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.
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.
Earlier this week iRacing released a hotfix for their latest patch, updating their Season 2 content to fix rain effects and particles that were not staying consistent between different session types.
Patch notes:
SIMULATION:
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Graphics
The maximum number of particle draw requests iRacing can process has been increased.
Fixed an issue where particle effects (including rain and aerospray) would completely fail to render during a Race Session if it was joined from a preceding Practice Session.
For PopcornFX, fixed an issue where empty particle layers were being needlessly processed.
CARS:
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GT4 Class Cars Vehicle damage on these cars is now able to be fully repaired with enough time in the pits.
– – Required repair times remain unchanged.
TCR Class Cars Vehicle damage on these cars is now able to be fully repaired with enough time in the pits.
– – Required repair times remain unchanged.
Porsche 911 GT3 Cup (992)
Vehicle damage on this car is now able to be fully repaired with enough time in the pits.
– – Required repair times remain unchanged.
TRACKS:
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Port Royal Speedway
Some errant floating light sources have been correctly grounded or removed.
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