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  1. 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
  2. Il team Slightly Mad Studios ha annunciato oggi con un primo trailer ed alcuni screens di essere al lavoro su World of Speed, un nuovo racing MMO free-to-play che dovrebbe entrare in closed beta in primavera. World of Speed proporrà circuiti reali come Brands Hatch, ma anche tracciati reinventati da locazioni reali. Gli sviluppatori hanno rivelato che verrà posta grande enfasi sul lato social del gioco, anche se non hanno ancora spiegato chiaramente in quale modo. "World of Speed sarà un'esperienza multiplayer unica che incorporerà elementi social dinamici e nuovi modi di competere in un videogioco di corse", ha dichiarato Ian Bell di Slightly Mad Studios tramite un comunicato ufficiale. "Il gioco verrà supportato continuamente con nuovi contenuti per mantenere la competizione furiosa anche dopo il lancio". This post has been promoted to an article
  3. VELOCIPEDE

    Ian Bell annuncia Project CARS 2 !

    We will open new forum sections when the game (pCARS1) ships to support the new users and you WMD experts will all have access and we'd greatly appreciate your assistance advising new users. I'll be implementing a new non-profit return form of WMD for pCARS2 (to avoid the FSA hassle) and will set a purchase time limit of 2-3 months for those who want to take part. Following this, involvement will be closed. The tiers won't have the higher cost options that we currently have (probably capped at 100 pounds with excellent benefits) and those who want to approach me personally to invest in the new game can do so providing it's at or above 50k. I planned to release the above information with a new web page explaining the details of each purchase tier but we're insanely busy and haven't found the time. I'm aware though that I promised an update so here it is. In short, we want to continue and extend the community involvement in the pCARS brand which has proven to be so very effective and we want to ensure this great community lives on and thrives into the future.
  4. VELOCIPEDE

    World of Speed in screens e video

    Negli ultimi giorni il team Slightly Mad Studios ha pubblicato numerosi screens e video di anteprima dedicati al suo prossimo World of Speed: a partire da questo post del forum, potrete infatti ammirare gli abitacoli delle vetture, la presentazione della McLaren F1 ed un trailer girato addirittura fra le vie di Mosca!
  5. 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.
  6. 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
  7. VELOCIPEDE

    Nuovi arrivi in World of Speed

    Dopo averci presentato il classico promo video dalla Gamescom, il team Slightly Mad Studios ci aggiorna sulle varie vetture che avremo a disposizione nel suo prossimo World of Speed: ecco quindi la Ford Focus RS, la Subaru Impreza e la Alfa Romeo 8C Competizione.
  8. VELOCIPEDE

    World of Speed in video teams

    Slightly Mad Studios ha rilasciato un primo trailer ufficiale per il suo World of Speed in occasione della GamesCom 2014: il video dal titolo "Team Racing", illustra alcune sezioni di gameplay ed, in particolare, alcuni esempi di come i giocatori appartenenti alle due squadre che si fronteggiano in gara possono collaborare per ottenere punti e vincere la corsa.
  9. VELOCIPEDE

    World of Speed in video

    Slightly Mad Studios ha pubblicato un nuovo video di gameplay per World of Speed, che ci mostra uno scontro a suon di sorpassi, curve ed accelerazioni tra una Mazda RX-7 e una Mercedes Benz 190E 2.5-16 Evolution su un paio di tracciati tratti dal gioco, uno cittadino ambientato a Londra e uno extraurbano, a dimostrazione della qualità grafica del gioco e della varietà che caratterizza gli scenari delle corse all'interno del vasto ambiente liberamente esplorabile e connesso. Il video mostra anche il sistema dinamico di simulazione degli eventi meteorologici, con la particolare realizzazione della pioggia.
  10. Slightly Mad Studios & leading video game publisher and developer BANDAI NAMCO Games Europe S.A.S. are proud to announce a worldwide distribution agreement on Project CARS. The studio’s WMD-powered racing title will be coming to Xbox One, PlayStation®4, Nintendo Wii U™ and PC starting November 2014! Project CARS is the most authentic, beautiful, intense, and technically-advanced racing game on the planet. Crowd-funded by a passionate community that has been involved in the development process throughout to create their ultimate racing experience, Project CARS allows you to create a driver, pick from a huge variety of motorsports, and shift into high gear to chase a number of Historic Goals and ultimate recognition in the Hall Of Fame. Then test your skills online either in competitive fully-loaded race weekends, leaderboard-based time challenges, or continually-updated community events – sometimes for real-world prizes. Featuring the largest track roster of any recent racing game with a ground-breaking dynamic time of day & weather system, world-class graphics and handling, deep tuning & pit stop functionality, and support for Oculus Rift and Project Morpheus, Project CARS leaves the competition behind in the dust. “We are tremendously happy to be collaborating with Slightly Mad Studios on this promising title, in which community expectations are fusing with racers expertise to craft the next generation of simulation!” said Alberto González Lorca, VP Third Parties, BANDAI NAMCO Games Europe. “With a portfolio of prestigious, popular, and iconic titles under their wing, Bandai Namco are the perfect partners to bring our pioneering community-driven game to players around the world.” said Ian Bell, Head Of Studio, Slightly Mad Studios. For more information about BANDAI NAMCO Games and its entire line up, please visit the BANDAI NAMCO Games Europe official website
  11. VELOCIPEDE

    World of Speed: licenza Mazda

    Il team Slightly Mad Studios annuncia oggi una nuova licenza ufficiale per il suo World of Speed: si tratta della storica Mazda, che ci permetterà di guidare da subito in game la ben nota RX-7. Da non perdere anche gli ultimi screenshots pubblicati l'altro ieri. We are very excited to announce that Mazda has joined the World of Speed car line up! The first car we're revealing from this amazing manufacturer is the RX-7 (FC3S). The first RX-7 was the SA22C model built in 1978; it was built because Mazda simply wanted to have a pure sports car under their brand. Now, if you're a Mazda fan you're familiar with the lightweight Wankel rotary engine which is responsible for the unique (and completely awesome!) sound their engines produces.
  12. VELOCIPEDE

    E3: World of Speed in video

    Il team Slightly Mad Studios non poteva di certo mancare dall'E3 di Los Angeles: ecco quindi arrivare un video di anteprima dedicato al prossimo World of Speed, che ci mostra le differenze estetiche e di prestazioni ottenibili con la personalizzazione del veicolo. Vi ricordiamo che in questo topic sono raccolte tutte le novità provenienti dalla California...
  13. VELOCIPEDE

    Secondo video per World of Speed

    Slightly Mad Studios ci presenta il secondo trailer di anteprima dedicato al suo prossimo World of Speed. Il filmato ci mostra una Pagani Huyara impegnata sul tracciato di Silverstone sotto la pioggia. The second World of Speed game play teaser features the Pagani Huyara running a lap on Silverstone in the rain. It's important to note that the car physics and rain effects are still work in progress. Remember that the time of day and weather conditions on the track will greatly affect how you race!
  14. VELOCIPEDE

    World of Speed: la McLaren a Mosca

    Il team Slightly Mad Studios ci mostra oggi un nuovo e particolarissimo video di anteprima dedicato al suo World of Speed: il trailer ci mostra il confronto diretto fra realtà e gioco con la McLaren MP4-12C impegnata in una esibizione sul tracciato cittadino di Mosca!
  15. VELOCIPEDE

    Anche BMW in World of Speed

    Il team Slightly Mad Studios annuncia oggi una nuova licenza acquisita per il suo prossimo World of Speed: si tratta del marchio tedesco BMW, che si presenta da subito con una fiammante BMW i135 ! Today we are very excited to welcome BMW to World of Speed! BMW has a rich racing history dating all the way back to the golden age of racing and beyond. The first BMW that we are revealing to the community is the BMW i135. This sporty compact is an all-round solid vehicle good for racing on any track in World of Speed.
  16. VELOCIPEDE

    Project CARS presenta le monoposto

    Il team Slightly Mad Studios conferma fra le righe del sito ufficiale di Project CARS il rilascio della versione definitiva del gioco per il prossimo Novembre, inoltre, sempre via sito web, inizia con la presentazione "ufficiale" delle vetture che avremo a disposizione, cominciando da tutte le monoposto a ruote scoperte. Everyone has different tastes when it comes to cars; some love the sleek, smooth lines of an Italian supercar, some love the raw power of a US muscle car. And we all have our favourites when it comes to motorsports, teams, and drivers. We're passionate about cars too which is why we've made sure Project CARS covers all the styles & forms of racing and car culture that you love. We'll be talking more about these as we draw closer to the release of the game in November so check back regularly. For now, with the 2014 Formula One season already underway, let's take a look at the first of those on offer - Modern Open Wheel.
  17. VELOCIPEDE

    World of Speed: ecco l'Alfa !

    Nuovo annuncio del team Slightly Mad Studios riguardante il suo prossimo World of Speed: dopo averci mostrato le diverse possibilità climatiche che ci troveremo ad affrontare in pista, oggi è stata annunciata la licenza ufficiale Alfa Romeo, che ci permetterà di scendere in pista da subito con la Giulietta QV.
  18. VELOCIPEDE

    World of Speed: primo trailer

    Dopo aver confermato la visuale dall'abitacolo ed aver annunciato la nuova Mitsubishi Lancer Evolution X FQ400, il team Slightly Mad Studios ci mostra oggi un primo video di anteprima del suo prossimo World of Speed, che vede come protagonista proprio la Lancer.
  19. VELOCIPEDE

    Sito ufficiale per Project CARS

    Il team Slightly Mad Studios ha finalmente inaugurato il nuovo sito ufficiale dedicato al suo Project CARS, segno questo che il rilascio della versione definitiva del simulatore, prevista per il prossimo autunno, sarà rispettato come previsto. Già nel prossimo mese intanto dovrebbe essere disponibile la release alpha. Il sito contiene numerose informazioni, immagini e video e viene inaugurato proprio con un inedito quanto spettacolare trailer dedicato al sound del gioco.
  20. Il team Slightly Mad Studios ha finalmente inaugurato il nuovo sito ufficiale dedicato al suo Project CARS, segno questo che il rilascio della versione definitiva del simulatore, prevista per il prossimo autunno, sarà rispettato come previsto. Già nel prossimo mese intanto dovrebbe essere disponibile la release alpha. Il sito contiene numerose informazioni, immagini e video e viene inaugurato proprio con un inedito quanto spettacolare trailer dedicato al sound del gioco. This post has been promoted to an article
  21. VELOCIPEDE

    Nuove licenze per World of Speed

    Il team Slightly Mad Studios ha annunciato tre nuove licenze per il suo World of Speed, attualmente in fase di sviluppo: si tratta dell'italiana Fiat 500 Abarth, della cattivissima Renault Sport Megane R.S. e della mitica Mercedes-Benz 190E 2.5-16 Evolution ! Ulteriori dettagli e commenti a partire da questo post del forum.
  22. VELOCIPEDE

    Novità per World of Speed

    Il team Slightly Mad Studios ha annunciato un paio di novità in arrivo per il suo nuovo World of Speed: come prima cosa il tracciato di fantasia ambientato nella città di San Francisco, che sarà riprodotta con i suoi caratteristici saliscendi; poi la licenza ufficiale della Mitsubishi, che permetterà agli sviluppatori di inserire nel gioco la mitica e cattivissima Lancer Evolution X FQ400 !
  23. VELOCIPEDE

    Project CARS welcomes Bentley

    Aside from the accomplished Le Mans winner, Project CARS will also feature Bentley’s newest weapon of choice for on-track competition – The 2013 Bentley Continental GT3. Designed for the FIA GT3 category that is used in countless sports car racing series around the world, the Continental GT3 is powered by a mighty 4-liter V8 twin-turbo engine, providing 608hp of power. The car made a successful on-track debut at the Gulf 12 Hours race in Abu Dhabi last year and is due to take on plenty of GT3-class competition both on race tracks around the world & in Project CARS in the future. Bentley in Project CARS • 2003 Bentley Speed 8 LMGTP • 2013 Bentley Continental GT3 WMD members will be the first to test-drive these new additions once they are added to the Project CARS development builds. 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.
  24. VELOCIPEDE

    Project CARS Build 673 (Team Member+)

    Build 673 (28/02/14, Team Member+) - 59.4 MB Next-Gen: * PS4: Added save-game code * Exclude PS4 movie player from Xbox One configs * XB1: Switch presentation mode to immediate sequential (makes frame rate smoother) * Adds MP4 player to PS4. Adds 'renderthread' pass through to render. Fixes all PS4 renderer shutdown issues. * Fix thread crash exit issue in app worker. Removes benign assert from camera editor. * Modify PS4 mem pools. Removes camera editor from consoles. * Updated PS4 videos * Updates PS4 to use MP4 video. Render: * DX11: Optimized use of reflection data during loading / removed device flush. * DX11: Fixed a memory leak with common constant buffers. Audio: * Re-verb volume level fix for tunnels * Tunnel volume fixes Bugfixes: * Fix for AI in P2P tracks * Fix for pitlane crash * Fix double events from GUI buttons * Work on Practice / Qualifying and pit release ( fix pitbox option ) Career: * Career Championships: Ginetta GT40 Challenge series added. * Career Championships: Configured first set of series specific point systems and updated relevant series. Multiplayer: * Resetting physics sync time for app timer sync (the multiplayer time synchronization) GUI: * New Monitor screen, updated Lobby screen Physics: * Engine stall behavior tweak for several cars * FG1000: Handling update mainly for FFB feedback Vehicles: * Tileable Carbon fiber texture. Brown variation. Initial check in. * Tileable cloth stitching texture. Black cloth with white stitching. Initial check in. * Mercedes 300SEL AMG: Switched back to original livery colors * Mercedes SLS GT3: WIP on LODs, LODA and LODB done * LMP PM06A: Updated runtime files + added ambient shadow and placeholder liveries * BMW Z4 GT3: Fixed offset LEDs on CPIT display Tracks: * Imola: Added collisions in the garages of the reverse track * Euro Tracks: Textures for new Truck and Trailer. * Loire: Added textures for a31 and a34 - camera pole and color hut door Known issues: - Replays in MP: Not working as they should - Free practice: If you have Engine Auto Start turned OFF when you exit the pitbox the AI will turn the engine off, you need to press ignite and starter. -P2P Tracks: Don't press return to pitbox -Formula Gulf: Hold the wheel tight, it will shake a bit abruptly during straights x64 Known issues: - x64 currently disabled
  25. VELOCIPEDE

    World of Speed in screens

    Il team Slightly Mad Studios ci mostra questa sera tramite Facebook una manciata di nuovi screenshots di anteprima del suo prossimo World of Speed. A quanto pare l'effetto scenico non sarà certo di secondo piano...
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