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.
Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
As I’ve been sick I missed a round of updates it seems, so I will try to condense everything into a single news post.
New Endurance Bundles are available that include the new Cadillac DPi-V.R, Ligier JS P217 LMP2 and Corvette C8.R GTE.
Fixed v-sync not working
Fixed an issue where certain car classes would not show in a session
Various minor graphical bug fixes
Fixed issues with aspect ratio
Added competition system
Track Updates
– Circuit de Spa-Francorchamps v1.15
– Nurburgring Nordschleife v2.17
– Portland International Raceway v1.04
– Hong Kong E-Prix v1.65
– Botniaring v1.05
Screenshots below changelogs.
Circuit de Spa-Francorchamps v1.15
Minor Adjustment to Cut Detection to be more Lenient if you don’t gain time
Fixed Marshal and Digital Flag Sequencing
Safety Workers visible on all level details to fix flags online
Fixed minor terrain gaps
Fixed Pit Entry to match on screen assets
Reverted Endurance Standing start to GP Grid (Rolling start will begin on Endurance layout and go green over GP start line)
Adjustments to Grass Materials
Fixed a few minor Tree placement issues
Reviewed AIW behaviour into Les Coombes
Made AI slightly more cautious when running side by side
Readjusted Endurance Pit Layout so that there are 50 pit spots for the 80 garages.
Fixed collision mesh on temporary wall on Endurance layout pits
Nurburgring Nordschleife v2.17
Added missing curbs on Nordschliefe
Rebalanced & improvements to all road, terrains & trees materials
Added decals to gravel traps
Optimized trackside terrain meshes
Optimized tyre stack meshes behind tyre canvas
Fixed collision issues on some layouts
Fixed some issues with camping tent placements
Added atmospherics values to GDB files
Some general object lodding optimization
Reviewed some nightlight omni colours
Added default RRBIN settings to WET files
Various minor fixes and tweaks
Portland International Raceway v1.04
Improved AI lines at final sector in both layouts
Reduced bumpiness of inside fast chicane anti-cut to help reduce AI issues
Hong Kong E-Prix v1.65
Fixed material errors which will prevent track loading in the latest build
Botniaring v1.05
Collision mesh update.
Last corner hay bale wall and corresponding collision was extended a little, as a countermeasure of cutting exploit.
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