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.
Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
iRacing pushed this track out a little earlier than originally planned. Check out their trailer below:
It looks absolutely stunning!
It may be no surprise to many, but I am far more a fan of historic racing than most modern vehicles. Seeing this track and a couple of 1987 Winston Cup Cars added to the iRacing service is really exciting to me. I really do hope that this is a trend which continues…
Here is how Geoff Bodine described a lap of North Wilkesboro in the 1994 NASCAR Racing game (track addon pack) 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.
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