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Automobilista

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Re: Automobilista

Messaggioda juventissimo » 28/04/2016, 12:11

Anto870 ha scritto:Secondo il forum ufficiale Reiza la fase di early access si dovrebbe chiudere col mese di aprile. Le features annunciate sono tante, ma soprattutto per la parte multiplayer ci sono notizie veramente interessanti secondo cui verrà curato in un modo che forse va aldilà di ogni più rosea speranza:

- Web-based Multiplayer Lobby: In addition to the current Matchmaker from the Steam client, users will be able to view & join multiplayer sessions from this Reiza web portal (without necessarily launching the game first). This lobby will eventually be accessible from in-game too.
- Official rooms for public multiplayer races, featuring a constantly rotating schedule of official content;
- Leaderboards linked to in-game Time Trial Mode: Set your time in Time Trial and it will immediately sync with the leaderboard for that car/track combo under your Steam name (and update whenever you manage to improve your best time);
- League-Finder : A system for leagues to register their championships in order for potential participants to locate them based on the desired series and schedule
- Official seasonal competitions tied to the real racing series we represent, presenting some special prizes and opportunities to bridge the gap from virtual to real racing.

Stiamo quindi parlando di un sistema di matchmaking e di una gestione che ricordano addirittura quella di iRacing...
speriamo bene dai...
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Re: Automobilista

Messaggioda Anto870 » 13/05/2016, 13:13

So we reckon it┬┤s about time we share some news on the latest & greatest about Automobilista development :)

We┬┤re running a bit longer in Early Access than originally hoped for in our EA roadmap, but things are coming along nicely towards release. Here┬┤s an update on our progress so far.

Next public update
The beta is currently up to v0.9.29, and we┬┤re just about to wrap v0.9.3 for testing. If all goes well this version should be deployed to Early Access over the next week. This build will feature a new track (VIR), a new series (Boxer Cup), plus a long list of fixes & improvements (the changelog for these latest updates is attatched at the bottom of this post).

Here are some screenies of the new content:
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Content development
Things are generally fairly advanced for release on the content side of things - besides what┬┤s already incoming with v0.9.3, we also have the Copa Montana, Speedland kart track, Mendig Gymkhana shaping up very nicely and should make it to release within the next few weeks. Below are some previews:
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As defined in the original post, all the above content is free and designed to make it to the game in time for full release. They will be added along the course of may.

We have also began making progress with modelling of content to be released post-release (in the form of both free & premium DLCs) - @Alex Sawczuk , @ilka & the rest of the track team are hard at work with Brands Hatch, the first of 3 official british tracks to be released as premium paid DLCs (you can find more information about our plans for these DLCs here).

We are also started with the Formula Vintage (free), and the Ultima GTR, the latter to be our first premium DLC car release. Here are some early shots of the Ultima:
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The Ultima GTR is one of the high performance british kit cars in development to be released in DLC package, featuring both road & race variants. We are working on adding a couple of other great british cars to this package, which we hope to confirm soon.

Worth reminding everyone that you can get an advance taste of all the new content (including the Boxer & VIR now), participate in the dev process and secure all upcoming premium DLCs for Automobilista with a nice overall discount by acquiring our Membership packages.

Features & tools
On the coding front, current efforts are concentrated developing the backend structure for our web portal & integration with the game, which we hope will significantly boost the community experience around Automobilista. @Luis Miguel, @Dave Stephenson & @Thiago Izequiel are working hard at it. Along with this, Luis is also developing the remaining features for our Time Trial mode.

The free AMS dedicated tool via Steam is now in beta and should be made available shortly - league runners interested in giving the beta a try feel free to contact me via PM for advanced access.

Work also continues in the remaining items listed in the original roadmap. We look forward to sharing more about them in our next development update.


Work also continues in the remaining items listed in the original roadmap. We look forward to sharing more about them in our next development update.
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Re: Automobilista

Messaggioda Anto870 » 20/05/2016, 21:31

A new Early Access build of Automobilista has been released - v0.9.3 is now up with some fresh new content as well as several updates & fixes.

Content:
New track: Added Virginia International Raceway (3 layouts)
New series: Added Boxer Cup series (hotfix to address team names will come up shortly)

Features & Fixes:
Fixed a bug with LCD displays that could cause the game to crash after loading a session in certain conditions
Added a Series .SRS auto-sort function - SRS files no longer need to be named "REIZAXX", and the game will automatically sort their main menu listing in alphabetical order, with original series coming first - slots REIZA01-28 & REIZA99 are reserved for Reiza original content, mods can use REIZA29 up to 99 OR any other name of the modder┬┤s preference; New REIZAXX must be in upper-case
Added a reset sound event to mute replay sounds at the end of the replay
Added an extra state to virtual mirror cycle to display the in-car mirrors, but not the virtual mirrors
Added option for mapping multiple commands to the same key / button
Increased maximum race lap limit from 100 to 500
Added extra custom AI physics values to improve AI stability & re-callibrated AI performance for various series
Revised Portuguese, french & Spanish localization (work still in progress)
Added parameter to define engine layout & orientation, and set cars with transverse engines (Marcas, Mini, Lancers, Karts) accordingly
Revised aeromap for several cars
Fixed bug with windshields of various cars becoming transparent at night
Reprofiled LCD displays for Superkart, SuperV8, StockV8, F-V12, F-Classic
Updated font alpha in all Motec-style displays & added a function to light up background when headlights are switched on
Updated sky textures & added 2 new packs
DynHUD: Fixed reading Config.ini with UTF-16 (This also fixes the "editor starting with white screen" bug); fixed editor to access the correct data folder; Improved viewport detection and change reaction; Renders on top of big monitor now; MapWidget now renders item positions correctly again; Improved on-track detection for MapWidget; Fixed textures to be properly updated after configuration loaded
Curitiba: Smoothed out section near 200m board in the main straight
Supertruck: revised tire physics
F-Vee: Fixed rollbar LOD distance
Opala: Fixed championship scoring not computing
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"Come si fa a non parlare di donne ... Senza le donne, i motori non partono neanche ...."Enzo Ferrari
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Re: Automobilista

Messaggioda Anto870 » 27/05/2016, 14:58

Automobilista v0.9.35 now up - this is a hotfix to address some issues that have come up since 0.9.3 plus some other adjustments.

Changelog:
Fixed bug which caused AI cars to appear "sinking" in a saved replay (may compromise older replays)
DynHUD: Hopefully fixed instabilities in displayed lap times; Vehicle number from VehicleInfo is now handled as a String; Fixed FastestLapWidget visibility in non race sessions
Corrected bug with auto-blip not being effective with sequential boxes
Added remaining modified skins for F-Retro, F-Classic, F-V12
Adjusted flatspot textures to be darker (more visible)
Tweaked AI behavior to be a bit less agressive in close racing conditions
VIR: Moved trash cans back in Pit Area, included updated road texture
F-Reiza: Fixed bug with soft tire not producing flatspots
F-Extreme: Adjusted default setup
Boxer Cup: Added team names; adjusted wheel rates, aero & tire wear
StockV8: Corrected minor error with rear left damper
F3: Revised tires, adjusted aero draft effects
MR18: Fixed error with aero balance in draft
Kart 125cc: Fixed RPM clipping above 10k revs
Kart Rental: Fixed bug with tires not picking up dirt
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Re: Automobilista

Messaggioda Anto870 » 29/05/2016, 8:24

Build v0.9.36:
Fixed bug causing opponent cars to appear "floating" in multiplayer
Fixed Boxer Cup championship mode to load the correct series
DynHUD: Fixed multiview support for MapWidget
Slightly tweaked AI performance for F-Extreme, F-3 & Boxer Cup
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Re: Automobilista

Messaggioda Anto870 » 11/06/2016, 6:53

A new Early Access build of Automobilista has been released - v0.9.4 is now out.

Build v0.9.4 changelog below:

Fixed UI bug that could cause game to crash when clicking to exit it
Adjusted shaders & environment RGB settings for some lighting & color accuracy improvements
Adjusted AI slip reaction (improving reaction to front wheel grip loss)
Slightly improved collision detection & reaction (also slightly improves AI awareness to other cars)
Corrected TV Cockpit camera orientation rate in several cars
Fixed error which caused dust smoke from the dirt side of the road to be almost invisible (might actually resolve some performance / stuttering issues too)
Fixed bug with Salvador & Ribeirão dynamic road conditions not working
DynHUD: TelemetryInfo.mLapDistance is zeroed before crossing S/F line in a race session; Fixed NPE in LaptimesRecorder
Further tweaking to AI behavior to tone down aggression in close racing conditions (does not apply to mod cars or tracks unless these use the same AIW values)
Corrected AI qualifying performance in several tracks (were missing the ratio parameter that makes AI slightly faster in quali)
VIR: Tweaked road spec and changed event dates, updated skies accordingly
Spielberg (all versions): Shot down misplaced birds
Boxer Cup: LOD optimization; corrected skin alpha channels; callibrated AI performance; tweaked default Setup & tire physics
F-Extreme: Fixed bug with DRS flap opening not being visible; Fixed visibility of driver arms in T-Cam; Corrected wheel mount position & RPM leds; Set minimal weight to 702kg as per 2015 rules; adjusted weight distribution & tire physics
F-Reiza: Adjusted tire physics; Corrected wheel mount position & RPM leds
F-V10: Adjusted traction control scale levels
F-3: Corrected onboard cameras
Opalas: Fixed shift light not working

A couple of bugs from the previous version still remain (DynHUD freezing in Multiplayer when switching to race; Saved multiplayer replays show floating cars), these will be addressed for the next update, along with some other Multiplayer-related tasks.
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Re: Automobilista

Messaggioda Anto870 » 14/06/2016, 11:42

Last friday we released our latest v0.9.4 update. While this update hasn┬┤t added any new content or features to the sim, there has been some valuable progress in particular to graphics & Artificial Intelligence.

@Alex Sawczuk has been spending some quality time developing the shaders & RGB settings in order to improve lighting & color accuracy across the 24h cycle. The changes are subtle individually but all add up to a noticeable overall improvement - the environment is more lively and the slightly desaturated & bluish haze from previous versions is now gone. The changes are mostly already present in v0.9.41, and along with @ilka ┬┤s beautiful new sky/cloud sets, make for some pretty nice sights:

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A lot of man-hours & late nights have also gone into fine-tuning AI performance and behavior in close racing conditions across the board - as a result v0.9.41 features our best, most well-rounded AI yet.

Road to v1.0


Things continue to progress nicely towards v1.0, some are further along than others but while official release will not represent the end of new features or content for AMS, we┬┤re pushing to wrap up a rock-solid v1.0 within the next few weeks.

With single player gameplay now mostly in pretty good shape, focus now is on wrapping up remaining functionality tasks, adding a few more options & ironing out the most significant bugs.

Multiplayer in particular will be at the forefront for v1.0 - the AMS Dedicated tool is already available for those who own AMS via Steam Tools, and if you are a league runner you may also PM me for a free Steam key for the Dedi Tool.

Content-wise, things are progressing at a nice pace - there┬┤s a good chance the new Formula Vintage series will be added in time for v1.0 (and not post-release as estimated in the original dev roadmap). Below is a preview showing how the 3D modelling is coming along:

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The beta is already up to v0.9.5 and it features two new pieces of content - the Copa Montana, which is the last piece of content remaining from our crowdfunding campaign back, and the wonderful semi-fictional Mendig Flugplatz, a vast scenario roaming in and around a german airport, which will present some very unique challenges,

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Unfortunately we have had a setback with implementation of driver animations as the developer in charge has left the project, so that┬┤s one feature unlikely to make it in time for v1.0. This remains an important development for AMS though and we┬┤ll be aiming to add it post-release.

Virtual Xperience - Automobilista Web Portal


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We┬┤re pleased to announce the Virtual Xperience portal (VX), the place we hope will help stimulate the community┬┤s engagement with & around Automobilista.

From VX you┬┤ll be able to check the multiplayer lobby and join sessions, register & find a league for your favorite car in a time slot that suits you, measure your hotlapping skills in the AMS leaderboards, join one of our official public servers, share your setups & replays and more.

The most complex VX module is the AMS leaderboards and its integration with the game, so this is what @Luis Miguel, @Dave Stephenson & @Thiago Izequiel who are the headlining this project have mostly have been focusing on - currently only AMS Beta v0.9.5b is hooked up with the leaderboards so those who have it can already get your times up there :) We hope to integrate the system into the next EA release as well.

The leaderboards are linked to the Time Trial mode, which as you may have seen is effectively a practice session run under fixed configurations (but not fixed car setup) - noon time, max track conditions, no AI, no tire wear or fuel consumption - the sole purpose is scoring hotlaps to the leaderboards & future hotlapping competitions. Player times are automatically synced up with the leaderboards via Steam, and you can check how it ranks against the others both from the in-game monitor while running a time trial session, as well as from the Virtual Xperience leaderboards, selecting the car / track combo you┬┤re looking to check out.

The other VX modules are coming along as well but these will be topics for our next dev update,

Further good news is that VX should be hopefully nicely complemented by developments being made to the Sim Racing System to better integrate it with AMS - @Henrique Alves has presented more info about it here.

DLC development - Presenting the "Brit Pack"


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Very glad also to confirm the Brit Pack as our initial lot of premium DLCs for Automobilista.

Besides the previously announced 3 tracks (Brands Hatch / Cadwell / Oulton Park) and the Ultima GTR (both road and GT versions), we will also be adding the MCR Sports 2000 and several Caterham models to the roster.

As usual our target with AMS is to assemble a package that delivers the most diverse & fun racing experiences possible, and with the upcoming premium DLCs we aim to retain that focus, at the same time expanding into more international & well-known tracks. England is arguably the mecca of european motorsports with some of the most interesting tracks and cars in the world, and the brits happen to make up a sizeable portion of our user base so it┬┤s only fitting that our first premium pack revolves around a sample of their vast motorsports scene. Most importantly, these kit cars on these tracks represent some of the most fun to be had on four wheels, and that┬┤s what we┬┤ll be push to capture in the sim :)

The 6 components of the Brit Pack will be sold in a package as well as individually via Steam, with prices at release ranging from US$ 1.99 (for the MCR) to US$ 4.99 for each track, or US$ 19.99 for the complete pack.

You can however secure all this content, plus all the other upcoming premium DLCs by acquiring our membership packs , currently selling for US$ 54.99 (full membership including base game) / US$ 24.99 (membership upgrade for those who already own AMS). Please note that these prices will still be upgraded to US$ 59.99 / US$ 29.99 respectively in time for AMS v1.0 release, so those who have not yet joined in should push not to miss the current pricing. The membership pack also grants access to the Reiza 51 dev forum, Beta development version of AMS, and the chance to try out all this content in advance as they reach beta status.

Worth noting that while some of this content had already been announced earlier on, the Caterhams and the MCR 2000 have just been added to the roster - that makes our membership packs pretty smart investing for those who had already bought into it at the original US$ 49.99 / US$ 19.99 pricing, as these extras will come at no additional cost to them (or indeed for those who participated in our crowdfunding campaign last year). With a couple of potential additions to the DLC roster still in the horizon, you should expect us to continue our trend in which the sooner you buy into our offerings, the more value you get for it ;)

The contents of the Brit Pack are all officially licensed and we┬┤re working in close proximity with the car manufacturers to ensure maximum accuracy; Alex has recently done recon trips to Brands Hatch & Cadwell Park, with Oulton Park scheduled for the end of the month.

The team is already well advanced on Brands & the road Ultima as you can see below:

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We estimate the initial components of the Brit Pack to become available soon after v1.0 release, sometime in july, with Beta hopefully before the end of the month.

This about covers it for this June update - this was a big one! We hope you all enjoy the news. I look forward to catching up again in July, hopefully with AMS v1.0 release already behind us :)
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Re: Automobilista

Messaggioda Anto870 » 24/06/2016, 21:26

A new Early Access build of Automobilista has been released - v0.9.6 is now out.

Content:
Added Copa Montana Series
Added Mendig Flugplatz (first of many layouts still to come for this venue)

Features & Fixes:
Added Time Trial integration with Virtual Xperience portal leaderboards (more about it here)
Integrated Steam Matchmaker into in-game Multiplayer lobby
Added new track limit violation system to clamp down excessive corner cutting & running wide (still subject to some track-specific fine-tuning - info & discussion about it here)
Adjusted tree shaders for improved lighting
Added alternative Interlagos, Kansai, Montreal, Spielberg track options removing GP-specific trackside objects and DRS / tire compound rules (same layout otherwise)
Fixed several multiplayer screen UI errors
DynHUD: Fixed HUD not displayed (properly) on multiplayer race start; Added a custom fix to Johannesburg trackmap; Fixed profile info being applied too late
VIR: Tweaked AI lines at Grand & Full layouts so they do a better job of avoiding dangerous curbs
F-Extreme Fixed oversized DRS textures which could cause memory overload
F-Retro: Fixed gear shift light not working
Boxer: Corrected off-center LCD display; Tweaked rear light; Fixed windshield reflection; Minor engine sound tweak; Minor adjustment to damper rates & rear wing; Increased default front anti-roll bar setting
Marcas: Minor tightening of tire slip angles & chassis inertia adjustment

Heads-up to league runners: as per our usual Early Access schedule we┬┤ll still have a couple of major update releases every other upcoming friday. If you have a race tonight, you may want to check with the league admin whether you┬┤ll be racing with the old v0.9.41 or this latest v0.9.6.

If a league doesn┬┤t want to risk issues by racing with the new version (this one of the upcoming ones), you┬┤ll have the option to stick to the current v0.9.41 until the event is finished. This can be done by right-clicking Automobilista on Steam -> Properties -> "BETA" tab, and selecting v0.9.41 from the dropdown box.

If AMS is updated automatically before you have the chance to do the above procedure, you can still revert to v0.9.41 by following the steps above (and then opt out of it once the race is over in order to update to the latest v0.9.6).

Leaving previous versions available in branches will be regular practice from now on - besides the scenario such as the above, having the option to go back to a previous version may also be helpful for users who encounter issues to help us isolate when they started so please keep it in mind.

If you are not running a league event on fridays or tonight specifically, you may ignore this and just let the game auto-update as usual.
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"Come si fa a non parlare di donne ... Senza le donne, i motori non partono neanche ...."Enzo Ferrari
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Re: Automobilista

Messaggioda Anto870 » 17/07/2016, 12:07

Il team Reiza Studios ha appena rilasciato la nuova versione Early Access build 0.9.8 del suo ottimo Automobilista. Oltre ai vari bugfix ed alcune migliorie, segnaliamo il nuovo tracciato karting di Speedland ed importanti modifiche ed upgrades al comparto force feedback. Qui di seguito il changelog con tutti i dettagli.

Content:
Added Speedland Kart track venue (4 layouts)
Features & Fixes:
Enhanced pneumatic trail by adding new PneumaticTrailGripFractPower (PTGFP) function, for much improved self-aligning torque (should make tire forces more perceivable through FFB)
Tweaked FFB output code & added "FFB Low Force Boost" to Controller UI (this should help wheel "lightness" under low steering forces with lower end FFB controllers)
Added new low speed FFB fuction to eliminate vibration / oscillation at very slow speeds
Revised default Realfeel settings and pneumatic trail values to match to new FFB functions
Added AIWs to Time Trial anticheat verification (this will lead to failed authentication in case of AIW edits)
Added function to sort cars of different performances within the same series for the TT leaderboards
Tweaked road dust smoke & skid properties
Brasilia: Tweaked track limits to allow running over green crete run-off
VIR: Improved road & curb textures
Superkart: Adjusted tires, slight increase of front/rear track width
Karts: Adjusted tires
Montana: Adjusted mirror height; Fixed oversized interior Windshield resolution (from 2048px to 1024px)
Boxer: Added wiper to cockpit view; Corrected AI tire wear
Lancer Cup: Fixed pneumatic trail bug which numbed FFB output
If you have a multiplayer race tonight, you may want to check with the league admin whether you┬┤ll be racing with the old version or this latest v0.9.8. Previous v0.9.67 is still available as a Beta branch on Steam (by right-clicking Automobilista on Steam -> Properties -> "BETA" tab, and selecting v0.9.67 from the dropdown box).
As per the changelog, V0.9.8 features some substantial Force Feedback updates - read about these in the AMS FFB topic.
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Re: Automobilista

Messaggioda Anto870 » 28/07/2016, 8:25

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Reiza is doing different now that they are close to the 1.0 version, they1ll be dropping out of the usual EA release schedule by not releasing a new EA update this friday, as all efforts are now concentrated towards wrapping v1.0 for an early august release. But we can check the changelog of v0.9.9 build which is hitting Beta this friday.

Added Formula Vintage series (1967 & 1969 seasons)
Added Flugplatz Bergschleife configuration to Mendig
Added circuits no 7 & 9 to Buenos Aires
Added West & Classic layouts to Kansai
Added South & Patriot layouts to VIR
Disabled 16bit option altogether from AMS Config
Added spectator mode option to the multiplayer lobby screen (was previously in create session screen which caused some confusion)
Fixed bug with multiplayer opponents appearing floating when loading replays from the replay fridge
Speeding in the pits & not respecting blue flag now award drive-through penalties rather than Stop/Go;
Re-ordered and replaced main menu series graphics to feature a preview of each vehicle in the series
Mod tracks are no longer listed for Time Trial mode
Added missing championship configuration options
Added UI option for setting qualifying length
Added UI option for multiple race heats with reverse grids
Removed redundant DRS messages when car in use is not equipped with one
Folder "\SCREENSHOTS" is now created in root configurations folder rather than as subfolder of Userdata (needs to create a new config.inito take effect)
Fixed opponent class filter so it no longer displays different cars in a same class as the same
Added extra track and vehicle information to showroom & loading screens
Several adjustments to Garage UI
Improved water shader
speedland: Improved night lighting & fixed several collision issues
Londrina: Improved AI paths
Johannesburg Historic: Improved AI paths
F3: Added remaining talent files for AI drivers

As it had been outlined in AMS dev roadmap, the original plan was to do a single car based off a 1967 spec, V12 powered GP car, however Reiza couldn't resist spicing things up a bit by adding some diversity to the field, so they created an alternative version of the car by bolting a DFV V8 engine in place of the V12. Below you can check both variants in all its glorious details:

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The late 1960s was of course also a very significant time in racing due to the "discovery" of downforce - so Reiza decided to explore that too by creating a low-winged, "1969" season of F-Vintages:

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On the track front, the biggest additions in v1.0 will be the inclusion of several extra layouts to existing tracks, the biggest one being the "long" 7km version of Mendig, which exits the airport to travel through the nearby village roads.

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On the physics front, Reiza is working on the development of a brand new ECU model as conceived by Niels Heusinkveld, which should provide a lot of important enhancements. This will bring considerable improvements to the way engine torque is generated as you 'roll on' the throttle, simulating the more advanced "throttle mapping" techniques from modern ECUs. Most noticeable in modern high powered cars, basically this will translate into more control when powering out of turns, as it will be easier to find the throttle position where you get the best acceleration without lighting up the tires in wheelspin. Your throttle 'technique' may need some adjusting though as the engine responds more directly at smaller throttle inputs.
The new model also allows Reiza to do a few modern computerized engine control tricks such as changing power levels and engine braking for each gear. With the Formula Extreme up to v0.9.8 for example it is very tricky putting 900hp to the ground in 1st and 2nd gear, as you can very easily be turning half of that into white smoke. By limiting the engine power, it will be easier to optimize power delivery.
Engine braking can also have quite a disturbing effect on the balance of the car - this is specially so as you go down the gears, because the gearing amplifies the engine braking the more you downshift. The new model allows us to reduce engine braking in low gears so the rear end is less likely to lock as you're downshifting and entering a turn.
This is all 'passive', not traction control so naturally you┬┤ll still spin the tires by giving it too much throttle, but it may only happen at 70% throttle instead of 35% throttle which should be a big driveability improvement for the more powerful cars - a case of the sim becoming easier as models are developed to be more realistic.
Reiza is pushing to have at least the throttle mapping side of the new ECU mode ready in time for v1.0 release.
There has also been some solid development to the VX Portal, and Dave Stephenson will manage to deploy a new build for it this friday, including multiplayer lobby integration, which beyond the ease of use of being able to launch multiplayer sessions from your browser should open some interesting possibilities.

DLC Development
Things continue to progress nicely in the DLC front - Brands Hatch is now nearly complete and the team is well advanced with Cadwell Park.
During the Cadwell recon trip Alex Sawczuk trialed a new method of surveying race tracks for increased accuracy and used a digital level to take camber and elevation measurements at set points around the trace track and then using that data calculate the elevation changes. This allows Reiza to get an accurate profile for the track, as well as its camber changes. They have also been using a laser measure along with good old basic tape to make all the key measurements, which coupled with Alex's usual meticulous precision have led to some pretty hard to fault road modelling:

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Joradson Rodrigues has also been doing some quality work in texture development for Cadwell as you can see in the preview below:

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The cars are also coming along nicely, Reiza's audio man Domagoj Lovric has added the soul to the Ultima GTR with yet another lovely sound set of its throaty Chevy LS7 V8.



Along with the road version of the Ultima GTR, Reiza is also developing its race-prepped version of the Ultima GTR.
The MCR Sports 2000 is also well on its way, with modelling now nearly complete.
Both Ultima GTR and MCR Sports 2000 will soon be joined by a variety of Caterham models which had also been previously confirmed to be part of the Brit Pack - unlike previously announced though the Brit Pack won't be restricted to these 3 new classes of vehicles, as another bonus car has been added to the list!!! (but what is it?! Keep an eye on Reiza forums!)

Imola confirmed!
Reiza confirmed official licensing of the legendary Enzo & Dino Ferrari race track , which will be coming as its own premium DLC pack for Automobilista.
Legendary tracks become such after decades of rich racing heritage - we believe that in order for a sim to capture the history of corners such as Tosa, Tamburello and Rivazza it┬┤s fundamental to reproduce those famous bits of terrain through the times, and race them with machines that belong to those eras.
Hence Imola will be the first of "Legendary Race Tracks" line of DLCs, and will feature no less than four unique versions of the track: from early 70s, late 80s and early 00s, along of course the modern version of the track. This pack is estimated to sell for US$ 6.99, with release expected to be towards the end of October.

This covers it for the July Dev update. There will be more exciting news in August, this time most definitely with AMS v1.0 release already behind us!
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"Come si fa a non parlare di donne ... Senza le donne, i motori non partono neanche ...."Enzo Ferrari
Anto870
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Messaggi: 763
Iscritto il: 28/10/2012, 17:29
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Nome Cognome: Antonio Castagna

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