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  1. Nell'ambito dei suoi già collaudati tornei eSports, il team di Project CARS lancia oggi la nuova Ginetta Cup, un torneo online dedicato alla divertente e gestibilissima vettura inglese, pensato soprattutto per i piloti più giovani ed alle prime esperienze. Qui di seguito tutti i dettagli del campionato che prevede anche un cospicuo montepremi. Project CARS, in partnership with Ginetta Cars, launch the ‘Ginetta x Project CARS Esports Cup’, a fully manufacturer-backed, international Esports racing competition with £5,000 in prizes Ginetta Cars have been launching the motorsport careers of young chargers for a decade, so their decision to enter the world of simulated racing is great news for everyone involved. Now you too can get involved with a company that is dedicated to fostering, promoting, and creating motorsport opportunities for talented drivers. How? Simply register for the ‘Ginetta x Project CARS Esports Cup’, and bring your best against the best in November. Ginetta Cars have been launching the motorsport careers of young chargers for a decade, so their decision to enter the world of simulated racing is great news for everyone involved. Now you too can get involved with a company that is dedicated to fostering, promoting, and creating motorsport opportunities for talented drivers. How? Simply register for the ‘Ginetta x Project CARS Esports Cup’, and bring your best against the best in Novembe Ginetta Cars is a British specialist builder of racing and sports-cars, as well as a major player in the motorsport world who run a number of professional championships across the calendar, in addition to catering for racers all the way through from novices to drivers looking to compete in cutting-edge prototype sports-car series. Ginetta, who have been building race cars since the 1950s, runs three championships a season, two of which feature as support races for the UK’s premiere racing series, the British Touring Car Championship. If you happened to watch Le Mans this year, you might also have seen the Ginetta leading the LMP3 class with young star Charlie Robertson behind the wheel. Motor racing is in the company’s DNA. The high-end British-based car manufacturer, based in a state-of-the-art factory in Leeds, has been at the business-end of creating motorsport opportunities for young drivers for a decade, too, ever since the introduction of the Ginetta Junior Championships in 2005, and continues to be at the forefront of familiarizing young drivers to the sport. This unique and highly-successful championship is tailored to provide an affordable and competitive entry-point into the world of motor racing for aspiring and talented drivers between the ages of 14 and 17. Young drivers are afforded an entry point into a scalable career-ladder through the various Ginetta championships, and provides UK-based youngsters the opportunity to ultimately compete in top-level GT racing, or even top-tier single-seater racing. With entry into the world of motorsport beyond the financial and commercial possibilities of so many talented and fast drivers out there, the Ginetta Junior Championship remains an indispensable and crucial gateway into this elite world. The championship has become, in ten short years, an institution, one that is both highly-praised and respected by former competitors, the motoring media, and within the motorsport community at large. The Ginetta Junior Championship has seen over 250 kids come racing through the program in identical Ginetta G40s. The championship runs as support races to the enormously popular British Touring Car Championship, and this affords these ambitious young charges the kind of TV and live audience exposure that can make professional careers: as entry-points go into the real-world of motorsport, there are not many programs that can compete with Ginetta’s Junior Championship both from a commercial, or a results, vantage point. Dino Zamparelli is a perfect illustration of the type of career that Ginetta’s Junior Championship can forge, going from the series’ champion in 2007 all the way up through European single-seaters, a finalist in the 2011 McLaren Autosport BRDC Award, and a member of the Marussia Manor Racing F1 Team Young Driver Program. Meanwhile, the Ginetta Junior Scholarship program, launched in 2009, was created to allow one highly-talented driver a year to enjoy complete funding for a season in the Junior Championship. This is testament to the core values that underpin Ginetta Cars—as a true, trusted, and successful gateway into an international motorsports career for those who have the talent, desire, and aptitude to progress in all the areas needed to succeed in the modern world of motor racing—speed, professionalism, and, of course, commercial nous. Ade Barwick, Commercial Director at Ginetta Cars, notes that, “Ginetta exists to provide accessible racing for all levels of driver, and our unique motorsport ladder has taken drivers from their first race aged 14 all the way to international racing stardom.” It is somewhat inevitable, then, that Ginetta Cars would find opportunity in simulated racing, and would find themselves at the cutting-edge as this discipline begins to make an impact on the real-world motor racing scene. With the financial and commercial barriers to a motorsport career becoming ever more prohibitive for youngsters around the world, simulated racing has already shown its potential as a gateway into this exclusive, and highly-rewarding world. “Sim racing is a new and increasingly popular entry-point into this world of motorsport,” Ade Barwick said, “and we take it seriously as a discipline in its own right, so we are very excited to announce this partnership, and look forward to seeing what the competitors can do.” Using the market-leading Esports motor racing simulator Project CARS was an easy choice once Ginetta decided to go this route. Unlike Ginetta’s real-world series, though, the ‘Ginetta x Project CARS Esports Cup’ is open to drivers from anywhere in the world, of every level, across PC, XBOX One, and PlayStation 4 platforms. This online only competition will be contested over the course of two adrenaline-fueled weekends between 18th November, and 4th December 2016. The growing relationship with British-based Ginetta Cars further strengthens Project CARS’ market-leading Esports program, and solidifies the reality of simulated racing as an affordable entry-point into the exciting world of motorsport. Andy Tudor, Creative Director for Slightly Mad Studio, offered his thoughts: “This partnership demonstrates how closely Project CARS mirrors the real-world of motorsport, and the accuracy with which the cars and tracks are replicated in the simulator. Using our precisely recreated Ginetta Cars in an official Ginetta-sponsored championship opens an exciting new chapter of manufacturer-based motor racing for our racing drivers.” Ginetta x Project CARS Esports Cup ​ The qualifying round for all drivers across all platforms will be run from 18th to 21st November. All registered drivers will be invited to compete in a time-trial-based qualifying format using the Ginetta G55 GT4 car at the Donington National Circuit. To emphasise the importance of driving skills and level the playing field, all car setups will be fixed. The Top 15 qualifiers on each platform will then move on to the Final weekend which will feature two rounds of exciting, live, online racing. First come the Semi-Finals, which will decide which 8 drivers on each platform move on to the culminating round of the championship: The Ginetta x Project CARS Esports Cup Finals. The Finals will each feature a 30-minute race with one mandatory pit-stop, and will see the best 8 drivers on each platform fight-it-out for the Championship trophy, and a share of the £5,000 prize. The Finals will be live-streamed and feature live, play-by-play commentary. Entry to the Ginetta x Project CARS Esports Cup is free and open to drivers of all ages worldwide. Drivers must register for the event on or before November 17, 2016, at this link: http://www.projectcarsesports.com/ginetta-x-esports-cup.html. Further details can be found at the same link. This post has been promoted to an article
  2. Ginetta Cars have been launching the motorsport careers of young chargers for a decade, so their decision to enter the world of simulated racing is great news for everyone involved. Now you too can get involved with a company that is dedicated to fostering, promoting, and creating motorsport opportunities for talented drivers. How? Simply register for the ‘Ginetta x Project CARS Esports Cup’, and bring your best against the best in Novembe Ginetta Cars is a British specialist builder of racing and sports-cars, as well as a major player in the motorsport world who run a number of professional championships across the calendar, in addition to catering for racers all the way through from novices to drivers looking to compete in cutting-edge prototype sports-car series. Ginetta, who have been building race cars since the 1950s, runs three championships a season, two of which feature as support races for the UK’s premiere racing series, the British Touring Car Championship. If you happened to watch Le Mans this year, you might also have seen the Ginetta leading the LMP3 class with young star Charlie Robertson behind the wheel. Motor racing is in the company’s DNA. The high-end British-based car manufacturer, based in a state-of-the-art factory in Leeds, has been at the business-end of creating motorsport opportunities for young drivers for a decade, too, ever since the introduction of the Ginetta Junior Championships in 2005, and continues to be at the forefront of familiarizing young drivers to the sport. This unique and highly-successful championship is tailored to provide an affordable and competitive entry-point into the world of motor racing for aspiring and talented drivers between the ages of 14 and 17. Young drivers are afforded an entry point into a scalable career-ladder through the various Ginetta championships, and provides UK-based youngsters the opportunity to ultimately compete in top-level GT racing, or even top-tier single-seater racing. With entry into the world of motorsport beyond the financial and commercial possibilities of so many talented and fast drivers out there, the Ginetta Junior Championship remains an indispensable and crucial gateway into this elite world. The championship has become, in ten short years, an institution, one that is both highly-praised and respected by former competitors, the motoring media, and within the motorsport community at large. The Ginetta Junior Championship has seen over 250 kids come racing through the program in identical Ginetta G40s. The championship runs as support races to the enormously popular British Touring Car Championship, and this affords these ambitious young charges the kind of TV and live audience exposure that can make professional careers: as entry-points go into the real-world of motorsport, there are not many programs that can compete with Ginetta’s Junior Championship both from a commercial, or a results, vantage point. Dino Zamparelli is a perfect illustration of the type of career that Ginetta’s Junior Championship can forge, going from the series’ champion in 2007 all the way up through European single-seaters, a finalist in the 2011 McLaren Autosport BRDC Award, and a member of the Marussia Manor Racing F1 Team Young Driver Program. Meanwhile, the Ginetta Junior Scholarship program, launched in 2009, was created to allow one highly-talented driver a year to enjoy complete funding for a season in the Junior Championship. This is testament to the core values that underpin Ginetta Cars—as a true, trusted, and successful gateway into an international motorsports career for those who have the talent, desire, and aptitude to progress in all the areas needed to succeed in the modern world of motor racing—speed, professionalism, and, of course, commercial nous. Ade Barwick, Commercial Director at Ginetta Cars, notes that, “Ginetta exists to provide accessible racing for all levels of driver, and our unique motorsport ladder has taken drivers from their first race aged 14 all the way to international racing stardom.” It is somewhat inevitable, then, that Ginetta Cars would find opportunity in simulated racing, and would find themselves at the cutting-edge as this discipline begins to make an impact on the real-world motor racing scene. With the financial and commercial barriers to a motorsport career becoming ever more prohibitive for youngsters around the world, simulated racing has already shown its potential as a gateway into this exclusive, and highly-rewarding world. “Sim racing is a new and increasingly popular entry-point into this world of motorsport,” Ade Barwick said, “and we take it seriously as a discipline in its own right, so we are very excited to announce this partnership, and look forward to seeing what the competitors can do.” Using the market-leading Esports motor racing simulator Project CARS was an easy choice once Ginetta decided to go this route. Unlike Ginetta’s real-world series, though, the ‘Ginetta x Project CARS Esports Cup’ is open to drivers from anywhere in the world, of every level, across PC, XBOX One, and PlayStation 4 platforms. This online only competition will be contested over the course of two adrenaline-fueled weekends between 18th November, and 4th December 2016. The growing relationship with British-based Ginetta Cars further strengthens Project CARS’ market-leading Esports program, and solidifies the reality of simulated racing as an affordable entry-point into the exciting world of motorsport. Andy Tudor, Creative Director for Slightly Mad Studio, offered his thoughts: “This partnership demonstrates how closely Project CARS mirrors the real-world of motorsport, and the accuracy with which the cars and tracks are replicated in the simulator. Using our precisely recreated Ginetta Cars in an official Ginetta-sponsored championship opens an exciting new chapter of manufacturer-based motor racing for our racing drivers.” Ginetta x Project CARS Esports Cup ​ The qualifying round for all drivers across all platforms will be run from 18th to 21st November. All registered drivers will be invited to compete in a time-trial-based qualifying format using the Ginetta G55 GT4 car at the Donington National Circuit. To emphasise the importance of driving skills and level the playing field, all car setups will be fixed. The Top 15 qualifiers on each platform will then move on to the Final weekend which will feature two rounds of exciting, live, online racing. First come the Semi-Finals, which will decide which 8 drivers on each platform move on to the culminating round of the championship: The Ginetta x Project CARS Esports Cup Finals. The Finals will each feature a 30-minute race with one mandatory pit-stop, and will see the best 8 drivers on each platform fight-it-out for the Championship trophy, and a share of the £5,000 prize. The Finals will be live-streamed and feature live, play-by-play commentary. Entry to the Ginetta x Project CARS Esports Cup is free and open to drivers of all ages worldwide. Drivers must register for the event on or before November 17, 2016, at this link: http://www.projectcarsesports.com/ginetta-x-esports-cup.html. Further details can be found at the same link.
  3. Dopo averlo preannunciato un pò di tempo fa con un breve filmato, oggi il team Slightly Mad Studios ci presenta finalmente la versione completa del cortometraggio dedicato a Nicolas Hamilton, fratello del più noto Lewis che corre in Formula 1 con la Mercedes, che proprio grazie al simracing ed in particolare al supporto di Project CARS, è riuscito a coronare il sogno di correre da professionista anche nella realtà, nonostante un handicap fisico. Ricordiamo infatti che Nicolas ha lavorato come consulente per Slightly Mad Studios su Project Cars, aiutando a definire la fisica e la gestione delle auto.
  4. VELOCIPEDE

    Project CARS: Game of The Year Edition

    Featuring all the elements that made the original core experience a runaway success, the Game of the Year Edition will add even more to what is already the definitive racing sim: An additional 50+ cars (125 total) 4 tracks (35 unique locations, 100+ layouts total) 60+ community-created liveries 500+ features and improvements that have been added since launch In addition, the Game Of The Year Edition will feature two distinctive and exclusive items: The iconic Nurburgring Combined Nordschieife + GP circuit Two Project CARS exclusive vehicles from Pagani – the Zonda Revolucion and Huayra BC unveiled at this year’s Geneva Motor Show The Game of the Year Edition is both a celebration and a thank you, from Slightly Mad Studios and BANDAI NAMCO Entertainment, to the racing community around the world as they have made Project CARS into the start of an exciting new franchise, and the leader in the sim racing game genre.
  5. We proudly present the number one racing seat for Project CARS fans: Playseat® Project CARS! Our newest racing simulator is developed in cooperation with the makers of the immensly popular racing game Project CARS and features all the well known, colorful Project CARS logos and imagery combined in one awesome design on the seating and the base of this racing chair. The stitched artwork is of the highest quality and consists of unique color matched materials! With the Playseat® Project CARS, you get the unique Playseat® quality in a Project CARS jacket! The simulator has a black frame and is coated with high quality black alcantara, which is used in real race cars! This race seat is very comfortable, stable, highly adjustable, so all your friends and family members can enjoy this chair. The Playseat® Project CARS is compatible with all racing wheel and pedal sets on the market. Thanks to its unique foldable design, it uses little space when not in use, for easy storage. Specifications: Recommended drivers length: Minimum 120 cm / 47 inch Maximum 220 cm / 87 inch Recommended drivers weight: Minimum 20 kg / 47 lbs Maximum 122 kg / 270 lbs Dimensions (LxWxH): 130x50x98 cm / 51x20x39 inches Net weight: 20,55 kg / 45.30 lbs Packaging: Dimensions (LxWxH): 60x50x40 cm / 23.2x19.7x15 inches Gross weight 24 kg / 52.91 lbs Manual and warranty card included
  6. Namco Bandai ha rilasciato un dettagliato comunicato per spiegare le varie caratteristiche della modalità multiplayer del prossimo Project CARS, titolo targato Slightly Mad Studios in uscita il 7 maggio. Le stanze per giocare online saranno di tre tipi: lobby pubbliche, adatte per partite rapide che inizieranno allo scadere di un countdown, lobby solo per amici, nelle quali l'host avrà il controllo totale, lobby private, pensate per le community, in questo tipo di lobby potranno entrare solo utenti che rispettano determinati criteri. Le lobby su macchine a 32 bit supporteranno 16 giocatori, mentre gli utenti PC a 64-bit potranno giocare in lobby da 32 giocatori. Chi fungerà da server/host potrà controllare direttamente le proprie lobby, votare per il cambio di circuito, decidere se limitare alcuni fattori come l'utilizzo esclusivo della telecamera interna, partenza lanciata, danni, penalità, aiuti di guida ammessi, inserire vetture comandate dalla IA, inoltre sarà disponibile la chat vocale. Una volta terminato l'evento online sarà possibile salvare il replay nel proprio Driver Network Profile (profilo personale online), che tiene traccia dell'esperienza, focus ed affinità, oltre che delle proprie performance in rete, con tutte le statistiche del caso (ad esempio il numero di eventi a cui si è preso parte con il numero di eventi completati). Tutte le informazioni dei profili sarnno utili per trovare videogiocatori con la stessa condotta e con la stessa abilità, oltre che naturalmente corretti e seri! Qui di seguito il trailer ufficiale pubblicato nei giorni scorsi dedicato proprio al multiplayer. This post has been promoted to an article
  7. VELOCIPEDE

    Il sondaggione di Project CARS

    Il team Slightly Mad Studios chiede un feedback a tutti gli appassionati e giocatori del suo Project CARS, con un mega sondaggione pieno di domande "delicate"... Come reputate la fisica del gioco rispetto a Gran Turismo o Forza Motorsport? E rispetto a simulatori come Assetto Corsa, rFactor o iRacing? E cosa pensate della grafica? Quali periferiche di gioco usate? E gli aiuti? E quale auto preferite? Le domande sono tantissime e le risposte saranno ovviamente utilizzate per il prossimo Project CARS 2. Commenti sul forum.
  8. Il team Slightly Mad Studios chiede un feedback a tutti gli appassionati e giocatori del suo Project CARS, con un mega sondaggione pieno di domande "delicate"... Come reputate la fisica del gioco rispetto a Gran Turismo o Forza Motorsport? E rispetto a simulatori come Assetto Corsa, rFactor o iRacing? E cosa pensate della grafica? Quali periferiche di gioco usate? E gli aiuti? E quale auto preferite? Le domande sono tantissime e le risposte saranno ovviamente utilizzate per il prossimo Project CARS 2. This post has been promoted to an article
  9. VELOCIPEDE

    Il multiplayer di Project CARS

    Chi fungerà da server/host potrà controllare direttamente le proprie lobby, votare per il cambio di circuito, decidere se limitare alcuni fattori come l'utilizzo esclusivo della telecamera interna, partenza lanciata, danni, penalità, aiuti di guida ammessi, inserire vetture comandate dalla IA, inoltre sarà disponibile la chat vocale. Una volta terminato l'evento online sarà possibile salvare il replay nel proprio Driver Network Profile (profilo personale online), che tiene traccia dell'esperienza, focus ed affinità, oltre che delle proprie performance in rete, con tutte le statistiche del caso (ad esempio il numero di eventi a cui si è preso parte con il numero di eventi completati). Tutte le informazioni dei profili sarnno utili per trovare videogiocatori con la stessa condotta e con la stessa abilità, oltre che naturalmente corretti e seri! Qui di seguito il trailer ufficiale pubblicato nei giorni scorsi dedicato proprio al multiplayer.
  10. Il producer Bandai Namco ha annunciato un nuovo piccolo ritardo per la data di uscita dell'atteso Project CARS targato Slightly Mad Studios, che dovremmo trovare sugli scaffali dal 2 Aprile: "The slight shift of the release date is due to final adjustments in the game that are required to provide fans with the best gaming experience they can have". Ian Bell, degli Slightly Mad Studios: “Moving the release date was not an easy decision to make, as we know our fans are eager to get their hands-on on Project CARS. But we know that these extra days will allow us to provide the best game experience that our fans deserve. We assure you the wait will be worth it when the game does arrive early April”.
  11. VELOCIPEDE

    Ecco le apps per Project CARS

    Il team Slightly Mad Studios ci presenta con una intera pagina sul sito ufficiale la lunga lista di applicazioni disponibili per il suo Project CARS: ce n'è davvero per tutti i gusti e le esigenze, con apps per la telemetria, vari dashboard, utility per i display extra e cosi via. Commenti sul forum. Community Apps are another great example of our focus on innovation, our determination to break from tradition, and our continuing dedication to the Project CARS community. Over a year ago, Slightly Mad Studios released an API giving the community the ability to plug directly in to Project CARS and pull out a variety of information. The intent here was to allow you the players the ability to create your own supporting apps for all the weird and wonderful devices and hardware you own. Now, as Project CARS nears release, here are just a few of the fantastic creations you’ve made that further blur the lines between game and real-life, and prove once more that Project CARS is the most technically-advanced racing game on the planet…
  12. VELOCIPEDE

    Project CARS in preordine su Steam

    Anche se il gioco, come sappiamo, è stato posticipato dagli Slightly Mad Studios al 17 marzo 2015, da oggi è possibile effettuare il preordine del prossimo Project CARS direttamente tramite Steam: a questo link potrete acquistarlo per 49,99€. Qui sotto potete invece ammirare alcuni screens di anteprima catturati dalla versione per XBox One, che girerà fissa a 60fps sull'hardware Microsoft.
  13. VELOCIPEDE

    Project CARS in video confronto

    Decisamente spettacolare è il video che potete ammirare qui sotto, che ci mostra il confronto diretto fra il Project CARS targato Slightly Mad e la realtà della pista, con la mitica Sauber Mercedes C9 sulla pista di Silverstone.
  14. A 40 chilometri da Londra, sorge il celebre circuito automobilistico di Brands Hatch: nato come campo d'addestramento militare, questo spettacolare tracciato immerso nel verde è stato per oltre un ventennio nel calendario del campionato del mondo di Formula Uno (dal 1964 al 1986). Qui per esempio il mitico Nigel Mansell conquistò la sua prima vittoria in F1. La vicinanza con la capitale inglese e le spettacolari variazioni di pendenza di Brands Hatch hanno certamente convinto il team Slightly Mad Studios a scegliere proprio questa location per la presentazione ufficiale del suo attesissimo Project CARS. Il programma della presentazione prevedeva prima il test in pista, poi la prova del software. Dopo un paio di briefing introduttivi con piloti ed istruttori, che hanno fornito le spiegazioni del caso su come affrontare le traiettorie del circuito e sull'importanza della segnaletica luminosa e del comportamento da tenere in pista, mi sono calato nell'abitacolo di una monoposto con motore Audi da 1,8 Litri e 180 cavalli di potenza. L'esperienza è stata ovviamente entusiasmante, con la vettura che mi ha permesso di vivere grandi emozioni, complice anche la tipica pioggerellina britannica... Sono passato poi al kart, con la partecipazione del pilota inglese Oliver Webb, che ha collaborato allo sviluppo del gioco, a stretto contatto con il team SMS. Per la terza ed ultima sessione in pista, ho guidato una potentissima BMW M3 da 420 cavalli, che si è lasciata apprezzare certo non meno dell'agile monoposto. Tutti i giornalisti sono quindi passati nella sala stampa del circuito di Brands Hatch, dove il direttore creativo Andy Tudor ci ha intrattenuto con una presentazione del gioco, partendo dalla volontà del nutrito team di sviluppatori di realizzare un titolo proprio, con un gameplay fortemente simulativo, ma scalabile e con alcune caratteristiche distintive rispetto alla concorrenza. Lo stesso Tudor ha lasciato intendere varie volte che Project CARS si inserisce nel filone occupato da Forza Motorsport e Gran Turismo, con i quali indubbiamente entrerà in competizione per conquistare la propria fetta di mercato, ma non avrà alcun sistema economico per progredire nella modalità principale, perchè la carriera di un pilota non dipende da quanto riesce ad arricchirsi, ma dalla capacità di migliorarsi all'interno di una specifica categoria e di conquistarvi trofei, sino all'eventuale passaggio in un'altra, dove ricominciare il percorso di crescita e maturazione. Per questo motivo gli sviluppatori hanno deciso di rendere disponibili tutte le auto sin dall'inizio, starà al giocatore dimostrare di saper guidare una determinata vettura e decidere il momento opportuno per passare ad un'altra. Sarà comunque presente anche la modalità "Zero to Hero", tipica da console, che accompagna il giocatore passo passo, dalle categorie inferiori sino a raggiungere i bolidi più veloci e complessi da domare. La varietà non sarà assolutamente un problema, perchè il parco auto disponibile spazia dai kart ai prototipi per le gare di durata, passando per varie tipologie di ruote scoperte, GT, Hyper Car e vetture più comuni. Anche la varietà dei circuiti è abbondante in Project CARS: piste di tipo convenzionale, ma anche lunghissime tappe, con una percorrenza media di ben 7 minuti. Sono già state annunciate la Costa Azzurra, la California Highway, Brands Hatch, Mount Panorama (Bathurst), Catalunya, il Nurburgring Nordschleife, il Mugello, Monza, Brno, Silverstone, Imola e moltissimi altri ancora. Solo alcune di queste piste, però, beneficeranno dell'eccezionale tecnologia laserscan. All'evento erano presenti anche i tre piloti che hanno partecipato attivamente allo sviluppo del gioco, ovvero Nicolas Hamilton, fratello del più noto Lewis della Formula Uno, il già citato Oliver Webb e nientemeno che Ben Collins, pilota conosciuto in tutto il mondo per aver ricoperto in passato il ruolo di "The Stig" nella celebre trasmissione della BBC Top Gear. Interessante il commento proprio di The Stig che ha confessato di aver lavorato per mesi con gli sviluppatori per calibrare il comportamento dei pneumatici delle varie vetture a ruote scoperte e sulla resa dell'aderenza. Tra le features del gioco più impressionanti annunciate durante la presentazione, troviamo la possibilità di correre su PC in ben 64 giocatori, naturalmente nei circuiti che supportano un numero così elevato di vetture (pensate ad una endurance...), mentre su console dovremo "accontentarci" di un multiplayer a 16. A proposito del multiplayer, Andy Tudor ha voluto specificare che il gioco monitorerà il comportamento dei piloti, e nel profilo di ciascuno di essi sarà possibile verificare il livello di reputazione legato alle infrazioni commesse (guida contromano, bandiere, incidenti) al fine di rendere più efficace la selezione preventiva di chi ospitare nelle sessioni. Se si rivelerà efficace, sarà un valido deterrente contro coloro che vanno online solo per rovinare le gare degli altri. Come già sanno tutti quelli che ancora adesso partecipano alla fase beta tramite Steam, con gli aiuti elettronici attivati il gioco si presenta come il classico ibrido arcade-simulazione, con la parzializzazione di gas e freno che si rivelano sufficienti per non uscire fuori pista o causare incidenti. Eliminando gli aiuti Project CARS diventa godibilissimo ed appagante, anche se a volte, in modo più evidente soprattutto con determinate vetture, permane quella sensazione di "racing game" in sottofondo tipica delle consoles, come se la base del gioco sia molto solida, ma venga "filtrata" per permettere comunque a tutti di emozionarsi in pista ed è anche vero che, come affermato dallo stesso Andy, i piloti - testers hanno fornito indicazioni affinché il controllo delle auto fosse il più affine possibile alla realtà, ma al contempo fruibile e divertente per tutti con determinate impostazioni. In sostanza sembra mancare forse quel 5% di credibilità sul fronte della fisica, dinamica dei veicoli e spostamento delle masse per poter definire il titolo Slightly Mad un vero e proprio simulatore di guida al 100%, certamente però si lascierà apprezzare da moltissimi appassionati. Allo stato attuale c'è da sottolineare il fatto che l'ambito sul quale il team deve ancora lavorare per migliorare è sicuramente il force feedback, che in taluni casi risulta essere poco comunicativo e semplicistico, se non addirittura errato. Certamente il lavoro di sviluppo degli ultimi 6 mesi in particolare è stato superbo, in modo particolare per il comparto pneumatici: le gomme si scaldano e variano di pressione, bisogna considerare il calore dei freni, il consumo dischi/pastiglie, sul bagnato le pozzanghere non sono solo un effetto visivo, ottima la gommatura pista e il meteo dinamico. Uno degli aspetti più interessanti e riusciti è proprio il meteo dinamico, che ha una resa visiva superba e influenza sensibilmente il comportamento delle auto. "E' stata la prima cosa che ha voluto la community di giocatori-finanziatori", ha spiegato Andy Tudor. Molto suggestiva è la visuale interna dal casco del pilota (tipo Shift), che si apprezza in particolar modo indossando l'Oculus Rift: il visore rende l'esperienza davvero coinvolgente e a dir poco impressionante. Naturalmente la definizione dell'immagine è sensibilmente inferiore rispetto a quella che siamo abituati ad ammirare sui nostri monitor, tuttavia la sensazione è esattamente quella di trovarsi a bordo di un'auto. Qui sotto la video intervista rilasciata proprio in pista da Andy Tudor ed un trailer che mette in confronto diretto la realtà con il simulatore: il circuito è ovviamente Brands Hatch, a bordo di una Caterham 7. Un ringraziamento ad Andrea Lavezzi per la collaborazione e l'articolo. This post has been promoted to an article
  15. VELOCIPEDE

    Project CARS: Race Control Episode 13

    Arriva oggi l'episodio numero 13 della saga video dedicata a Project CARS: il trailer ci mostra quel che c'è da sapere riguardo le strategie, la preparazione ed un pizzico di fortuna... Potete ammirare tutti i video precedenti nell'apposito topic del forum. https://www.youtube.com/watch?v=1Gmke7fY2iI
  16. VELOCIPEDE

    Il modello gomme di Project CARS

    Il team Slightly Mad Studios ci spiega, con un dettagliato post sul proprio blog, tutti i dettagli del modello dei pneumatici del suo prossimo Project CARS: il Seta Tire Model. Eccovene un estratto: Seta Tire Model (STM) is a full dynamic tire simulation. Actually, it is three coupled simulations, one for the tire carcass, one for the tire tread and contact patch, and one for heat transfer simulation. It is also modular, where different carcass and tread simulations techniques can be used interchangeably. For example, off road racing may use a different tread simulation.
  17. Il team Slightly Mad Studios ci spiega, con un dettagliato post sul proprio blog, tutti i dettagli del modello dei pneumatici del suo prossimo Project CARS: il Seta Tire Model. Eccovene un estratto: Seta Tire Model (STM) is a full dynamic tire simulation. Actually, it is three coupled simulations, one for the tire carcass, one for the tire tread and contact patch, and one for heat transfer simulation. It is also modular, where different carcass and tread simulations techniques can be used interchangeably. For example, off road racing may use a different tread simulation. This post has been promoted to an article
  18. VELOCIPEDE

    Project CARS test a Brands Hatch

    A 40 chilometri da Londra, sorge il celebre circuito automobilistico di Brands Hatch: nato come campo d'addestramento militare, questo spettacolare tracciato immerso nel verde è stato per oltre un ventennio nel calendario del campionato del mondo di Formula Uno (dal 1964 al 1986). Qui per esempio il mitico Nigel Mansell conquistò la sua prima vittoria in F1. La vicinanza con la capitale inglese e le spettacolari variazioni di pendenza di Brands Hatch hanno certamente convinto il team Slightly Mad Studios a scegliere proprio questa location per la presentazione del suo attesissimo Project CARS. Leggi l'intero articolo e commenta a questo link del forum dedicato.
  19. Il team Slightly Mad Studios inizia a mostrarci oggi le prime otto piste che saranno protagoniste del prossimo Project CARS: possiamo ammirare in tutto il loro splendore grafico i tracciati di Zolder, Silverstone, Oschersleben, Dubai, Monza, Imola, Hockenheim e Brands Hatch. Da non perdere i numerosi video di anteprima dedicati al gioco, come gli ultimi due pubblicati da AdrianF1 e DigiProst. This post has been promoted to an article
  20. VELOCIPEDE

    Assetto Corsa vs Project CARS in video

    Molto interessante è il confronto diretto fra Assetto Corsa e Project CARS che potete ammirare nel video realizzato da DigiProst visibile qui sotto: protagonista è la Mercedes SLS AMG sul circuito di Silverstone.
  21. VELOCIPEDE

    Le ultime su Project CARS (build 790)

    Build 790 (18/08/14, Team Member+) - 556.3 MB Next-Gen: * PS4: Updated FMOD thread affinity. * XB1: Switched to 10bit Linear Colour * XB1: Ring Buffer sized for the whole frame * XB1: Brightness/gamma fix (GUI and track no longer look desaturated) * XB1: Fix B&W intro video (the background video is still green/weird, but that should be fixed with a new Bink) Audio: * Ford GT40 MKIV: Incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory.Uses the LATEST distant based reverb/echo effect. VR: * Oculus Rift: Force full dynamic envmap update - reduces frame variance time, improving smoothness of head-tracking * Switch to Oculus SDK 0.4.1 (programmers - requires Visual Studio solution reload) Render: * DX11: Fix for debug assert (no longer valid) * Fix erroneous flush happening when loading up a car. * Shaders Omni directional lighting for particles * Updated skintest_alphatest shader to use new global params system * Code to allow us to scale the rain particles based on the camera FOV * Reposition CTRL<S> FPS stats when running with Oculus Rift so that they are visible. * DX11: Added creation of m_ShaderResourceViewSRGB for 128 and 64 bit RGBA float textures * Fix for flush that should not be in place. This would cause full reloads on the character even if not required. * DX11: Remove un-used GetType primitive call + optimise SetTextureParams : 1.8x faster when skipping unused params * DX11/PS4: Changed MSAA centroid position to use SV_POSITION/ScreenPos, this saves an interpolator register and a divide. * DX11: RenderMeshPrimitive optimised - removal of virtual function calls + per thread data grouped together (saves aroun 1.4% CPU on PC, 2.2% on XB1) GUI: * Subtitles updated and some usage notes attached * Monitor screen fixes: Not resetting monitor camera when chaging participant view, Made all monitor on-screen options work in track-side camera, Changes UI buttons around & layout & positioning, Made font smaller for Quick Guide screen * More monitor & standings screens fixups: Duplicated all changes from monitor screen to standings screen as well, Repositioned the HUD map for the monitor screen to be raised a little to avoid overlap with the new button positions, Added confirmation dialog for retire to pits Multiplayer/Online: * Fix MP Join in progress crash, make JIP car spawn on button press for better debugging. Controllers: * Updated gamepad preset 2 from Bruno * Updates to Jerry's gamepad presets + fix for low lock steer sens flag, increased gamepad preset 1's deadzone based on Jerry's feedback Characters: * Drivers: Helmet view for GT, F1 and KART updated exports + paths under main folder, Added missing textures from helmetview, Updated all driver versions ingame with latest updates on variations materials Animations: * RUF RGT8 : Updated with visor up animation AI/Pitstops: * Modified trigger tracking * Added logging per physics vehicle * Tyre wear AI pit calculation tweaks * Increase AI tyre wear to better match players wear * Changed physics accelerate debug key to on/off state * Change speed calculations to prevent front to back impact * Added modifiers for AI cold tyres, tyre wear and fuel load * Fixed a bug where the driver predicted speed was not being updated every frame * Only init pit strategy for AI in qualify/practice - fixes AI getting fresh tyres on pitting * Attempt to protect from the ProcessHazard::Process() seg fault by null protecting the driver class * Added some AI Behavior debugging info and made small tweaks to the conditions for triggering SingleFile and SlowSpeed behaviors Career: * Savegame size reduction and fixes for career Physics: * POD fix * Formula A: More AI model tuning. Added grip to AI tires * Lotus 72D: Aero tweaks, finished heat & wear model, revised tire * Lotus 78: Small aero tweaks, heat & wear model finished, tire update * Lotus 98T: Fixed brake wear rate mistake, fuel consumption, heat & wear model, setup adjustments, tire heating and new tech * STM updates: Disable slow ticking of HD vehicle when under AI control, Fixed delta length for STM, Added logging of all inputs into STM, Adjusted STM float configs for PC Vehicles: * Pagani Huayra: LOD tweaks to reduce popping * Pagani Zonda Cinque: LOD tweaks to reduce popping * Caterham SP300R: Custom dirt texture to fix issues with ugly dirt inside the cockpit * Ginetta G55 GT4: Added windscreen reflections, wheels dds texture, misc dds texture, lights dds texture, brake disc dds texture - new texture, windscreen banner dds texture, badges - initial check in Environment: * Upping ambient shadow tweakable distances. Tracks: * Oulton Park: Added new small txt for fences, new texture maps, fixed black parts, tweaked metal parts * Monterey: Added latest missing assets from TomT + updated xml files, updated xml files - add some assets, fix position... * Wisconsin Raceway: Updated, remaped and newly textures terrain, fixed wrong places, reworked the king part, fixed problematic (wrong) kerbs, relofted most of the walls, armco and fences, WIP of tree adding also proper 3D trees, new RL branding Known issues: - Replays: Working but sometimes you can't watch saved replays plus other issues - Player loses control of the car after accessing the Setup and Strategy. - Speed sensitive camera option is missing from UI - Mandatory delete of the local WTC files (if you haven't done previously) Build 789 (15/08/14, Team Member+) - 428.6 MB Audio: * Lotus 98 Turbo incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. An even NEWER distant based reverb/echo effec - check it out! Plus a slight update to the turbo logic for turbo 7. Render: * DX11: Fix for PC gamma issue * DX11: Fix for missing tyres/driver on XB1 * Fix for in game editing of static emap postions. * DX11: Enable Instance ID style shader instancing * DX11: Runtime support for Vertex Instance ID style mesh instancing. * Fix for dynamic renderable objects being placed in the static emap. * Fix for potential occasional random crash when going from front end to game (crash was in odd places due to re-use of deleted memory). Effects: * Added code to calculate the bias for drying of puddles on the racing line. Basically the effect now ramps up over time and there is an effect of being overwhelmed by current rain, so in a storm the line is only a bit dryer, but as rain vanishes the line can dry almost completely. GUI: * Added new standings screen titles * Added quick guide, button & screen * Fix for player always appearing in non player series result lists * Removed player index from monitor names, and added spectate title * New video voice overs and career tutorials, first pass complete. Removed obsolete track description entries. * Updating monitor screen title text depending on whether the session is timing based, or lap based. Also corrected the time format of the best lap times next to each drivers name on that list. Characters: * Crowds: Created and placed sitting crowds for Outlon * Driver male: Updated materials - removed alcantara from visors and composition on M version Controllers: * Tweaked gamepad preset 2 movement high speed to 1.2 Career: * Fixed up career DB file * Career Championships: Formula Rookie series updated to correct participant count. Physics: * Quick pass over Formula A for AI stability * Fixed player and AI vehicle metrics pose disparity. * Tires: Lotus 49 setup symmetry fix. FB R6 tire. FB CR2 lo tire. FC setup range fix. FC R21 tire. FFB default base drag fix Vehicles: * Vehicles: Rain tire #5 tread texture set. * Added three Aston Martin to vehicle list. Tracks: * Oulton: Manager Ad Panels (static assets) * Eifelwald: Added the new tree override textures specific to this track * Oulton Park Foster: Removed intersecting trees and replaced with 3d in places * Silverstone: Grid markings added, pitmarks added, gridskids added, more trunkonly collisions added * Monterey: Added new building on the lake island, add latest assets, udpated xml files (add some trees around the lake and cars, truck), update xml files - delete some tent on the lake and add some car, trees, truck, add txt for lake building and other small assets Known issues: - Replays: Working but sometimes you can't watch saved replays plus other issues - Player loses control of the car after accessing the Setup and Strategy. - Speed sensitive camera option is missing from UI - Mandatory delete of the local WTC files Build 788 (14/08/14, Team Member+) - 668.3 MB Next-Gen: * PS4: PlanerReflectionTasks fix. * PS4: Added support for msaa resolve in copy RT to texture. Audio: * Added latest batch of pit to car radio files to FMOD project * Renault Clio Cup 14 racecar version of incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. Plus the new distant based reverb/echo effect. Tweaks to the Race1 tranny whine, it now tails out at low diff speeds without pitchyness. Render: * Seperate lighting scalers for rain. * Fix for low res issues and fix for camera juttering. * Revised concatenation method to assist with shader compilation errors * Maths - Invert4x4 and Matrix 4x4 transpose both optimised using SSE (2.5x faster) * DX11: Runtime optimised bonestack handling for skinned geometry. Bones are direct map written to the CB, avoiding 2 intermediate copies. Also has the benefit on aligning PC more closely to how XB1 is handling these. * DX11: Bone Constant Buffer moved to index 5 and world/lighting/scene/frame constant buffers moved down a slot. This allows a single call for material/world constant buffer setting now that the runtime manages Bone CB's directly * Rainfall changes to use omni directional lighting, fixing issues we were having with transmissive. The effect has had particle specific multipliers set up for headlight and direct light so it will should now be balanced better visually. The effect has also been optimised by reducing the density and area, the omni lighting is also an optimsation. I have also added headlight multipliers for gravel specs, grass and gravel dust so they shouldn't glow like crazy now when caught in direct beams. Cameras: * Near and Far plane Z settings are now carried on the FOV Z and Y coordinates GUI: * Unread messages indicator * CareerEvent Icons & Posters updated with WMD stuff * Career Events icons & posters - fixed and missing icons * "New career" menu option disabled when no more save slots are available * Sorting monitor screen driver list correctly. Qualification is by timing, races are by position. * Custom Seasons menu option changed to just disabled rather than invisible (design request, as it's now tagged as coming soon) Career: * Range checks to avoid issues when testing with incompatible save data Characters: * Driver male ART: Added F1 classic variations + composer exports, Added new materials and removed old ones, Added Driver medium set up + composer + ready for export Animations: * Initial helmet tearoff strip animation * GT Pistops: Airjack mechanic animations updates. * Driver animations/setup: Tweaked camera for RWD P30 LMP1 (fix for WMD-543 ) AI/Pitstops: * Adjusted fuel variance for AI * Exclude hazards that are not on the driver's current branch * Removing obsolete Strength code as the AI skill / modifiers are prefered * If in pitlane and pit is busy, cars will drive through the lane. If wanting to enter pit lane but pit is busy, cars will stay on main * AI tweaks: Fuel strategy tweaked when stopping, Increased fuel load for final session to ensure the car is able to drive back to the pits, Scaled all AI into pit decisions to reduce frequency, More accurate fuel use calculations for AI, Tweaked initial strategy for pitting for fuel Physics: * Kart CR2 Slick tire added * GT3 Cars: Tire preheat to 90C * 250cc Superkart: Physics overhaul * Caterham R500: AI tire tuned in wet weather * Added GetAIAbilityAdjustedScale back to calculations for split times * 125cc shifter kart: Physics update and fixed a bug causing the car to CTD Vehicles: * Mercedes C-Coupe DTM: UV fixes * Oreca 03: LOD tweaks to reduce popping * RUF RGT-8 GT3: Changed interior material, LODs cut further * Renault Clio Cup14: Added AO, added damage and cockpit animations * LMP2 Marek RP219D: Interior DDS texture. Initial check in. Steering wheel DDS texture. Replaces placeholder one. Cockpit DDS texture. Replaces placeholder one. Environment: * 3D tree bhlow008 LODB vertex issue fix Tracks: * Anhalt "C" Circuit: Trd change, added Anhalt C Circuit to Anhalt group * Oulton Park: Updated TRDs to include the tree override folders, and updated tree placement XML to a) randomise the tree type more , use all of the override tree types in reasonable amounts , and c) to rotate all trees so they're not end-on to the camera from the typical racing direction. * Le Mans: Added latest from Jan, added gate for Bugatti circuit, ongoing fixes and optimisations on outer terrain * Brands Hatch: Skyring draworder issue fixed, loft updates/corrections as for Indy layout, microgaps fixed, skyring draworder issue fixed, godray occluder flagged Known issues: - Replays: Working but sometimes you can't watch saved replays plus other issues - Player loses control of the car after accessing the Setup and Strategy. - Speed sensitive camera option is missing from UI - Game brightness is lower than normal, temporary workaround is to do Alt+Tab to get out of the game and back in
  22. VELOCIPEDE

    Project CARS in video su PS4

    Dopo il promo trailer ufficiale presentato l'altro giorno alla Gamescom, oggi è il momento di gustarci Project CARS in azione su Playstation 4, in un video girato sempre a Colonia dal team di Inside Simracing. Da non perdere anche il nuovo video pubblicato dal pilota Renè Rast, che ci mostra un giro a Suzuka con la Formula B ! In una intervista proprio alla Gamescom, Jan Frischkorn ha confermato (mostrando un video) che il gioco gira già a sessanta frame al secondo stabili su PlayStation 4, mentre la versione Xbox One non raggiunge per il momento il target dei sessanta fotogrammi, in quanto la console Sony ha un vantaggio in potenza che rende le cose più facili per gli sviluppatori. I bolidi saranno composti da 60.000 poligoni, laddove la versione PC con dettagli Ultra arriverà tra i 200.000 e i 300.000 poligoni. In high andrà invece ad allinearsi alle versioni console, che compensano il gap con l'implementazione del normal mapping.
  23. La Limited Edition (solo per PlayStation 4 e Xbox ONE) sarà offerta in una speciale confezione di metallo con una grafica esclusiva e contenente un libro straordinario, intitolato "Project CARS: By Racers 4 Racers". Grazie a questo articolo esclusivo, sarà possibile andare dietro le quinte di Slightly Mad Studios e scoprire nei dettagli come la community è stata coinvolta nello sviluppo del titolo. La Limited Edition includerà anche cinque auto leggendarie, utilizzabili in qualsiasi modalità di gioco e in alcune speciali serie monomarca della carriera, dove sfoggiarle degnamente! Le auto incluse nell'edizione speciale sono: - Ford GT40 Mk IV: la vincitrice della 24 ore di Le Mans del 1967. - BMW M1 Pro Car: una vettura guidata da alcune leggende del volante, come Niki Lauda e Nelson Piquet. - McLaren F1: la leggendaria supercar dello storico produttore inglese. - Sauber C9: la regina dei prototipi negli anni '80. - Mercedes-Benz AMG C-Coupe DTM: una delle migliori vetture del campionato DTM di sempre. Oltre alla Limited Edition, è possibile prenotare Project CARS anche alla pagina www.projectcarsgame.com/preorder per ottenere direttamente nel proprio garage del gioco alcune vetture personalizzate a tiratura limitata! Il Modified Car Pack include i seguenti modelli: - Ruf CTR3 SMS-R - Pagani Zonda Cinque Roadster - Ariel Atom 3 Mugen La Ruf CTR3 SMS-R è una versione da competizione in grado di sprigionare più di 750 cavalli e raggiungere un'incredibile velocità massima di 330 km/h, con una combinazione unica di eccellenza tecnica e bellezza estetica. La seconda auto disponibile è la Pagani Zonda Cinque Roadster, una versione cabrio della celebre hypercar dotata di una velocità massima mostruosa, un carico aerodinamico degno delle migliori vetture da competizione e una bellezza unica, il tutto per un prezzo di svariati milioni di dollari. Infine, la Ariel Atom 3 Mugen è subito riconoscibile per la sua vivace carrozzeria rossa e bianca, mentre sotto il cofano romba un motore Honda Type R elaborato, che consente di raggiungere i 97 km/h in soli 2,9 secondi. Prenotando il gioco, tutti e tre i veicoli personalizzati saranno disponibili gratuitamente nelle diverse modalità. Project CARS sarà disponibile da novembre 2014 per Xbox One, PlayStation 4 e PC, mentre nel 2015 arriverà anche su Nintendo Wii U.
  24. VELOCIPEDE

    Ecco le piste di Project CARS

    Il team Slightly Mad Studios inizia a mostrarci oggi le prime otto piste che saranno protagoniste del prossimo Project CARS: possiamo ammirare in tutto il loro splendore grafico i tracciati di Zolder, Silverstone, Oschersleben, Dubai, Monza, Imola, Hockenheim e Brands Hatch. Da non perdere i numerosi video di anteprima dedicati al gioco, come gli ultimi due pubblicati da AdrianF1 e DigiProst.
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