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.
ICR2 is a simulation of the 1995 IndyCar Series. It featured 15 tracks and a selection of chassis and engines.
Re-released as CART Racing.
Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.
Yesterday the PlayStation YouTube channel posted another GT7 trailer in the form of a top/bottom comparison showing GT7 and a real-life in-car video. While on the surface it is impressive in that the basic geometry of the circuit looks to be very accurate there are also a couple of things I see that I don’t like at all:
– The GT7 car visibly squats down on the suspension every time you straighten the steering wheel. Not many cars actually do this in the same way the video shows and it’s concerning to see it this apparent.
– The GT7 track lacks surface detail such as bumps. While you can see the real-life driver’s car reacting to bumps you can see none of it from GT7 and I’m fairly certain this means that if they did use laser scans it was to get the basic geometry right, and the pointcloud data isn’t being used for the general track surface. I am disappointed by this, even in sim-cade, even in arcade, even on console, because we’re past this. Your track should have surface detail.
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Header screenshot is from GT Sport.