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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.

 

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Last night Studio 397 deployed an update for rFactor 2, but when I checked the forums I saw a lot of issues being reported. This morning, they deployed a hotfix update. (Edit: And another one).

Unfortunately stuff like this tends to overshadow the good bits in an update. The changelog from the main update is actually pretty good.

On Discord Marcel Offermans said:

We are aware of the latest build update causing join lags when users join a server. We believe this happens when people join a server that has not been updated to the latest build yet. So server admins, that’s the workaround for now. The cause is we accidentally made a tiny change to the multiplayer protocol. We are working on a hotfix for that, which will be released as soon as possible (we certainly aim for today).

Studio 397 say dedicated servers should all be updated after both the update and/or hotfix.

Original update (hotfix info below):
– Client build ID: 6098993
– Dedicated Server ID:6098998

Changelog:
– Added back-end support for detecting the state of the Steam overlay so we can advise people to turn it on when trying to show them a shopping cart.
– Fixed a possible deadlock.
– Changed the lighting at dusk to gradually transition the fog color, preventing a sudden light change.
– Improved the shutdown of a dedi so it no longer exits with a non-zero return code.
– Fixed an issue where if we failed to load a custom skin we would not correctly fall back to the default skin.
– Fixed an issue where blurred reflections did not show up.
– Made the material editor port configurable in the scene viewer and changed it to 5396 by default so it won’t conflict with the default port that rFactor 2 uses.
– Allow up to 128 scene paths in the scene viewer.
– Fixed an issue where upgrades did not correctly show in the showroom when selected.
– Enforced loading the correct upgrades before we initialize physics online.
– Added a few missing control options in the menus so they can be assigned again in the UI.
– Significantly improved the way we render our clouds, resulting in much better looking skies.
– Server will now kick a client using a custom team if file transfers are disabled because that client would be kicked when a race starts anyway.
– Various auto exposure tweaks were done, also to the cockpit view.
– Only pause the first session now if the setting is enabled on a dedicated server.
– Fixed UI mouse click control.
– Converted old FSAA values to new MSAA ones.
– Corrected some inconsistencies between the viewer and rFactor 2.
– Fixed some compound rendering issues in the showroom.
– Improved the camera editor in dev mode by fixing some assets for it.

Hotfix:
– Client build ID: 6104455
– Server build ID: 6104456

We are trying to fix the join lags people were experiencing with our recent update.

Hotfix 2:
– Client build ID: 6106301
– Server build ID:6106303

Hotfix for vehicle graphics glitches

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