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?
I’m delighted to see this track get an update! One weekend back in 2012 I drove from my home in Illinois (USA) to Kitchener (Canada) and stayed the night at the house of a sim racer I had previously never met before setting off the next day for Montreal. I spent that weekend with the Marussia F1 team getting what was needed to build the car for rFactor 2. On Sunday evening I drove all the way down from Montreal to Connecticut (USA) and slept in my car at Lime Rock Park. I surveyed the track in one day and then spent the next five or six years explaining to iRacing users that, no, the iRacing version wasn’t more accurate because their scan was of a track that hadn’t existed since 2008 (I still worked at iRacing then), and wasn’t updated until 2019 (after I’d left Studio 397).
It’s also a track that I drove in real life, albeit with the pre-2008 layout. iRacing took us all on a two-day Skip Barber racing school course back in 2006. I genuinely love the area, love the flowing hills and tight confines of the track. It’s brilliant.
There is quite a lot of information in the Studio 397 news post about this update but essentially it allows the track to look as good as possible considering the age of the base art. PBR shaders really do wonders for it.
Their screenshots:
Changelog:
Full Update of track to latest PBR materials
Updated track side vehicles, marshals, crowds and more
Reworked Paddock Area
Added New Pit Lane objects
Clearer Directions out of Pit Lane
Improved night lighting
Reviewed TDF parameters for road and grass surfaces
Improved AI Fast Lines on all layouts
Reviewed Cut Detection
Fixed several collision issues and gaps
Fixed marshals clipping into camera
Added no rain zones under bridges
Fixed scoreboard not working on several layouts
Fixed various Lodding issues
Fixed a few floating objects
Adjusted file naming so that it does not clash with previous versions.
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