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.
As announced over on their developer forum, the good folks at Kunos Simulazioni released a small hotfix on Friday. It fixes a number of relatively small issues with the recent Imola track and 1.6 release.
GRAPHICS:
– Various texture optimizations.UI:
– Fixed MFD not updating when HUD hidden.
– Added Imola in MP track preference list.
– Hide pitlane cars filter in the realtime widget now defaults to disabled.
Legacy option added in the hud.json (realtimeStandingPitFilter).CONTROLS:
– EnableManufacturerExtras is now a setting exposed in the UI controls page.
– Potential fix to the Logitech TrueForce implementation.
– Fixed controller bindings for Save Replay, Add Replay Highlights, Save Highlights.
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