Featured

Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?

Video game development is rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.

This interview with RSC details his early life and career, through to him joining iRacing in 2021.

 

Share This Page

Facebook Twitter Reddit

Tagged Software

Support RSC

Please support us by not blocking ads on our domain. We have disabled Google Ads to increase page speed and would appreciate your support instead via PayPal, Patreon, YouTube Membership or by using any of the affiliate links below. Have any other ideas of how to support? EMail.
MOZA RacingSim-LabFanatecTrakRacerAsetekInternet Privacy From NordVPNDreamhostCapital One Credit Card Application
HumbleFanaticalCDKeysAmazonAmazon UKiRacingGet your racing gloves, boots and more from Demon Tweeks.Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42

Studio 397 today posted their latest build information and I was a little bit confused by it. UI was the lead item mentioned, but as I confirmed via Discord the UI isn’t finished or default yet, so I’ve stuck that at the bottom of the release notes for rF2 v1221:

Modding Support
Published a ton of new information about modding for rFactor 2 on the documentation website.
Large update to modding documentation, will full documentation on PBR material system, dedicated Development Tools section and more.
First official release of 3ds Max 2021 Plugins.
First official release of Material Editor.
First official release of Maps Converter Tool.
Added Loch Drummond (PBR Track) to ModDev.
Added ability to disable auto albedo correction on pre PBR shaders.
Added ability to choose cube Fresnel default settings on pre PBR car body shader.
Corrected Deformable Tire shader naming in Max Plugins.
Exposed Atmospherics section in Wet file to configure Haze and other settings..
Updated ModDev to use main game HUD.
Added ability to save preset positions in the Scene Viewer.

Graphics
Added new pit exit marshal textures, thanks to Alessandro Micali!
Small refactor of glare settings in PostFX
Many other minor tweaks to various shaders and settings.

Multiplayer
Significantly improved logging for multiplayer sessions.
Fixed race conditions in our low level socket node list.
Increased the size of an internal array to accommodate all possible cars in a session.
Fixed an issue where not just the server would send out node reordering messages.
Changed some very “spammy” log messages.
Fixed several crashes where some code would reference invalid data.
Added descriptive names to all threads.
Improved the handling of an application crash to ensure logs get flushed.

Broadcast Overlays
Made qualifying box sector colors correspond to best lap sectors instead of absolute best sectors.
Added fallback for drivers with no last name set.
Added drop-down in control panel to select overlay configuration.
Made replay transition follow the configured series color.
Added an option to show more data in tower field 4 (gap to next, number of pit stops).
Added an option to automatically enable race update box when timing box is enabled.
Fixed pit timer getting stuck after leaving pit lane.
Fixed displaying of gaps to leader/fastest lap time in tower and banner.
Extended field 2 data with manufacturer and team logo.
Added turning lap time green or purple in the qualifying box after the lap.
Added option to minimize boxes in the control panel.
Fixed starting order not working with multiple events.
Fixed replay jumping to wrong time.
Cleaned up the CSS to make it easier to make changes in the custom.css.
Added a replay marker button to mark replay events.
Updated team name and car number to use the entries from the .VEH file.
Added mixed/overall standings option.
Added an option to toggle between driver name, team name and description.
Made b-roll a standalone element.
Added option to condense tower by hiding field 2 or 3.
Fixed schedule slide date comparing.
Added an option to start the overlay in multi-class or single-class mode.
Updated banner behavior based on the selected car class (or mixed/multi-class mode).
Rearranged control panel.
Known issue: tower animation flickers when swapping pages.

The UI notes:

Old UI (opt-out)
Client build ID: 5504070
Dedicated server build ID: 5504080
New UI (public_beta)
Client build ID: 5503999

User Interface
Added key binding for hide cursor. This is useful when running the in-game overlays and doing a broadcast to a capture card that insists on showing your cursor otherwise.
All replay controls can now be custom assigned in the controller tab. By default all replay controls are mapped to the same defaults unless re-assigned.
Added first time start up wizard. For now only has name and nickname fields. This will be extended.
Added player area in the main UI. For now only has name and nickname fields.
In showroom we now check for upgrades on page load and do not show info if there aren’t any.
Disabled select button in list layout for category items. When switching from grid or thumbnail layout to the list layout, and having a “category” item selected, the select button would be available and would glitch things when clicked.
Clear car configuration info when viewing a “category” item.
Updated the pop-up layout and styling.
Renamed event screen “Drive” button to “Passenger” when in multiplayer spectator mode.
Made transitioning to packages area page smoother:
Get packages after the page has loaded to avoid blocking.
Show a pop-up message while getting packages.
Use a dark grey background during switching to the page.
Enabled a chat message for single player admin commands.
Fixed a game crash when switching sessions.
Fix accessing garage data properties if data is not available.
All controller profiles are updated. This fixes various issues when using ‘Detect’ on first time hardware setup.
We have new controller profiles for:
Simucube 2 Sport;
Simucube 2 Pro;
Simucube 2 Ultimate;
Logitech G923 PlayStation 4 and PC;
Logitech G923 XBox One and PC;
VRS OSW;
XBOX One Controller For Windows.
Added “PlayerFileOverrides” to various profiles to ensure proper driver aids are enabled/disabled on first time wheel detect.
Added use thread “true” for all profiles.
Ensured that the “920 workaround” is set to “false” on all non-Logitech profiles.
Fixed profile naming and removed redundant profiles.
Fixed stuck ‘look left’ on TS-XW profile.
Thrustmaster F1 wheel Integral profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS, TS-XW.
Thrustmaster Racing wheel profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS.
Thrustmaster F1 wheel Integral profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS, TS-XW.
Thrustmaster Racing wheel profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS.
Added correct max torque to Fanatec CSW v1, v2, V2.5 and Direct Drive profiles.

A hotfix was released to fix a memory leak:

Default (opt-out) Client ID 5508421
Server ID 5508423
New UI (public beta) 5508141

No replies yet

Loading new replies...

About RSC

Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners. Some links on this Web site pay RSC a commission or credit. Advertising does not equal endorsement.

Podcast

Podcast micJoin Jon Denton, Tim Wheatley and Simon Croft as they discuss sim racing and racing games past, present and future.