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.
Video game development is rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.
This interview with RSC details his early life and career, through to him joining iRacing in 2021.
This morning IGN published an article containing the first pieces of decent information that we’ve been looking forward to. Sim racing really needs a full NASCAR schedule for a decent price, and I am very hopeful those rFactor 2 physics will come through on this one…
Here are the main bits of information:
– Not a continuation of the NASCAR Heat series.
– They’ve switched from Unity to Unreal for their engine.
– Studio 397’s in-house physics will be used along with Unreal for graphics.
– Enough times saying “NASCAR 21” to say that’s likely the product name.
– In-game paint booth.
– Motosport Games are aware of the pressure to deliver.
– No release date. More info in coming months.
The screenshots from the article can be seen below. The graphics look decent enough. The only major flaw I can see is on the Mustang image the windscreen doesn’t have the glass opacity set correctly so seems to be glowing white. Standard stuff for a title in-development. You can read more in the IGN article.
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