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  1. The iRacing 24 Hours of Le Mans will be held on October 29th starting at 13:00 GMT (9AM ET). Choose from the HPD, Aston Martin DBR9 GT1, Corvette C.6R GT1, or Ford GT. http://www.iracing.com/specialevents/ The 24 Hours of Le Mans (24 Heures du Mans) is the world’s oldest active endurance race, held since 1923 near Le Mans, France, at Circuit de la Sarthe. It is one of the most prestigious auto races in the world, and part of the FIA World Endurance Championship. HPD ARX 01c / Aston Martin DBR9 GT1 / Chevrolet Corvette C6.R GT1 / Ford GT GT2
  2. Il team di iRacing ci ricorda, con lo spettacolare trailer introduttivo che vedete qui sotto, che manca ormai pochissimo alla 24 Ore di Le Mans virtuale che si disputerà nel prossimo weekend con il simulatore americano. La gara, che sarà possibile seguire in diretta su iRacing.com/live, partirà quando in Italia saranno le ore 15 di sabato 29 Ottobre.
  3. Le Mans Bugatti Circuit v1.00 DOWNLOAD Le Bugatti Circuit is a French race track located in Pays the Loire - Le Mans. The famous 24 Heures du Mans race take place in this site, using the main straight, the boxes structure and the Dunlop esses. This is the short version of La Sarthe 24 hours circuit. Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type This post has been promoted to an article
  4. Con il comunicato ed il promo trailer che trovate integralmente qui sotto, il team di iRacing annuncia l'accordo di licenza stipulato con l'Automobile Club de l’Ouest per riprodurre nel simulatore americano il mitico circuito della 24 Ore di Le Mans! iRacing.com announced today it has signed an agreement with the Automobile Club de l’Ouest to develop a digital version of the famed 24 Hours of Le Mans circuit for its award-winning online motorsports simulation service. iRacing’s team of nearly a dozen laser scanning technicians, photographers and artists recently completed their data-gathering work in France prior to the 83rd running of the 24 Hours of Le Mans. “It’s an honor to add Le Mans to the iRacing service,” said Steve Myers, Executive Vice President and Executive Producer at iRacing.com. “While we already offer many of the world’s most iconic race tracks, no sim racing service is complete without Le Mans. Recently, iRacing introduced a first-of-its-kind team and endurance racing feature adding to the world’s most realistic and complete sim racing service. Le Mans will be a perfect marriage with this new endurance racing feature along with some of the world’s finest prototypes and GTs. So it’s fitting the more than 60,000 iRacers around the world will have the chance to race from the Dunlop Curve to Tertre Rouge and Mulsanne through to Indianapolis and Arnage, the Porsche Curves and Ford Chicane.” Go to iRacingNews for further details and click here for a video of the iRacing team in action at Le Mans, along with a tour of the circuit by iRacer/Corvette Racing's Jordan Taylor, LMGTE class winner at the 2015 24 Hours of Le Mans. This post has been promoted to an article
  5. VELOCIPEDE

    rF2: Le Mans Bugatti by ECAR

    Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type
  6. VELOCIPEDE

    iRacing: Le Mans in video

    Dopo gli screenshots dei giorni scorsi, il team di iRacing torna a mostrarci finalmente in video l'attesissimo circuito di Le Mans, che sarà disponibile nel simulatore americano con il prossimo update di settembre, del quale oggi è stato reso noto il lunghissimo changelog.
  7. Alessandro Pollini

    [rFactor] - Le Mans 2015

    File Name: Le Mans 2015 File Submitter: Alessandro Pollini File Submitted: 16 Jun 2015 File Category: Tracks Author : WPC Le Mans in its 2015 version. This circuit is the work of WCP. Click here to download this file
  8. Your Browser Do not Support Iframe Your Browser Do not Support Iframe
  9. VELOCIPEDE

    iRacing: Le Mans in video

    Dopo quasi un anno di silenzio, il team di iRacing torna a parlarci dell'atteso circuito di Le Mans, in fase di sviluppo proprio per il simulatore americano ed atteso entro la fine dell'anno. Il video qui sotto ci propone una lunga intervista con Frank Biela, cinque volte vincitore della mitica 24 Ore. Non mancano alcune immagini del tracciato virtuale. Le Mans is coming to iRacing later this year. We talked with 5-time 24 Hours of Le Mans champion Frank Biela about the highly anticipated track, and about his experiences with iRacing.
  10. File Name: Le Mans Bugatti by ECAR Tracks File Submitter: Alessandro Pollini File Submitted: 01 May 2016 File Category: Tracks Author : ECAR Tracks Il team ECAR Tracks ha finalmente rilasciato per rFactor 2 la versione definitiva 1.0 del mitico circuito francese di Le Mans Bugatti. Si tratta del tracciato "corto" rispetto a quello utilizzato per la famosa 24 Ore de La Sarthe. Come vedete dalle immagini di anteprima, si tratta di un download che gli appassionati del simulatore ISI non possono lasciarsi sfuggire ! Le Bugatti Circuit is a French race track located in Pays the Loire - Le Mans. The famous 24 Heures du Mans race take place in this site, using the main straight, the boxes structure and the Dunlop esses. This is the short version of La Sarthe 24 hours circuit. Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type References An excellent guide on how to drive it: http://www.super-trackday.com/circui...s-bugatti.html Click here to download this file
  11. VELOCIPEDE

    Le Mans in arrivo su iRacing!

    Con il comunicato ed il promo trailer che trovate integralmente qui sotto, il team di iRacing annuncia l'accordo di licenza stipulato con l'Automobile Club de l’Ouest per riprodurre nel simulatore americano il mitico circuito della 24 Ore di Le Mans! iRacing.com announced today it has signed an agreement with the Automobile Club de l’Ouest to develop a digital version of the famed 24 Hours of Le Mans circuit for its award-winning online motorsports simulation service. iRacing’s team of nearly a dozen laser scanning technicians, photographers and artists recently completed their data-gathering work in France prior to the 83rd running of the 24 Hours of Le Mans. “It’s an honor to add Le Mans to the iRacing service,” said Steve Myers, Executive Vice President and Executive Producer at iRacing.com. “While we already offer many of the world’s most iconic race tracks, no sim racing service is complete without Le Mans. Recently, iRacing introduced a first-of-its-kind team and endurance racing feature adding to the world’s most realistic and complete sim racing service. Le Mans will be a perfect marriage with this new endurance racing feature along with some of the world’s finest prototypes and GTs. So it’s fitting the more than 60,000 iRacers around the world will have the chance to race from the Dunlop Curve to Tertre Rouge and Mulsanne through to Indianapolis and Arnage, the Porsche Curves and Ford Chicane.”
  12. VELOCIPEDE

    Le Mans 24 Ore 2015

    Il Mondiale Endurance FIA WEC 2015 è cominciato lo scorso 12 Aprile con la 6 Ore di Silverstone, vinta dall’equipaggio Audi Sport Team Joest di Benoît Tréluyer, André Lotterer e Marcel Fässler, arrivati al traguardo davanti alla Porsche 919 Hybrid di Neel Jani, Marc Lieb e Romain Dumas. Con lo stesso ordine si è conclusa la seconda prova di Spa-Francorchamps, con la gara belga da sempre ritenuta un ottimo banco di prova in vista di Le Mans. Ma la 24 Ore di Le Mans è una gara a parte, qualcosa che va oltre il Titolo di Campione del Mondo FIA WEC, conquistato un anno fa dalla Toyota. Audi riuscì a vincere l’Edizione 2014 della 24 Ore di Le Mans nonostante un cammino non certo esaltante nelle restanti prove del Mondiale, confermandosi imbattibile al Circuit de la Sarthe trovando il giusto bilanciamento tra prestazioni, affidabilità e, perchè no, fortuna. I detentori della 24 Ore di Le Mans sono proprio Lotterer, Fassler e Trelueyer su Audi, vincitori assoluti e di classe LMP1-H. Vittoria in LMP1 (auto senza sistemi ibridi) di Nicolas Prost, Nick Heidfeld e Mathias Beche con la Rebellion Racing, mentre in LMP2 si erano affermati Dolan, Turvey e Tincknell su Jota Sport Zytek Nissan. Tra le vetture Gran Turismo trionfarono AF Corse su Ferrari 458 in Classe LMGTE Pro (Fisichella, Bruni e Vilander) e Aston Martin Racing su Aston Martin Vantage con David Heinemeier Hansson, Kristian Poulsen e Nicki Thiim nella Classe LMGTE Am. Quest’anno la Toyota non è più la macchina da guerra di un anno fa. Nelle prime due gare il bottino è stato solo un terzo posto a Silverstone con l’equipaggio di Buemi, Davidson e Kazuki Nakajima e con lo Sport-prototipo Campione in carica. A Le Mans Toyota Racing ha rinunciato alla terza vettura e sarà al via con i due equipaggi regolarmente iscritti al FIA WEC. Porsche, invece, si sta confermando Sport-prototipo interessante e dal grande potenziale dopo il positivo debutto nel 2014. Basterà per battere i cugini di Audi? L’obiettivo di Stoccarda è chiaro e si presenta al via con tre Porsche 919 Hybrid in tre colori differenti: rossa, bianca e nera. Tre vetture LMP1-H anche per Audi, così come per Nissan, la novità assoluta di Le Mans. Nissan Motorsports porta al debutto la discussa Nissan GT-R LM Nismo, Sport prototipo con motore centrale-anteriore, trazione anteriore e ibrido meccanico a volano. Il pacchetto ha dato molti problemi a Team, Piloti e Ingegneri, tanto da costringere Nissan a saltare le prime due gare del FIA WEC e non è nemmeno detto che dopo Le Mans l’impegno dei giapponesi possa rivelarsi costante. La GT-R LM Nismo paga il peso di un progetto inedito e secondo alcuni inadeguato: potenziale da 2.000 cavalli, sì, ma nei Test la LMP1-H fa fatica a tenere il passo dei Prototipi di Classe LMP2. Vedremo come andrà a finire e se ci saranno clamorose sorprese. Da segnalare la presenza del pilota brianzolo Marco Bonanomi al volante della terza Audi R18 e-tron quattro, insieme a Rast e Albuquerque. Iscritte in Classe LMP1, ma senza impianti ibridi, tre auto: la CLM P1/01 AER del Team Bykolles e le due Rebellion Racing. 24 Ore di Le Mans in Diretta TV. Anche quest’anno la 24 Ore di Le Mans è in Diretta TV su Eurosport. L’appuntamento con la maratona televisiva è a partire dalle ore 14.15 di Sabato 13 Giugno per vivere Live la gara Endurance più prestigiosa del Mondo. La Diretta Streaming di Le Mans sarà possibile grazie al servizio Eurosport Player (a pagamento) o su SkyGO, gratuito per tutti gli abbonati Sky Italia che hanno sottoscritto il servizio. Orario e Programma 24 Ore di Le Mans 2015. Prove Libere Mercoledì 10 Giugno dalle ore 16.00 Qualifiche Mercoledì 10 Giugno dalle ore 22.00 Qualifiche Giovedì 11 Giugno dalle ore 19.00 Qualifiche Giovedì 11 Giugno dalle ore 22.00 Warm Up Sabato 13 Giugno dalle ore 9.00 Gara Sabato 13 Giugno dalle ore 15.00 Live Timing 24 Ore di Le Mans. Per seguire la 24 Ore di Le Mans in Diretta Live Timing, comprese Prove Libere e Qualifiche, puoi collegarti al sito ufficiale www.24h-lemans.com/live/en/ Con l’App Android e iOS vedi gratis la 24 Ore di Le Mans! Scaricando l’applicazione ufficiale della 24 Ore di Le Mans potrai guardare la Endurance in diretta e gratis, ovunque tu sia, su Smartphone e Tablet. Per scaricare gratuitamente l’applicazione cerca 24 Heures du Mans sui vari Market e Store del tuo Smartphone. L’App include il servizio GPS Live e Live Timing.
  13. Oggi alle ore 15 prenderà il via l'edizione 2015 della mitica 24 Ore di Le Mans. L'11 giugno di 60 anni fa però, proprio la 24 ore di Le Mans fu funestata dall'incidente più drammatico della storia dell'automobilismo nel quale persero la vita 83 persone, compreso il pilota francese Pierre Levegh, e rimasero ferite 120 persone. Quella tragedia cambiò per sempre l'interesse nei confronti della sicurezza da parte del mondo della velocità.
  14. VELOCIPEDE

    Project CARS: Rast si allena per Le Mans

    Fra i numerosi video dedicati a Project CARS, vi segnalo un nuovo trailer che ci mostra gli "allenamenti" con il titolo Slightly Mad che sta effettuando Renè Rast (pilota reale Porsche GT3 ed Audi R8) per prepararsi per la prossima 24 Ore di Le Mans. As well as the physics developers being racing drivers themselves, Project CARS has professional handling consultants as well as racing drivers among its members. We'd like to congratulate fellow member René Rast on getting the #3 seat in the Audi Motorsport R18 P1 for Le Mans 2015! Here's a video of him using the game to get started with his training.
  15. Il team Slightly Mad Studios ha annunciato la licenza ufficiale di altri quattro nuovi circuiti per il suo Project CARS: le piste in arrivo sono Le Mans, Laguna Seca, Donington e Snetterton, ognuna scelta per le sue particolari caratteristiche specifiche. Already featuring scenic drives along the French riviera, epic mountain passes down the US west coast, exotic vistas from Australia and Dubai, and iconic motorsports tracks from across the UK, US, and Europe, Project CARS continues to build upon the largest location roster of any recent racing game with yet set of freshly-announced destinations… This post has been promoted to an article
  16. Il team Slightly Mad Studios ha annunciato la licenza ufficiale di altri quattro nuovi circuiti per il suo Project CARS: le piste in arrivo sono Le Mans, Laguna Seca, Donington e Snetterton, ognuna scelta per le sue particolari caratteristiche specifiche. Already featuring scenic drives along the French riviera, epic mountain passes down the US west coast, exotic vistas from Australia and Dubai, and iconic motorsports tracks from across the UK, US, and Europe, Project CARS continues to build upon the largest location roster of any recent racing game with yet set of freshly-announced destinations…
  17. Il team Slightly Mad Studios ha annunciato una nuova e prestigiosa licenza per il suo Project CARS: potremo infatti partecipare alla mitica 24 Ore di Le Mans con alcuni spetacolari prototipi! link -> http://www.wmdportal.com/projectnews/the-24-hours-of-le-mans-join-project-cars/#more-6646 Slightly Mad Studios is proud to announce a new partnership with the Automobile Club de l’Ouest, organizers of the world-famous 24 Hours of Le Mans, that will allow gamers to experience the world’s biggest motor race in Project CARS. Players will be given the unique opportunity to tackle one of motorsport’s most daunting and challenging tasks, a high-speed race twice around the clock at day & night, rain or shine. Project CARS will be the first racing game to properly simulate all the aspects that make the Le Mans 24 Hours one of the most challenging racing events in the world, as gamers will be given the chance to run the event in real-time, facing a full grid of 55 opponents on track. On their way to the top spot of the podium, players have to dodge GT traffic at high speeds and fight the elements as Project CARS dynamic time-of-day & weather engine makes the virtual race twice around the clock every bit as unpredictable & challenging as the real event. To ensure we capture all the essence of the legendary race in Project CARS, our development team is aided by no less than three race drivers that competed in last weekend’s edition of the event: While Rene Rast and Oli Webb successfully raced each other and 16 competitors in the LMP2 class, finishing 3rd & 4th in class, Project CARS Physics & Handling Consultant Ben Collins was busy in the GTE class. Their experience will translate directly into the game, allowing all gamers to share the thrill of competing in this legendary event. First run in 1923 as the Grand Prix d’Endurance, the Le Mans 24 Hours have become one of racing’s crown-jewel events as no race driver career is complete without a start at the French classic. For more than eighty years, the world’s most famous manufacturers and drivers have been flocking to central France each June, trying to make their mark on this prestigious event by proving both the superior speed & reliability of their cars. Project CARS will feature a true to life virtual version of the Circuit of the 24 Hours of Le Mans. Using a mix of permanent race track and closed public roads, the track’s 13,6 kilometer layout poses a unique challenge that is unlike any other circuit in racing. One of the circuit’s most distinctive features is the legendary Mulsanne straight. A public Route National for most of the year, the six-kilometer stretch of road turns into a slipstream battleground each summer as prototypes reach speeds of more than 340 kilometers an hour on the legendary “Hunaudieres”. Going along with the track will be plenty of machinery that has shaped the history of the event, including Audi’s extremely successful 2002 Audi R8 & 2011 R18 TDI prototypes as well as Ingolstadt’s newest creation, the Le Mans race-winning 2014 Audi R18 e-tron quattro. The popular LMP2 class is represented by two cars as Project CARS will feature both the Alpine A450 LMP2 as well as the ORECA 03 LMP2, representing more than 80% of this year’s LMP2 grid within the game. Project CARS will also honor some of the race’s most legendary cars as players will be able to experience Le Mans legends like the race-winning 1978 Renault Alpine A442B, the 1990 Mercedes Benz Sauber C9 Group C car & BMW’s 1999 V12 LMR prototype. To celebrate the addition of the Le Mans 24 Hours, Gaming Nation UK will be running a virtual 24 hour race for charity using Project CARS. To find out more about their event and to donate to the worthy cause, make sure to check out their JustGiving page. Project CARS will be coming to the Playstation 4, Xbox One, Steam OS, WiiU & PC, starting November 2014. Le Mans Prototypes are the fastest closed wheel racing cars used in circuit racing today, competing in a number of high-profile endurance events including the prestigious 24 Hours of Le Mans. This post has been promoted to an article
  18. VELOCIPEDE

    Project CARS: 24 Ore di Le Mans

    Project CARS will be the first racing game to properly simulate all the aspects that make the Le Mans 24 Hours one of the most challenging racing events in the world, as gamers will be given the chance to run the event in real-time, facing a full grid of 55 opponents on track. On their way to the top spot of the podium, players have to dodge GT traffic at high speeds and fight the elements as Project CARS dynamic time-of-day & weather engine makes the virtual race twice around the clock every bit as unpredictable & challenging as the real event. To ensure we capture all the essence of the legendary race in Project CARS, our development team is aided by no less than three race drivers that competed in last weekend’s edition of the event: While Rene Rast and Oli Webb successfully raced each other and 16 competitors in the LMP2 class, finishing 3rd & 4th in class, Project CARS Physics & Handling Consultant Ben Collins was busy in the GTE class. Their experience will translate directly into the game, allowing all gamers to share the thrill of competing in this legendary event. First run in 1923 as the Grand Prix d’Endurance, the Le Mans 24 Hours have become one of racing’s crown-jewel events as no race driver career is complete without a start at the French classic. For more than eighty years, the world’s most famous manufacturers and drivers have been flocking to central France each June, trying to make their mark on this prestigious event by proving both the superior speed & reliability of their cars. Project CARS will feature a true to life virtual version of the Circuit of the 24 Hours of Le Mans. Using a mix of permanent race track and closed public roads, the track’s 13,6 kilometer layout poses a unique challenge that is unlike any other circuit in racing. One of the circuit’s most distinctive features is the legendary Mulsanne straight. A public Route National for most of the year, the six-kilometer stretch of road turns into a slipstream battleground each summer as prototypes reach speeds of more than 340 kilometers an hour on the legendary “Hunaudieres”. Going along with the track will be plenty of machinery that has shaped the history of the event, including Audi’s extremely successful 2002 Audi R8 & 2011 R18 TDI prototypes as well as Ingolstadt’s newest creation, the Le Mans race-winning 2014 Audi R18 e-tron quattro. The popular LMP2 class is represented by two cars as Project CARS will feature both the Alpine A450 LMP2 as well as the ORECA 03 LMP2, representing more than 80% of this year’s LMP2 grid within the game. Project CARS will also honor some of the race’s most legendary cars as players will be able to experience Le Mans legends like the race-winning 1978 Renault Alpine A442B, the 1990 Mercedes Benz Sauber C9 Group C car & BMW’s 1999 V12 LMR prototype. To celebrate the addition of the Le Mans 24 Hours, Gaming Nation UK will be running a virtual 24 hour race for charity using Project CARS. To find out more about their event and to donate to the worthy cause, make sure to check out their JustGiving page. Project CARS will be coming to the Playstation 4, Xbox One, Steam OS, WiiU & PC, starting November 2014.
  19. Il team Virtua_LM ha finalmente rilasciato per rFactor 2 la conversione, in versione 1.0, della stupenda pista di Le Mans degli anni 1991 - 1996 ! Per tutti i dettagli e commenti del caso fate riferimento all'apposito topic sul forum, mentre per scaricare il file correte a questo link. Basic info: - This is a greatly improved version of the previous release. The most refined area is the guardrails and the specularity levels of the objects. A lot more objects are reflected on the cars or during rain. AI has been refined and the AI-does-not-pit bug has been fixed. Oh and there's also pit perches now. - Originally the track was started for rF1 by Sylvain Glapa, who has done an incredible job with most of which you still see today. The largest ones (in my opinion) would be the trees (look out for the distinct types in the right areas), the road surface modelling and the grandstands/pit buildings. The shaders and some textures have evolved but without his basis we would not have such a track today, let alone one this great. - The shoulders down the Hunaudières straight are not for driving. We could not find any hard info but racing cars generally do not use it outside cases of emergency. We implemented this by making them uncomfortably bumpy. - If you find something that should not be please leave a kind note. Few things are worse than you having a point that we don't read because it was presented in an unkind manner.
  20. VELOCIPEDE

    Simulatori, Formula 1 e Le Mans...

    Cosa hanno in comune i simulatori di guida, la Formula 1 e la 24 Ore di Le Mans ? Tantissimo: qui sotto per esempio potete ammirare un nuovo video nel quale Lewis Hamilton al simulatore Mercedes ci mostra le insidie del tracciato del prossimo GP di Formula 1 della Cina; la ACO Le Mans, che organizza la mitica 24 Ore di Le Mans appunto, si è spinta oltre, obbligando i piloti alla prima esperienza della gloriosa gara francese ad intense sessioni di allenamento con il simulatore di guida che ci viene presentato da Mark Webber !
  21. VELOCIPEDE

    Le Mans 24 Ore 2014

    partiamo dal simulatore... 24 Heures du Mans 2014 Mark Webber sur les... di lemans-tv
  22. Uff

    Ethone ci aggiorna su Le Mans

    Ethone, membro del team Virtua_LM, ci aggiorna sullo stato dei lavori dell'attesissima pista di Le Mans per rFactor 2: il mese scorso ha aggiornato i guard rail della pista migliorandone l'aspetto. A sinistra la vecchia versione senza self-shading, a destra quella nuova con self-shading. Pochi giorni fa ha invece pubblicato un video in cui mostra come la pista si asciughi man mano che passano le vetture in traiettoria. Possiamo inserire già da ora questo tracciato tra i capolavori imperdibili su rFactor 2?
  23. Uff

    Primo screen per La Charit

    Come noto da tempo, il team UnitedRacingDesign è al lavoro su di una pista da accompagnare al loro mod EnduranceRacingX. La pista, intitolata La Charité, riprodurrà un famoso tracciato francese su cui si è recentemente corso uno dei principali eventi motoristici. Di seguito potete vedere il primo screen rilasciato dal team.
  24. Come noto da tempo, il team UnitedRacingDesign è al lavoro su di una pista da accompagnare al loro mod EnduranceRacingX. La pista, intitolata La Charité, riprodurrà un famoso tracciato francese su cui si è recentemente corso uno dei principali eventi motoristici. Questo messaggio
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