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 released a couple of hotfixes to their opt-in release candidate preview of the upcoming November quarterly update.
The first, Client ID 9770325, fixes a crashing issue on loading that was problematic…
– Fixed handling non-existing engine files in upgrades (now loads the original engine as before)
– Fixed handling SteeringInnerTable in upgradees
– Fixed delta not resetting correctly after a driver swap
– Fixed a rare crash when loading AI cars using the new sound system
…while the second, Client ID 9797209, Server ID 9797217, fixes quite a few more issues that will have caused instability:
– Sped up Race Event creation in MAS Tool regardless of size/age of pkginfo.dat
– Fix crash when trying to display the game in borderless on a third monitor with a different solution than the first.
– Fix using the resolution of the first screen when displaying on any other using borderless.
– Fixed a crash when changing monitor when in full screen.
– Fixed changing resolutions in windowed mode.
– Fixed reverting resolution picking the wrong resolution to revert to. Used to pick the first with the same width.
– IBL Road Shader: Added the ability to blend out alt normal map via RDT.b
– IBL Vegetation Shader: Added optional detail map with extended blend options.
– Fixed broken gear graph
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