This was then superseded by the widely popular Hard Drivin' which was an arcade and home computing staple released in 1989, and one of the most widely played simulators up to that point.
Sim racing is generally acknowledged to have really taken off in 1989 with the introduction of Papyrus Design Group's Indianapolis 500: The Simulation, designed by David Kaemmer and Omar Khudari on 16-bit computer hardware.
It featured other AI cars to race against, crashes caused by collisions with other vehicles and roadside signs, and introduced a qualifying lap concept where the player needs to complete a time trial before they can compete in Grand Prix races.
It also pioneered the third-person rear-view perspective used in most racing games since then, with the track's vanishing point swaying side to side as the player approaches corners, accurately simulating forward movement into the distance.
It also featured a day-night cycle, accurately simulated courses approved by the Automobile Club de l'Ouest, and force feedback to simulate road vibration in the form of a vibrating steering wheel that reacts to the driver's acceleration and off-road bumps.
Even those who race in real-world competition use simulations for practice or for entertainment.
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The specific problem is: This section should be a text about Racing Simulators development and improvement in the world of simulation, not just a list of the releases.
a 1982 arcade game developed by Namco, which the game's publisher Atari publicized for its "unbelievable driving realism" in providing a Formula 1 experience behind a racing wheel at the time.
Sim (simulated) racing is the collective term for computer software that attempts to accurately simulate auto racing, complete with real-world variables such as fuel usage, damage, tire wear and grip, and suspension settings.