Featured

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.

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.

 

Share This Page

Facebook Twitter Reddit

Tagged Software

Support RSC

Please support us by not blocking ads on our domain. We have disabled Google Ads to increase page speed and would appreciate your support instead via PayPal, Patreon, YouTube Membership or by using any of the affiliate links below. Have any other ideas of how to support? EMail.
MOZA RacingSim-LabFanatecTrakRacerAsetekInternet Privacy From NordVPNDreamhostCapital One Credit Card Application
HumbleFanaticalCDKeysAmazonAmazon UKiRacingGet your racing gloves, boots and more from Demon Tweeks.Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42

A Q&A has been posted on the official Web site for GP3 giving us our first insight into the title. Check it out below.

Q. What is Grand Prix 3?
A. Grand Prix 3 is the awaited sequel to the acclaimed GP2. GP3 will reset the benchmark against which all motor racing games will be measured. GP3 is developed under license from FOA, the official governing body of Formula 1.

Q. Is it just jump in and race?
A. The menu system for GP3 has been overhauled, making it easier to access all areas of the game, including the quick race option.

Q. Will there be any driver aids?
A. Formula 1 cars have a massive power to weight ratio and you have to be highly skilled to drive, let alone race one, therefore there are 8 optional driving aids to ease the player into the experience. The driving aids are: Auto Brakes, Auto Gears, Self-correcting Spin, Indestructible, Ideal Line, Suggested Gear, Throttle help and Steering help.

Q. How deep is it?
A. GP3 can be as deep as you want within playability reason. When setting up the car for each track, the player may utilise authentically represented car to pit telemetry information, including data on Speed, Steering Demand, RPM, Throttle, Brake, Gear Use, Ride Height (for each wheel), Suspension Travel (for each wheel),Wheel Spin (for each wheel) and longitudinal & lateral acceleration

Q. What can I set up?
A. Standard car set-up options includes Front/Rear wings, Brake balance and Gear ratios. Advanced Car Set up procedures include adjustments to Springs, Ride Height, Dampers and Anti-Roll Bars with full reference guide to show you what you are doing.

Q. What about weather?
A. Good news – realistic weather effects are in the game.

Q. What about multiplayer?
A. As well as supporting hot-seat and direct serial link, GP3 will also support a minimum of 4 players via LAN.

Q. What about system spec?
A. GP3 is designed to run in both software and 3D hardware, and will be fully scaleable to suit the hardware. The target minimum specification is a PII 266.

Q. What did the other games do?
A. It is the sequel product of best sellers: F1 Grand Prix (1992) and Grand Prix 2 (1996). All games have been created by Geoff Crammond. Grand Prix 2 has sold over 1 million copies worldwide and is currently available on Hasbro Interactive’s Classic Range.

Q. Is Geoff Crammond working alone?
A. The majority of the game has been designed and developed by Geoff Crammond. However, following a deal earlier this year between Simergy (Geoff Crammond) and Hasbro Interactive, a new team (MicroProse Grand Prix) has been formed to assist with the completion of GP3 and the furtherance of the GP brand. We are currently looking for high-calibre programmers and artists for PC and console to join this Chipping Sodbury team.

Q. What are our future plans?
A. Hasbro Interactive have an agreement with FOA to produce games covering the seasons 1998-2002. It is Hasbro Interactive’s intention to create a series of industry leading products for each of these seasons and to feature on as many game platforms as is commercially viable.

Previous News

No replies yet

Loading new replies...

About RSC

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.

All products and licenses property of their respective owners. Some links on this Web site pay RSC a commission or credit. Advertising does not equal endorsement.

Podcast

Podcast micJoin Jon Denton, Tim Wheatley and Simon Croft as they discuss sim racing and racing games past, present and future.