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.
F1.com posted a preview of F1 Manager 2022 a few days ago. You can read the preview there, but here are the snippets of new information:
– Release “Summer, 2022”
– You can run “any of the 10 teams on the grid” – this may mean you cannot create one
– Multiple seasons of gameplay
– Control over staff, drivers, facilities including wind tunnel, simulator
– F1, F2, F3 drivers and a pool of real-life engineers and aerodynamicists available for hiring
– Budget cap rules are applied
– Car development and upgrades include track-specific parts
– Parts manufacturer has time and monetary requirements
– Free practice can be managed or simulated
– Qualifying is mentioned as requiring you to manually send out drivers for a clean lap
– You select tire strategy for the race, and can save strategy profiles
– Tire wear simulation accounts for track temperature, rubber, kerbs, time spent in dirty air and more
– 2D and 3D race viewing options
– Commentary by David Croft and Karun Chandhok
– You can tell drivers to push or not, avoid kerbs, save fuel and apply team orders
Screenshots from the article:
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