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Found 17 results

  1. VELOCIPEDE

    Project CARS avanti tutta!

    Build 764 (11/07/14, Team Member+) - 336.2 MB Next-Gen: * XB1: RVM rendering uses uncompressed depth buffer * XB1: Envmap rendering uses uncompressed depth buffer * XB1: Fixup and honour the various Animation thread affinities * XB1: Use ESRAM for text rendering target + render directly to target Render: * New setup for god rays coming in * Fixing error with previous frontend wtc check in * PC/XB1: Bone transform prefetching to improve d-cache misses with Skinned geometry * Minor adjustment to help with shadow fade distance causing some odd transitions between cascade 3 and 4 GUI: * Updated menu background scene with latest work from Darren - testing wip scene for other work. Multiplayer/Online: * Fix AR-2006 Leaderboards - Ghost leaderboard does not display the full list Career: * Save race progress dialog and gameflow in EOR quit * Career Championships: GT3 specific points system configured, to allow for bonus point allocation for pole position. * Career Championships: GT4 series progression hooked up. Player needs to complete any one of the regional series in top 3 to progress to the championship. AI/Pitstops: * Added Interface GetGarageLocation access * Formula Rookie: AI tire model, gearshift tolerances, default setup tweaks, heat & wear model * Fix Player car being hit by AI on the start line if he starts in first place and doesn't move at start * Link the AI skill system to the data files for App control of what AI skills will be in a race ( AI personalities / skills ) * New in-game pit stop screens: Triggers new menu when pit stops are entered, allows access to pit stop strategy screens, and to set AI driver Physics: * M1 Procar & Group 5 cars: Finished heat & wear model. AI tire and setup tuning * New tires for Formula Rookie, GT3, GT4, LMP1, LMP2, Clio Cup, FB CR2, McLaren F1, Sauber C9, M1 Procar, Group 5, FG1000, Group A Vehicles: * Renault Megane RS: Cockpit display * Ginetta G40: Cockpit display added * Ford Sierra RS500: LOD tweaks to reduce popping * Ford Mustang Boss 302R1: Further LOD optimization to reduce popping * Mercedes A45 AMG: Updated Wiper meshes.Wiper Animation/ Rain setup done. * Ford Escort Mk1: Made windscreen reflections brighter, capped cockpit underside * RUF RGT8 GT3: Cockpit DDS texture. Intial check in. Steering wheel DDS texture. Intial check in. * RUF CTR3: Made windscreen reflections brighter, capped cockpit underside, fixed AO on LODX wheels * LMP RWD P30: Made windscreen reflections brighter, fixed windscreen normals, merged doors to chassis (except on LODX) * McLaren F1: All LOD levels updated, small adjustment to lower the car, added LODX, updated collision with boot object, wheels dds texture - little update on valve hole position, misc dds texture - new texture replacing previous one, badges dds texture - new texture replacing previous one Tracks: * Oulton Park: Added ground csm to pit garages * Bathurst: Updates road broad and detail and fine skidmarks, texturemap refined for gridwalls and dirtedges added, tyrewall map improved fixed QA1853, 3D skyring for far distan mountains and terrain added Known issues: - Replays in MP: Working but you can't watch saved replays - Player loses control of the car after accessing the Setup and Strategy. - Black particles appear sometimes on screen - Beware of crashes happening in x64 MT, report them in the specific build thread.
  2. VELOCIPEDE

    Video: Gran Turismo 6 vs Project CARS

    Il video di confronto che potete ammirare anche qui sotto è particolarmente inedito: il paragone diretto è stato fatto fra Gran Turismo 6 e Project CARS, con la Mercedes SLS AMG in pista a Silverstone sotto la pioggia.
  3. The 2015 Mustang GT is the newest addition to Ford’s iconic range of Mustang cars that started in 1964, having become a major automotive icon ever since. The car’s heritage is renewed with the all-new 2015 Mustang GT as Ford opens up a whole new chapter in the history of Mustang. Featuring a sleek, brand-new design, the car’s front end features the traditional and iconic Mustang grille, a power dome as well as LED headlight “gills”. The rear end follows the traditional hatchback design, including triple LED taillights, a body-colour diffuser and a set of twin tailpipes. The Mustang GT is powered by a massive 5-liter V8 engine, delivering more than 428hp of power and 528 Nm of torque. Buyers can choose between a full manual and automatic six-speed gearbox, the latter coming with genuine shifting paddles – A first in the long history of the Mustang. The 2015 Ford Mustang GT will be available in Project CARS that is due to be released this Fall. WMD members will be the first to test drive the Mustang as it is being developed and fine-tuned to offer the authentic Mustang experience. To shorten the waiting time, members also get to follow every aspect of the car development process on the WMD forums, from the first steps of development to the finished car out on track. Project CARS will be available for the PlayStation 4, Xbox One, Steam OS, PC, and Wii U starting Fall 2014.
  4. Nuova licenza ufficiale annunciata questa sera dal team Slightly Mad Studios, in arrivo per il suo Project CARS: sarà disponibile il prossimo autunno infatti la nuovissima e cattivissima Ford Mustang GT del 2015, che potete ammirare in queste spettacolari foto di presentazione del veicolo. Project CARS players will be among the first to drive Ford’s brand new 2015 Mustang GT as the sixth-generation pony car is making its way into the WMD-powered racing title! Adding to the 11 Ford models in Project CARS, the V8-powered Mustang GT will give players the chance to experience the latest instalment of Ford’s iconic sports car, fresh from the showroom floor straight onto the virtual track. The 2015 Mustang GT is the newest addition to Ford’s iconic range of Mustang cars that started in 1964, having become a major automotive icon ever since. The car’s heritage is renewed with the all-new 2015 Mustang GT as Ford opens up a whole new chapter in the history of Mustang. Featuring a sleek, brand-new design, the car’s front end features the traditional and iconic Mustang grille, a power dome as well as LED headlight “gills”. The rear end follows the traditional hatchback design, including triple LED taillights, a body-colour diffuser and a set of twin tailpipes. The Mustang GT is powered by a massive 5-liter V8 engine, delivering more than 428hp of power and 528 Nm of torque. Buyers can choose between a full manual and automatic six-speed gearbox, the latter coming with genuine shifting paddles – A first in the long history of the Mustang. The 2015 Ford Mustang GT will be available in Project CARS that is due to be released this Fall. WMD members will be the first to test drive the Mustang as it is being developed and fine-tuned to offer the authentic Mustang experience. To shorten the waiting time, members also get to follow every aspect of the car development process on the WMD forums, from the first steps of development to the finished car out on track. Project CARS will be available for the PlayStation 4, Xbox One, Steam OS, PC, and Wii U starting Fall 2014. This post has been promoted to an article
  5. ADRIANF1esp

    Video: Gran Turismo 6 vs Project CARS

    Il nostro amico AdrianF1 ci propone oggi un inedito quanto interessantissimo video di confronto: questa volta il paragone diretto è fra Gran Turismo 6 e Project CARS.
  6. VELOCIPEDE

    Project CARS Build 510 (Junior Member+)

    Il team SMS ha rilasciato come ogni venerdi una nuova versione aggiornata del suo Project CARS: la particolarità della Build 510, destinata a tutti gli utenti Junior Member+, sta nel fatto che proprio a partire da questa release mensile Junior, il software può essere scaricato ed aggiornato comodamente anche tramite Steam. Fra i tantissimi video di anteprima, vi consigliamo poi di non perdere il nuovo trailer "Speed and sound" ! Starting with today’s monthly Junior build, WMD members can now access the regular development builds of Project CARS via Steam. Aside from making the build downloading process more convenient, Steam will also be used to add several community-related features to Project CARS in the future. To ensure that everyone can make a seamless switch to Steam, a detailed info page on how to get going with the platform is available to all members here. Along with the move to steam, our incredibly talented member “JonZ” has put together another masterpiece video trailer that you can watch below!
  7. Starting with today’s monthly Junior build, WMD members can now access the regular development builds of Project CARS via Steam. Aside from making the build downloading process more convenient, Steam will also be used to add several community-related features to Project CARS in the future. To ensure that everyone can make a seamless switch to Steam, a detailed info page on how to get going with the platform is available to all members here. Along with the move to steam, our incredibly talented member “JonZ” has put together another masterpiece video trailer that you can watch below! Build 510 (5/7/13, Junior Member+) Bug Fixes: * Fix for leaked lights from the lightning manager on shutdown WiiU: * WiiU buildaries - dictionary file gather and store in shaders.bff. Add first working version of FXCompilerWiiU exe to BuildTools Environment: * Setup for new lightning effects.. * Clear6 changed to new experimental clear condition that is more tropical in feel with darker saturated blue sky and heavier blue haze in daytime and a bright intense sun. Tone mapping effect isnt working great in this setting atm as Rob and I are still looking into that. Also has some banding on the new skies * Added Hazy 2, which is more of a bright sunny day for a more dusty arid location Audio: * Initial audio for the weather sounds (not enabled in game) Physics: * Tire.rg: Revised heating on GT Slick - GreenFlash plus some carcass tweaks Tracks: * Derby National/GP: Fixed issues with flying adverts, further cutting in of outer roads in outer terrain * Eifelwald: New export Vehicles: * Bumped version of all vehicles for Friday's stat reset * BMW Z4 GT3: Adjusted setup for new tires. Brake heating/cooling/wear all tuned * BMW M3 GT: Adjusted setup for new tires. Brake heating/cooling (not final) taken from Z4 GT3 * Pagani Zonda R: New setup for new tires * BMW M3 GT4: New setup for new tires Build 509 (4/7/13, Senior Manager) Physics: * Moved PhysX file streams from GamePhysics to SupportPhysics library * Tires: fixed mis-merge on tire.rg. Adjustments to FB B&C WiiU: * WiiU: Implemented Atomic module * Added BIntToPtr and BUIntToPtr helper templates * WiiU fix for missing initNynpPlatform link error * WiiU set to use SHADERS_PAKFILE_REGISTERANDFLUSH method of shader loading * WiiU Fix for GX2DebugCapture link error * WiiU: Implemented BFile Seek * WiiU: Fixed bug where FSClient/CmdBlock vars were uninitialised in some code paths * Tidied up some WiiU OSReport calls * Added test code for WiiU file seek * Added gProject.dbgGetMemTraceModule to BaseTest Audio: * Update to match FMOD v4.44.15. Steam: * Fixed Steam upload excludes for the SMS build box * Updated Steam upload build scripts to make few copied files writable. Fixed problem with DRM tool failing to apply Steam DRM to pCARS.exe Shaders: * Added additive technique to billboard animated shader for use in lightning effect, which uses a new non-crossfade non-rotating vertex and pixel shader too, to minimise the cost. Also fixed a bug in the frame animation code which prevented 4x2 animations working properly Vehicles: * Lotus 98T: New flash tire with heating model enabled. Small changes to the setup to suit. Increased wear rate and redued grip sensitivity to overheating on the Capri and Lotus 78 tires. * BMW M3 GT2: Big improvement on Wipers LODA/B/Cpit. Tweaked Wiper Animation and checked Cockpit anims. Wipers mask done. LODC Windows (black glass) was using misc material. Changed to Windows and remapped. Added Rain effects to Windows and Windscreen materials Build 508 (3/7/13, Senior Manager) Animation * Add per driver property overrides for steering range/loopable used if steering range is non-zero. WiiU: * Buildaries script support for WiiU shader compilation and Shaders.BFF pakfile and dictionary. * WiiU stddefs.fxh - support for WiiU * WiiU minor semantic fixes for SSA and VSMBlur shaders * WiiU fix for shadow and MSAA shader build errors Tracks: * new Eifelwald export reflecting the updates in the track as noticed in the eifelwald forum issues; Updates in the camber of some corners, kerbs, track heights, etc. * Derby Nat/GP: Track borders updated to new satellite map references.. moved viewer stuff behind barriers inside terrain with new outer roads updated; ixed position of crowds, flags, statics to match to new updated outer borders of track Build 507 (2/7/13, Manager+) GUI: * Load Tuning screen updated, new animated intro screens, and Happy 4th July! Render: * Change endian swapping to use LITTLE_ENDIAN define rather than patform, and switched code to use BUnionCast. Fixed incorrect assert expression. Physics: * Tyres: Tack is now a form of adhesion (affected by water, etc). FlexiCarcass. Audio: * FMOD v4.44.15 Win32/PS3/360 libs. * The BMW Z4 GT3 gear shift has higher frequency oscillations. * The BMW M3 GT4 has been reverted to the original engine sound *BUT* with the latest updates to mix, Ai, gears, wobble, backfires and distant based effects. Please note the engine sound for the BMW M3 GT4 is a placeholder. * The file location for the BMW M3 GT4 sounds has been changed with the addition of bespoke engine and AI FDP files. Tracks: * instanced version of eucalyptustrees added to the library Vehicles: * BMW_M1. Cockpit animations Including Wipers; Wiper mask texture;Improved Wipers Cpit/LODA/B/X. Added Cockpit animation including Bonnet. Added Rain effects to Paint and Paint Skin materials. Fixed Shift Gaiter animation. * Mercedes_SLS - UV mapping finished for all LODs, lots of bugfixes; LODX texture changes + wing damage setup; Prepared for custom liveries Build 506 (1/7/13, Senior Manager) GUI: * Changed GUIResult for 'Set Next/Prev List Item' to use scroll index Render: * Change calls that I believe to be incorrect from BDbgError to BDbgAssert * Updated legacy debug assert calls to new module format Base: * Updated legacy debug assert calls to new module format WiiU: * Fixed WiiU link error Audio: * The BMW Z4 GT3 now has an Ai engine set and will use the new sounds. Balanced the incar and Ai mix for cockpit view. A few subtle tweaks to the player car engine and other driving sounds, mainly balancing the interplay of these events Tracks: * Azure Circuit: Light sgx/added some lights on new casino gardens/cafe de paris-mirabeau side This post has been promoted to an article
  8. Questa news su VirtualR ci riporta alcuni dettagli interessanti sul funzionamento del modello delle gomme in pCARS.
  9. VELOCIPEDE

    Project CARS Build 473 (Team Member+)

    Dopo un susseguirsi di varie versioni durante tutta la settimana, arriva oggi per gli appassionti di Project CARS la release per il weekend: è infatti disponibile la nuova Build 473, che possono scaricare tutti gli utenti Team Member+, con numerose migliorie ed aggiornamenti, anche per quanto riguarda le Apps. Da non perdere gli ultimi spettacolari video di anteprima.
  10. Build 365 (7/12/12, Team Member+) Online: * XSession is now created around single player Xbox 360 games (required for stat submit * Implemented hiding of cars which have quit from multiplayer Input: * Fixed problems relating to setting Logitech active wheel range in combination with calibration. Bug Fixes: * Fixed 'edit controls' screen not showing screen flow correctly Tracks: * Heusden: Added some assets, buildings, bridges * Moravia: New mesh and interior for the main tower, baked lightmap for garage interiors + UV fixes * Moravia: Textures update * Milan: Fix some text ads on the textures * Milan Short: Add latest assets from TomT and checked lod popping * Milan GP: Add bridge6006 and stands03 and checked lod popping [P4Utils.PerforceEdit v1.0.0.0] * Milan: Added new textures for mz_bridge6006_loda * Harrison Pike Raceway: Updated LOD distances definition for crowds * Connecticut Hill: Updated LOD distances definition for crowds * Harrison Pike Raceway: Placed flag wavers at grandstands * Connecticut Hill: Placed flag wavers * Derby National: Fixed csm and open ends on barriers/tyrestacks/armcos * Derby GP: Fixed csm and open ends on barriers/tyrestacks/armcos Vehicles: * BMW M1: fixed inverted ride height sliders * BMW Z4 GT3: added contest winning liveries * Motec LCD colour & light switching using headlight toggle. Including display cycle using new input (no cars yet checked in) Previous 4 builds... Build 364 (6/12/12, Senior Manager) Online: * Changed the way attribute and state changes are handled on PS3. Now the online layer guarantees that there is never more than one attribute change call in progress and batches attribute change requests done within one request tick or while another change is in progress. This fixes problems with attribute change ordering and mismatched combinations of old and new attributes when packing them into single binary NP Matching attribute Input: * Fixed Logitech wheel initialisation issue when running without the Profiler Season Mode: * Season progress is now saved in the profile (round info, participants and scores) and will be able to be resumed using the Resume Previous option once that's added. Progress is reset when completing a Season, and resetting is handled. The saved participant info is now used to persist across rounds. Note that further UI is needed before this becomes operational Tracks: * Azure Circuit: Merged in latest stuff from MJ, added new nibox building with just grey diffuse/ao mao, some works on portier turn, fixed csm issues, fixed some small things around the track, fixed some duplicate mat names, deleted some obsolete obj around the portier area * Azure Circuit: New textures * Heudsen: New texture maps * Test Track: Test Track updated with previous triggers positions (won't affect as track is playable in practice mode only currently) * Added Test Track Hillclimb to grp and tracklist * Test Track Hillclimb: TRD checked in enabling the track in racemode * Test Track Hillclimb: Raceline checked in * Test Track hillclimb: Trackmap for menu * Test Track Hillclimb: Test Track Hilclimb updated with Physics updated * Test Track Hillclimb: Grassmaterial for test track hillclimb * Test Track Hillclimb: Groundcover files for Test track hillclimb variation Vehicles: * Kart: suspension adjustment to get jacking working Build 363 (5/12/12, Senior Manager) Online: * Added priority calculations to recipients of vehicle update packets in race. This should pripritize packets sent to players physically close to the sender's when outgoing bandwidth is not enough to send everything through direct channels * Disconnected player participants will only be removed once from the race * Fixed sorting of peers when deciding which messages to send directly and which via rebroadcaster, based on recipient priorities (the game now sets priorities based on vehicle distances, and the sorting code was not handling this correctly) * HUD: added position readout for MP races Render: * Added in RenderContexts and hooks for shader techniques setting up the correct render contexts * Changed basic_translucent shader to make the alpha pre-multiplication happen after all the extra layers (envmap, specular, fog) so that we don't get a strange over-application of effect in the far distance when the mipped down alpha is kicking in. This fixes an issue with fog on distant fences looking over-bright Input: * Reworked and re-enabled steering lock spring * Added setting of active wheel range (soft-stop) for Logitech wheels * Disconnection handling updates * Implemented force operation merging * Added more device-specific default wheel range values * Ensure force effects are released on game exit Weather: * Change to Access levels for edit data * Adding in project settings to exclude WeatherStringEnum.cpp from all PS3 build configurations TweakIt: * Updates for enum context menu display to allow lots of items to display in a friendly way Physics: * Updated cleanup of participant manager to reset spawn location info used during change of race mode * Updated to use new STM lib. Removed duplicate linkage of the lib from GamePhysics to fix link time missing PDB warnings in Release and Gold. Warnings still exist in Debug due to problems with the fex lib itself Tracks: * Heudsen: tweaked texture map * Emirates Raceway: Removing not needed track logos Vehicles: * BMW Z4 GT3: quick collision detection point tweak Build 362 (4/12/12, Manager+) Weather: * Adding in project settings to exclude WeatherStringEnum.cpp from all PS3 build configurations * Change for ps3 compile to use unitly cpp * New Setup so texture files names are now kept in String Lists Common: * Updated cleanup of participant manager to reset spawn location info used during change of race mode Base: * Code so Live Edit Components do not need to keep a copy of their infomation strings Tracks: * Eifelwald: Fixed (removed) Logo on Curved Tribune Build 361 (3/12/12, Senior Manager) Physics: * Converted all STM DLLs to a single LIB (fexCathedralUber) * Added multi-rg file loading support Online: * Work around for partial attribute sets: The admin will always request all attributes to be changed, even when the intention is to change a subset Tracks: * Heusden: Tweaked texture map * Milan Short: Add final pit area buildings (add missing lodB's) * Milan Short: Updated occluders and remove treewalls behind pitbuildings (back parts pitbuildings are now visible from road) * Milan GP: Add final pit area buildings (add missing lodB's) * Milan GP: Updated occluders and remove treewalls behind pitbuildings (back parts pitbuildings are now visible from road) [P4Utils.PerforceEdit v1.0.0.0] * Milan: New textures and new textures for the ad banners
  11. Uff

    Build 154

    Build 154 (17/2/12, Team Member +) MUST START A NEW PROFILE WITH THIS BUILD Changed Fanatec wheel default from 270 degree range to 900 degree range. This would be a problem if the player did not calibrate the wheel before driving Removed memtrace calls from System Pool header expansion due to deadlock issue until they can be sorted properly Fixed force effect thread crashes by implementing deferred creation/deletion of forces Removed loading code for obsolete tracksglobal pakfile Increased fidelity of replays for player and AI vehicles Aries: Fixed memory leaks in Timings::ExportBestLiveLapData due to incorrect mempool overries Ambient shadow height editing with F1 menu and reduced default to 5cm (from 25cm) to stop overlapping with bodywork Camera / replay updates: Physics tick and pause uses the same sync timer Update camera using new metrics from physics Physics sync timer uses app timer exclusively Deprecated SetPhysicsClock no longer required Detachable components and attached wheels are now regularly updated for AI vehicles Detachable components are updated only once per simulation step. Disabled automatic switch to "photomode" when pressing P - this stops the game pad right trigger from causing the camera to shoot into the ground if you hit P to pause the game Increased number of op user channels from 12 to 13 to avoid crash occuring when changing window focus with certain wheels and recently added deferred effects deletion code Corrected custom livery number for F68 Belgian Forest and Bathurst WDF edited and new textures added Formula A: quick fix for offset sidepod collision mesh. New livery for GUMPERTS Increased far clipping dist for all cameras Removed some understeer from the Kart. Increased front grip New Caterham export New California Raceway export Build 153 (16/2/12, Senior Manager) Removed all statics from HDR control, these were causing interference between the rear view mirror and the main scene. Hud now copies HDR params from main scene and from environment manager (otherwise mirror dims twice when in cockpit view). This stops the screen changing brightness if you turn the mirror on and off Fix for uninitialised var in HDR setup Fix for brake light glows Aries: Added placeholder files for ghost sources AI metrics updates: Added sub-tick metrics for AI vehicles to match the higher updated metrics for the player Adjustments to timestamping so subticks are marked appropriately Correct component index is now reported to cockpit render on wheel detach/repair Added some extra functionality for text merging to aid localisation process, for clearing out strings that change and writing out translations that have missing languages Updated RCF files to contain custom wheels as well Added physics tweakers for processing of vehicle contacts Fixed audio compression settings so that the FormulaB and Leonus don't use excessive disk space Increased smoke generation thresholds to make tyre smoke less likely. New skydome crossfade shader Tweak to exterior 3d pan levels Added classic belts and LODs & material WIP new skydome rendering .. allows cross fading Build 152 (15/2/12, Senior Manager) Increased thresholds before skid sounds start Revised FFB dead zone helper Updated max steering lock scalar to 4.0 FFB deadzone work FFB reduced over-aggressive bumps, causing problems in the kart Racer: Adjusted roof cam to show driver's helmet by default Ariel Atom Mugen: AO finished. Ultra detail now using INTERIOR_LODX model Formula A: merged in UV mapped body parts, lots of fixes, meshes cloned New textures and improve existing - Belgian Forest Added custom liveries for all cars Custom wheel textures added New Belgian Forest export New Formula A export New Ariel Atom Mugen export Build 151 (14/2/12, Manager+) Updated the game stat handling to automatically replace any personal bests stored locally in the profile by times received from the server when browsing leaderboards or when loading into a track. Also delete locally stored personal best if a personal best stat query returns nothing TM F430/RGT FFB config updated. Users of these wheels are required to delete their player profile <default.sav> Better graphics defaults. Increase the max clamp of the steering lock scalar created from the steering ratio to allow ratios greater than the natural steering wheel lock. Moved VM_STEER_RATIO enum to correct place FFB update: deadzone work, also a tweak to road noise with clamp Gumpert Apollo 3PV steering head fix Slightly improved Belgian Forest cameras Initial Kart driver setup Adjusted roof camera of Kart Increased the brake pressure +15%. Caterham 500 Upped AI fuel load estimates by 10-15% so they won't run out of fuel in a 3 lap or less race Locked chase cam behind car Turn off cockpit pertubation scaling Fixed drain Belgian Forest texture Build 150 (13/2/12, Senior Manager) Multi-turn wheels now default to maximum lock instead of 360 degrees. Old sprites removed and lower in memory now, SMS/WMD logos moved to login sprite container, Audio page updated, Video page temporarily fixed (still needs swapping to panel layout), steering lock tidied on Controls screen, Max Steering Ratio added on Setup screen (needs Geds Applink), Fast/Slow labels added on Setup screen, re-arrangement of logos on splash/login Added MaxSteeringRatio app link Hidden the max steering ratio value Gumpert Apollo 1pass animation set + fixed wrong car name in .CD Gumpert Apollo 3PV steering head fix This post has been promoted to an article
  12. Sono appena state annunciate tre nuove vetture con licenza ufficiale Caterham, che si vanno così ad aggiungere a quelle che abbiamo avuto modo di vedere in passato. Following the first batch of licensed cars that have been revealed two weeks ago, Slightly Mad Studios are excited to announce the addition of another three fully-licensed cars to the lineup of their WMD-powered Project CARS title. Project CARS Team Members will be able to experience three stunning cars build by Caterham Cars Ltd., a British company specialized in lightweight sports car machinery. Founded in 1973, Caterham is building lightweight sports cars that go back to the iconic formula of the Colin Champman-designed Lotus Seven. While the original recipe for driving fun, Caterham’s “performance through lightweight” formula paired with an affordable price, has remained unchanged over the years, Caterham has continuously pushed the concept by adding state of the art technology to their vehicles. While buyers have the choice between different models, engines and gearboxes, all Caterham Sevens share the same base layout for maximum performance and fun. The cars are front-engined and rear-wheel driven, seating two people and saving weight by offering little comfort features such as no fixed roof, doors, air conditioning or even completely covered wheels. Project CARS will be giving players the chance to drive three different Caterham models, you can meet our exciting new additions in detail below: Caterham Classic The Classic is Caterham’s base model, giving drivers access to a powerful driving machine for an affordable price. The car is powered by a Rover 1.4 litre K-Series engine, putting out 105bhp. Due to its low weight of just 525 kilos, the Classic accelerates from 0-60 miles in just 6.5 seconds, reaching speeds of up to 110 miles per hour. The car features a 5-speed gear box, alloy wheels, a De Dion rear suspension and adjustable double wishbones with anti roll bar. Caterham R500 Superlight For those who are looking for an even bigger thrill, the R500 Superlight offers even more performance by being even lighter and more powerful. Stripped to the bare essentials needed for performance driving, the R500 Superlight weighs just 506 kilos despite being much more powerful than the Classic model. The car is powered by a 2 litre Ford Duratec engine, its 263bhp of power allow a sprint from 0 to 60 miles in just 2.88 seconds. Using a 6-speed gear box and a limited slip differential, the R500 Superlight reaches speeds of up to 150 miles per hour. Caterham SP/300.R Unlike the other two models, the brand new SP/300.R is not based on the Lotus Seven but an all new development made in co-operation with race car builder Lola Cars Ltd. The SP/300.R isn’t street-legal either but an all-out performance prototype for track days & racing competition. Powered by a supercharged 2 litre Ford Duratec engine providing 305bhp, the car sprints from 0 to 60 miles in just 2.5, topping out at 170 miles per hour. The SP/300.R is packed with racing technology, including a double-wishbone suspension with pushrod dampers, a sequential 6-speed gearbox with a paddle shift unit, air jacks and AP performance brakes. The SP/300.R is fully race-ready, coming with a fire extinguisher system, a cutoff-switch and a FIA-approved roll cage. Caterham plans to build 25 examples per year, a one-make racing series featuring the SP7300.R will be launched in 2012. Questo messaggio
  13. E' ufficialmente iniziata l'avventura di C.A.R.S., titolo che (come sappiamo) verrà sviluppato dagli Slightly Mad Studios sfruttando gli investimenti e le richieste della community. Direttamente sul sito ufficiale è possibile acquistare uno dei cinque pacchetti proposti per poter così scaricare la primissima build del gioco, contenente 8 vetture fittizie (riconducibili ad auto reali, quali l'Audi R18 TDI, la Lotus 48, l'Audi A4 DTM, le Radicals e un'ulteriore monoposto) e due piste. Proprio queste ultime riservano una piacevole sorpresa: dietro al tracciato indicato come "Bologna" troviamo infatti la nostra Imola riprodotta nell'attuale layout, mentre la seconda pista altri non è se non Watkins Glen. Ad aiutare il team nel testing del gioco ci sarà poi Ben Collins, conosciuto dai più come The Stig della nota trasmissione televisiva TopGear. I primi screen e commenti fanno ben sperare, non resta che augurarsi che nei prossimi 18 mesi si arrivi finalmente al titolo che tutti noi abbiamo sempre sognato. Planned Features - FRANCHISE MODE allows you to carve out a personalized career starting in the Karting world and then progressing on to whichever motorsport specialization you prefer including Rally, Touring Cars, Open-Wheel, GT, Le Mans, and many more! - Play CO-OP with a friend as Driver/Co-Driver - FULL TEAM MANAGEMENT… Have a large number of friends? Create, manage, and compete together! - Experience the excitement of PIT STOPS like you’ve never seen before! - Revolutionary PIT-2-CAR RADIO gives you the strategic advantage - DYNAMIC Time Of Day & Localized Weather make every race unique and challenging - 10+ GAME MODES covering every form of motorsport - CLOUD-BASED SOCIAL NETWORK allows you to connect with friends, compare times & scores, compete and challenge each other, and share content - USER-GENERATED CONTENT – Create your own liveries, decals, tuning setups, and even events! Then share them with the world – either for free, in-game credits or even real money! - PUSHING TO THE LIMITS – Advanced physics, lighting, and AI This post has been promoted to an article
  14. Sul forum ufficiale si possono vedere già diverse nuove auto in lavorazione. Fa piacere tornare a leggere nomi quali Ralph Hummerich e Ivo Franic (senza dimenticare tutti gli altri): per chi ha giocato con i vari F1 2001/2002/Ch evocano ricordi di mod eccezionali. Kart Seven Extralight T500 (alias Caterham) Gumpert Apollo 2011 Nuke 3 (alias Ariel Atom)
  15. Chiudo il topic in quanto al momento è desiderio del team tenere sul forum interno le varie immagini WIP. A seguito di un recente sondaggio, il team ha deciso di muoversi nella direzione di realizzare un'interfaccia che sfrutti a dovere il metodo di controllo più utilizzato nei menu: il mouse (alla faccia delle console, aggiungo io ). Qui di seguito le prime immagini di quella che potrebbe essere la nuova user interface: mi ricorda molto Windows 8. This post has been promoted to an article
  16. E' online il portale di riferimento del progetto: http://www.wmdportal.com/ Al momento è soltanto un test per controllare che tutto funzioni a dovere, ma quello rimane comunque il link di riferimento.
  17. Direttamente da Redi, amministratore di NoGripRacing e moderatore anche del futuro forum di CARS, arriva una prima piccola registrazione dell'audio di una monoposto che sarà presente nel gioco. CARS_sample.zip
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