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The Unreleased GPL-Like Genre-Defining Historic Trans-Am Simulation

Shortly after the release of Grand Prix Legends the sim racing community looked forward to another title that promised to offer a similar insight into historic racing. Trans-Am Racing ’68-’72 ultimately never released, a victim of a publishers shady dealings, but as a part of my research I uncovered a VHS of a never-released trailer for the game. Watch the trailer and read about what sim racing missed out on.

Game DatabaseRSC contains a database of 153 developers, 468 software titles, 374 cars, 42 bikes, 242 tracks and more...
Seven software titles indexed starting from 1984.

Legendary British game developer whose career spanned a 20 year period and included groundbreaking simulations of Formula Three and Formula One, including arguably the first ever racing sim: Revs (1984).

Most famous for his Grand Prix series that were published under the MicroProse label until 2000, his career unceremoniously ended when his studio was shut down by Infogrames and the Xbox version of Grand Prix 4 cancelled just prior to release.

RSC Podcast RSC Podcast Episode 7 – Management Simulations, F1 Managers, Always Used To Be Better?

Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.

Sim racing historic databaseRSC contains a database of news items. Our #OnThisDay page shows current day and current week of years past...
Sim racing video databaseRSC contains a database of videos back to the 1980s catalogued as intros, laps, trailers, unboxings and more...

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1985

Ralt RT3-84 + More

Revs

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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.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

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You can email Tim Wheatley directly at tim@racesimcentral.net or send a message on social media (response times on socials will vary).
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Tim Wheatley

We got the first glimpse today of the ‘My Team’ functionality of F1 2020 when the F1 Web site published some details on driver ratings. Driver ratings, contract terms (cost, salary, buyout) are things you’ll be using to hire yourself a team mate.

This is an interesting topic for me because I’ve been editing and using A.I. parameters since NASCAR Racing (1994), where I would read the top-20 result from the past weekend in Autosport magazine back in the UK (no TV coverage at that time), and edit the A.I. to give myself a realistic race result. I also worked out the statistics for some of the A.I. in rFactor 2 that you can use, such as the 2012 Formula 2 content (this being a good example because there’s a full field of drivers included). You’ve got to put a fair amount of logic into it, and if a driver always qualifies poorly but finishes well you need to not only give them less qualifying and greater race pace, but you need to consider their reaction time at the start and aggression when passing, too.

So it is with that knowledge that I look at these driver ratings and wonder exactly how this is going to work:



(More driver rating cards will be published on formula1.com prior to game release).

Based on their own descriptions (below) it is Pace and Awareness that should affect how things actually end up in a race situation as in this age of DRS being an effective ‘overtaker’ is far less important. I look at the figures above with some confusion seeing Lance Stroll (who I don’t think is as bad as many seem to) scored with 83 pace and Pierre Gasly at 80. It seems to me that they have balanced the A.I. not only with the driver numbers but the outright pace of the car, too, so that Gasly may well beat Stroll because his car is faster…

Except, the drivers change teams, don’t they? I’m really worried that they have gone about this backwards. If Lance Stroll is in the Alpha Tauri does he then destroy Sergio Perez in the Racing Point? Should he?

Then again, Codemasters could literally have just plugged these numbers in after plucking them out of the air, and they may actually make no difference when the driver remains at their default team(s). They might just become this driver when you hire them for yours…

Experience – A higher experience score will help players collect a greater number of ‘Resource Points’, used in the game to buy car upgrades.

Racecraft – A higher racecraft score allow the driver to unleash more effective overtakes.

Awareness – A higher score here will mean the driver is less likely to lose control of their car when the going gets tough.

Pace – Quite simply, the higher the pace score, the more rapid a driver will be throughout a race.

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F1 2020

F1 2020 is based on the COVID-19 affected 2020 Formula One World Championship, and features all content from the F1 and F2 schedule that was originally planned as well as some historic content.

 
 
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