alla ricerca di server e gare veloci a cui partecipare è stato sorprendente: non ci aspettavamo un successo del genere, e questo ha reso evidente la necessità di provvedere un'alternativa che anche gli utenti meno esperti trovassero semplice ed efficace, e diversa rispetto al sistema di booking, più orientato alle esigenze delle leghe e competizioni online più strutturate. Per questo abbiamo introdotto una nuova modalità “pickup” che consente di configurare un server senza le funzionalità di booking: una entry list deve essere configurata appropriatamente, includendo solo le auto che saranno presenti nel server. L'utente può filtrare i risultati nella lista dei server disponibili, visualizzando soltanto le sessioni “pickup” . Al momento, il sistema “pickup” non consente al client di selezionare una livrea specifica, ma questa ed altre funzionalità saranno aggiunte in futuro, una volta determinata la stabilità del nuovo sistema. Intelligenza artificiale Lavorare sulla Lotus 98T ci ha dato l'opportunità di analizzare e risolvere alcuni problemi di stabilità delle vetture più performanti, con particolare attenzione a quelle dotate di superfici aerodinamiche attive, che generano valori di deportanza variabili la cui gestione da parte degli algoritmi di intelligenza artificiale aveva sensibili margini di miglioramento. La stessa Lotus 98T, in virtù della potenza erogata e degli alti valori di deportanza, ha rappresentato una sfida in più, ma dell'integrazione di nuovi algoritmi necessari a gestire in modo più efficace la potenza e deportanza, hanno beneficiato, assieme alla 98T, anche gli altri modelli più performanti. Engine grafico Come era stato anticipato, questa versione introduce l'utilizzo di nuove librerie grafiche, che si traduce nel miglioramento complessivo di alcuni effetti di post-processing (DOF, bloom, tone mapping, FXAA). E' stato inserito un nuovo pannello delle opzioni grafiche che consente di provare differenti scenari e settaggi. Questa versione non include ancora altri effetti di post-processing, ancora in fase di sviluppo e testing, che miglioreranno ulteriormente la resa complessiva e l'impatto grafico del gioco. Maggiori informazioni al riguardo saranno disponibili in futuro. Prossimi updates Come sempre, monitoreremo le attività su Steam e sul forum di supporto per individuare e risolvere i bug che questa nuova build, con tutte le novità incluse, potrebbe aver introdotto e che saranno risolti con eventuali aggiornamenti. Il rilascio della prossima build è fissato per Venerdì 29 Agosto. News e aggiornamenti Sonoro: l'integrazione di FMOD procede con successo: appena possibile, pubblicheremo alcuni video di confronto che mostreranno i benefici di questo upgrade in termini di pulizia del suono, immersività e realismo. Questa integrazione ha rappresentato una sfida in quanto richiede, oltre all'implementazione delle routine, la rielaborazione e modulazione dei sound set di ciascuna vettura, ai quali saranno aggiunti nuovi effetti, al fine di garantire una maggiore immersività. La produzione del circuito di Spa-Francorchamps è stata quasi completata. Come molti di voi sapranno, questo circuito sarà incluso nella versione 1.0 di Assetto Corsa. Durante l'estate condivideremo con voi video e immagini che vi daranno un'idea di cosa potrete aspettarvi da questo incredibile e leggendario circuito. In considerazione del tempo necessario per programmare e organizzare la produzione di nuovi contenuti, stiamo già lavorando per offrirvi tantissimi contenuti anche oltre la release 1.0, con nuove licenze in arrivo e modelli che saranno rivelati molto presto. A causa della mole di lavoro e delle iniziative che stiamo portando avanti, riconosciamo che nell'ultimo periodo non abbiamo condiviso come un tempo ciò che accade dietro le quinte, ma non temete, vi sorprenderemo di nuovo. Per non perdervi le novità, ricordate di visitare regolarmente la pagina ufficiale FB di Assetto Corsa! Il programma Steam Early access ha avuto e sta avendo un successo che ha superato le nostre aspettative, e si sta avviando alla conclusione. Grazie a questo risultato, recentemente KUNOS Simulazioni ha dato il benvenuto a nuovi programmatori, grafici e altre figure professionali che, grazie all'esperienza maturata nella produzione di giochi Tripla A, daranno il loro prezioso contributo per rendere Assetto Corsa un'esperienza di gioco ancora migliore! CHANGELOG - Multiplayer Improvements : New server version available - Multiplayer Gameplay improvements - New Post Processing Effects engine implemented - Implemented booking-less server joining - Physical Dynamic track implemented - Shader fixes and improvements - Time Attack fixed start with too much time - Fixed AI starting at the same time in qualify - AI improvements, better gas control and understeer detection - New Car : Lotus 98T - lotus elise sc, exige 240R, scura, exige s roadster speedometers corrections - changes in speedometers visualization depending on UI options and car design - Tyre damping modifications for all cars - Ideal Line improvements - Improved Python Apps error handling on loading - Dynamic wing controller now use setup value as initial angle value. - Localization fixes - Time Difference displayer improved - Fixed camera triple screen & driver names - Fixes in Replay for cars with animated suspensions - Fixed "You have been sent to pits" issue - GUI forms default position not overlapping with system messages anymore & GUI Improvements - Showroom updated with the latest graphic engine improvements - ksEditor updated with the latest graphic engine improvements - Per-Car New setup option to customize Force Feedback - Disabled AI in multiplayer events - Replay size reduced by half - Fixed crew placement in multiplayer events - Virtual mirror remembers its last state & virtual mirror improvements on triple screen cfg - Fixed mirror rendering bug - Adjustable brake balance while driving, for cars that support the feature - Adjustable brake balance in the physics brakes.ini file - Brake balance working with all the control configurations - Fixed wrong time reported after Booking
  14. Cari amici, il nuovo update di Assetto Corsa Early Access è disponibile su Steam, all'indirizzo: http://store.steampowered.com/app/244210/ i giocatori che non lo avessero ancora fatto, possono approfittare degli sconti estivi di Steam e aggiudicarvi Assetto corsa col 30% di sconto. A questo proposito, desideriamo ringraziarvi dell'incredibile supporto che state dando a questo progetto, che ci consente di migliorarlo sempre di più man mano che ci avviciniamo alla release finale. Nuovo sound engine in sviluppo! I gamers di oggi non sono mai soddisfatti, vogliono sempre di più. E credeteci, lo comprendiamo: da appassionati, anche noi cerchiamo costantemente di migliorare il nostro lavoro. E se da un lato continuiamo a lavorare per migliorare e ottimizzare le routine single e multiplayer, dall'altro abbiamo delle novità che siamo certi vi entusiasmeranno. Avendo sempre condiviso con voi tutti gli aspetti principali della realizzazione del progetto Assetto Corsa, riconosciamo che il comparto audio è uno degli aspetti su cui c'è ancora un sensibile margine di miglioramento. Quando abbiamo concepito Assetto Corsa, abbiamo progettato la sua struttura con l'obiettivo di rendere il lavoro dei modders il più semplice possibile. Tuttavia, questo ha in parte influenzato le nostre scelte tecniche e il modo in cui l'engine audio gestisce gli effetti sonori. Tuttavia, con l'obiettivo di elevare i nostri standard, abbiamo deciso di introdurre un upgrade massiccio nel comparto audio, che nella versione 1.0 di Assetto Corsa utilizzerà FMOD, il tool di editing ed elaborazione audio utilizzato in Forza Motorsport 5, Driveclub e molti altri racing game, e che rappresenta la soluzione ideale per restituire ad Assetto Corsa ciò che ancora gli manca. Questo upgrade richiederà un notevole sforzo da parte nostra per convertire o ridefinire gli effetti sonori attuali e aggiuntivi di ciascuna vettura, ma i test interni già realizzati sono stati molto incoraggianti, e siamo certi che sarete entusiasti del risultato finale, ripagandoci degli sforzi necessari per produrre questo upgrade. Nuovi effetti grafici in sviluppo e testing! Se il team dedicato agli effetti sonori lavora sodo, i responsabili dell'engine grafico non restano a guardare: ci sono diverse novità sulle quali stiamo lavorando, e pur senza scendere ancora nei dettagli, possiamo già dirvi che la release 1.0 di Assetto Corsa garantirà un'immersività che vi sorprenderà, grazie a nuove librerie grafiche, nuovi shaders per auto e circuiti ed effetti post-processing che miglioreranno sensibilmente la resa grafica attuale. Le novità della release 0.20 Questo è il futuro prossimo: per la release di oggi abbiamo un'altra sorpresa. L'update di oggi include diversi fix per le feature e i contenuti attuali, e include il tanto atteso editor per i veicoli, completo di documentazione, il template del pilota 3D e una geometria 3D completa di gerarchie, per consentire ai modder di iniziare a creare i loro modelli. Ricordiamo che le feature relative alla fisica e alla grafica non sono ancora complete, e che le novità relative all'utilizzo di FMOD richiederanno la creazione di sound set compatibili. Sorprese in arrivo E' tutto? Non ancora: è da un pò che non alimentiamo la vostra voracità con annunci di contenuti inediti, ma questo non significa che il nostro dipartimento licensing sia in vacanza: ricordate i sondaggi di questo inverno e le auto più votate? Bene, perché siamo pronti a sorpredervi ancora. Ma non vogliamo annoiarvi con troppe novità, per cui vi terremo sulle spine ancora per un pò. Ciò di cui siamo certi, è che stiamo facendo del nostro meglio perché Assetto Corsa superi le vostre, e le nostre aspettative. Per ora, auguriamo buon divertimento ai gamers e buon lavoro ai modders! E ora, forza Azzurri! 0.20 - New setting enables forms to overlap ingame - Fix to some cars in showroom - Fixed debug apps - Improved log messages for easier debug - Improvements in skybox rendering inside the cubemap - Addedd penalty in time attack for going too slow - Fixed Time Attack spawn position in some track - Added Formula K car with open physics as a template car for modders (found inside folder sdk/dev) - Added open tyre physics files from all AC cars (found inside folder sdk/dev/tyres_ac) as examples - BMW Z4 GT3 performance balance (slightly faster) - Corrected non working mirrors on Lotus Exige 240r - Corrected non working mirrors on Lotus Exige S Roadster - Corrected disappearing cockpit on M3 E92 - Corrected wrong proportions on Ferrari 458 mirrors - Corrected internal glasses on lotus GTC and GX - Fixed Python lap count - Increased Setup bar animation speed - Fixed error for laptimes > 99:59:999 - New Shared Memory Layout (update your application!) example on http://www.assettocorsa.net/forum/index.php?threads/shared-memory-reference.3352/ - Fixed non-ascii symbols on Setup Tab - Fixed time left showed in Basic App during practice solo session This post has been promoted to an article
  15. La Kunos Simulazioni ha pubblicato su Facebook un breve comunicato per aggiornare gli utenti riguardo lo sviluppo del suo Assetto Corsa: il prossimo update del simulatore sarà disponibile il 18 Luglio e, come principale novità, porterà con sè la mitica Lotus 98T ! Hello AC followers, gradually we are getting closer to the release candidate version of Assetto Corsa: the next update should already include some changes to the graphics engine that will allow us to test the overall compatibility, although you might not see any new effects until the new algorithms will prove to be stable. More details will follow soon. The next update of Assetto Corsa Early Access is scheduled for 18th July and it should include the long awaited Lotus 98T. As already known, Assetto Corsa AI, utilizes the same physics model used by the player. With more than 1000 horse power and tons of downforce produced by this amazing grand prix car, the AI finds it very challenging keeping a proper racing line. The reasons will be clear to you too, when you will try staying on track while driving this unbelievably fast and “raw” racing car. We are working to improve AI interactions and hopefully we'll be able to include the Lotus 98T in next update and include AI enhancements to the sim. A big "thank you" to all those people who join the Early Access program every day. You help us to constantly improve Assetto Corsa : Your support is amazing and we really want to thank you, so we are investing in new content, new licenses and even more importantly, new people, hiring developers able to cover strategic positions in our company that will allow us KUNOS Simulazioni and Assetto Corsa, grow stronger and more efficient and capable.
  16. Nuovo sound engine in sviluppo! I gamers di oggi non sono mai soddisfatti, vogliono sempre di più. E credeteci, lo comprendiamo: da appassionati, anche noi cerchiamo costantemente di migliorare il nostro lavoro. E se da un lato continuiamo a lavorare per migliorare e ottimizzare le routine single e multiplayer, dall'altro abbiamo delle novità che siamo certi vi entusiasmeranno. Avendo sempre condiviso con voi tutti gli aspetti principali della realizzazione del progetto Assetto Corsa, riconosciamo che il comparto audio è uno degli aspetti su cui c'è ancora un sensibile margine di miglioramento. Quando abbiamo concepito Assetto Corsa, abbiamo progettato la sua struttura con l'obiettivo di rendere il lavoro dei modders il più semplice possibile. Tuttavia, questo ha in parte influenzato le nostre scelte tecniche e il modo in cui l'engine audio gestisce gli effetti sonori. Tuttavia, con l'obiettivo di elevare i nostri standard, abbiamo deciso di introdurre un upgrade massiccio nel comparto audio, che nella versione 1.0 di Assetto Corsa utilizzerà FMOD, il tool di editing ed elaborazione audio utilizzato in Forza Motorsport 5, Driveclub e molti altri racing game, e che rappresenta la soluzione ideale per restituire ad Assetto Corsa ciò che ancora gli manca. Questo upgrade richiederà un notevole sforzo da parte nostra per convertire o ridefinire gli effetti sonori attuali e aggiuntivi di ciascuna vettura, ma i test interni già realizzati sono stati molto incoraggianti, e siamo certi che sarete entusiasti del risultato finale, ripagandoci degli sforzi necessari per produrre questo upgrade. Nuovi effetti grafici in sviluppo e testing! Se il team dedicato agli effetti sonori lavora sodo, i responsabili dell'engine grafico non restano a guardare: ci sono diverse novità sulle quali stiamo lavorando, e pur senza scendere ancora nei dettagli, possiamo già dirvi che la release 1.0 di Assetto Corsa garantirà un'immersività che vi sorprenderà, grazie a nuove librerie grafiche, nuovi shaders per auto e circuiti ed effetti post-processing che miglioreranno sensibilmente la resa grafica attuale. Le novità della release 0.20 Questo è il futuro prossimo: per la release di oggi abbiamo un'altra sorpresa. L'update di oggi include diversi fix per le feature e i contenuti attuali, e include il tanto atteso editor per i veicoli, completo di documentazione, il template del pilota 3D e una geometria 3D completa di gerarchie, per consentire ai modder di iniziare a creare i loro modelli. Ricordiamo che le feature relative alla fisica e alla grafica non sono ancora complete, e che le novità relative all'utilizzo di FMOD richiederanno la creazione di sound set compatibili. Sorprese in arrivo E' tutto? Non ancora: è da un pò che non alimentiamo la vostra voracità con annunci di contenuti inediti, ma questo non significa che il nostro dipartimento licensing sia in vacanza: ricordate i sondaggi di questo inverno e le auto più votate? Bene, perché siamo pronti a sorpredervi ancora. Ma non vogliamo annoiarvi con troppe novità, per cui vi terremo sulle spine ancora per un pò. Ciò di cui siamo certi, è che stiamo facendo del nostro meglio perché Assetto Corsa superi le vostre, e le nostre aspettative. Per ora, auguriamo buon divertimento ai gamers e buon lavoro ai modders! 0.20 - New setting enables forms to overlap ingame - Fix to some cars in showroom - Fixed debug apps - Improved log messages for easier debug - Improvements in skybox rendering inside the cubemap - Addedd penalty in time attack for going too slow - Fixed Time Attack spawn position in some track - Added Formula K car with open physics as a template car for modders (found inside folder sdk/dev) - Added open tyre physics files from all AC cars (found inside folder sdk/dev/tyres_ac) as examples - BMW Z4 GT3 performance balance (slightly faster) - Corrected non working mirrors on Lotus Exige 240r - Corrected non working mirrors on Lotus Exige S Roadster - Corrected disappearing cockpit on M3 E92 - Corrected wrong proportions on Ferrari 458 mirrors - Corrected internal glasses on lotus GTC and GX - Fixed Python lap count - Increased Setup bar animation speed - Fixed error for laptimes > 99:59:999 - New Shared Memory Layout (update your application!) - Fixed non-ascii symbols on Setup Tab - Fixed time left showed in Basic App during practice solo session
  17. Aggiornamento alla 0,10 si ricomincia ecco il log: 0.10.3 - Fix for certain condition that causes the launcher to hang on theme load. 0.10.2 - Added Python example for Ingame chat 0.10.1 - Default launcher theme: Fix for the missing track selection images - Default launcher theme: Fix for potential results module initialization error 0.10 - SERVER UPDATED : using a new protocol, please update your servers - Chat anti-flood - Anti-cheating system implemented - Kick user, Restart session, Skip session voting system implemented - Chat python functions exposed - Multiplayer Collisions improvements - Some CPU performance improvements - UI improvements - Race control panel in pits menu - AI Fixes - Added "display recently joined servers" filter to server list - Default launcher theme: extra sanitization for URI-unfriendly characters in content folder paths This post has been promoted to an article
  18. VELOCIPEDE

    Assetto Corsa 0.15 Early Access Update

    In anticipo rispetto al solito tardo pomeriggio, la Kunos Simulazioni ha rilasciato tramite Steam un nuovo aggiornamento per il suo Assetto Corsa: la nuova versione 0.15 Early Access è più che altro un upgrade tecnico, con numerosi bugfix ed alcune migliorie, ma soprattutto mette a disposizione della comunità modders il tanto atteso editor. The new build brings several fixes and finally welcomes the modding community thanks to the inclusion of the Assetto Corsa SDK dedicated to 3rd party productions for tracks. Initially scheduled to be included in Assetto Corsa 1.0, the editor has been released in advance, in order to assist all those modders who are already working to their home-made tracks. The Assetto Corsa SDK is available for download in the Steam Library > Tools \ Tab, and includes a free sample track for training and testing. We are glad to see so many 3rd party tracks already available for Assetto Corsa. However, we remind that conversions of original content taken from other games is not what we would like to see coming in Assetto Corsa. We hope to see only original content coming to AC from modders. Between you guys we might find our future track modelers, therefore do your best, keep going! - Editor released and available as a tool for everyone - acServer bugfixing - Physics & time-related fixes - Fixed AI setup loading - Setup Debug follows the currently focused car
  19. La Kunos Simulazioni ha rilasciato un nuovo development update, con già alcuni fix successivi, per il suo Assetto Corsa. Fra le principali novità della release 0.10 troviamo un nuovo server, sistemi anti trucchi, varie opzioni per l'online racing ed altro ancora. Per discussioni e commenti fate riferimento a questo topic del forum. I servers dedicati di DrivingItalia per le vostre gare in multiplayer sono già aggiornati alla versione 0.10. 0.10.3 - Fix for certain condition that causes the launcher to hang on theme load. 0.10.2 - Added Python example for Ingame chat 0.10.1 - Default launcher theme: Fix for the missing track selection images - Default launcher theme: Fix for potential results module initialization error 0.10 - SERVER UPDATED : using a new protocol, please update your servers - Chat anti-flood - Anti-cheating system implemented - Kick user, Restart session, Skip session voting system implemented - Chat python functions exposed - Multiplayer Collisions improvements - Some CPU performance improvements - UI improvements - Race control panel in pits menu - AI Fixes - Added "display recently joined servers" filter to server list - Default launcher theme: extra sanitization for URI-unfriendly characters in content folder paths
  20. Guida su come accedere al multiplayer -> Assetto Corsa multiplayer User Interface Assetto Corsa Early Access - Build 0.9 available now! First of all, thank you for your patience and your kind support about the delay occured with the last release of Assetto Corsa 0.9. The unexpected issue (a random black screen occured when playing single-player races) that caused the delay of the release on May 2nd, has been finally recognized and fixed. Meanwhile, the guys involved with the multiplayer mode took advantage of this delay to improve the netcode and the communication with the servers, focusing on the core networking systems and stripping it from most of its advanced features. Multiplayer mode is such a feature that needs massive tests that can't be brought to completion only by a private betatesting team. Now that the basic functions have been completed and are available for public testing, we are confident that our devteam will be able to monitor the online activities with the aim to fix unforeseen bugs and improve the online experience, as well adding all the big and small features that will make AC multiplayer a great online experience. Starting from the basics and improving step by step is part of the Early Access program. For your consideration, please note that the multiplayer feature that will be released is still in ALPHA phase: using the support forum to report any issue you might encounter will help our devteam to improve the netcode and its related features. Here's following the list of features and known issues: Working Features: - Booking system - Pre-booked clients from server admins - Password protected server for booking - Password saving for different servers - Multi class races - Race weekend (practice,qualifying,race) with configurable duration and number of laps - Select penalty system or not. - Track cycling - Loop mode - Maximum client limit, determined by circuit pit boxes - Clients may re-join at any session if booked. - Dedicated server available. - 10 public official servers Known Issues - Please check and report unknown issues at our official support forums - Official server are set to 15 clients and we will gradually increase the clients number with testing. Dedicated server is not limited. - Wheels remain always connected on the ground, even if cars flies, jumps of flips - Steering wheels angles might be exaggerated, or inverted - Extended characters in player names, are not supported yet - Graphical active aero animations do not work on multiplayer clients yet - Opponents skidmarks are not visible yet - Opponents windshield are not visible in player’s mirrors yet - Opponents suspension movements are vertical, wheels might compenetrate cars body on some occasions - "Multiplayer options” option from the menu does not work yet (containing voting for skip session, restart servers, kick users, chats etc) - Switching between sessions dirt on the car doesn’t disappear - race session ends some seconds after the leader finishes the race This post has been promoted to an article
  21. English: First of all, thank you for your patience and your kind support about the delay occured with the last release of Assetto Corsa 0.9. The unexpected issue (a random black screen occured when playing single-player races) that caused the delay of the release on May 2nd, has been finally recognized and fixed. Meanwhile, the guys involved with the multiplayer mode took advantage of this delay to improve the netcode and the communication with the servers, focusing on the core networking systems and stripping it from most of its advanced features. Multiplayer mode is such a feature that needs massive tests that can't be brought to completion only by a private betatesting team. Now that the basic functions have been completed and are available for public testing, we are confident that our devteam will be able to monitor the online activities with the aim to fix unforeseen bugs and improve the online experience, as well adding all the big and small features that will make AC multiplayer a great online experience. Starting from the basics and improving step by step is part of the Early Access program. For your consideration, please note that the multiplayer feature that will be released is still in ALPHA phase: using the support forum to report any issue you might encounter will help our devteam to improve the netcode and its related features. Here's following the list of features and known issues: Working Features: - Booking system - Pre-booked clients from server admins - Password protected server for booking - Password saving for different servers - Multi class races - Race weekend (practice,qualifying,race) with configurable duration and number of laps - Select penalty system or not. - Track cycling - Loop mode - Maximum client limit, determined by circuit pit boxes - Clients may re-join at any session if booked. - Dedicated server available. - 10 public official servers Known Issues - Please check and report unknown issues at our official support forums - Official server are set to 15 clients and we will gradually increase the clients number with testing. Dedicated server is not limited. - Wheels remain always connected on the ground, even if cars flies, jumps of flips - Steering wheels angles might be exaggerated, or inverted - Extended characters in player names, are not supported yet - Graphical active aero animations do not work on multiplayer clients yet - Opponents skidmarks are not visible yet - Opponents windshield are not visible in player’s mirrors yet - Opponents suspension movements are vertical, wheels might compenetrate cars body on some occasions - "Multiplayer options” option from the menu does not work yet (containing voting for skip session, restart servers, kick users, chats etc) - Switching between sessions dirt on the car doesn’t disappear - race session ends some seconds after the leader finishes the race
  22. Assetto Corsa Early Access V.0.85 available now! http://store.steampowered.com/app/244210/ 0.8.7 - Fixed Race weekend output - Improved AI - Improved AI Fuel evaluation - Fixed FF vibration with stationary car (Mclaren GT3) - Graphics optimizations 0.8.6 - Default launcher theme: fixed lap number for special events not updating - Default launcher theme: various UI element placement adjustments Changelog 0.8.5 - Introducing Race Weekend - AI improvements - Fuel lap prediction - Improved mouse with ingame gui - Gui fixes and improvements - Animations on secondary elements of the track - Enable/disable keyboard commands with wheel or gamepad - Skybox graphical improvements - Tweaked kerbs volume - New Lotus Evora GTC - New Lotus Evora GX This post has been promoted to an article
  23. marko-mrc

    Assetto Corsa Early Access Update 0.8.5

    E' appena arrivato, con qualche ora di ritardo rispetto al solito, dopo 15 giorni d'attesa, il nuovo aggiornamento per la versione Early Access di Assetto Corsa: il nuovo Development Update 0.8.5 porta con sè numerose novità, migliorie e fix, a cominciare dalle inedite Lotus Evora GTC e GX, passando poi per il weekend di gara completo, miglioramenti alla IA ed altro ancora. Changelog 0.8.5 - Introducing Race Weekend - AI improvements - Fuel lap prediction - Improved mouse with ingame gui - Gui fixes and improvements - Animations on secondary elements of the track - Enable/disable keyboard commands with wheel or gamepad - Skybox graphical improvements - Tweaked kerbs volume - New Lotus Evora GTC - New Lotus Evora GX
  24. VELOCIPEDE

    Game Stock Car: update 1.15 in video

    Il nostro amico AdrianF1 ci mostra in anteprima nel video che trovate qui sotto, due dei nuovi contenuti che arriveranno con il prossimo update 1.15 del Game Stock Car 2013 targato Reiza Studios: gustiamoci quindi la monoposto Formula V12 ed il circuito canadese Gilles Villeneuve di Montreal! Game Stock Car 2013 will soon receive new content in the form of free DLC. And here I leave you an advance from part of the new content, it's about the Formula V12, inspired by F1 cars of the mid-nineties, with a spectacular sound. You can also see in this video the Gilles Villeneuve circuit (Canadian GP) of 1988, also included in this new content.
  25. VELOCIPEDE

    Build 494 - Update 21

    rFactor 2 Build 494 Now Available! You can now download rFactor 2 Build 494 from our downloads page. As always, we have a new free demo that utilizes the latest core code. Our first release of the year, this update includes a number of graphical updates. Most notable is the automated HDR, which uses a set of functions to change all lighting elements automatically/dynamically, based on real geographical location variables, and time of the day. This gives a much more stable and consistent lighting experience. You may still use your personal HDR profiles. You may also notice some shader draw distance changes. Update 21 (Build 494) Changelog (February 26, 2014): ===================================================== GRAPHICS: ———————— 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”. Fixed calculation and tweaked numbers to reduce cloud pop-in. There’s a few items missing from this changelog, shadow draw, etc. FEATURES: ———————— 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). 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. Created some options for the suspension deformation code that allows more generic connections like brake lines. BUG FIXES / OPTIMIZATIONS: ———————— Fixed problem recovering from ctrl-alt-delete in Win 7/8. Fixed some missing translations in rFConfig. Fixed plugin callbacks PreReset() and PostReset(). Fixed a crash from the RFM spinner in strange cases. 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) Fixed problem reading older RealRoad files. Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file. Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods. Fixed a couple problems with Resume From Replay, including one potential crash. 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. Fixed potential crash in transparent trainer code – probably only happened in multiplayer. MODDING / PUBLIC DEV ———————— Fixed bug in ModMgr when displaying large (> 2GB) mod files. Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors. Some shader macro prototypes have changed. Look in pShaderStubs.h for changes. Fixed rcd values write out from realtime editor. Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components. UI / HUD / Options: ———————— Fixed ‘enter’ key moving between min and max replay mode for other languages. 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. Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode. Fixed issue with true type fonts sometimes (usually after UI switch) not loading. MULTIPLAYER: ———————— Official ISI server now show on top of mp lobby list (until user manually sorts). If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead. Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server. Detecting & reloading livery changes in multiplayer quick vehicle change. Disabled new prediction algorithm by default, until issues are worked out. CONTROLLERS / FFB ———————— Added profile for the Thrustmaster TX Racing Wheel. Added an optional minimum FFB torque to the controller.ini file. Disabled by default. AI ———————— AIs now attempt to restart engine when toggling AI on with a stalled engine. Fixed some cases where RCD files were not loading. Silverstone Circuit v1.01 -> v1.14 Changelog - Increased surface mesh density at The Link and Maggots Corner for short layouts - Added and enhanced 3D modelled surface details based on accurate data - Added International layout - Replaced GP Layout with GT Layout (41 garage spots) - Added Concrete Blocks to prevent wandering beyond limits on short layouts - New default weather preset for GT and International Layouts - Added Medium Rubber RealRoad presets - Reworked Light Rubber RealRoad presets - Added International layout cameras - Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line) - Fixed multiple small terrain gaps - Fixed incorrect material on old pit building roof - Fixed Collision for Bridges - Fixed Collision for PitWall Gates - Fixed Smoothing on Grandstand at Club Corner - Fixed Smoothing on wall at Club Corner - Fixed light glow being always enabled - Fixed (most) annoying popups - Fixed Daylight Saving Time zone - Tweaked terrain textures and materials for less aliasing and a tiny bit more depth - Tweaked wall materials for a tiny bit less aliasing - Tweaked Vegetation textures and materials - Tweaked RealRoad texture - Tweaked Glass materials - Tweaked Vehicle materials - Optimized 3D Tyre Walls for better and smoother performance - Optimized Armco for better and smoother performance - Optimized Armco details for better and smoother performance - Optimized Vehicles for better and smoother performance - Optimized Shadow Casters for better performance - Optimized LOD distances for better performance - Optimized Reflection Maps for better performance - Optimized Crowds for better performance - Optimized Terrain objects for smoother performance - Optimized Grandstands for better performance - Optimized Props for smoother performance - Optimized Omni Lights for International layout - Optimized Vegetation - Optimized Grass and Gravel Verges - Optimized Terrain textures - Optimized Vehicle textures - Optimized Building textures Notes: - Performance should be improved by an average of 15-30% over v1.01 depending on detail settings. - 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. - Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings; - Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots. Loch Drummond 1.1 - Fixed upside-down crowd in some grandstands - Fixed several objects intersecting fences - Added invisible colliders to in/outfields - Added canvas in front of tyre walls - Optimized tyre wall LOD distances - Optimized tyre wall reflections - Optimized tyre wall shadows - Optimized Radio Towers: separated into multiple VisGroups - Optimized GrassVerges - Optimized some textures - Removed tyre stack in chicane - Removed tyre wall collision objects This post has been promoted to an article
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.