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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.

Video game development is full of names that have made groundbreaking steps you’ve never even heard about. Shawn Nash is a behind-the-scenes pioneer responsible for SODA Off Road Racing’s incredible physics, Papyrus’ graphical advancements and iRacing’s use of laser scan data for the physical track surfaces.

This interview with RSC, published in 2021, details his early life and career, through both his own company, Papyrus, Electronic Arts, to his time at iRacing.

 

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After their recent announcement they’d be winding down development, followed by a retraction that doesn’t really retract anything, the Frontier team today deployed another update for their F1 Manager 2022 title. It features quite an extensive list of changes that must have been pretty far into production when the confusing announcements were recently posted, so I’m not sure I really understand the timing of them considering they also today confirmed that the team continues to make progress with addressing both the effect of DRS in races and unlapping behind the Safety Car, and are targeting to deliver an update that addresses these topics before the end of the year.

Changelog:

Gameplay 

– Updated calculation for ‘Estimated Race Time’ in Strategy view and adjusted preset strategy suggestions to be more competitive 
– Fixed an issue where cars could run out of fuel on their second run in Qualifying 
– Fixed an issue where race engineers would warn drivers about low fuel during Qualifying 
– Fixed an issue where changing the length of a run plan, then reverting the change, would lead to the car having a different quantity of fuel 
– Fixed an issue where AI would not refuel cars after a red flag in Qualifying, resulting in DNFs 
– Resolved rare instances of crashes when transitioning between race view and replays 
– Resolved rare instances of a crash if AI ran out of wet tyres and attempted another pit stop 
– Resolved rare issue causing a soft-lock if the game is closed before completing the new season period 
– Fixed an issue where cars in Practice could retire with 0kg of fuel, but still display a positive fuel delta 
– Fixed an issue where replays would sometimes end before the commentary finished 
– Removing instances of Team Radio lines not matching their subject matter 

Cars 

– Updated multiple car models and liveries, for more variance through the grid and closer alignment with the real-world cars 

Circuits 

– Resolved an issue causing the 3D Map to appear incorrectly when using ultra-wide screen monitors 
– Updated signage and track-side sponsors at Monaco 
– Updates kerbs at Circuit Paul Ricard, turn 8 

Race Simulation 

– Updated VSC/SC/red flag rules in Free Practice sessions, including removal of DRS restrictions after a red flag 
– Resolved instances where driver commands would affect speed under Safety Car or Virtual Safety Car conditions 

Display 

– EULA will no longer reappear during startup if the player resets their game to default settings 
– Resolved an issue causing position change arrows to display in the Drivers’ Standings page during Qualifying 

Sponsorships 

– Resolved issue where the ‘Position Gain’ sponsorship guarantee did not take grid penalties into account 

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

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