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.
Studio 397 have today released an update for rFactor 2 that includes a number of fixes and tweaks to the simulation’s public build.
Build ID: 9944753, Dedicated Server: 9944759
Changelog:
– Fixed Track Limits pass timer being reset to 5s when going off track.
– Fixed Track Limits penalties not scoring/penalizing when you finish the race/session.
– Removed subtracting laps in some situations when penalties are not served before end of race.
– Less strict Track Limits in wet conditions
– Require cars to travel at 80% opposed to 66% of racing speed to penalize off track passes.
– Added “Admin” message center mode which will report all penalties awarded and served in message center and chat boxes.
– Fixed fenders not activating when they should.
– Fixed TC settings not being adjustable in car.
– Fixed oil & water not heating up enough from engine.
– Fixed setups in mod dev
– Fixed left eye flickering black in VR
– Replaced 32 bit MAS Util, ModMgr and Config with 64 bit equivalents
– Fixed AIW editor crash on pit exit
– Fixed certain sound effects playing erratically in private practice
– Increased AI acceleration in pitlane in practice sessions
– Fixed AI overshooting their pitboxes
– Re-added old AIW smoothing algorithm in addition to the new one
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