As a direct ancestor of iRacing, the ‘Grand Prix Legends engine’ had multiple stock car racing false starts, before eventually releasing as NASCAR Racing 4. The original NASCAR 3, cancelled and replaced by one that used NASCAR 2’s engine, is barely remembered.
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.
Hot on the heels of today’s announcement that KartKraft has been acquired by Motorsport Games comes an update for the software itself.
Release notes:
– Reduced load sensitivity of MG Yellow tyres
– Reduced default brake strength for newly purchased KA100 vehicles so braking is much easier to control
– Fixed bug where some wheels would auto-centre when using a 180 degree steer limit
– Fixed input errors when attempting to play using gamepad with a correctly bound but unplugged steering wheel
– Fixed some glitches in input settings menu when using wheel controls
– Fixed some undesirable wheel forces when retiring from race
– Added a 2sec fade in for FFB when transitioning to driving. (This will be improved for rolling/flying starts in a future update.)
– Added a mild FFB soft-lock at steering wheel limits
– Added a debug launch option -DebugUDPTelemetry. If set, all telemetry will be logged to project_k.log for debugging problems with motion rigs. Warning: use sparingly, and remember to turn it off, as it can result in very large log files.
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