<?xml version="1.0" encoding="UTF-8"?>
 
 <rdf:RDF
  xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
  xmlns="http://purl.org/rss/1.0/"
  xmlns:content="http://purl.org/rss/1.0/modules/content/"
  xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/"
  xmlns:dc="http://purl.org/dc/elements/1.1/"
  xmlns:syn="http://purl.org/rss/1.0/modules/syndication/"
  xmlns:admin="http://webns.net/mvcb/"
 >
 
 <channel rdf:about="http://www.simracingworld.com">
 <title>SimRacingWorld - News</title>
 <link>http://www.simracingworld.com</link>
 <description>The Simulation and Racing Game Resource</description>
 <dc:language>en-us</dc:language>
 <dc:rights>Copyright &#x26;#169; 1997-2013 SimRacingWorld.com. All Rights Reserved.</dc:rights>
 <dc:date>2013-06-19T07:35:00+00:00</dc:date>
 <syn:updateBase>1901-01-01T00:00+00:00</syn:updateBase>
 <syn:updateFrequency>1</syn:updateFrequency>
 <syn:updatePeriod>hourly</syn:updatePeriod>
 <items>
  <rdf:Seq>
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2168-project-cars-build-494-released/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2167-forza-motorsport-5-open-wheel-cars-included/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2166-project-cars-build-489-released/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2165-forza-motorsport-5-new-previews-and-videos/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2164-assetto-corsa-vallelunga-previews/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2163-simraceway-mercedes-300sl-released/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2162-rfactor-2-silverstone-previews/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2161-project-cars-build-480-released/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2160-simraceway-pagani-zonda-r-released/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2159-forza-motorsport-5-announced/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2158-r3e-updated-build-released/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2157-assetto-corsa-ferrari-599xx-evo-previews/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2156-assetto-corsa-new-ferrari-mclaren-previews/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2155-simraceway-mazda-787-released/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2154-project-cars-build-469-released/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2153-simraceway-morgan-aero-ford-gt40-released/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2152-project-cars-interview-at-vvv-gamer/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2151-project-cars-build-462-released/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2150-r3e-monza-previews/" />
   <rdf:li rdf:resource="http://www.simracingworld.com/news/2149-assetto-corsa-dev-update-mclaren-previews/" />
  </rdf:Seq>
 </items>
 <image rdf:resource="http://www.simracingworld.com/graphics/logos/150x50.png" />
 </channel>
 <image rdf:about="http://www.simracingworld.com/graphics/logos/150x50.png">
 <title>SimRacingWorld</title>
 <url>http://www.simracingworld.com/graphics/logos/150x50.png</url>
 <link>http://www.simracingworld.com</link>
 </image>
 <item rdf:about="http://www.simracingworld.com/news/2168-project-cars-build-494-released/">
 <title>Project CARS: Build 494 Released</title>
 <link>http://www.simracingworld.com/news/2168-project-cars-build-494-released/</link>
 <description>Slightly Mad Studios have released build 494 of &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E;, making various improvements to the sim.&#x3C;BR&#x3E;&#x3C;BR&#x3E;In order to download, you&#x27;ll need to visit the &#x3C;a href=&#x22;http://forum.wmdportal.com/downloads.php&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;WMD Portal&#x3C;/a&#x3E; as usual, and for more content on this game visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E; game profile and &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;follow us on Twitter&#x3C;/a&#x3E;.&#x3C;blockquote&#x3E;Build 494 (14/6/13, Team Member+)&#x3C;BR&#x3E;Cameras:&#x3C;BR&#x3E;* Changing default values for look to apex etc&#x3C;BR&#x3E;* Adding in dof effect for helmet camera when moving at speed and going into apex&#x3C;BR&#x3E;Race Weekend:&#x3C;BR&#x3E;* Implemented global session timer for practice, qualification, and warmup races&#x3C;BR&#x3E;* Fixed black background screen when going into the race overview screen for the first time&#x3C;BR&#x3E;* Implemented Autopilot throughout the game, except for the Online menu option where it can be disabled&#x3C;BR&#x3E;* Implemented variable session durations (changable via a FE menu option) for practice1&#x26;2, qualification and warmup&#x3C;BR&#x3E;* Turned the Save button on for all sessions, but specifically disabling it for the final session in sequence&#x3C;BR&#x3E;* Fixed scripting bug which meant the sessions wouldn&#x92;t save if being played from Practice1&#x3C;BR&#x3E;Physics:&#x3C;BR&#x3E;* Moved ResetGarage systems earlier so not to overwrite user changes&#x3C;BR&#x3E;* Reset setup and gear numbers to default on vehicle initialisation&#x3C;BR&#x3E;* Default final gearing set correctly when no setup created&#x3C;BR&#x3E;* Write gear ratios (left/right) as well as fraction to GetCurrentDisplayValue if requested&#x3C;BR&#x3E;* Added GetCurrentDisplayValue left and right outputs for gear ratio reading&#x3C;BR&#x3E;* Fixes using final drive to limit other gears&#x3C;BR&#x3E;* Tires: New modal+flash GT tires and many optional tires added for other cars&#x3C;BR&#x3E;Audio: &#x3C;BR&#x3E;* Looping sounds can now be keyed off&#x3C;BR&#x3E;* EXTERNAL GEARSHIFTS &#x96; New batches of external gear shift sounds and events for the categories Race and GTRace&#x3C;BR&#x3E;* Rationalising current Backfires/Splutter content for the exhaust events. The aim is to make these sound more like they are part of the engine &#x96; and &#x96; work well with the new external gear shift sounds&#x3C;BR&#x3E;WiiU:&#x3C;BR&#x3E;* WiiU Net OneSock compilation fixes/rough and ready socket implementation&#x3C;BR&#x3E;* Updated BString/BDbgString vsnprintf usage to a safer cross platform handling of the va_list&#x3C;BR&#x3E;* WiiU: w-i-p updates to File Module&#x3C;BR&#x3E;* WiiU: Added Application Data device handler&#x3C;BR&#x3E;* WiiU: Added internal manager support for device clients and centralised file operation command block support&#x3C;BR&#x3E;* WiiU fix for Environment Timeline pre-linker errors&#x3C;BR&#x3E;* Updated default props for WiiU configs. Added solution name to PCH default folder. Set Linker &#x91;Link Once Template Instantiation&#x94; to default On&#x3C;BR&#x3E;* Added support for WiiU to HRDF Compiler&#x3C;BR&#x3E;* Increased command line length limit to 8191 from 256&#x3C;BR&#x3E;* WiiU Main project now builds!&#x3C;BR&#x3E;* WiiU VideoCapture Library compilation fixes.&#x3C;BR&#x3E;* WiiU RaceInput library compilation fixes/stubs&#x3C;BR&#x3E;GUI:&#x3C;BR&#x3E;* All-new in-game telemetry&#x3C;BR&#x3E;Tracks:&#x3C;BR&#x3E;* Bathurst: Optimisation improvements &#x96; adding LODs, occluders, and optimising existing objects&#x3C;BR&#x3E;* Azure Circuit: Deleted sea mesh under the ground, updated csm, added 2more 3d armco ends&#x3C;BR&#x3E;* Northampton Classic: Reworked all tribunes and grandstands, reworked area around the bridge so the dip is removed, fixed CSM issues,&#x3C;BR&#x3E;Vehicles:&#x3C;BR&#x3E;* BAC Mono: revised engine braking for new throttle system&#x3C;BR&#x3E;* M3 GT4, M3 GT, Z4 GT3, Boss 302R, SLS GT3: setup tweaks, restrictor size limited, engine braking tuned for new throttle system&#x3C;/blockquote&#x3E;</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-06-19T01:38:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2167-forza-motorsport-5-open-wheel-cars-included/">
 <title>Forza Motorsport 5: Open Wheel Cars Included</title>
 <link>http://www.simracingworld.com/news/2167-forza-motorsport-5-open-wheel-cars-included/</link>
 <description>Turn 10 studios have revealed that for the first time in the franchise&#x27;s history; &#x3C;a href=&#x22;http://www.simracingworld.com/games/341/&#x22;&#x3E;Forza Motorsport 5&#x3C;/a&#x3E; will feature open-wheeler cars. &#x3C;BR&#x3E;&#x3C;BR&#x3E;The Indycar series will feature in the game, as well as the Ferrari 312-2 and Mclaren M-23 F1 cars from the 1976 season.&#x3C;BR&#x3E;&#x3C;BR&#x3E;We&#x27;ve added Indycar screenshots &#x3C;a href=&#x22;http://www.simracingworld.com/screenshots/341-forza-motorsport-5/&#x22;&#x3E;here&#x3C;/a&#x3E;, and an Indycar preview video &#x3C;a href=&#x22;http://www.simracingworld.com/videos/341-forza-motorsport-5/2379-forza-motorsport-5-e3-indycar-teaser/&#x22;&#x3E;here&#x3C;/a&#x3E;.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/341/&#x22;&#x3E;Forza Motorsport 5&#x3C;/a&#x3E; game profile for much more on this title, and to keep up to date &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;follow us on Twitter&#x3C;/a&#x3E;.</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-06-19T01:32:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2166-project-cars-build-489-released/">
 <title>Project CARS: Build 489 Released</title>
 <link>http://www.simracingworld.com/news/2166-project-cars-build-489-released/</link>
 <description>Slightly Mad Studios have released build 489 of &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E;, which not only adds a new fictional track called Fort Felix, but also a brand new throttle system to improve the phsyics contained within the game. &#x3C;BR&#x3E;&#x3C;BR&#x3E;A full explanation of the new system and the other changes is below. &#x3C;BR&#x3E;&#x3C;BR&#x3E;In order to download, you&#x27;ll need to visit the &#x3C;a href=&#x22;http://forum.wmdportal.com/downloads.php&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;WMD Portal&#x3C;/a&#x3E; as usual, and for more content on this game visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E; game profile and &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;follow us on Twitter&#x3C;/a&#x3E;.&#x3C;blockquote&#x3E;Throttle system features&#x3C;BR&#x3E;&#x3C;BR&#x3E;    Better feel from the throttle pedal at small inputs. This was really the main purpose of the new system; everything else is gravy. Gone is the time of the large &#x91;deadzone&#x92; when you start to press the pedal; the engine starts producing positive torque very quickly now and you will have a much larger range for modulation.&#x3C;BR&#x3E;&#x3C;BR&#x3E;    Snappier throttle response at low rpm.&#x3C;BR&#x3E;&#x3C;BR&#x3E;    A car&#x92;s peak power may vary a bit from track to track. This is because we now use ambient air pressure as part of the engine torque calculations, so things like elevation and weather will have an impact on engine performance.&#x3C;BR&#x3E;&#x3C;BR&#x3E;    Idle speeds fall out of the model naturally and will change slightly from setup and weather.&#x3C;BR&#x3E;&#x3C;BR&#x3E;    The clutch feels a lot better when pulling away from a standstill. Unexpected but really cool side effect. A lot of cars can realistically get rolling with careful modulation of the clutch and no throttle input whatsoever.&#x3C;BR&#x3E;&#x3C;BR&#x3E;    New Brake Mapping slider in the setup screen for all cars. This controls the level of engine braking and is a fairly abstract value. Think of it like a vacuum line connected to the throttle, so that it opens up more at high rpm to relieve some of the intake manifold vacuum (the major source of engine braking torque). All you really need to know is that 0=lots of engine braking and 10+=very little engine braking.&#x3C;BR&#x3E;&#x3C;BR&#x3E;    New Restrictor Size slider in setup screen for some cars. Fun stuff here. This changes the size of the restrictors/throttle bodies on the engine to control the amount of power produced. This will ultimately move out of the setup screen and become part of the event setup, only adjustable by the event administrator. For now it needs to be somewhere everyone can work with for testing. As a result it&#x92;s possible to create a 600hp Asano X4, for example. Honor system will be required for multiplayer with these cars. Do play around with this on the cars that have it enabled. A particularly cool one is the Caper stock car which has a minimum restrictor size similar to what was used at restrictor plate tracks in 1990. You&#x92;ll notice that not only does the power level reduce from 650 to 400hp, but it also moves down to a much lower rpm simulating the choking effect of the smaller air aperture. Cool stuff.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Build 489 (7/6/13, Junior Member+)&#x3C;BR&#x3E;Base:&#x3C;BR&#x3E;* Updated BXmlNode to provide access to arbitrary user data&#x3C;BR&#x3E;* Added BDbgFatalNoReturn. Which is a version of BDbgFatal with the platform no return specifier&#x3C;BR&#x3E;Console:&#x3C;BR&#x3E;* WiiU CParticleMeshPrimitive/Type stubs/WIP&#x3C;BR&#x3E;* WiiU RenderContext stubs&#x3C;BR&#x3E;* WiiU COcclusionQuery stubs&#x3C;BR&#x3E;* WiiU CMaterial implementation.&#x3C;BR&#x3E;* WiiU CInstancedMeshPrimitive/Type stubs/WIP&#x3C;BR&#x3E;* WiiU CLightweightMeshPrimitive/Type stubs/WIP&#x3C;BR&#x3E;* WiiU implemented full primitive utility function set&#x3C;BR&#x3E;* WiiU CSharedDynamicVertex and Index Buffer stubs&#x3C;BR&#x3E;* WiiU CShadowControl implemented&#x3C;BR&#x3E;* WiiU misc Renderer classes compile/stubs (CScreenShot/CTracker/CVideo)&#x3C;BR&#x3E;* WiiU CRenderer/RenderThread base headers (stripped down from DX11)&#x3C;BR&#x3E;* WiiU CGenInstancingPlatformHelper added&#x3C;BR&#x3E;* WiiU CDebugProvider/CDebugMetrics added&#x3C;BR&#x3E;* WiiU CDebugBatch Line/Quad/Text added. (probably should make this cross-platform at some point since the code is the same on all targets)&#x3C;BR&#x3E;* WiiU Viewport class implementation&#x3C;BR&#x3E;* WiiU add MEM1 allocator (derived from 360 Write Combining/PS3 VRAM allocator class)&#x3C;BR&#x3E;* WIIU CCamera Class implementation (derived from PS3 version which was a good match)&#x3C;BR&#x3E;* WiiU Base Renderer Abstraction Compilation Fixes/ShadowControlBase implementation&#x3C;BR&#x3E;* WiiU Debug Lines/Quads/Text Primitive/PrimitiveType stubs&#x3C;BR&#x3E;Race weekend: &#x3C;BR&#x3E;* Session saving &#x26; restoring&#x3C;BR&#x3E;Debug menu:&#x3C;BR&#x3E;* Enabled extra controls in debug menu for displaying average luminance value&#x3C;BR&#x3E;Physics:&#x3C;BR&#x3E;* Pass dynamic live air pressure values to physics systems&#x3C;BR&#x3E;* Vehicle dynamics updates:&#x3C;BR&#x3E;* Volumetric throttle modelling&#x3C;BR&#x3E;* Tweakers for throttle response&#x3C;BR&#x3E;* Non-gold csv export of brakemapping and torque volumetric data&#x3C;BR&#x3E;* New algorithm for engine load used by audio systems&#x3C;BR&#x3E;* Adjustable brake mapping and restrictor plates&#x3C;BR&#x3E;* Ambient pressure considered as part of throttle response&#x3C;BR&#x3E;* Per vehicle EDF updates to use new systems&#x3C;BR&#x3E;* Updated switch from loading state to race to proceed physics sync immediately&#x3C;BR&#x3E;Environment:&#x3C;BR&#x3E;* Added controls to allow us to be able to scale the lighting on vehicles&#x3C;BR&#x3E;* Added 15 percent saturation to clear 3 with new colour cube&#x3C;BR&#x3E;* Clear 03 yellow sun tint reduced a touch&#x3C;BR&#x3E;* Clear 02 emap boost/ambient reduced so that it can be compared to higher value in clear 05&#x3C;BR&#x3E;* Clear 3 sun colour test, has more yellow hued sun in the day&#x3C;BR&#x3E;* WTC updates so that sunny and medium cloud conditions have brighter sun, more tone mapping adjustment, more blue sheen at midday and several other tweaks for daytime lighting&#x3C;BR&#x3E;Replays:&#x3C;BR&#x3E;* Updated participant snapshot version number. Should fix EOR replays&#x3C;BR&#x3E;Shaders:&#x3C;BR&#x3E;* Shader changes to take into account new scalers for vehicle lighting&#x3C;BR&#x3E;Audio:&#x3C;BR&#x3E;* Got a lot further with the distant echo, amplitude rolloff and LPF occlusion for the the external engines, backfires, splutters and gearshift sounds of the 4 testbed cars (Caterham R500, Zonda R, Formula A and Capri Group 5). I&#x92;ve also done a quick pass on the engine dynamics in an attempt to create a more realistic ramp in volume and engine loads. The Capri Group 5 engine no longer has the weird popping sound like its misfiring&#x3C;BR&#x3E;GUI:&#x3C;BR&#x3E;* New icon for Edit HUD&#x3C;BR&#x3E;Tracks:&#x3C;BR&#x3E;* Northampton Classic: New road and runoff materials, reworked pit buildings and stands, added grass tufts to runoff area&#x3C;BR&#x3E;* Azure Circuit: Moved first garage position to fixed damaging the car on load, added more road patches, seams, improved road textures a bit, back to high rez version of the main road texture and fixed alpha channel, darkened a bit whitelines, created new diving board+added slide and stair/rails to it&#x3C;BR&#x3E;* All Track TRDs: Added Altitude data for all track TRDs&#x3C;BR&#x3E;* Added new track&#x85;. Fort Felix &#x3C;BR&#x3E;Vehicles:&#x3C;BR&#x3E;* Mercedes SLS GT3: Added placeholder lights and mirrors&#x3C;BR&#x3E;* Ford Mustang Boss: Added placeholder lights and mirrors&#x3C;BR&#x3E;* Lotus 98T: New modal carcass and Flash tread. Enabled some wear and heating for public testing. Not sure amounts as I&#x92;m doing it mostly by feel. Lotus 78 &#x96; same caracass and flash changes as the 98T. also has wear and heating enabled&#x3C;/blockquote&#x3E;</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-06-13T02:06:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2165-forza-motorsport-5-new-previews-and-videos/">
 <title>Forza Motorsport 5: New Previews and Videos</title>
 <link>http://www.simracingworld.com/news/2165-forza-motorsport-5-new-previews-and-videos/</link>
 <description>Turn 10 studios have released a number of new previews and videos for their recently-announced &#x3C;a href=&#x22;http://www.simracingworld.com/games/341/&#x22;&#x3E;Forza Motorsport 5&#x3C;/a&#x3E;. &#x3C;BR&#x3E;&#x3C;BR&#x3E;You can view all of these on our &#x3C;a href=&#x22;http://www.simracingworld.com/games/341/&#x22;&#x3E;Forza Motorsport 5&#x3C;/a&#x3E; game profile. The game is due for release later this year on the Xbox One console. </description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-06-13T01:43:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2164-assetto-corsa-vallelunga-previews/">
 <title>Assetto Corsa: Vallelunga Previews</title>
 <link>http://www.simracingworld.com/news/2164-assetto-corsa-vallelunga-previews/</link>
 <description>Kunos Simulazioni have announced that the famous Vallelunga track will be coming to their upcoming &#x3C;a href=&#x22;http://www.simracingworld.com/games/326/&#x22;&#x3E;Assetto Corsa&#x3C;/a&#x3E; simulation when it is released later in the year. &#x3C;BR&#x3E;&#x3C;BR&#x3E;The Vallelunga circuit is a 2.5 mile, 10 turn track found 20 miles north of Rome. It is used for various events including periodic F1 testing and promotional days. &#x3C;BR&#x3E;&#x3C;BR&#x3E;Screenshots of the track can be found on our &#x3C;a href=&#x22;http://www.simracingworld.com/games/326/&#x22;&#x3E;Assetto Corsa&#x3C;/a&#x3E; game profile, and don&#x27;t forget to keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-06-13T01:37:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2163-simraceway-mercedes-300sl-released/">
 <title>Simraceway: Mercedes 300SL Released</title>
 <link>http://www.simracingworld.com/news/2163-simraceway-mercedes-300sl-released/</link>
 <description>Simraceway have released a new car for their &#x3C;a href=&#x22;http://www.simracingworld.com/games/321/&#x22;&#x3E;Simraceway&#x3C;/a&#x3E; online racing game - the Mercedes-Benz 300SL. &#x3C;BR&#x3E;&#x3C;BR&#x3E;This car sells for $22 on Simraceway. &#x3C;BR&#x3E;&#x3C;BR&#x3E;Don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/321/&#x22;&#x3E;Simraceway&#x3C;/a&#x3E; game profile for much more content on this title, and don&#x27;t forget to keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-06-13T01:32:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2162-rfactor-2-silverstone-previews/">
 <title>rFactor 2: Silverstone Previews</title>
 <link>http://www.simracingworld.com/news/2162-rfactor-2-silverstone-previews/</link>
 <description>ISI have released a number of previews of the Silverstone circuit, which will soon be released for &#x3C;a href=&#x22;http://www.simracingworld.com/games/281/&#x22;&#x3E;rFactor 2&#x3C;/a&#x3E;. &#x3C;BR&#x3E;&#x3C;BR&#x3E;You can view these screenshots &#x3C;a href=&#x22;http://www.simracingworld.com/screenshots/281-rfactor-2/&#x22;&#x3E;here&#x3C;/a&#x3E;. We will bring you news when the track is released - which will be before the British Grand Prix at the end of June. &#x3C;BR&#x3E;&#x3C;BR&#x3E;In the meantime, make sure you visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/281/&#x22;&#x3E;rFactor 2&#x3C;/a&#x3E; game profile, and don&#x27;t forget to &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;follow us on Twitter&#x3C;/a&#x3E;.</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-06-13T01:28:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2161-project-cars-build-480-released/">
 <title>Project CARS: Build 480 Released</title>
 <link>http://www.simracingworld.com/news/2161-project-cars-build-480-released/</link>
 <description>Slightly Mad Studios have released build 480 of &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E;, which alongside the usual improvements and bug fixes, introduces the first version of a classic Silverstone track, as well as updated sounds for the Pagani Zonda R. &#x3C;BR&#x3E;&#x3C;BR&#x3E;A full list of changes are below, and you can download as usual from the &#x3C;a href=&#x22;http://forum.wmdportal.com/downloads.php&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;WMD Portal&#x3C;/a&#x3E;.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E; game profile for much more on this title, and you can keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.&#x3C;blockquote&#x3E;Build 480 (24/5/13, Team Member+)&#x3C;BR&#x3E;Audio: &#x3C;BR&#x3E;* Set AI volume to zero to temp cure audio corruption issue until Stuart can trouble shoot&#x3C;BR&#x3E;Shaders:&#x3C;BR&#x3E;* Disabled motion blur for drivers materials&#x3C;BR&#x3E;Tracks:&#x3C;BR&#x3E;* Northampton Classic: Fixed nasty pop up of track/terrain part&#x3C;BR&#x3E;* Northampton Classic: Added track Hud map&#x3C;BR&#x3E;* Northampton Classic: Added raceline&#x3C;BR&#x3E;* Northampton Classic: Added autograss and tracklights&#x3C;BR&#x3E;Vehicles:&#x3C;BR&#x3E;* Pagani Zonda R: Stiffer roll bars on Ben&#x92;s feedback, tuned engine and brake heating/wear, temporary increase in tire pressure until an STM heating model is done&#x3C;BR&#x3E;* Formula Gulf FG1000: Revised setup on petrolhd&#x92;s initial feedback&#x3C;/blockquote&#x3E;</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-31T01:35:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2160-simraceway-pagani-zonda-r-released/">
 <title>Simraceway: Pagani Zonda R Released</title>
 <link>http://www.simracingworld.com/news/2160-simraceway-pagani-zonda-r-released/</link>
 <description>Our friends at &#x3C;a href=&#x22;http://www.simracingworld.com/games/321/&#x22;&#x3E;Simraceway&#x3C;/a&#x3E; have released the Pagani Zonda R to the title, which is a 1000bhp+ sports car. &#x3C;BR&#x3E;&#x3C;BR&#x3E;The car is available for &#x3C;a href=&#x22;http://www.simracingworld.com/games/321/&#x22;&#x3E;Simraceway&#x3C;/a&#x3E;, and costs $18. We&#x27;ve added some release screenshots &#x3C;a href=&#x22;http://www.simracingworld.com/screenshots/321-simraceway/&#x22;&#x3E;here&#x3C;/a&#x3E;.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/321/&#x22;&#x3E;Simraceway&#x3C;/a&#x3E; game profile for much more information about this title, and you can also keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.&#x3C;BR&#x3E;&#x3C;BR&#x3E;</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-31T01:29:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2159-forza-motorsport-5-announced/">
 <title>Forza Motorsport 5 Announced</title>
 <link>http://www.simracingworld.com/news/2159-forza-motorsport-5-announced/</link>
 <description>Turn 10 Studios and Microsoft have announced &#x3C;a href=&#x22;http://www.simracingworld.com/games/341/&#x22;&#x3E;Forza Motorsport 5&#x3C;/a&#x3E;, which will be released for the firm&#x27;s brand new Xbox One console later this year. Not a great deal is known about the game as of yet, but you can expect it to continue down the arcade style of racing employed by previous titles. &#x3C;BR&#x3E;&#x3C;BR&#x3E;Nevertheless, Turn 10 have released a number of &#x3C;a href=&#x22;http://www.simracingworld.com/screenshots/341-forza-motorsport-5/&#x22;&#x3E;screenshots&#x3C;/a&#x3E; showing the Mclaren P1, as well as an &#x3C;a href=&#x22;http://www.simracingworld.com/videos/341-forza-motorsport-5/2371-forza-motorsport-5-xbox-one-announcement-trailer/&#x22;&#x3E;announcement trailer&#x3C;/a&#x3E;.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Much more details will be found on our &#x3C;a href=&#x22;http://www.simracingworld.com/games/341/&#x22;&#x3E;Forza Motorsport 5&#x3C;/a&#x3E; game profile as they are released, in the mean time make sure you keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-31T01:25:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2158-r3e-updated-build-released/">
 <title>R3E - Updated Build Released</title>
 <link>http://www.simracingworld.com/news/2158-r3e-updated-build-released/</link>
 <description>Simbin have released a fairly substantial update for &#x3C;a href=&#x22;http://www.simracingworld.com/games/338/&#x22;&#x3E;R3E - RaceRoom Racing Experience&#x3C;/a&#x3E;, which makes various improvements and changes to the sim. &#x3C;BR&#x3E;&#x3C;BR&#x3E;A full list of updates are shown below. &#x3C;BR&#x3E;&#x3C;BR&#x3E;Don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/338/&#x22;&#x3E;R3E - RaceRoom Racing Experience&#x3C;/a&#x3E; game profile for much more content and information on this free-to-play title.&#x3C;blockquote&#x3E;Game &#x26; Code &#x26; Performance:&#x3C;BR&#x3E;&#x3C;BR&#x3E;    Full controller support. The cursor can be controlled in menus with analog stick on gamepads and steering wheels.&#x3C;BR&#x3E;    Improved &#x26; updated controller support. (Reverse replicate for steering, new hot key options).&#x3C;BR&#x3E;    Added additional controller options for steering sensitivity and min/max range.&#x3C;BR&#x3E;    Added additional controller option for gamepads; return multiplier (front wheel return/snap back to center).&#x3C;BR&#x3E;    Improved Analog Sector values for more accurate gamepad control.&#x3C;BR&#x3E;    Instant Replays in-game. Press R to instantly see a replay of the cool move you&#x92;ve done.&#x3C;BR&#x3E;    HUD elements can now be toggled on/off in replays.&#x3C;BR&#x3E;    Implemented and improved free camera logic &#x26; cam collision.&#x3C;BR&#x3E;    Data displays are now showing properly in replays.&#x3C;BR&#x3E;    Tweaked Zoom in/out functions in replays for certain cameras, disabled them for cameras where it&#x92;s not meant to be used.&#x3C;BR&#x3E;    Camera names will no longer show when replay controls are hidden.&#x3C;BR&#x3E;    Optimized Localization. Game now supports letters with accents.&#x3C;BR&#x3E;    Improved &#x26; updated font support.&#x3C;BR&#x3E;    Fixed an issue where Russian keyboard inputs were not showing the right characters despite setting the Language for Unicode programs.&#x3C;BR&#x3E;    Fixed various typos in menus, portal, car/track information and descriptions.&#x3C;BR&#x3E;    Optimized Media Hub.&#x3C;BR&#x3E;    Player can now have infinite amount of replay files in Media Hub.&#x3C;BR&#x3E;    Optimized Menu transitions.&#x3C;BR&#x3E;    Optimized GPU performance.&#x3C;BR&#x3E;    Optimized Memory usage.&#x3C;BR&#x3E;    Optimized CPU usage.&#x3C;BR&#x3E;    Improved patching system to shrink the patch file size in future updates.&#x3C;BR&#x3E;    Removed the launcher functionality in game as it&#x92;s no longer relevant; the game now executes faster.&#x3C;BR&#x3E;    Fixed pathing issues that could occur on Win 7 and 8 when the Windows or the game was not installed in the default location.&#x3C;BR&#x3E;    Fixed various issues that occurred when adjusting car setup and going back to the game.&#x3C;BR&#x3E;    Fixed issues that could occur when rewinding/navigating a replay via its progress bar.&#x3C;BR&#x3E;    Fixed an issue where skidding sound could trigger while wheels are rotating.&#x3C;BR&#x3E;    Fixed inconsistencies with car marker positions on track layouts.&#x3C;BR&#x3E;    Fixed an issue where wind screen of player car could start flickering after overtaking an AI car.&#x3C;BR&#x3E;    Fixed issues where data display and dashboard displays were inconsistent on some of the cars.&#x3C;BR&#x3E;    Fixed an issue where ghost files would appear corrupt.&#x3C;BR&#x3E;    Apex hunt progress now shows properly in the menus.&#x3C;BR&#x3E;    Re-enabled Legacy Mode (Game runs in Windows XP, though not fully supported).&#x3C;BR&#x3E;    Fixed issues that would occur if the player had multiple controllers connected.&#x3C;BR&#x3E;    Prepared the game for future content.&#x3C;BR&#x3E;    Groundwork for future features.&#x3C;BR&#x3E;    Fixed various individual issues that could potentially cause crashes.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Portal &#x26; Leaderboards &#x26; Competitions:&#x3C;BR&#x3E;&#x3C;BR&#x3E;    Implemented Class based Leaderboards.&#x3C;BR&#x3E;    Leaderboards have been changed and improved. The look and feel of the leaderboards have changed. Filters are now presented in a more user-friendly way.&#x3C;BR&#x3E;    Updated &#x26; Improved the in-game browser.&#x3C;BR&#x3E;    Players can now subscribe to specific leaderboards, which gets added as a widget to the dashboard for quick access.&#x3C;BR&#x3E;    Search functionality has been improved. It is now faster.&#x3C;BR&#x3E;    Added summary to the sidebars to provide better and more user-friendly information about the selected leaderboard.&#x3C;BR&#x3E;    Added galleries for store items. Players can now see different screenshots for cars/tracks.&#x3C;BR&#x3E;    Fixed an issue where player avatars sometimes would appear blank in the leaderboards.&#x3C;BR&#x3E;    Various improvements in the backend/frontend.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Art &#x26; Art Code:&#x3C;BR&#x3E;&#x3C;BR&#x3E;    Optimized motion blur and fixed various motion blur related issues on cars.&#x3C;BR&#x3E;    Implemented a new lighting system for better illumination.&#x3C;BR&#x3E;    Implemented a new car paint shader for better visuals on cars.&#x3C;BR&#x3E;    Implemented a new gravel/dirt shader.&#x3C;BR&#x3E;    Various art fixes &#x26; tweaks in Suzuka tracks.&#x3C;BR&#x3E;    Various art fixes &#x26; tweaks in Lakeview Hillclimb tracks.&#x3C;BR&#x3E;    Various art fixes &#x26; tweaks in Raceroom Hillclimb tracks.&#x3C;BR&#x3E;    Various art fixes &#x26; tweaks in Bathurst.&#x3C;BR&#x3E;    Various art fixes &#x26; tweaks in Raceroom Raceway tracks.&#x3C;BR&#x3E;    Various art fixes &#x26; tweaks in Hockenheimring tracks.&#x3C;BR&#x3E;    Various art fixes &#x26; tweaks in Monza tracks.&#x3C;BR&#x3E;    Various art fixes &#x26; tweaks in Zandvoort tracks.&#x3C;BR&#x3E;    Various art fixes &#x26; tweaks in Portimao tracks.&#x3C;BR&#x3E;&#x3C;BR&#x3E;AI:&#x3C;BR&#x3E;&#x3C;BR&#x3E;    Various AI fixes &#x26; tweaks.&#x3C;/blockquote&#x3E;</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-23T02:11:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2157-assetto-corsa-ferrari-599xx-evo-previews/">
 <title>Assetto Corsa &#x96; Ferrari 599XX Evo Previews</title>
 <link>http://www.simracingworld.com/news/2157-assetto-corsa-ferrari-599xx-evo-previews/</link>
 <description>Kunos Simulazioni have released a new batch of preview screenshots for yet another licensed Ferrari - the Ferrari 599XX Evo, featuring in their upcoming simulation &#x3C;a href=&#x22;http://www.simracingworld.com/games/326/&#x22;&#x3E;Assetto Corsa&#x3C;/a&#x3E;. &#x3C;BR&#x3E;&#x3C;BR&#x3E;The screenshots are as impressive as usual - and are well worth a look &#x3C;a href=&#x22;http://www.simracingworld.com/screenshots/326-assetto-corsa/&#x22;&#x3E;here&#x3C;/a&#x3E;.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/326/&#x22;&#x3E;Assetto Corsa&#x3C;/a&#x3E; game profile for much more content on this game, and you can also keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-23T02:07:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2156-assetto-corsa-new-ferrari-mclaren-previews/">
 <title>Assetto Corsa: New Ferrari &#x26; Mclaren Previews</title>
 <link>http://www.simracingworld.com/news/2156-assetto-corsa-new-ferrari-mclaren-previews/</link>
 <description>After a short break, Kunos Simulazioni have released new previews of the Mclaren MP4-12C and Ferrari F458 GT2 cars which will feature as officially licensed vehicles in &#x3C;a href=&#x22;http://www.simracingworld.com/games/326/&#x22;&#x3E;Assetto Corsa&#x3C;/a&#x3E;, due to be released later this year. &#x3C;BR&#x3E;&#x3C;BR&#x3E;We&#x27;ve added the previews to our Assetto Corsa &#x3C;a href=&#x22;http://www.simracingworld.com/screenshots/326-assetto-corsa/&#x22;&#x3E;screenshots page&#x3C;/a&#x3E;, so make sure you check them out. &#x3C;BR&#x3E;&#x3C;BR&#x3E;Much more information on this upcoming game can be found on our &#x3C;a href=&#x22;http://www.simracingworld.com/games/326/&#x22;&#x3E;Assetto Corsa&#x3C;/a&#x3E; game profile page, and don&#x27;t forget to keep up to date with all the sim-racing news &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;follow us on Twitter&#x3C;/a&#x3E;.</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-22T01:47:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2155-simraceway-mazda-787-released/">
 <title>Simraceway: Mazda 787 Released</title>
 <link>http://www.simracingworld.com/news/2155-simraceway-mazda-787-released/</link>
 <description>Ignite Skill Gaming have released the Madza 787 for their free-to-play [gamelink[ title. &#x3C;BR&#x3E;&#x3C;BR&#x3E;The Mazda 787, which raced in the 1990 Le Mans 24 hours race, is available to purchase for $7.50. &#x3C;BR&#x3E;&#x3C;BR&#x3E;We&#x27;ve added screenshots &#x3C;a href=&#x22;http://www.simracingworld.com/screenshots/321-simraceway/&#x22;&#x3E;here&#x3C;/a&#x3E;, and a video of the car racing at Laguna Seca &#x3C;a href=&#x22;http://www.simracingworld.com/videos/321-simraceway/2362-simraceway-mazda-787-laguna-seca/&#x22;&#x3E;here&#x3C;/a&#x3E;.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/321/&#x22;&#x3E;Simraceway&#x3C;/a&#x3E; game profile for much more on this game, and you can also keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-15T00:29:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2154-project-cars-build-469-released/">
 <title>Project CARS: Build 469 Released</title>
 <link>http://www.simracingworld.com/news/2154-project-cars-build-469-released/</link>
 <description>Slightly Mad Studios have released build 469 of &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E;, making various improvements and changes to the game as listed below. &#x3C;BR&#x3E;&#x3C;BR&#x3E;You&#x27;ll need to download via the &#x3C;a href=&#x22;http://forum.wmdportal.com/downloads.php&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;WMD Portal&#x3C;/a&#x3E;. &#x3C;BR&#x3E;&#x3C;BR&#x3E;Don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E; game profile for much more information on the game, and you can also keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.&#x3C;blockquote&#x3E;Build 469 (14/5/13, Team Member+)&#x3C;BR&#x3E;Physics:&#x3C;BR&#x3E;* Ruf RGT-8 &#x26; Mercedes SLS: Unlocked all setup options.&#x3C;BR&#x3E;* Tweaked the default tyre name search and removed compound tag search to increase tyre options&#x3C;BR&#x3E;* Set default tyre index to -1&#x3C;BR&#x3E;* Present tyre name rather than tags to the createTire SETA system for default tyres&#x3C;BR&#x3E;* Adjusted player only slipstream effect back to 1.0 from 4.0&#x3C;BR&#x3E;* Tires: improvement of speed of tagging calls, anti-LSS options&#x3C;BR&#x3E;Base/Tools:&#x3C;BR&#x3E;* BLiveEditManager/LiveEditTools Camera Editor updates standard gizmos in and camera object manipulation&#x3C;BR&#x3E;AppCore:&#x3C;BR&#x3E;* Collect light instances post track load and register with environment animation system. Enable environment animations for locatable instances.&#x3C;BR&#x3E;* Render tasks to allow visualisation of editing cameras point of view..&#x3C;BR&#x3E;* Restore switch from PostAdvanceSession to InGame state&#x3C;BR&#x3E;Audio:&#x3C;BR&#x3E;* Fix for missing environment sounds. When RaceAppCore changes were made, an Init call had been missed out and so handles weren&#x92;t getting updated&#x3C;BR&#x3E;Scripting:&#x3C;BR&#x3E;* Updated game mode scripts, so now all game mode queries are obtained from GameSetup.&#x3C;BR&#x3E;GUI:&#x3C;BR&#x3E;* Fixes for list scrolling in edge cases&#x3C;BR&#x3E;* Patch to avoid crash on bad mFrame2&#x3C;BR&#x3E;* Fix for GUIQuad::SetColour so that it uses GUIQUADFLAG_CloneHasOwnRGB and GUIQUADFLAG_CloneHasOwnAlpha instead of GUITEXTFLAG_CloneHasOwnRGB and GUITEXTFLAG_CloneHasOwnAlpha.&#x3C;BR&#x3E;Vehicles:&#x3C;BR&#x3E;* Caterham SP300R: Fixed cockpit exposure value.&#x3C;/blockquote&#x3E;</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-15T00:23:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2153-simraceway-morgan-aero-ford-gt40-released/">
 <title>Simraceway: Morgan Aero &#x26; Ford GT40 Released</title>
 <link>http://www.simracingworld.com/news/2153-simraceway-morgan-aero-ford-gt40-released/</link>
 <description>Simraceway have now released the Morgan Aero Supersports and the Ford MK1 GT40 cars as purchasable downloads for the &#x3C;a href=&#x22;http://www.simracingworld.com/games/321/&#x22;&#x3E;Simraceway&#x3C;/a&#x3E; title. &#x3C;BR&#x3E;&#x3C;BR&#x3E;We&#x27;ve added screenshots of both the cars to our &#x3C;a href=&#x22;http://www.simracingworld.com/games/321/&#x22;&#x3E;Simraceway&#x3C;/a&#x3E; game profile page - so make sure you check them out. &#x3C;BR&#x3E;&#x3C;BR&#x3E;For more information on Simraceway - visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/321/&#x22;&#x3E;Simraceway&#x3C;/a&#x3E; game profile, and don&#x27;t forget to keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-11T18:14:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2152-project-cars-interview-at-vvv-gamer/">
 <title>Project CARS Interview at VVV Gamer</title>
 <link>http://www.simracingworld.com/news/2152-project-cars-interview-at-vvv-gamer/</link>
 <description>The team over at VVV have posted an interview with Andy Tudor, who is the creative direct for &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E;. &#x3C;BR&#x3E;&#x3C;BR&#x3E;The interview is well worth a read over at &#x3C;a href=&#x22;http://www.teamvvv.com/en/news/comments/Project-CARS-The-community-developed-rival-to-Forza-and-GT&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;VVV&#x3C;/a&#x3E;.&#x3C;blockquote&#x3E;Both NFS Shift games were criticised by the simulation racing community for poor car handling and controls. What have you changed in the approach to CARS to improve in these areas?&#x3C;BR&#x3E;&#x3C;BR&#x3E;So with the Shift titles we were obviously moving iteratively towards a more &#x27;sim&#x27; style title. Shift 1 was the introduction of circuit racing to the previously illegal action/arcade titles from previous years. Shift 2 then introduced the &#x27;Superman versions&#x27; of road cars with GT3, GT1 and other forms of real motorsport with Drift, Drag, Time Attack, and Endurance. Each step of the way we were also adding more depth to the physics, handling, controls, options, and general realism whilst still maintaining that core experience of &#x27;what it really feels like out on the track&#x27;.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Compared to existing sim racing titles at the time though we still had a number of steps to go in terms of audience expectation on what they believed were key differentiators between the Shift titles and what they were used to and we appreciated those and have taken them on board wholeheartedly for Project CARS.&#x3C;/blockquote&#x3E;</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-11T18:06:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2151-project-cars-build-462-released/">
 <title>Project CARS: Build 462 Released</title>
 <link>http://www.simracingworld.com/news/2151-project-cars-build-462-released/</link>
 <description>Slightly Mad Studios have released build 462 of &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E;, which makes various changes and improvements to the game as well as adding an early build of the Mercedes 2012 SLS AMG GT3 car. &#x3C;BR&#x3E;&#x3C;BR&#x3E;As well as the build updates, SMS have released the latest batch of almost 100 impressive new &#x3C;a href=&#x22;http://www.simracingworld.com/screenshots/320&#x22;&#x3E;community screenshots&#x3C;/a&#x3E; - make sure you check them out. &#x3C;BR&#x3E;&#x3C;BR&#x3E;A full list of build updates can be found below - you&#x27;ll need to download via the &#x3C;a href=&#x22;http://forum.wmdportal.com/downloads.php&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;WMD Portal&#x3C;/a&#x3E;, and don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/320/&#x22;&#x3E;Project CARS&#x3C;/a&#x3E; game profile for much more information and content on this game.&#x3C;blockquote&#x3E;Build 462 (3/5/13, Junior Member+)&#x3C;BR&#x3E;Bug Fixes:&#x3C;BR&#x3E;* Added protection to player flag check in MP session (Fixes MP issues)&#x3C;BR&#x3E;* Moved engine sounds on/off out of the car sounds on/off so that engine, turbo, transmission and exhaust sounds toggle along with the metric for the engine being started/stopped, so sounds now work in line with the physics engine changes&#x3C;BR&#x3E;* Fixed a race start issue where the exhaust sounds could bypass that and play. Also reset the car state fully on a restart to make sure the engine on/off state change was picked up properly&#x3C;BR&#x3E;Vehicles:&#x3C;BR&#x3E;* Mitsubishi Lancer: All exterior mapped&#x26;textured, new lights setup, some mesh updates, combined all glass materials, user flags checked/fixed etc&#x3C;BR&#x3E;&#x3C;BR&#x3E;Build 461 (3/5/13, Junior Member+)&#x3C;BR&#x3E;Physics:&#x3C;BR&#x3E;* Ignition and engine start updates&#x3C;BR&#x3E;* Fix for testing whether to Auto Start Engine before reading the Driver Aid settings&#x3C;BR&#x3E;* Changed Auto Start to be 1 for Elite handling modes, should be 1 for all modes now&#x3C;BR&#x3E;* Tweaked thresholds for IsEngineRunning metric&#x3C;BR&#x3E;Base:&#x3C;BR&#x3E;* Padded BDbgString when not used to keep consistent size for use by loaded classes such BHashString on all platforms/configs, including 64 bit&#x3C;BR&#x3E;* Added static asserts to check expected sizes of BHashStrings and other basics types&#x3C;BR&#x3E;* Various updates to change crt string calls to Base abstracts including new BStrtok&#x3C;BR&#x3E;* Physics: Added overloads to pass in dest length for use with BStrtok abstracts&#x3C;BR&#x3E;* NetServices: Fixed a compile warning&#x3C;BR&#x3E;* Fix HRDF 64-bit type sizes and relocations&#x3C;BR&#x3E;* Added BStrtok abstracts&#x3C;BR&#x3E;GUI:&#x3C;BR&#x3E;* Added function register for heat haze toggle&#x3C;BR&#x3E;Bug Fixes:&#x3C;BR&#x3E;* Fix for not fetching valid RaceModeInfo for multiplayer&#x3C;BR&#x3E;* Fixed incorrect script logic causing number of laps to always be 1&#x3C;BR&#x3E;Render:&#x3C;BR&#x3E;* Planar Reflections resolution is now linked to the envmap settings&#x3C;BR&#x3E;* Added optional scaling of envmap based on specular texture alpha (as used on basic.fx) to basic_windows.fx&#x3C;BR&#x3E;Audio:&#x3C;BR&#x3E;* Added gear wobble engine modulation&#x3C;BR&#x3E;Replays:&#x3C;BR&#x3E;* ReplaySaveLoad: Resurrected some old debug code to aid in finding invalid track/vehicle IDs&#x3C;BR&#x3E;* Replay: Added error then continue on an attempt to stop recording to an uninitialised sample buffer&#x3C;BR&#x3E;* cPhysicsReplay: Clear activated flag on Cleanup()&#x3C;BR&#x3E;Race Rules:&#x3C;BR&#x3E;* Enable RacingFlags to be displayed&#x3C;BR&#x3E;* Add display to 2d map&#x3C;BR&#x3E;* Add RacingFlagSettings.hrdf which contains parameters to alter flag behaviour&#x3C;BR&#x3E;* Add warning message to TextDB.btdb&#x3C;BR&#x3E;* Define RACEAPPCORE_RACING_FLAGS_ENABLED for Aries&#x3C;BR&#x3E;* Hookup gui code to display flag warnings&#x3C;BR&#x3E;* Enable conditional compilation of RacingFlags&#x3C;BR&#x3E;* Only display HUD warning when player is inside a flag section&#x3C;BR&#x3E;* Only run flag detection on host in multiplayer games&#x3C;BR&#x3E;Shaders:&#x3C;BR&#x3E;* WIP Fog/Scattering Shader&#x3C;BR&#x3E;* Fixed PS3 shader compiler error in vehicles_basic_translucent.fx&#x3C;BR&#x3E;Tracks:&#x3C;BR&#x3E;* Bathurst: Added leaves particle fx in some areas&#x3C;BR&#x3E;Vehicles:&#x3C;BR&#x3E;* Mercedes SLS AMG: Applied WIP suspension geometry from the GT3 version until we get full reference&#x3C;BR&#x3E;* Ford Mustang Boss 302R: More performance balancing and applying data from Ford Racing&#x3C;BR&#x3E;* BMW M3 GT4: Reduced aero drag&#x3C;BR&#x3E;* Mercedes SLS GT3: Applied real numbers to gearbox&#x3C;BR&#x3E;* Mitsubishi Lancer Evo X: Normals/textures updated&#x3C;/blockquote&#x3E;</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-11T18:02:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2150-r3e-monza-previews/">
 <title>R3E - Monza Previews</title>
 <link>http://www.simracingworld.com/news/2150-r3e-monza-previews/</link>
 <description>Simbin have released some previews of the Monza track, which will be available for its latest &#x3C;a href=&#x22;http://www.simracingworld.com/games/338/&#x22;&#x3E;R3E - RaceRoom Racing Experience&#x3C;/a&#x3E; title. &#x3C;BR&#x3E;&#x3C;BR&#x3E;Furthermore, two brand new cars will be added - the Pagani Zonda R and the Radical SR9. Previews of all this upcoming content can be found on our R3E &#x3C;a href=&#x22;http://www.simracingworld.com/screenshots/338-r3e-raceroom-racing-experience/&#x22;&#x3E;screenshots page&#x3C;/a&#x3E;.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/338/&#x22;&#x3E;R3E - RaceRoom Racing Experience&#x3C;/a&#x3E; game profile for much more on this title, and you can also keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-11T17:50:00+00:00</dc:date>
 </item>
 <item rdf:about="http://www.simracingworld.com/news/2149-assetto-corsa-dev-update-mclaren-previews/">
 <title>Assetto Corsa: Dev Update &#x26; Mclaren Previews</title>
 <link>http://www.simracingworld.com/news/2149-assetto-corsa-dev-update-mclaren-previews/</link>
 <description>Kunos Simulazioni have issued a development update in which they talk about upcoming features and the release date, which you can see below. &#x3C;BR&#x3E;&#x3C;BR&#x3E;Furthermore, they have released first previews of the Mclaren MP4-12C which will feature in the game. These are available on our &#x3C;a href=&#x22;http://www.simracingworld.com/screenshots/326&#x22;&#x3E;screenshots page&#x3C;/a&#x3E;.&#x3C;BR&#x3E;&#x3C;BR&#x3E;Don&#x27;t forget to visit our &#x3C;a href=&#x22;http://www.simracingworld.com/games/326/&#x22;&#x3E;Assetto Corsa&#x3C;/a&#x3E; game profile for much more on this game, and you can also keep up to date by &#x3C;a href=&#x22;http://www.twitter.com/simracingworld&#x22; class=&#x22;external&#x22; target=&#x22;_blank&#x22;&#x3E;following us on Twitter&#x3C;/a&#x3E;.&#x3C;blockquote&#x3E;    Ok, some flash news. The inclusion of Pagani Huayra in Assetto Corsa hasn&#x92;t been officially revealed but is not a secret anymore, we have collected all data we need to reproduce this &#x91;hypercar&#x92; at the best.&#x3C;BR&#x3E;&#x3C;BR&#x3E;    The AC Tech Preview has had an unexpected impact on our activities, adding a massive interest about our software technology.&#x3C;BR&#x3E;    This is creating a lot of opportunities for our team, and meanwhile, we are supporting some big-name companies that already take advantage of our software for professional purposes.&#x3C;BR&#x3E;&#x3C;BR&#x3E;    This requires time and is one of the reasons of the lack of information released in April. Also, we have received a lot of feedback and suggestions not only by gamers but also by a lot of videogaming journalists and by other people involved in this business, that helped us to reconsider some features and options that should be included in the first release of AC (who said &#x93;career&#x94; mode?).&#x3C;BR&#x3E;&#x3C;BR&#x3E;    We had already scheduled to include some of these features in additional packages, but we believe that the potential of Assetto Corsa has become so high that we must take the right decisions at the right time, also in relation of distribution channels we&#x92;ll use to sell and distribute our game.&#x3C;BR&#x3E;&#x3C;BR&#x3E;    Soon, we&#x92;ll have the answer to the most frequently asked question related to Assetto Corsa: &#x93;when?&#x94;, cos&#x92; we have a precise date in mind. Also we&#x92;ll reveal all main features and contents included in the game, starting to show&#x26;talk about gameplay.&#x3C;/blockquote&#x3E;</description>
 <dc:creator>Paul</dc:creator>
 <dc:date>2013-05-11T17:46:00+00:00</dc:date>
 </item>
 </rdf:RDF>