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.
Better known today as the developer of Skyrim and Fallout, Bethesda once had a well-respected racing game franchise and were deep into development of a licensed Skip Barber Racing title that never released.
Their own intro explains the update very well, so it is directly quoted below:
Another week of intense housekeeping as we approach v1.0 release – once again a lot of the focus has been on physics / FFB, with a lot of fine-tuning resulting in another good step forward all around, as the handling for most cars now become pretty representative of our v1.0 target. From now on most of the physics work will concentrate on reviewing fuel consumption, tyre & engine wear, temps & reliability properties.
On the AI side we haven´t yet concluded implementing the new AI Strength logic, so for those struggling with AI speed in lower settings we ask for a little more patience until we finalize this development tol provide more consistent performance accross the AI Strength range. In the meantime setting around 90-110% AI Strength and 50% Aggression have been quite thoroughly callibrated and should provide the best racing.
3D Animations for wipers, suspension, drivers & other moveable car parts are finally beginning to come in, although only one minor item added in this update (animated suspension arms for F-Trainer from external view) – all the remaining exports should flow very quickly from here.
Last but not least, the Dedi tool is now available from the Tools Library on Steam – please check further information about the tool, how set it up and run it as well as post feedback / reports about it.
For those wondering about upcoming content, please hold for more information in our May Development update coming up tomorrow.
V0.9.5.1 CHANGELOG:
UI
Fixed spectator leaderboard position text always being forced to wrong colour.
Applied HUD style leaderboard to Replay/Monitor Screens
Fixed disabled ‘View Replay’ button displaying instead of ‘Save Replay’ button in MP session results screen
Fixed Time Trial Pause Menu leaderboard not displaying correctly
Added identification for dedicated servers in browser list
Multiplayer sessions now default to cockpit view in race session countdown (to avoid bug leading to players beign stuck in TV cam)
Fixed Monitor camera switcher not working after changing carsFORCE FEEDBACK
Steering rack damping no longer passes through Low Force Boost setting (more consistent damping)
Fixed error in parking force script
Adjusted locktstop strength
Fixed issue with recently added FFB filter occasionally behaving unpredictably
Fine-tuned all car-specific max force & smoothing levels to suit latest FFB system revisions, bug fixes as well as latest tyre physics developmentsPHYSICS
Revised tyre tread physics for Opalas, F-Vee, F-V12, F-V10, Caterhams, ARC Camaro, Super V8
Slight adjustments to all wet tyre compounds
Increased carcass load stiffness for incremental tyre pressure adjustments in F-Classic (all gens), F-V12, Caterhams, ARC Camaro, Super V8
Fixed bug causing downshift protection system not to work properly
Adjusted shift tolerances for semiauto boxes (to avoid neutral – 1st gear not engaging in high revs)
Enabled antistall for cars with modern semi-automatic boxes & karts with torque converters / centrifugal clutches
Revised engine inertia for V8, V6 engines
Reduced default steering lock for light formula cars, prototypes & Super V8
AJR: Revised rear wing aero efficiency
MCR 2000: Revised rear wing aero efficiency
F-Ultimate: revised front suspension damper rates, diffuser yaw sensitivity
Stiffer default front ARB for P1 prototypes, F-Vee, F-Reiza
F-Vee: fixed front left rebound damper range
Hotcars: Increased engine output slightly; Adjusted track width, height offset, default roll bar setting
F-Reiza: Adjusted diffuser center of pressure, default caster setting
F-Classic Gen1&2: revised aero balance
Superkart: Adjusted default tyre pressure & ride height
Ultima GTR Road: Adjusted default differential settings, front ARB, CoG height & tyre load stiffness
Fixed bug causing downshift protection system to not work properly in sequential cars that should feature it
Adjusted Ultima GTR Street default differential, front ARB, CoG height & tyre load stiffness
Adjusted MIT Lancer roll bar stiffnessAI
Further callibration of AI performance & rolling resistance for all cars
Improved AI pitlane manoeuvrability
Reduced Aggression scalar & brake performance for classic cars, club cars, GT & prototypes
Fixed AI tendency to oscillate steering erratically running down longer straights
Fixed Roco P3 excessive AI straight speed
Reduced thresholds for AI to attempt overtaking in improbable circunstances
Further reduced AI aggression scalars & brake power
Further reduced AI overtaking boost under brakingAUDIO
F-V10: Adjusted Traction Control sounds
Sigma P1: revised engine sounds, engine / turbo / blowoff volume balancedTRACKS
Updated Livetrack racing groove shader to become more visible as track rubbers upVEHICLES
Further revisions to visual brake glow ranges
F-Reiza: Revised liveries & added different carbon materials, stickers and logos, t-cam colour, spec map for all cars
F-Trainer: Added suspension animation (external)
F-Trainer: New liveries/updates/redesign 01# #02 #03 #04 #05 #06 #07 #08 #09 #10 #11 #12 #13 #14 #15 #16 #17 #18 #19 #20 #25 #26 #33
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