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.
Originally known as Papyrus Design, the legendary Massachusetts-based software studio developed highly-regarded simulation titles and published with Electronic Arts, Virgin Interactive and Sierra before their shutdown by Vivendi, owners of Sierra, in 2004.
Co-founded by arguably the father of the modern racing simulation, David Kaemmer, the studio created NASCAR and IndyCar titles that consistently pushed the genre forwards.
Their groundbreaking Grand Prix Legends game engine was used in three NASCAR titles between 2001-2003, evolving to become iRacing after Kaemmer re-acquired former Papyrus assets for his new company.
Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.
After their recent announcement they’d be winding down development, followed by a retraction that doesn’t really retract anything, the Frontier team today deployed another update for their F1 Manager 2022 title. It features quite an extensive list of changes that must have been pretty far into production when the confusing announcements were recently posted, so I’m not sure I really understand the timing of them considering they also today confirmed that the team continues to make progress with addressing both the effect of DRS in races and unlapping behind the Safety Car, and are targeting to deliver an update that addresses these topics before the end of the year.
Changelog:
Gameplay
– Updated calculation for ‘Estimated Race Time’ in Strategy view and adjusted preset strategy suggestions to be more competitive
– Fixed an issue where cars could run out of fuel on their second run in Qualifying
– Fixed an issue where race engineers would warn drivers about low fuel during Qualifying
– Fixed an issue where changing the length of a run plan, then reverting the change, would lead to the car having a different quantity of fuel
– Fixed an issue where AI would not refuel cars after a red flag in Qualifying, resulting in DNFs
– Resolved rare instances of crashes when transitioning between race view and replays
– Resolved rare instances of a crash if AI ran out of wet tyres and attempted another pit stop
– Resolved rare issue causing a soft-lock if the game is closed before completing the new season period
– Fixed an issue where cars in Practice could retire with 0kg of fuel, but still display a positive fuel delta
– Fixed an issue where replays would sometimes end before the commentary finished
– Removing instances of Team Radio lines not matching their subject matterCars
– Updated multiple car models and liveries, for more variance through the grid and closer alignment with the real-world cars
Circuits
– Resolved an issue causing the 3D Map to appear incorrectly when using ultra-wide screen monitors
– Updated signage and track-side sponsors at Monaco
– Updates kerbs at Circuit Paul Ricard, turn 8Race Simulation
– Updated VSC/SC/red flag rules in Free Practice sessions, including removal of DRS restrictions after a red flag
– Resolved instances where driver commands would affect speed under Safety Car or Virtual Safety Car conditionsDisplay
– EULA will no longer reappear during startup if the player resets their game to default settings
– Resolved an issue causing position change arrows to display in the Drivers’ Standings page during QualifyingSponsorships
– Resolved issue where the ‘Position Gain’ sponsorship guarantee did not take grid penalties into account
F1M 22 is a management (non-driving) simulation allowing the player to take ownership of managing all aspects of a 2022 F1 racing team.