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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 today deployed another update to AMS2, seemingly more of a physics and AI-fixing build than anything else. Check out the release notes below:

UI & HUD

Added chat box to Spectating Monitor screen
Fixed pit entry on Donington GP track map

PHYSICS & AI

Super V8: Revised tire tread, aero & inertia
Minor tire tread adjustments to GT3, GT4, GT5, F-V10 Gen1, F-Reiza Porsche Cup, F-Classic (all gens)
Slightly reduced overall draft effects
Adjusted brake torque for GTE cars, SuperV8
Revised water displacement rate of wet & intermediate compounds (slightly less in wet tires, more in intermediates for overall smaller gap between them)
F-V10 Gen1: Further front wing adjustments
Mclaren 720S: Revised 1st & final drive ratios
Altered AI initialization to prevent performance in the whole session being limited by the starting session conditions
Fixed AI using incorrect throttle map in some vehicles
AI calibration pass for F-V0 Gen1, F-Reiza, GT3, Super V8
Spa-Francorchamps 1993/2020: Improved AI performance thru Eau Rouge and Radillon
Kansai: Improved AI behavior leaving West layout garage stalls; Increased West layout max AI opponents to 17

TRACKS

Buskerud: Fix physical terrain near start/finish tire wall; Minor performance optimizations

VEHICLES

Revised exhaust backfiring parameters

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