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Found 13 results

  1. Con questo annuncio sul sito ufficiale gli SMS ci segnalano di aver acquisito la licenza per la Oreca 03, andando così ad infoltire la lista di prototipi presenti nel loro simulatore. Da non perdere inoltre il nuovo video di confronto pubblicato da AdrianF1: il paragone diretto è fra Project CARS e Nascar the game 2013.
  2. Con questo annuncio sul sito ufficiale gli SMS ci segnalano di aver acquisito la licenza per la Oreca 03, andando così ad infoltire la lista di prototipi presenti nel loro simulatore. This post has been promoted to an article
  3. Riportiamo anche qui il topic già aperto in Vendo Compro Scambio: cortesemente, evitate le richieste di scambio o vendita account. Vista la sempre maggior richiesta di account di Project CARS da parte di chi non ha acquistato uno dei pacchetti nel periodo in cui era ancora possibile farlo, ritengo sia utile un chiarimento onde evitare fraintendimenti. Capiamo l'interesse da parte di molti verso questo titolo, che sicuramente è qualcosa di nuovo nel nostro mondo, ma anche per esso è prevista un'EULA (End User License Agreement, accordo di licenza con l'utilizzatore finale) che avete accettato al momento dell'acquisto e che, come tale, dovete rispettare. In dettaglio, il capitolo 3 intitolato RIGHTS OF USE AND INTELLECTUAL PROPERTY RIGHTS cita chiaramente come l'account sia personale e non trasferibile, di conseguenza tutti i topic di vendita o ricerca di un account verrano da ora in avanti chiusi. Invitandovi a leggere con attenzione tutta l'EULA, vi chiediamo di portare un po' di pazienza fino a quando gli SMS non torneranno ad aprire l'accesso ai nuovi utenti. Lo staff
  4. Project CARS Vista la sempre maggior richiesta di account di Project CARS da parte di chi non ha acquistato uno dei pacchetti nel periodo in cui era ancora possibile farlo, ritengo sia utile un chiarimento onde evitare fraintendimenti. Capiamo l'interesse da parte di molti verso questo titolo, che sicuramente è qualcosa di nuovo nel nostro mondo, ma anche per esso è prevista un'EULA (End User License Agreement, accordo di licenza con l'utilizzatore finale) che avete accettato al momento dell'acquisto e che, come tale, dovete rispettare. In dettaglio, il capitolo 3 intitolato RIGHTS OF USE AND INTELLECTUAL PROPERTY RIGHTS cita chiaramente come l'account sia personale e non trasferibile, di conseguenza tutti i topic di vendita o ricerca di un account verrano da ora in avanti chiusi. Invitandovi a leggere con attenzione tutta l'EULA, vi chiediamo di portare un po' di pazienza fino a quando gli SMS non torneranno ad aprire l'accesso ai nuovi utenti. rFactor 2 In seguito a chiarimento con gli ISI, la vendita di account di rFactor 2 viene esplicitamente vietata. L'account è personale e appartiene a chi lo ha acquistato. In caso gli ISI scoprissero che un account è stato venduto, esso verrebbe disattivato e né il proprietario originale, né il nuovo acquirente riceverebbero alcun tipo di rimborso. Steam Key è altresi vietata, per i motivi già citati sopra, anche la vendita di chiavi Steam per i vari titoli
  5. Questa news su VirtualR ci riporta alcuni dettagli interessanti sul funzionamento del modello delle gomme in pCARS.
  6. recensione su MultiPlayer....bah a leggere sembra quasi un "simulatore" http://multiplayer.it/articoli/118527-project-cars-il-punto-della-simulazione.html
  7. Sarà che non lo provavo da un pezzo con il volante, però... che miglioramento! Ho girato un po' con la BMW Z4 e la differenza è dal giorno alla notte rispetto a qualche mese fa. Il force feedback inizia finalmente ad essere utile, almeno con questa auto. This post has been promoted to an article
  8. Build 327 (19/10/12, Team Member+) Fixed the timeslice value in Vehicle::ExtrapolateDynamics Season weather parameters now passed through to the races Added cancel dialogs for MP UI screen transitions (join & create) Fixed lobby list flicker Added better detail and variety to disconnect warning dialogs (and added to text DB) Changes to logging to stop compile errors on console builds Added info-level logging when TCP connection is closed by the server Alt+tab capability (free resources before DX device reset) ; CRenderer - enumeration of render targets for RenewDefaultPoolResources corrected - iterator re-initialization Derby - tweak grandstand textures Switch to player control instantly for rolling starts Formula A: new suspension geometry plus setup tweaks for latest STM updates Improved water droplets, using per pixel fresnel and reflective boost on droplets Added per-pixel Fresnel support functions to allow better looking reflections on water droplets Wisconsin Raceway - Add new txt for SetBackCafe Northampton. Tweaked textures. Derby - fixed intersection on pitwall viewer asset with marshal bridge Visual polish to the HUD elements Eifelwald new complete AIW. New main path, raceline, etc. supports 45 players Audio: Formula B updated to new specs including vibration layer, EQ etc Audio: updating Formula B with latest balancing changes New Derby exports Build 326 (18/10/12, Team Member+) Changed logging level of frame tick to "debug" Tweaked Lap Info hud element colours Added extra logging to render tasks to detect invalid pointers Added two more categories to renderer logging Fixed 'CInGameSectionload' call to 'SetSpecularIrradianceEnabled' to use profile settings Added Global Specualr Irradiance option to graphics options screen Fix for mistake in waterlevel logic Integration of initial Pit2Car speech, with initial phrases for fastest lap, cutting the track and occasionally when being overtaken. Note that this includes volume changes to get speech audible properly within the mix, so in-race volume has been reduced from what it was Fixed bug when host migrates to node that is not time-synchronized yet. Now the node correctly disconnects from the session with "migration failed" error and triggers another migration Enable AI control during end of race GUI Add explicit call to deactivate track camera manager during race exit to release the objects being held on to by the camera editor Post-race screen in multiplayer will use the MP flow to return from race Added missing memtraces in cReplay::Init() Initialised input sets with correct maximums, where known Added NULL guard in Detect_WithdrawFlag() to prevent crash in replay Change so wet track is real time Derby - fix flags position for grandstand (new improved version) Derby - add new and improve textures - pitwall and grandstand Added logging controls for two new types of renderer log data Derby - logo update Derby - new textures addition Audio: adding vibration layer to Formula B Eifelwald - grass texture, updated source psd file Eifelwald - new concrete strip texture Removed RA logo from the Lshape building sign/ Wisconsin raceway Missing fonts added to Loading screen pakfile Gumpert Apollo textures, metals update Added new textures for Wisconsin raceway Moved some trees from the area near the Lshape building/Wisconsin raceway Speech volume slider added in Audio menu Back panels improved on Position and Lap HUD indicators Vehicles: reverted H-pattern cars back to previous shift delay values Removed old Block Gothic font from HUD panels, updated to new distance font and polished Minor updates to Multiplayer Lobby messages to reduce their string length Fix audio balance issues Derby GP + National scene dressing Added textual name of the MPRace game mode Northampton. Tweaked textures Black removed from reflection mask texture so no parts of the track are completely dry. also upped the reflection level in a couple of the conditions Northampton. Matched colors to the RL Belgian Forest Circuit - New textures Derby - add new texture - pitwall stuff Wisconsin Raceway - add new textures for CartTruckHuts Records are now navigable on the Load screen, minor kerning fix on Login screen Throttle calibration fixed on Controls screen, improved scroll bar in Lobby, Time Progression now shown, Load screens now consistent with FrontEnd Road dbv change to move fog after reflections. Wtc edits to increase the reflection values and tweaks to build up time New Asano X4 export New Derby exports New Eifelwald export New Eifelwald GP export New Wisconsin Raceway export Build 325 (17/10/12, Team Member+) Logic change to rolling start flags to allow full throttle control to player instantly Added lobby version of game data for MP matches Fixed max participant issues Fixed a few minor UI issues Correct message for game join failure Fixing out-of-bounds issue in GUIList Modified code to distinguish between the initial section allocation (_CreateSection) and subsequent section allocations (_AddSection) in the memory dumps to aid in debugging container expansions. Added safety checks around mChatList calls as this isn't initialised on the consoles. (No console text chat, only Voice chat) BLog updates * Changed the naming of session folders to make them easier to organise and navigate. Example: 'dbgSession\Dbg 2012-10-16 @ 12.18.20' * Crash dump files are now written to the session folder instead of the project root. On PC this is in the user document folder under <project name>\dbgSession * Log files are now written to the dbgSession folder * UTC is added to PC logs * Fixed millisec printf width in logs * Added command line switch to prefix session folder names. This is useful when running multiple instances in the same folder (such as thin clients) -sessionprefix <prefix> * Fixed bug in PC BDir:Create where creation result flag was incorrect in some cases * Fixed some log calls to remove \n or fix formatting Removing detail specular map as fresnel multiplier in road dbv shader Derby - textures update Eifelwald GP texture updates Fixes colouring of first three entries in browse list Added lobby version of game data for MP matches Fixed max participant issues Fixed a few minor UI issues Correct message for game join failure Fixed master.txt and post race AI assert New Monterey crowds New Bologna crowds Vehicles: Updated cockpit animation HRDF files to use full node names Vehicles: removed shift delay from the remaining H-pattern cars New Badenring exports New Eifelwald GP export New Sakitto exports Build 324 Discussion (16/10/12, Team Member+) Proper logic fix for water level build up Fixed unused variable warnings Online: * Split GetUserAPI() to two - one that will return the default setup assigned by admin as a fallback, and one that will return nothing if only the default fallback setup is known * Changed lobby UI to ignore the default fallback setup in most places; this no longer requires explicit test for the FLAG_ASSIGNED_BY_ADMIN in the UI code * Fixed an assert firing when sending a message while leaving the session Code to allow us to build up the track water levels Added in ultra reflection setting for it to generate emap of 1024 Add fresnel to the reflections Improved handling of guaranteed messages (WIP). When the message pool gets empty, log contents of all message lists and disconnect from the session Removed old hard coded dev control for key L to turn off photo mode, which also toggled pause Wet track reflection drying line amount fixed temporarily at 75% until it can be linked with the physics drying line Don't skip the start engine phase if ignition is off Drying line set to 50% Online UI: Changed apptimer to exectimer in the lobby select screen, to fix the button not being re-enabled when the application does not have focus Reset animation entry flags when acquiring them from entry list (and some general tidying of their management) Enabled impact pieces effects Updates to TextDB and tool to remove the use of unsafe unicode case insensitive compare and some tidying of the sln and projects to bring in line with latest libs Export Manager - All latest updates and common tools updates Added logging of all DS protocol buffer issues New wtc values set up for rain build up speed and track wetness. detached from physics inputs now. set up for light rain, rainy, stormy and thunder storm Added instance file for Belgian Forest Karting Circuit, currently an exact copy of the full track so inefficient, but a good starting point and better than nothing Badenring - missing reported textures added Belgian Forest Karting Circuit - New textures for the build Disable wrong way penalties in SP. Change MP wrong way penalty to a force reset after 10 seconds Add Belgian Forest kart track Cam box added for Sakitto underpass area so that reflection is visible when you drive below, but does not draw when driving the section above. GP and west New Dynamic Brakemarkers placed (physics scene & system files) Sakitto - Missing textures files flagged in the export uploade copied over Sakitto - temp fix, uploading textures to fix export upload reported missing textures Eifelwald GP. Tweaked textures New Derby Brake Markers Rain fall particle tweak. texture tweak and keyed values such as size and density tweaked so that rain isn't so monsoon like in less heavy rainy conditions. lean to camera increased slightly as well Badenring crowds - fixed wrong positions, fixed cutting crowds Badenring - updated LOD distances Wrong way DQ time set to 10 seconds Fixed SP300 AI sounds, one of the samples was in the wrong soundbank Number of drivers in lobby number fixed, Create Season button added Build script update to re-instate missing xmlf files from vehicles\physics Wisconsin Raceway - add new textures for LapBoard, Restroom and TribuneShed Logitech G25 added to Controller images New Badenring exports New Bologna exports New Sakitto exports Do not use Time Trial at the Belgian Forest Karting track Drive Karts in BTM mode not STM Mode Online MP at the Belgian Forest Karting track is 1 on 1 only When manual control for TT starts throttle input is broken - if you wait a couple of seconds the throttle starts working This post has been promoted to an article
  9. A causa di un problema con la sincronizzazione dei dati nella build 216 è stata rilasciata la versione 217 per tutti (da team member in su).
  10. I lavori sull'engine grafico proseguono e abbiamo modo di vedere le migliorie apportate alla resa dell'effetto della notte. Questo messaggio
  11. Gli SMS hanno pubblicato alcuni screen di anteprima di alcuni tracciati su cui potremo presto correre: Monza, Oschersleben e Barcellona. Hanno anche mostrato delle immagini di una pista di fantasia per testare l'interesse della community verso possibili scenari con strade normali.
  12. 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
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