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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?

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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Microprose and Hasbro have released the v1.13 update for Grand Prix 3. This update includes a number of important fixes including better controller support and physics changes. You can see text from the Web site below.

Patch v1.13 - 5MB

Patch notes:

Gameplay Enhancements

– Improved Advanced Controls interface.
– Added support for controller fire buttons 1 to 16.
– Added support for up to 6 axes per controller.
– Menus can be controlled with the accelerator, brake, and steering when in “Control driven calibration” mode.
– Implemented an option to reverse the direction of force-feedback where the steering was pulling left on some older wheels.
– Implemented a new control device named “Pit signal device” in the advanced control menu. This allows the fire buttons on controllers to be used to activate or cancel the pit signal (instead of the RETURN key).
– The grip and bumpiness corrected on grass alongside kerbs.
– The grass is modelled correctly for bumps and grip within the pit lane.
– Greatly improved wet weather tyre changing AI and precipitation modelling.
– Graphics calibration system prediction accuracy improved.
– Black flags removed from the outside of overrun kerbs
– Cars more sensitive to fence collision damage.
– Wing repair time affects pit-stop time.

Fixes to

– Link Mismatch problems when 2 players are linked and there is a tumbling, breaking up car, and the two machines have different views of the action.
– Cars stopping every lap after 3rd pit stop if 3 pit stops are attempted.
– Improve issues with chicane barriers at Monaco.
– Grid order problem when saving on exit after qualifying session.
– Car getting stuck while queuing for the pit after a collision.
– Data logging occasionally fails to fetch the lap just completed, after driving into the pits.
– Changing help options during a hot lap could sometimes affect the replay.
– A loaded game-save (saved near start of wet race) causing the AI cars to pit after a lap or two to change tyres.
– Last gear change LED stays lit until it is okay to change down.
– On loading a game before ever going in the 3D then the track would not change its wetness/dryness for the rest of the session, even if the rain changed.

Graphic Improvements

– Support for 3Dfx Voodoo2 cards improved.
– Attached camera view car polygon layering improvements.
– Anti-alias levels corrected on Direct3D fences when camera is zoomed.
– Graphically improved pit lane/ slip road join problems.

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