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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.

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.

 

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Adrian Penn, the Project Manager and Producer for EAI answered some questions on Trans-Am Racing ’68-’72.

Can you give us some background on the development team? Is this the Trans Am Racing team’s first title together?

The development team is comprised of a unique blend of artistic, technical and scientific experts. In addition to software engineers, multimedia artists and other technical talent, EAI’s vehicle dynamics experts and engineers also collaborated on this game. Leveraging the skills of these experts and engineers helps to ensure that an unparalleled blend of realism was infused into the TransAm Racing Game.

This project marks the first time that this synergy of game designers, programmers and litigation animation talent has been coalesced on one team. This is truly an unprecedented collaboration—not just within EAI—but on any racing simulation that has ever been produced.

What does EAI bring to the table that other game developers don’t? Why was EAI selected to develop this game?

There are dozens of racing games on the market. In an effort to produce a best-in-class racing simulation that would combine aggressive realism–GT Interactive selected EAI. EAI is the only game developer that employs a team of people who have been producing litigation animations for nearly a decade. Attorneys rely on EAI to produce scientifically accurate animations that are realistic enough to be admitted into evidence.

EAI has produced thousands of animations for court cases that touch many areas of the law. And not once has any of these animations failed the arduous, evidentiary process mandated by the courts.

EAI’s litigation team, which includes vehicle dynamics experts, engineers and physicists, worked with the game development team to create some of the most realistic car crushes and crashes that have ever been viewed on the PC. These crashes conform to the laws of physics and follow the properties of vehicle dynamics. And although the typical gamer may not be versed in the properties of physics or structural dynamics—these players will understand when they see this—that TransAm Racing is something special.

How long has the game been in development? When might we see the game on store shelves?

EAI has been working on the game for 18 months. The game will be on store shelves this summer.

It looks like a fantastic collection of cars. Are there any cars you were unable to include in the game? Which is your favorite to drive?

We included a total of 25 cars. This strong number of vehicles provides players with a colorful variety of cars and several race choices and combinations. Although we weren’t able to include every car, we incorporated the historically significant cars; the cars that are often cited as favorites of this era.

It’s hard to pick a favorite. Everyone has their favorites; The 64 Pontiac GTO is pretty interesting to drive – it looks like a boat but it actually (as in real life) drives pretty well. It’s a fun car with which to surprise people.

What technological goodies are going to be in the game? 3D sound? Force feedback?

The simulation of the race car’s dynamics are really amazing. The game incorporates “six degrees of freedom” which means that all cars move from their base location to x,y and z points, as well as demonstrating yaw, pitch and roll movements. As mentioned earlier, the collaboration of engineering and artistic talent assures that the game capitulates a unique authenticity, which is evident with these precise movements.

A technological gem that adds additional authenticity is the real-time crush. When a car is crushed during the game, the deformations are produced on-the-fly. In real time. Let’s say you careen your Ford Mustang into your opponent’s Chevy Camaro. The crush that occurs is calculated instantaneously. Ordinarily, a game will have several pre-rendered crush eventualities programmed into it. With TranAm, the deformations are visualized immediately. And of course, these racing battle wounds conform to the laws of physics and engineering. The crush that you see is what would have occurred in the real world under the same circumstances.

What are the multiplayer options? Will the game be able to be played on any of the online gaming services?

There is multiplayer support for single races and seasons consisting of up to twelve races. You can play over LAN, modem, and the Internet. Yes, you’ll see Trans-Am on Sega’s HEAT.

The game appears to be a very detailed sim, will there be an arcade mode for the sim-challenged? What about the usual driving aids?

There is an arcade mode that makes it easier to just jump in and go. Driving aids include a turn indicator, automatic transmission, and braking assistance.

How many cars and tracks will be in the game? Name a few.

There’s 12 tracks and 25+ cars (we’ll cram in as many as we can). Cars included are ’64 Pontiac Tempest GTO, ’67 Ford Mustang, ’68 Chevy Camaro, ’69 Chevy Camaro, ’69 Ford Mustang, ’70 AMC Javelin, ’70 Ford Mustang, ’70 Dodge Challenger, ’70 Plymouth Barracuda, ’70 Pontiac Firebird, ’70 Chevy Camaro, ’72 AMC Javelin. Tracks included in the game are Lime Rock Park, Road America, Meadowdale, Riverside, Bridgehampton, Donneybrooke, Mosport, and others.

The tracks are very realistic and include many details. On the Lime Rock track, for instance, there is a church that is off into the distance. A minor detail, but we were very interested in maintaining authenticity throughout the entire game.

Will there be a built-in paint editor?

There aren’t any plans to include stand-alone paint editor however we are looking into ways to allow you to change the paint jobs on cars.

Have you had anyone from the racing industry to help you with the game?

Yes we’ve been fortunate to receive some really great research assistance. We’ve had access to lots of great info on cars, tracks, and the like.

I’ve heard you can race a 48 hour race, is this true? If so, we’ll be racing during the day and night?

Yes, 48-hours is the maximum race length. Trans-Am races in that era varied in length – two and four-hour races were common. We’d originally set the maximum length to 12-hours – Sebring, and early Trans-Am venue, was a 12-hour enduro. However, we received a number of requests from sim racers on the Net asking for longer races. So we upped the max to 48. Unfortunately, there’s no provision for nighttime racing so the races will be 48-hours of continuous daylight.

How detailed is the damage model? Is there body damage as well as suspension and engine damage? If there is body damage, will it affect the way the car handles?

There is visual damage (real-time deformation of your car’s geometry calculated on-the-fly) as well as simulated damage. You can damage your car’s tires, engine, radiator, transmission and suspension. Crumpled body panels can damage radiators and cut tires.

What about weather?

Weather isn’t modeled.

Is there going to be replay system? How about a vcr function so we can edit out clips of races and trade them with friends?

Race films can be recorded, replayed, and saved to disk. Editing is not supported however.

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