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.
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.
The Williams FW16 was ultimately a successful car that took six poles and seven wins during the 1994 season. Powered by the Renault RS6 V10 it was unfortunately also the car that took Ayrton Senna’s life in the third race of the season.
Adrian Newey’s third Williams car was a development of the FW15C with driver aids removed, and suffered from both understeer and oversteer during the course of a lap. Though many of the problems were rectified by the end of the season and it was able to secure the constructors championship, it will forever be remembered for it’s darkest connection.
First seen in sim racing with GP2 (1996).