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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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Reiza have deployed a couple of small updates since the recent major update. 1.1.2.1 fixed a few issues with the new content, and another un-named update further refined things. You can see the changelogs below:

Fixed bug where blue flag could be triggered incorrectly in some instances
Minor adjustments to aero / tires for Group C cars & Omega
Minor Group C BoP adjustment to improve 962C pace against Sauber C9 (slightly better aero efficiency)
Minor AI callibration pass for Prototypes, SprintRace & SuperV8
Adjusted Turbo Volume for Sauber C9
Increased wet grip for concrete, low grip roads, curbs & astrotruf
Spa-Francorchamps 1993: New AI path revision addressing some slow corners; minor art pass correcting some objects popping
Ibarra: Reworked outer terrain export settings to solve LOD pop in rear view mirror
Updated StockCar Omega interior textures

Unnamed update:

Fixed Porsche 962c still having spool enabled (now its a setup optional)
Further art pass for Spa Francorchamps 1993
Minor audio adjustments to Sauber C9, Omega Stock Car
Minor AI callibration pass for all F1 cars, Opala 1986, Omega 1999, StockV8 & Sprintrace
Adjusted Omega StockCar windshield texture

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