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.
Video game development is full of names that have made groundbreaking steps you’ve never even heard about. Shawn Nash is a behind-the-scenes pioneer responsible for SODA Off Road Racing’s incredible physics, Papyrus’ graphical advancements and iRacing’s use of laser scan data for the physical track surfaces.
This interview with RSC, published in 2021, details his early life and career, through both his own company, Papyrus, Electronic Arts, to his time at iRacing.
As announced over on their developer forum, the good folks at Kunos Simulazioni released a small hotfix on Friday. It fixes a number of relatively small issues with the recent Imola track and 1.6 release.
GRAPHICS:
– Various texture optimizations.UI:
– Fixed MFD not updating when HUD hidden.
– Added Imola in MP track preference list.
– Hide pitlane cars filter in the realtime widget now defaults to disabled.
Legacy option added in the hud.json (realtimeStandingPitFilter).CONTROLS:
– EnableManufacturerExtras is now a setting exposed in the UI controls page.
– Potential fix to the Logitech TrueForce implementation.
– Fixed controller bindings for Save Replay, Add Replay Highlights, Save Highlights.
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