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?
While this isn’t the big graphical update that has been the focus of most of the recent developer updates, patch 0.6V does fix quite a large number of issues and add a number of appreciated features.
Here is their description of this patch:
We have had requests over the years to allow more possibilities for rallycross and drifting. We were able to implement these changes by making a new version that could not connect online with the old version. Wider steering angles and a wide range of tyres are now possible on the GTR cars by selecting a new ALTERNATE configuration in the setup screen. This also allows some interesting possibilities for hard track racing as narrower tyres can be selected, which can help when creating lower powered racing classes for some events.
As we were making an incompatible version, it was a good opportunity to improve the prediction system that allows you to see remote cars driving on your screen. Every car’s position, velocity, fuel load, damage and so on are transmitted frequently to all the other racers on a server. We have used various methods to make this information more accurate so the cars appear to move more smoothly. We were also able to improve some things about pit stops. For example you can now change tyres without being forced to repair body or suspension damage.
There are really a lot of updates in this version. They include improvements for force feedback, controls including steering wheels and handbrake, more layout objects, VR, views, InSim and OutSim.
Changes from 0.6U to 0.6V:
Multiplayer:
Maximum packets per second (/pps) has been increased to 12
Rolling resistance included in catch-up phase of prediction
Wear and temperature packet is more frequent and more accurate
Position packet now includes contact patch offset for each tyre
Reduced steering glitch each time a position packet is received
More accurate transmission of fuel load from local to remote car
Position packets are sent more frequently in response to steering
You can now add up to 32 local drivers (real + ai) in multiplayer
Easier to set up LAN race: local IP address is shown on host screen
You can enter the local network computer name instead of IP address
FIX: Remote cars with worn tread could wrongly get a puncture
FIX: Car on pit speed limiter sent maximum packets per second
FIX: Stop-go penalty caused car to get stuck in custom pit stop
FIX: Remote car’s tyre temperature over 200 appeared black (cold)
FIX: Remote tyre temperatures increased too slowly in skid or spinNew ALTERNATE setup configuration for the five GTR cars:
Selecting the new config in XRR/FZR/FXR decreases tyre width a bit
With ALTERNATE config, narrower tyres may be selected (adds offset)
Also ROAD_SUPER, ROAD_NORMAL, HYBRID, KNOBBLY tyres may be selected
High “Maximum Lock” is possible in XRR/FZR with narrower wheels
XR GTR in ALTERNATE config has H-pattern shifterTyre choices and steering lock:
XFR and UFR maximum steering lock increased to 30 degrees
LX4 and LX6 maximum steering lock increased to 45 degrees
Single seater racing cars can now use ROAD_SUPER tyresSteering:
Steering wheel turn amount changes with maximum lock
Road cars now have 900 degrees steering range with default setup
XF and UF GTR have 540 degrees steering range with default setup
Updated and fixed steering animations to cover new steering range
Removed option “Move view with animation” which had little effectCommands:
Command /canrefuel (no/yes) to set refuelling allowed in pit stops
Command /showfuel (no/yes) allows remote car fuel load to be seen
Most admin commands with parameter omitted now report current value
Command /block (0/1/2) to block user messages (like the minus key)
Command /spectv (no/yes) prevents selecting TV camera on spectate
/press and /shift commands now support ‘minus’ as parameter
/mprlag X simulates online packet delay of X ms (+ no smoothing)
/mprsmooth X (0 or 1) to disable or enable input smoothingInterface:
Pit speed limit is shown when car speed is below 2/3 of limit
Yellow and blue flags now alternate with RCM or penalty message
Virtual steering gauge hidden if live settings or pit instructions
Blocked messages remain blocked when returning from game to lobby
Prevented auto-repeat on block message and light switching keys
Momentary flick to rear view after SHIFT+R is now avoided
Avoided downshift after pressing SHIFT+X to exit free view
In fact any ‘key held’ function after SHIFT+key is prevented
Saving replay name now shown beside option in Game Options
Minus key (block messages) now works in all screens
Many updated translations – thank you, translatorsGarage:
Tyre size displayed in Tyres tab in Garage
Brakes / TC tab in garage separated into two columns (e.g. FZ50)
FIX: Heat in garage car’s tyres was not updated when tyre changedF12 pit instructions:
Damage repair not required when changing pressure or compound
Pressure change with new tyre no longer counts as SETUP CHANGES
When alternative config is selected F12 display shows tyre size
A new ‘cancel’ option beside the ‘setup changes requested’ line
Settings that will be adjusted are now shown in light red colour
FIX: rear tyre pressure was limited by front tyre pressure limits
FIX: symmetric pressure/camber request remained after pit stopSkin downloads:
Faster skin downloads when joining server (and auto updater)
Slightly faster skin downloads when driver joins race in-game
FIX: Skin downloading could get stuck after a large headerCPU usage display:
In Graphics or Misc options (in-game) click car icon then ‘P’
You can now see CPU usage for Physics, Draw, Prediction, etc.
The “Pred” line shows CPU usage for prediction of remote cars
Prediction time also shows up in an MPR if /mprlag is setSupport for live multiplayer replays:
Replay identified as live when starting to watch an unfinished MPR
Does not exit replay after fast forwarding to current time
Catch up to live position by clicking >| button
Skins can be downloaded while watching a live replay
Save replay while temp_mpr is being viewed – copy instead of rename
Start new mpr while temp_mpr is in use – tries temp_mpr_1 (up to 9)
/mprflush X to flush mpr to file every X seconds (0 = disable)
MPR / SPR are prevented from being named temp_mpr / temp_sprVR:
Updated OpenVR to version 1.10.30
Improved timing of obtaining view each frame
New “Antialiasing” option to select 4x or 8x multisampling
New “Resolution adjustment” slider (also known as supersampling)
Names over cars could fade differently in each eye in Pimax headset
Virtual keyboard is shown at dialog height if no dialog is visible
Space bar VR click auto disabled when you type with real keyboard
FIX: Head tracking / mirrors wrong if car leaned with horizon lock
FIX: Free view FOV was wrong after entering VR in free view
FIX: Names above cars looked wrong in Pimax headsets
FIX: Some trees looked wrong in Pimax headsetsViews:
Horizon lock now has a strength slider option
View filter time maximum value increased to 1 second
Improved key control (4/5/6/7) of free view field of view
Three screens are now assumed when aspect ratio is 4:1 (was 3:1)
Free view mode minimum field of view reduced from 10 to 2 degrees
FIX: Filtered view went wrong with low filter time + replay speedupGraphics:
Avoid upward lighting related to ground colour in internal views
Car shadows now use anisotropic filtering to reduce shimmering
Increased distance for car subobjects to become invisibleControls:
Handbrake strength is now separately adjustable
Gearshift debounce setting now applies to all controller buttons
Mouse X and Y sensitivity (in Axes tab) lower limit reduced to 0.5
FIX: Rare manual shift at high speed to 1st/rev during auto shiftForce Feedback:
New settings are available under Axes / FF in Options – Controls
FF Steps maximum value is now 10000 (the maximum in DirectInput)
FF Rate is now controlled by a user setting (25 / 50 / 100 Hz)New handling for ‘CAR.lfs’ and ‘shift_type.lfs’ scripts:
LFS runs ‘road.lfs’ / ‘sequential.lfs’ / ‘paddle.lfs’ directly
(previously these scripts were called from a CAR.lfs script)
This is done after loading a car and immediately before CAR.lfs
Commands to run these scripts from another script are ignoredTraining:
FIX: AI changed to low fuel load if overtaking lesson restarted
FIX: AI skill / admin commands no longer processed during training
FIX: Training lesson did not end if replay saving was interrupted
FIX: Logo was visible under title during lesson replayInSim (for programmers):
Config byte added to IS_NPL packet indicates setup configuration
IS_CPP Pos is now relative to “Centre view” not the user setting
IS_NPL RWAdj / FWAdj indicate rear / front tyre width reduction
New bytes set if /showfuel=yes: IS_NPL Fuel / IS_PIT FuelAdd
IS_SPX and IS_LAP new byte Fuel200 indicates fuel remaining
IS_RES: TTime in qualifying now indicates time in session
IS_RES: PLID is now zero if the player has left the race
IS_CPP: FOV can now be used in-car but not smoothed (0 = no change)
InSim NLP / MCI minimum time interval reduced to 10 ms (was 40 ms)
FIX: It was possible to miss IS_PSF packet after taking over car
FIX: STime in IS_PSF packet was wrong after car was taken over
FIX: Free view roll is now reported in InSim IS_CPP packetMore telemetry data for OutSim:
New data fields documented in docs\OutSimPack.txt
Enable by setting the OutSim Opts value in cfg.txt
All data options can be switched on with OutSim Opts 1ffMisc:
Maximum number of layout objects increased to 2400
When LFS is set to close the reason is logged to deb.log file
Added a little more logging about D3D initialisation to deb.log
CAR.lfs scripts are reliably run when user car is spawned or reset
Restored code preventing 2 cars joining autocross within 3 seconds
FIX: Wrong warning “Road tyres on rallycross track” in hotlapping
FIX: Memory leak related to threads (most often for skin download)
FIX: Replays from old Westhill before 2015 now marked as obsolete
FIX: Driver names ending with a lead byte could corrupt text
FIX: Issues with driver names ending with caret character
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