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.
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.
Reiza Studios today published their November development update. The post included confirmation that the studio has a plan of development after the initial release in March through to 2021. No additional information, just that there will be “exciting things” during this period. They also confirmed that before that the Alpha is on-track for December and Beta for February.
The wording in the update makes it sound like they have completed the force feedback work detailed in last months update, and they provided some really nice information in this update. It sounds like the force feedback will be really impressive upon release.
New car announcements included the historic 1999 Chevrolet Omega and 2020 Toyota Brazilian Stock Car entry, which joins the 2020 Chevrolet Cruze previously announced.
The Formula V12 has a new pre-Alpha video (below) that shows just what a massive beast it’ll be to drive. The V12 in AMS1 was fantastic and I’m fairly confident we’ll see improvement in AMS2.
Here’s some text on this car from the update:
The car was based off 1995-spec F1 regulations which imposed drastic aerodynamics changes following the tragedies of 1994. This led to the first cars of its generation producing far less downforce than at any other point from the early 80s to today. Combining that with a power reduction from 800 HP to around 650 HP as engine displacement was reduced to 3L meant that cars were more skittish, but overall less lethal.
Compounding the downforce loss, the regulation changes also led to mid 90s F1 cars becoming notoriously pitch sensitive, meaning aero balance would tend to shift considerably from front to rear depending front wing height. So the way to drive them fast specially through quick corners was to keep speed as high up and constant as the driver dared so the car´s attitude wouldn´t change so much and with it its aero balance, making it harder for its not-so large slicks to keep the nimble 605kg machines adhering to the tarmac.
Full speed lap starts around 2 minutes 22 seconds. See the tires flexing? See the slip and traction? I think it should certainly be possible to emulate Gerhard Berger at Monaco in 1995 in this thing…
That video is also apparently much closer to how the game will look upon release, and I’m just fine with that.
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