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.
The Williams FW16 was a successful car that took six poles and seven wins during the 1994 season. Powered by the Renault RS6 V10 it was unfortunately also the car that took Ayrton Senna’s life in the third race of the season.
An FW15C development, it suffered from both understeer and oversteer on a single lap. Though many problems were rectified and it was able to secure the constructors title, it will forever be remembered for it’s darkest connection.
First seen in sim racing with GP2 (1996).
Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.
Image posted by Dale Jr on Twitter.
iRacing announced they would be scanning the track back in December, and I’m pretty excited about this one. North Wilkesboro Speedway was a 0.625-mile speedway with 14 degrees of banking and an interesting elevation difference one end of the oval to the other. It was first seen in sim racing with NASCAR Racing (Papyrus, 1994) as an addon track. Here is how Geoff Bodine described the track in the manual:
North Wilkesboro is a strange little track. The front straightaway goes downhill, so as you go into turn one you’re out against the wall. You use quite a bit of brakes going into the first corner; there is a groove that’s kinda in the middle of the track going into the corner.
Really the key to some speed at Wilkesboro is, as you go into turn one you get the car turned to go off of turn two. You’ll have to get into the throttle real quick, because going off turn two you’re going uphill. So in one, you wanna try to keep momentum through that corner, but get the car turned and get back into the throttle as soon as possible to get you up that back straightaway, because it’s all uphill, all the way to turn three!
Turn three is a lot different than turn one; the back straightaway is really one big corner, so it’s a long entry into turn three. Use brakes, but gently. The groove in turn three is real low, right against the curb. If you get off the curbing, just a few feet, it’s really rough and the car’ll just slide up the track. So you have to stay low going into turn three, and around to turn four it’s a long exit. This is where the car tends to get really loose. But like turn two, you need to get back into the throttle really quick there, but be smooth; don’t just jam it down, push the throttle down really smooth to give you that speed off the corner. As you get off turn four, you’re lookin’ downhill to turn one.
iR is a subscription-based online service that allows sim racers to race a variation of cars and tracks from all around the world.