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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.

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 Studios have released a new update for their recently released new build that includes a decent number of fixes and tweaks that are fully detailed in the changelog below. This update also puts the 90s GP content, that was available for free over the weekend, into their DLC packs (requiring ownership to drive them).

V1.5.3.4 CHANGELOG:

GENERAL
Reverted new camera switch behaviour on Cockpit Configuration page pending further assessment
Added -ffb_nofade launch command switch to disable FFB effect smooth fade in/out on pause and session start

UI & HUD
Added Motorsports Presets for Formula HiTech Gen1-2
Removed spurious help text from Scheduled FCY setting
Fixed redundant Gol FL boost setting in setup menu

PHYSICS
Disabled F-Classic qualifying tires until better support exists for AI cars to run them
Adjusted baseline tire pressures for F-HiTech Gen2 cars (setup reset recommended)
Improved launch control efficiency for F-Hitech G1M2 & all Gen2 engines
Nissan GT-R: Revised suspension geometry

AI
Redone AI lines For Interlagos 91/93, Oulton Park Classic, Watkins Glen (all layouts), Spa 1993
Further adjusted fuel load AI scalars for all classes, factoring fuel tank capacity along with car charateristics
Fine-tuned AI tire degradation to more closely match that of player for all classes
Further increased function to discourage AI from decididng to run off-track
Ai calibration pass for GTE, Porsche Cup (wet), Copa Classic B & FL, F-V12, F-Ultimate Gen1, F-HiTech Gen2, Kartcross, Superkart
Adjusted corridors at Daytona RC Bus Stop Chicane and Velopark 2010 to discourage drivers from driving off track and bouncing off inside wall respectively

TRACKS
Added dedicated safety car pitbox to Oulton Park, Watkins Glen
Barcelona GP: Fixed a physical irregularity in the track surface near the Europecar corner exit

VEHICLES
Added colour matching driver outfits & helmets for all drivers in Copa Classic B/FL, Copa Fusca, Copa Uno, HotCars
Further increased speed thresholds for F-Classics & F-HiTechs to produce undertray sparks (further improvements to their visuals & dynamics still in progress

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I finally bit the bullet and bought myself some PC parts. I am currently waiting for delivery. I also bought AMS2 and the season pass on sale. I'm really curious: how does it compare to AMS1? Today I'm going to test it myself. :)

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Well, one day later, all I can say is that AMS 2 is incredible. Somehow AMS1 feels to me a notch better as far as driving goes, but as a whole package, AMS2 is great. I don't know what Reiza did to the AI, but racing against it is very fun.

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Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

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