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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?

 

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Various tweaks and fixes implemented. See notes below:

Changelist:
Fixed a case where yellow flags could sometimes get triggered from cones and car parts on the track.

Content updates:
Added various liveries for upcoming competition
Audi TT RS VLN – Tuned damper rates, reduced ARB rates
Formula RaceRoom 90 – Rescaled high and low speed damper rates
Group 5 – Updated default gear ratios. Improved initial grip of the tyres when they’re brand new. Slightly reduced tyre heating.
Group 5 – Zakspeed Capri – Reduced rear spring adjustment range
Group 5 – Greenwood Corvette – Tweaks to default car setup: balanced dampers, reduced front/rear damping speed split. Adjusted torque curve at low RPM.
GTR 4 – Equalised damping rates across the cars. Faster gear change timings. Slightly reduced tyre heating. Fixed Lotus’ rear suspension bump steer.
Pagani Zonda R – Fixed AI having weaker brakes than player. Updated drivetrain oscillations, gearchange timings and differential.
Slovakiaring – Fixed AI’s not respecting the white line at pit exit.

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