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.
Kunos have been busy, putting out two updates in two days. Here are the release notes:
1.0.09
– ForceFeedbackIntervalSteps now defaults to the highest frequency rate (0) when generated.
NOTE: if you already have the value in your controls.json, delete the line or the entire .json for the line to regenerate with the correct value or change the value manually to 0.
– Wheel controller is now polled at 333Hz.
– AI “take space” behaviour is now less aggressive, requests less distance from the car in front, reacts less abruptly and guarantees higher minimum speed.
– Fixed incorrect driver stint times in Championship Endurance races.
– Potential fix to startup crash due to failed screen detection.
1.0.10
– Fixed default gearshift debouncing calculation being too low
– Added gearshift debouncing slider to controls configuration screen
– Fixed TrackIR flickering.
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