currololo escribió:Desde que me petó el ordenador hace dos semanas sólo he podido jugar un día.
Joder, qué mono tengo.
Egomagic escribió:colets escribió:Lo que sí es nuevo es que haya versión gratuita.
Para iOS, tienes un par de aplicaciones parecidas de usuarios del foro oficial, andan sobre los tres euros.
Y es un poco chapucero (ya que puede tener bastante lag), pero puedes usar una aplicación de windows, de escritorio y con algo como iDisplay o AirDisplay, verla en el iPhone. En un tablet Android va más o menos bien si consigues que se conecte por USB, con el iPhone, lo veo más complicado.
ay version gratuita para android?
podrias poner enlances?
gracias
frasracing escribió:frasracing escribió:Buenas, en su día pillé la versión básica del juego (La de 10€ me parece) para aquellos que tengamos dicha versión, ya no podemos acceder a una superior no? La verdad es que me molaría probar algunos de los otros coches pero tengo siempre los mismos y quitan las ganas de jugar
Me autocito
Build 730 (22/05/14, Team Member+) - 213.4 MB
Next-Gen:
* XB1: More ESRAM optimisations for Dynamic Envmap and RVM. RVM also now renders directly to texture in phase 3, saving a copy.
Bugfixing:
* Cancel any pending timer sync when returning to lobby.
* Fix for random partipant filters being set at the start of a race,i.e I have seen crash effect happen a few times
Render:
* Fix for black garage screen when you quit mid race.
GUI:
* Fix for TextIds header
* Results & stats backend work
* TextDB entries for new menu functionality.
* Matching text string for AppLink TextDB key
* Added server denial text to multiplayer menus
* Adding TextDB keys for the new delete save game dialog.
* Adding rain drops toggle applink for main menu graphics options.
* Fix for replay list when 2 or more replays contain the same track and car info.
* Adding rain drops toggle to graphics options and driving aids option to gameplay options. Not yet connected to in game systems - programming this now.
* Preparing the load save game screen for the new delete functionality I am currently implementing on the code side. (Delete button does not work just yet).
* Adding the code side for rain drops and driver aids options from the main menu - these are going to be connected to actual game systems by WillS and KevinB today.
* Adding the ability to delete save games with a confirmation dialog from the load career screen. Also fixing a bug in the list not updating properly once the screen has been visited.
Characters:
* Added Barriers, Merchants, queue, screen and Dancer
* Grid Girls: Updated grid grils with latest data export.
Career:
* Career Championships: Individual icon for Core events, placeholder art.
* Career Contracts: LMP2 contract updated to link in new Team Oreca livery.
* Career Championships: Individual icon for Invitational events, placeholder art.
* Career Championships: Updated Icon and Poster name and path string for all Invitational events.
* Career scoring can now include default points for finishers outwith the specified scoring positions, and for non-finishers (needed for some motorsport types). Formula Gulf scoring updated with appropriate scores and to handle the new scoring.
Physics:
* Fix for gforces calculation
* McLaren P1: Increased tire widths by 10mm to correct spec
* Use BThreadCreateInfo for Physics thread creation and increase message queue to help with context switching
Vehicles:
* BMW 1M: Added damage
* BMW 320 Turbo: New export
* Caterham Classic: Un-flipped windscreen normals, fixed incorrect windscreen reflection texture, small collision export tweaks
* McLaren P1: Tweaked some LODX cockpit details after feedback, Cockpit DDS texture. Silver plastic details tweaked a bit. LODX cockpit polished, mapped and textured. LODA cockpit polished, mapped and textured.
Tracks:
* Oulton: Texture updates
* Cadwell Park: Reduced texture size, new exports
* Dubai Autodrome: Fixed floating traffic cones as reported on wmd
* Loire: New texture map, 1st commit, added textures for a102 hotel building
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
fresquitotv escribió:frasracing escribió:frasracing escribió:Buenas, en su día pillé la versión básica del juego (La de 10€ me parece) para aquellos que tengamos dicha versión, ya no podemos acceder a una superior no? La verdad es que me molaría probar algunos de los otros coches pero tengo siempre los mismos y quitan las ganas de jugar
Me autocito
Lo que sí puedes hacer es meterte en los Eventos en los que haya un circuito o coche que no tienes y correr ese combo.
denis74 escribió:Coñe que despistado soy,,gracias colets Pensé que era una aplicación nueva
Lástima que no tenga android. Que saquen una versión IOS (gratuita a poder ser)
Y también estamos a punto de tener en el juego el RUF RGT-8 GT3. Así supongo que para mañana, el Clío y este RUF GT3
fresquitotv escribió:No, en los Eventos semanales se puede.
fresquitotv escribió:No, en los Eventos semanales se puede.
frasracing escribió:fresquitotv escribió:No, en los Eventos semanales se puede.
Acabo de mirar en los eventos y me aparece "Locked" en todos los que no tengo el coche disponible
delpionen escribió:Menuda sorpresa me he llevado hoy, instalo el msi afterburner, lo activo y temperatura de 80 grados en los menús y 85-90 jugando en solitario, todo eso en un pc nuevo con una gtx 770 y sin forzar las opciones gráficas (filtros desactivados, sombras en bajo, bloom desactivado y los demás detalles en alto), no me parece muy normal. Falta una optimización de gráficos cagando leches . Yo soy junior y lo mismo hay algo de eso en las últimas builds ¿sabéis algo alrespecto?
.... Those wets will burn up within about 10 laps run in the dry and you'll really start to notice a grip falloff.
dralash escribió:Se puede poner el embrague "obligatorio"? me refiero a que si no lo usas no puedas cambiar marchas en H. Es que activo el embrague y puedo cambiar marchas sin pisarlo igualmente.
Got carried away again and ended up with a massive check-in.
BMW M1 Procar: New suspension geometry matched to the car. Shift tolerances. Revised aero model with more accurate range of downforce from min to max. Set ride height ranges and bump stops. Recalculated ARB stiffness. Narrower front and wider rear tires, matching original spec Goodyears.
BMW 320 Turbo: Better front strut geometry. Shift tolerances. Currently using new Zakspeed Capri aero as the two will be pretty close in the end. Recalculated ARB stiffness. Retuned suspension and fixed some bugs in the chassis setup. Set ride height ranges and bump stops.
Zakspeed Ford Capri Gr.5: Better front strut geometry. Shift tolerances. Recalculated ARB stiffness. Same (adjustable) damper units front and rear (interesting quirk of the real car). New default setup. Set ride height ranges and bump stops. New aero using some basic CFD to get an idea of the min and max CL we could expect from the rear wing. These old cars weren't very efficient, aerodynamically, but it appears they did manage to produce a good chunk of downforce for the time.
80s GT Slick R2: New default tire for the above three cars. This is Doug's tire with a touch more grip and all our new heating methods turned on. It really brings this tire to life and removes some of the infinite grip feel. Makes all three cars quite a challenge - the turbos much more so than the M1 - and has put the performance level almost exactly where I think it should be.
Renault Clio Cup: Initial pass at physics. Engine, gearbox, aero, suspension are all about right but will surely see lots of tuning. Little bit slippery at the back upon turn-in when the tires are cold. Give it one or two laps before really pushing hard.
GT/LMP/TC tires: New revision attempting to cure the main flaws that came out of the week 33 CPFT. Namely, instability under braking and bad reaction - particularly two-wheeling - over curbs. Put simply, this revision moves back to much more of a strict radial construction. The contact patch does its best to stay very even on the track and is not as disturbed by high inclination (camber, glancing curbs, etc) and lateral forces as before.
All tires: Put my track rubbering settings in as default for all tires. The previous default was for an across-the-board 3% reduction in grip on a green track, such as what you get free practice. New numbers are less than 3%, and the amount varies on the type of grip. Adhesive types are affected more than deformation grip. Wear rate actually reduces as the track rubbers in and 'fills in' some of the rougher areas.
frasracing escribió:fresquitotv escribió:No, en los Eventos semanales se puede.
Acabo de mirar en los eventos y me aparece "Locked" en todos los que no tengo el coche disponible
Got started on it, collected ref, got to digest the CAD. Spent a big part of the day cutting down the CAD to what i need (about 5 million small bolts deleted), while carefully comparing the cad to our GT3. In the end, the main new parts will be the rear bodywork, wing, front bumper + attachments, side skirts, wheels\brakes, inner fenders. diffuser, engine modification\exhaust, some drivetrain differences and radiator area has several additions, bonnet will need small alterations aswell. The main tub will have a few additions\changes that go along with the different chassis\misc parts. Drivetrain also has a few small differences.
Aritz [otro] escribió:dralash escribió:Se puede poner el embrague "obligatorio"? me refiero a que si no lo usas no puedas cambiar marchas en H. Es que activo el embrague y puedo cambiar marchas sin pisarlo igualmente.
Yo uso embrague manual y H y en muchos coches, no puedes cambiar. No puedo asegurarlo al 100% porque siempre hago el juego del embrague, pero de lo que estoy seguro es que muchas veces no sincronizo bien embrague y cambio de marchas (por hacerlo rápido) y la marcha no entra, se queda en neutral.
El caso es que creo que para eso tiene que haber sido ajustada su "shift tolerance". Precisamente ayer se ajustaron unos cuantos de lo más interesantes:Got carried away again and ended up with a massive check-in.
BMW M1 Procar: New suspension geometry matched to the car. Shift tolerances. Revised aero model with more accurate range of downforce from min to max. Set ride height ranges and bump stops. Recalculated ARB stiffness. Narrower front and wider rear tires, matching original spec Goodyears.
BMW 320 Turbo: Better front strut geometry. Shift tolerances. Currently using new Zakspeed Capri aero as the two will be pretty close in the end. Recalculated ARB stiffness. Retuned suspension and fixed some bugs in the chassis setup. Set ride height ranges and bump stops.
Zakspeed Ford Capri Gr.5: Better front strut geometry. Shift tolerances. Recalculated ARB stiffness. Same (adjustable) damper units front and rear (interesting quirk of the real car). New default setup. Set ride height ranges and bump stops. New aero using some basic CFD to get an idea of the min and max CL we could expect from the rear wing. These old cars weren't very efficient, aerodynamically, but it appears they did manage to produce a good chunk of downforce for the time.
80s GT Slick R2: New default tire for the above three cars. This is Doug's tire with a touch more grip and all our new heating methods turned on. It really brings this tire to life and removes some of the infinite grip feel. Makes all three cars quite a challenge - the turbos much more so than the M1 - and has put the performance level almost exactly where I think it should be.
Renault Clio Cup: Initial pass at physics. Engine, gearbox, aero, suspension are all about right but will surely see lots of tuning. Little bit slippery at the back upon turn-in when the tires are cold. Give it one or two laps before really pushing hard.
GT/LMP/TC tires: New revision attempting to cure the main flaws that came out of the week 33 CPFT. Namely, instability under braking and bad reaction - particularly two-wheeling - over curbs. Put simply, this revision moves back to much more of a strict radial construction. The contact patch does its best to stay very even on the track and is not as disturbed by high inclination (camber, glancing curbs, etc) and lateral forces as before.
All tires: Put my track rubbering settings in as default for all tires. The previous default was for an across-the-board 3% reduction in grip on a green track, such as what you get free practice. New numbers are less than 3%, and the amount varies on the type of grip. Adhesive types are affected more than deformation grip. Wear rate actually reduces as the track rubbers in and 'fills in' some of the rougher areas.
Asegúrate que tienes el "auto-clutch off" y por supuesto, que estés jugando con un coche que originalmente sea con caja en H, que hay muchos que son secuenciales a pesar de que te deje usar tu shifter (cosa que cambiará y no podrás usarlo)
abe_nano escribió:currolo que te parece la r9 290?? Por el precio que has dicho o un poquito mas las tienes
currololo escribió:abe_nano escribió:currolo que te parece la r9 290?? Por el precio que has dicho o un poquito mas las tienes
La miraré a ver qué tal.
¿Alguna recomendación de Nvidia? Lo digo porque parece que las Nvidia suelen tener los drivers más actualizados y dan menos problemas que las ATI, ¿no? He tenido de las dos marcas pero ahora mismo me tira más Nvidia aunque no descarto ninguna. De todas formas, si al final tengo que cambiar la gráfica, ya os preguntaré mejor en el foro de hardware.
Build 731 (23/05/14, Team Member+) - 500 MB
Next-Gen:
* XB1: Support for RenderTarget clears with no compression
* XB1: Shader compiler uses WaveSim iteration option (FXC define)
* XB1: ESRAM shadow rendering with no compression and sub resource resolve
* XB1: Fixed issues with cancelling the join new user to multiplayer session async operation.
* PS4: Support for PS4 Thrustmaster SDK added. T80 wheel tested. Working, but missing rumble support on this wheel currently. Added vehicleset etc for T80 wheel.
Render:
* DX11: RestoreDepth (for MSAA depth restore experiment) bug fixes.
Online/Multiplayer:
* Added DS permision and server denied handling
* Add driver meshes to JIP loading and changed queue to restart for each JIP
Characters:
* Driver SMS properties setup/tweaks
Animations:
* McLaren P1: Driver animations alpha2
Cameras:
* Replay Cameras: New real-world-style set for Derby Park - First pass
GUI:
* Harrison Pike logo updated
* Free camera now back in the FE
* Implementing driver aid options
* Fixing more gameplay applinks for driving aids.
* Screen drops are now hooked up to a profile setting.
* Harrison Pike: Naming update and Tect database update to match
* Changing to the correct dialog panel for the profile delete yes no confirmation.
Career:
* Career sessions can be individually set up with bonus scores for fastest laps in qualifying and races. Formula Gulf setup with bonus points for both.
* Returning info on why career races can't be started (locked, wrong contract etc.), so the eligibility information can be displayed once the UI for it has been added
AI/Pitstops:
* Edits on speed calculation and look forward distance
* Better line following ( small edit using road angle error ), shaves some more time off laps
Physics:
* 80s GT R2 tire
* Realistic drving aids
* New GT3/LMP/TC revision
* Renault Clio Cup: Initial physics
* BMW M1 Procar: Shift tolerances, engine wear
* Passing Driving aid infomation down to physics
* BMW 320 Turbo: Better front strut geometry, new aero, default setup changes
* Ford Capri Gr.5: Better front strut geometry, new aero, default setup changes
Vehicles:
* Ginetta G55 GT3: Source texture minor update
* Marek RP 339H: Chassis source textures initial check in.
* Renault Clio Cup: First export, added LODA interior. Added runtime/srcdata files, collision export, placeholder liveries
* RUF RGT8 GT3: First export, collisions added, new wheel textures, runtime files - exhaust flames positions fixed, finished LODX mesh
* Pagani Zonda Cinque: CPIT animations added. AO for LODs and CPIT. Body damage added. Wiper animation Rain Setup. Wiper mask texture file initial checkin.
Tracks:
* California Highway: Static Road Signs, Dynamic Road Signage
* Florence Short: Updated Florence Short Dressing with billboards, panels and flags
* Loire: Fixed intersecting trees, , rescaled textures to optimize Loire scene and track.. saved about 90Mb
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
- Brands Hatch: Missing HUD when racing at this track
jlanc3 escribió:Lista la nueva build para la LFO :Build 731 (23/05/14, Team Member+) - 500 MB
Next-Gen:
* XB1: Support for RenderTarget clears with no compression
* XB1: Shader compiler uses WaveSim iteration option (FXC define)
* XB1: ESRAM shadow rendering with no compression and sub resource resolve
* XB1: Fixed issues with cancelling the join new user to multiplayer session async operation.
* PS4: Support for PS4 Thrustmaster SDK added. T80 wheel tested. Working, but missing rumble support on this wheel currently. Added vehicleset etc for T80 wheel.
Render:
* DX11: RestoreDepth (for MSAA depth restore experiment) bug fixes.
Online/Multiplayer:
* Added DS permision and server denied handling
* Add driver meshes to JIP loading and changed queue to restart for each JIP
Characters:
* Driver SMS properties setup/tweaks
Animations:
* McLaren P1: Driver animations alpha2
Cameras:
* Replay Cameras: New real-world-style set for Derby Park - First pass
GUI:
* Harrison Pike logo updated
* Free camera now back in the FE
* Implementing driver aid options
* Fixing more gameplay applinks for driving aids.
* Screen drops are now hooked up to a profile setting.
* Harrison Pike: Naming update and Tect database update to match
* Changing to the correct dialog panel for the profile delete yes no confirmation.
Career:
* Career sessions can be individually set up with bonus scores for fastest laps in qualifying and races. Formula Gulf setup with bonus points for both.
* Returning info on why career races can't be started (locked, wrong contract etc.), so the eligibility information can be displayed once the UI for it has been added
AI/Pitstops:
* Edits on speed calculation and look forward distance
* Better line following ( small edit using road angle error ), shaves some more time off laps
Physics:
* 80s GT R2 tire
* Realistic drving aids
* New GT3/LMP/TC revision
* Renault Clio Cup: Initial physics
* BMW M1 Procar: Shift tolerances, engine wear
* Passing Driving aid infomation down to physics
* BMW 320 Turbo: Better front strut geometry, new aero, default setup changes
* Ford Capri Gr.5: Better front strut geometry, new aero, default setup changes
Vehicles:
* Ginetta G55 GT3: Source texture minor update
* Marek RP 339H: Chassis source textures initial check in.
* Renault Clio Cup: First export, added LODA interior. Added runtime/srcdata files, collision export, placeholder liveries
* RUF RGT8 GT3: First export, collisions added, new wheel textures, runtime files - exhaust flames positions fixed, finished LODX mesh
* Pagani Zonda Cinque: CPIT animations added. AO for LODs and CPIT. Body damage added. Wiper animation Rain Setup. Wiper mask texture file initial checkin.
Tracks:
* California Highway: Static Road Signs, Dynamic Road Signage
* Florence Short: Updated Florence Short Dressing with billboards, panels and flags
* Loire: Fixed intersecting trees, , rescaled textures to optimize Loire scene and track.. saved about 90Mb
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
- Brands Hatch: Missing HUD when racing at this track
jlanc3 escribió:Lista la nueva build para la LFO :Build 731 (23/05/14, Team Member+) - 500 MB
Next-Gen:
* XB1: Support for RenderTarget clears with no compression
* XB1: Shader compiler uses WaveSim iteration option (FXC define)
* XB1: ESRAM shadow rendering with no compression and sub resource resolve
* XB1: Fixed issues with cancelling the join new user to multiplayer session async operation.
* PS4: Support for PS4 Thrustmaster SDK added. T80 wheel tested. Working, but missing rumble support on this wheel currently. Added vehicleset etc for T80 wheel.
Render:
* DX11: RestoreDepth (for MSAA depth restore experiment) bug fixes.
Online/Multiplayer:
* Added DS permision and server denied handling
* Add driver meshes to JIP loading and changed queue to restart for each JIP
Characters:
* Driver SMS properties setup/tweaks
Animations:
* McLaren P1: Driver animations alpha2
Cameras:
* Replay Cameras: New real-world-style set for Derby Park - First pass
GUI:
* Harrison Pike logo updated
* Free camera now back in the FE
* Implementing driver aid options
* Fixing more gameplay applinks for driving aids.
* Screen drops are now hooked up to a profile setting.
* Harrison Pike: Naming update and Tect database update to match
* Changing to the correct dialog panel for the profile delete yes no confirmation.
Career:
* Career sessions can be individually set up with bonus scores for fastest laps in qualifying and races. Formula Gulf setup with bonus points for both.
* Returning info on why career races can't be started (locked, wrong contract etc.), so the eligibility information can be displayed once the UI for it has been added
AI/Pitstops:
* Edits on speed calculation and look forward distance
* Better line following ( small edit using road angle error ), shaves some more time off laps
Physics:
* 80s GT R2 tire
* Realistic drving aids
* New GT3/LMP/TC revision
* Renault Clio Cup: Initial physics
* BMW M1 Procar: Shift tolerances, engine wear
* Passing Driving aid infomation down to physics
* BMW 320 Turbo: Better front strut geometry, new aero, default setup changes
* Ford Capri Gr.5: Better front strut geometry, new aero, default setup changes
Vehicles:
* Ginetta G55 GT3: Source texture minor update
* Marek RP 339H: Chassis source textures initial check in.
* Renault Clio Cup: First export, added LODA interior. Added runtime/srcdata files, collision export, placeholder liveries
* RUF RGT8 GT3: First export, collisions added, new wheel textures, runtime files - exhaust flames positions fixed, finished LODX mesh
* Pagani Zonda Cinque: CPIT animations added. AO for LODs and CPIT. Body damage added. Wiper animation Rain Setup. Wiper mask texture file initial checkin.
Tracks:
* California Highway: Static Road Signs, Dynamic Road Signage
* Florence Short: Updated Florence Short Dressing with billboards, panels and flags
* Loire: Fixed intersecting trees, , rescaled textures to optimize Loire scene and track.. saved about 90Mb
Known issues:
- Replays in MP: Working but you can't watch saved replays
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Player loses control of the car after accessing the Setup and Strategy.
- Shake effects and Speed Sensitivity enabled in all profiles by default
- Brands Hatch: Missing HUD when racing at this track
yenclas escribió:Sabe alguien porque si inserto los archivos del un inyector FXAA (DX11) ejecutando el juego en 32 bits, siempre me lo abre en DX9 ?
juankyskys escribió:yenclas escribió:Sabe alguien porque si inserto los archivos del un inyector FXAA (DX11) ejecutando el juego en 32 bits, siempre me lo abre en DX9 ?
Asegurate de poner en el launcher de steam: -x64 y separado por un espacio el siguiente.
En mi caso uso el Sweetfx y este es solo para 64 bits...http://www.mediafire.com/download/t244baecnie1v37/Sweet64%26wiza.rar
Otra cosa que se me ocurre es que haya cambiado el acceso directo de tu escritorio con la nueva build.
Jackone escribió:juankyskys escribió:yenclas escribió:Sabe alguien porque si inserto los archivos del un inyector FXAA (DX11) ejecutando el juego en 32 bits, siempre me lo abre en DX9 ?
Asegurate de poner en el launcher de steam: -x64 y separado por un espacio el siguiente.
En mi caso uso el Sweetfx y este es solo para 64 bits...http://www.mediafire.com/download/t244baecnie1v37/Sweet64%26wiza.rar
Otra cosa que se me ocurre es que haya cambiado el acceso directo de tu escritorio con la nueva build.
Mi emoción duro poco, añoro el Sweetfx desde hace mucho tiempo, pero sigue siendo incompatible con W8 ;(
currololo escribió:¡Licencia para Indianapolis 500 y los coches de la IndyCar!
Players will be able to experience the thrill of driving a 700hp open-wheeler inside the world’s most famous oval as Project CARS will feature a true to life virtual version of the iconic Indianapolis Motor Speedway venue. Aside from offering an exciting place for action-packed multiplayer races and quick race events, the Indy 500 will also become a integral part of Project CARS’ career mode.
To go along with the track, players will be given access to all cars and drivers of the 2015 IndyCar Series season, featuring the series’ Dallara-built DW12 open wheeler. Powered by 2.2l V6 turbo-charged engines from different manufacturers, the DW12 is used by all IndyCar teams in various configurations for both oval and road-racing.
Yes, we have full rights to the series, all the cars, teams and best of all OFFICIAL INDY500 SPONSOR, so its an officially endorsed product. You cant get better than that!
denis74 escribió:Ese canal es público o es de satélite o de pago?
Por cierto en el menú gameplay hay un nuevo ítem que se llama ayudas.
Ayudas: puede estar on, off o reales.
Mundial de Rallyes, World Endurance Championship, NASCAR Nationwide Series, Fórmula 1, Grand-Am Series, Superstars Series, International GT Open, American Le Mans Series…La lista anterior es una pequeña muestra del menú que ofrece el canal MOTORS TV. Una delicia para cualquiera aficionado a la competición que a partir de ahora estará disponible en nuestro país.
A partir de mañana, jueves 26 de abril, todos los abonados a Canal+ tendrán a su disposición MOTORS TV en el díal 65. Además de competición pura y dura, el canal ofrecerá otros programas en lo que se analizará la aunque siempre con las carreras como protagonista. En resumen, gasolina desde que te levantas hasta que te acuestas siempre y cuando te dejen…
Actualización: Desde Canal+ nos confirman que MOTORS TV estará incluido en todos los paquetes, incluido el básico. Por otro lado, la programación tendrá un 15% de contenidos en castellano, cifra que esperan aumentar a lo largo del año, hasta llegar al 50%. El objetivo será emitir toda la programación en castellano en el segundo año.
http://www.motorstv.com/
colets escribió:Pues que queréis que os diga, si lo de la Indy y más circuitos es un notición, este comentario de petrolhd, ya me ha puesto el hype tontorrón...
http://forum.wmdportal.com/showthread.p ... post703878
Lo dejo en el foro oficial por si no se puede poner fuera.
denis74 escribió:colets escribió:Pues que queréis que os diga, si lo de la Indy y más circuitos es un notición, este comentario de petrolhd, ya me ha puesto el hype tontorrón...
http://forum.wmdportal.com/showthread.p ... post703878
Lo dejo en el foro oficial por si no se puede poner fuera.
La ostia. Que puede ser lo próximo tan importante o impactante? Dios Mío que nos preparan estos?
ORT-RIKYWRC escribió:denis74 escribió:colets escribió:Pues que queréis que os diga, si lo de la Indy y más circuitos es un notición, este comentario de petrolhd, ya me ha puesto el hype tontorrón...
http://forum.wmdportal.com/showthread.p ... post703878
Lo dejo en el foro oficial por si no se puede poner fuera.
La ostia. Que puede ser lo próximo tan importante o impactante? Dios Mío que nos preparan estos?
Hablan de nuevas licencias? Mejoras? Que ganas de que sea Noviembre ya!!!