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.
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.
Questions were submitted by RSC forum users.
Doc Ray: “Will the game be released in the US/Canada?”
We are looking into the possibility of releasing the game in the US , but nothing has been finalized as yet.
Various: “What level of detail will we have in the pacenotes? *Will there be anything as complex as Richard’s real-life ‘notes?”
The pacenotes have all been recorded by Robert Reid (Richards’s co-driver) these pacenotes are exactly how Robert and Richard use them with only a slight difference in the timing, which can be changed along with many other options within the pacenote menu. To assist the player in understanding the use and practicality of pacenotes, we have an added feature of 3D pacenotes.
Vladmir: “Will it be possible to modify the game?”
There are plans to allow the user to publish stage times onto the web, this whole system will be open for modding, other modding will also be possible, further information on modding will be available at a later time.
EstasiGT: “When will the PC demo be released?”
The PC Demo will be released in September.
EstasiGT: “Can weather change before your eyes as your driving a stage?”
The weather will not change before your eyes on a particular stage, but as in real rallying the weather can be variable, so other stages in the same rally may show differing weather conditions.
Piddy & Lance Carter: “Are there any plans for RBR2?
It is too early to say at this stage
cdnrally: “We were promised a 27km long stage from the Japan rally but it is not in the console version. So my question is, will the PC version have longer or more stages?”
The stages are the same length as the PS2 and Xbox version, although many graphical and audio changes have been incorporated into the PC version.
Roger W: “Will RBR support all possible configuration of multiple controllers, H-shifter plus analog and digital clutch/handbrake?”
Yes the game will support many controllers all at once, analog clutch has also been incorporated into the PC version.
Ed Solheim: “One of the biggest clues of a rally car approaching is the immense sound – You’ll normally hear a car long before you see it. How will RBR handle this? Will we see [read: hear] accurate sound in RBR?”
The PC version of Richard Burns Rally supports Creative Labs EAX HD technology which sounds amazing both in-game and in the replays, cars can indeed as you say be heard before being seen just as they do in real life.
Gozu: “Are there any plans for official addons?”
It’s too early to say, but if there is enough demand…
The Snake: “Replay system, what can we expect? Something “crappy” like CMR or a real one like RC2000? I mean control on the cameras and control on replay itself (fast forward, slow,…)”
RBR boasts a great replay system with excellent camera views and of course fantastic licensed music. You will be able to swap replay files with friends.
ZAMoRANo: “What rally sims did the guys at Warthog play before/during the development of the sim?”
Warthog and SCi did stacks of research not only with all existing rally games but also with many other racing/sim games, you name it we tried it. Warthog also recced all the actual rally events and rally cars on rally game event and an immense amount of research and preparation went into each facet of the game. This is showcased by the level of detail and realism that has gone into all parts of the game, giving you the most realistic rally title ever.
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