Evolution of Racing Simulators
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REVS - Commodore 64

At the time no racing simulation was even close to match REVS in realism. The original BBC Micro version included just one track - Silverstone, while the C64 port added a 2nd track, Brands Hatch.
REVS+ - Commodore 64
1987: The sequel to REVS was more of an expansion rather than a true new game, adding a few more options such as adjusting front and rear wings, as well as including four new tracks to the original two. It also came with computer-assisted steering and better joystick support.
Indianapolis 500: The Simulation - PC Games

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Formula One Grand Prix // World Circuit - PC Games

The game offered a completely new experience for players at the time. The accurately modelled tracks meant that the player could actually recognise their location on the real-life circuit. The detailed physics engine provided a more realistic driving experience than had been seen before, drivers could easily experience the differences in handling depending on how you entered a corner and how soon or late you accelerated out of it.
IndyCar Racing - PC Games

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NASCAR Racing - PC Games


Moreover, the first real online racing started with NASCAR 1 using the "Hawaii" dial-in servers and it was not uncommon for these early sim racers to have $300 to $1500 phone bills. Online racing had seen its first true realization, and to many, this was the dawn of "real" sim racing.
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IndyCar Racing II // CART Racing - PC Games

Unfortunately, the game came out as the PC industry was very slow at adopting 3D accelerator cards, and the real-life ugly IndyCar split into IRL and CART rivals certainly pushed many fans away from the sport. Sales were very low, selling only 180,000 copies and causing Papyrus to abandon this series.
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World Circuit Racing: Grand Prix II - PC Games

If featured many first in the genre, such as use of Advanced SVGA graphics (800x600), unparalleled AI and physics, very detailed and almost photo-realistic tracks, as well as more advanced engine, gearbox and electronic failures that added to the realism.
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NASCAR Racing 2 - PC Games

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CART Precision Racing - PC Games

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F1 Racing Simulation - PC Games

Unfortunately, this fine release was all but ignored in the North American market.
Grand Prix Legends - PC Games

GPL may well have been Papyrus' finest hour. The experience of driving a Grand Prix Legends car was unlike anything that had preceded it, as Dave Kaemmer and gang completely scrapped the respected but aging Papyrus physics engine and rebuilt it piece by piece, from the ground up.

One problem--the game was simply too difficult for the majority of players. Kaemmer himself said at the time that, "Driving a 1967 GP car is more difficult than driving just about anything else, and the simulation is more difficult than driving a real car...many people think that it feels like driving on ice."
Nevertheless, Grand Prix Legends was--and quite likely still is--the ultimate in extreme realism. Its fan base remains one of the most devoted of any game from that era, and its long list of updates and patches have kept it current with today's hottest hardware. Still, its comparatively and unexpectedly poor showing did not sit well with Sierra, the company that owned Papyrus and published its products.
Sports Car GT - PC Games

Grand Prix 3 - PC Games

Racer - PC Games

The Racer software is free, in the sense of freeware (for non-commercial users). While the source code of an older version is available, it is not under an open source license. The cars and tracks have various forms of license, but can all be downloaded for free.
F1 2001 - PC Games

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NASCAR Racing 4 - PC Games

From a physics standpoint, NASCAR 4 confirmed that Papyrus could do precisely what it said it could do with the GPL engine. To quote Kaemmer, "It was definitely a vindication of the physics engine when Nascar 4 was so well received." In simple terms, NASCAR 4 could be anything you wanted it to be. Indeed, if all drivers' aids were used and alternate modes explored, it was the most approachable NASCAR to date. But if you wanted to hike up the difficulty and experience terrifying authenticity, you could do that too.
F1 2002 - PC Games

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Grand Prix 4 - PC Games

Although the game could be considered a relatively modest commercial success, the chances of a further entry to the series are slim to none after Microprose's parent company, Infogrames, dissolved the developing studio shortly after its release.
NASCAR Racing 2003 Season - PC Games

Looking back, David Kaemmer is justifiably proud of the Papyrus heritage and in particular of sticking to his guns when things got tough. "I think most of our competitors through the years were always worried about how difficult it was, and would sacrifice the realism, figuring that if it was difficult, it wasn't fun."
Live For Speed - PC Games

F1 Challenge '99-'02 - PC Games

ISI listened to the fans and fixed almost every single aspect from previous versions, most noticeable was the sound which proved to be the most realistic to date. Also the cars models were changed and made from scratch for this release to make them more realistic. Track versions were created specifically for each season resembling the real circuits. It is as close to true F1 racing as one can get.
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Richard Burns Rally - PC Games


Because of the nature of the game, it is recommended for new players to attend the Rally School, where basic as well as advanced driving tricks are taught to all players. Techniques like left-foot braking and the Scandinavian flick are demonstrated step-by-step so a racing sim fan can attack the grueling stages full-out.
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GTR: FIA GT Racing Game - PC Games

rFactor - PC Games

rFactor aims to be the most accurate race simulator ever, providing advanced tyre modeling, complex aerodynamics and a 15 degrees of freedom physics engine.
GT Legends - PC Games

GTR 2: FIA GT Racing Game - PC Games

From Gamespot:
We get it: Racing sims are hard. The ever-shrinking market for PC-based racing games is a testament to the public's opinion about games that seek to faithfully reproduce motor racing, but for those willing to commit to the experience, GTR 2 is a real eye-opener.
X Motor Racing - PC Games

Race 07: Official WTCC Game - PC Games

Race 07 features more than 300 cars in nine different racing classes and includes the full 2006 and 2007 seasons of FIA World Touring Cars championship, as well as 8 more classes on 32 tracks from all over the world.
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GTR Evolution - PC Games

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iRacing.com - PC Games

iRacing creates each track using proprietary exactrac laser mapping technology to replicate the personality, eccentricities and challenges of the track with mathematical precision.
Kaemmer on iRacing's philosophy:
We actually see our new company as being in the racing and driving business, more than the game business. We are putting together a global Web site that will be a central place for anyone interested in racing and driving--from beginners, who need some initial instruction in a racing school, up to professional race drivers who would like the opportunity to get track time at a low cost. In addition to providing a simulator and training, we will be sanctioning online race series at all levels--from 140 hp Formula Fords up to 800 hp champ cars, with everything in between--and in many types of cars, including formula, sports car, stock car, even off-road cars. Racing is a very expensive sport, so not many people get a chance to participate. We would like to change that, to allow more people to really learn about racing and to experience some of the thrill.
Race Pro - Xbox 360

Need for Speed: Shift - PC Games
Coming out in late 2009, the latest installement of Need for Speed departs from its arcade heritage and goes full tilt in the realm of realistic racing simulator.
Sim (simulated) racing is the collective term for computer software (i.e. a vehicle simulation game) that attempts to simulate accurately auto racing (a racing game), complete with real-world variables such as fuel usage, damage, tire wear and grip, and suspension settings. To be competitive in sim racing, a driver must understand all aspects of car handling that make real-world racing so difficult, such as threshold braking, how to maintain control of a car as the tires lose traction, and how properly to enter and exit a turn without sacrificing speed. It is this level of difficulty that distinguishes sim racing from "arcade" driving games where real-world variables are taken out of the equation and the principle objective is to create a sense of speed as opposed to a sense of realism.
Copyright of the above as well as most of the descriptions in this list are Wikipedia.org as well as a GameSpot special on the History of Papyrus.
Other Simulator Lists:
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* Fly the Friendly Skies: History of Flight Sims
* WWII Air Combat Flight Simulators
* WWI Air Combat Flight Simulators
* Dive! Dive! History of Submarine Sims
* All Aboard! History of Trains & Rails
* 'Mop Up! Move out!' Helicopter Combat Sims
* Ahoy Mate! History of Pirates & Sails
* Bogie on your six! History of Modern Air Combat Sims - (coming soon)
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(41 lists)list by Zozoulini
Published 13 years, 2 months ago
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