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.
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.
The Pacific Grand Prix team entered 1994 as a new team having begun their designs from the same Adrian Reynard designs that inspired the Benetton B192, B193 and B194. The PR01 gave a very good example of what can be achieved with three years of development because while the Benetton team stormed to the championship with Michael Schumacher, the Ilmor 2175A V10-powered Pacific team struggled to qualify for the vast majority of the races.
First seen in sim racing with GP2 (1996).