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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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Cleveland Burke Lakefront Airport

Burke Lakefront Airport in Cleveland, Ohio, United States has been used by IndyCar since July 4, 1982. A fully functioning airport the rest of the year and shut down for the event, the race was very popular amongst fans, as the long, wide, runways allowed for side-by-side racing, fast speeds, and superb passing zones around the entire track.

First seen in sim racing with IndyCar Racing (1993).

RSC Podcast RSC Podcast Episode 7 – Management Simulations, F1 Managers, Always Used To Be Better?

Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.

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Tim Wheatley

Missing Digit have released a new update for their Early Access beta that includes a number of fixes and improvements, most notably in object interaction.

Build notes:

We have identified a few themes in user feedback from the first beta and we are working on addressing them. This iteration makes some progress on interactions, playability, and also fixes a few major bugs from the last update.

The most consistent feedback we got was from players struggling with tool interactions and socket selection. The game doesn’t provide much feedback about wrong socket sizes and we require players to test out and learn which sockets fit where. This gets made unnecessarily tedious by a clunky system to swap sockets. We would like to improve the feedback players get when testing sockets, and make managing and testing sockets more seamless.

Beta update changes:

Fixed a bug that caused high frame rates (over 200fps) to prevent tools from attaching to fasteners correctly

Fixed a bug that caused right clicking while fastening to enter a context menu state that appeared broken

Fasteners now automatically move to the corner after being loosened.

Fasteners now automatically get finger threaded a few turns on install

These changes are working towards eliminating the state where fasteners float in front of threads but aren’t actually threaded on. It also makes removing fasteners a smoother experience.

Added a socket organizer. Both a mobile and a pegboard variation. Sockets will auto place into the organizers. Note: This hasn’t been discussed but holding the left control key while clicking acts as a small part only filter. This is useful for preventing misclicks when you are removing parts from an assembly that isn’t bolted down. This is really useful for things like the socket organizer as it prevents accidentally grabbing the organizer instead of a socket. The same concept applies to working on any loose subassembly.

Added a hotkey for tool direction changes (x)
Added a hotkey for socket installation and removal (z)
Added a hotkey for tool modes (f)

Improved the message log feedback for socket sizes to be more specific

Added hud information on how held tools are currently set up (socket size, tool direction, power mode)

Improved procedural animations for sockets and tool handling

We plan to do an input key binding pass in the future so keybinds will be improved/changed once all of the interactions are nailed down.

We still have more changes to make to improve tool handling and socket handling.

We are also planning a sound pass. The game is missing a lot of sounds and needs some sounds reworked.

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