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NASCAR Racing 3: The Sim That Never Was

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.

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Formula One Grand Prix

F1GP is a simulation of the 1991 Formula One World Championship. It includes the 16 tracks from the season and allows the player to select from 18 teams.

RSC Podcast RSC Podcast Episode 8 – Richard Burns Rally Special

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Tim Wheatley

In a major update to the beta version, Wrench developer Missing Digit has added flexible wiring, connectors, working lights, fuses, switches and JIS hardware to its simulation architecture. I really do like the direction this title is going and I really hope the developer sticks this one out to the end. Be sure to wishlist it or purchase it in Early Access to support the developer!

Patch Notes (Build 156)

Due to internal changes, save files from previous builds are not supported. See the Roadmap for more information about what to expect with future save resets.

Add first pass interactable wiring and electrical systems to hatchback chassis with detailed connectors and ~70 interactable connections.
Features present and interactable with electrical functionality:
Lights: Headlights, turn signals, side lights, tail lights, etc
Light & turn signal controls
Horn and horn button
Gauge cluster (partial)
Battery
Fuse box & fuses
Relays & flasher unit
Chassis grounding attachments

Features present and interactable but with no electrical functionality at this time:
ECU
Fuel injectors
Plug wires (two-ended flexible wires)
Engine sensors and accessories
Wiper controls

Add two-ended flexible vacuum hoses

Hatchback:
Improvements and tweaks to the chassis, bumpers, and hatch to support wiring and lighting
New art content related to electrical components noted above (wiring, lights, fuses, etc)
Add gauge cluster
Add radio (not functional … yet)
Improvements to dashboard models and materials
Improvements to carpet models and materials
Adjustments to hatchback carpet and materials
Adjustments to collision on various parts to improve gameplay

Add JIS screwdriver & several JIS screws as part of new assembly.
WIP fluid improvements
Track fluid mixture in containers and streams (relative amounts of different fluid types with wear)
Improvements to behavior of tube-attached objects
The engine oil and coolant bottle caps are now individual screw-on caps
Some visual effects have an incorrect color – will fix later
Some fluid bottles and interactions may not work right now

Multiplayer: Fix a bug causing the VR hand transform to be incorrect when using a Controller Type option other than RiftS on a remote client.
Fix a bug allowing physics objects to pass through the car chassis collision.
Fix a bug with the location of a nut at the OEM exhaust manifold to downpipe connection.
Desktop: Fix a bug causing the part install indicator to show the wrong install location when the target socket changes in a single frame.
Desktop: Fix a bug causing a part to install immediately when clicking to pick up an object while looking at a valid install location.

Changes to assembly system to support objects with multiple assembly pieces (wiring harness, two-ended wires, etc)

– interactions
– assembly generation
– physics constraints
– saving
– multiplayer / replication

Expand flexible tube simulation component to support spline meshes for wire bundles
Migrate majority of assembly system game logic from blueprint to C++
Flexible tubes & wires now go to sleep when end points are not moving to save CPU usage.
Many other core code changes. Some old bugs may be gone and some new bugs will be present.

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