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If you ever played Papyrus’ seminal Grand Prix Legends then you’ve read his name. Rich began working as a tester on NASCAR Racing (1994) and was with Papyrus at the end. In this interview, published in 2022, we discuss his time at the legendary studio and the design of Grand Prix Legends, including initial feelings of hurt at not being asked to join iRacing.

As a direct ancestor of iRacing, the ‘Grand Prix Legends engine’ had multiple stock car racing false starts, before eventually releasing as NASCAR Racing 4. The original NASCAR 3, cancelled and replaced by one that used NASCAR 2’s engine, is barely remembered.

 

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Black Delta announced another update in their discord this evening. Restart steam if you do not see an update queued.

Here are the build notes:

Added: Wheel profiles now support digital inputs to analog actions, so it’s now possible to bind camera look, clutch, brake, throttle to buttons/paddles
Added: Sunny/cloudy weather option is now hooked up to time of day
Added: HUD vehicle radar and live placings can now be hidden and moved via mouse
Added: Triple screen support. (Please give us feedback or suggestions if you have trouble setting this up)

Changed: Binding process is slightly clearer. Binding menu now displays ‘press to bind…’ when input is being detected
Changed: HUD sector times now display individual sectors rather than cumulative time

Fixed certain wheel and pedal setups failing to be detected. Increased number of direct input devices from 8 to 64
Fixed crash when changing opponent volume slider while racing
Fixed crash caused by using Oculus Touch controllers in main menu
Fixed bad VR camera post race results sequence
Fixed bug where ghost vehicle would continue driving after being defeated in timetrial
Fixed occasional motion blur glitches in some cameras
Fixed bug which caused only a maximum of ten AI opponents to be available. Up to 15 opponents should now be possible. (this is not quite fixed…)
Fixed bad motion blur on rotating parts

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