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.
Originally known as Papyrus Design, the legendary Massachusetts-based software studio developed highly-regarded simulation titles and published with Electronic Arts, Virgin Interactive and Sierra before their shutdown by Vivendi, owners of Sierra, in 2004.
Co-founded by arguably the father of the modern racing simulation, David Kaemmer, the studio created NASCAR and IndyCar titles that consistently pushed the genre forwards.
Their groundbreaking Grand Prix Legends game engine was used in three NASCAR titles between 2001-2003, evolving to become iRacing after Kaemmer re-acquired former Papyrus assets for his new company.
Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.
A lot of updates have been released for TrackDayR since I last posted, but I’ll dip back in with the latest. This update adds a new stunt bike and procedural chain system.
Changelog
– bugfix and improve combined rear braking,
– improved rearbrake in wheelie control,
– bugfix on rear fender “skratch” contact
– bugfix rear fender softcollision disable rearbrake contribute
– bugfix / improved lateral equilibrium at lowspeed high angle ( circle hold and weird falling lateral issues )
– New Stunt bike prototype
– New procedural chain system
– bugfix on ridermass transfer weeight when lean forwaard + frontbrake (usefully for stoppie managment)
– added default pelvis torso procedural ( all dirt/stunt bikes )
– bugfix combined rearbrake with no hands
– automatic update all streamingassets timestamp
– upgrade to last LTS Unity Version 2022.3.62