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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.

 

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It’s a small update, but I decided to make a post for this because I think it’s an extremely useful feature, somewhat similar to iRacing’s per-race incident number limits. Basically you can now configure the number of off track incidents before a penalty is issued. I assume it’ll be added to the new UI, but for now it’s a player file edit to enable it.

Version: 1.1116
Client: 4361712
Dedi: 4356207

Server admins must update all dedicated servers

– Added “Track Cuts Allowed”: You can now configure the number of track cuts before a penalty is given out, in single-player and multi-player. This entry can be found in your ‘player.JSON’ file.
– Fixed number of track cuts resetting after a driver swap.
– Fixed an issue where some marshals would not wave flags. This was an issue particular to the Nordschleife and the exceptionally large number of marshals.
– Added additional logging to help debug driver-swap issues.
– Fixed VR black screen on startup

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About RSC

Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

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