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.
Legendary British game developer whose career spanned a 20 year period and included groundbreaking simulations of Formula Three and Formula One, including arguably the first ever racing sim: Revs (1984).
Most famous for his Grand Prix series that were published under the MicroProse label until 2000, his career unceremoniously ended when his studio was shut down by Infogrames and the Xbox version of Grand Prix 4 cancelled just prior to release.
Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.
Image posted by Dale Jr on Twitter.
iRacing announced they would be scanning the track back in December, and I’m pretty excited about this one. North Wilkesboro Speedway was a 0.625-mile speedway with 14 degrees of banking and an interesting elevation difference one end of the oval to the other. It was first seen in sim racing with NASCAR Racing (Papyrus, 1994) as an addon track. Here is how Geoff Bodine described the track in the manual:
North Wilkesboro is a strange little track. The front straightaway goes downhill, so as you go into turn one you’re out against the wall. You use quite a bit of brakes going into the first corner; there is a groove that’s kinda in the middle of the track going into the corner.
Really the key to some speed at Wilkesboro is, as you go into turn one you get the car turned to go off of turn two. You’ll have to get into the throttle real quick, because going off turn two you’re going uphill. So in one, you wanna try to keep momentum through that corner, but get the car turned and get back into the throttle as soon as possible to get you up that back straightaway, because it’s all uphill, all the way to turn three!
Turn three is a lot different than turn one; the back straightaway is really one big corner, so it’s a long entry into turn three. Use brakes, but gently. The groove in turn three is real low, right against the curb. If you get off the curbing, just a few feet, it’s really rough and the car’ll just slide up the track. So you have to stay low going into turn three, and around to turn four it’s a long exit. This is where the car tends to get really loose. But like turn two, you need to get back into the throttle really quick there, but be smooth; don’t just jam it down, push the throttle down really smooth to give you that speed off the corner. As you get off turn four, you’re lookin’ downhill to turn one.
iR is a subscription-based online service that allows sim racers to race a variation of cars and tracks from all around the world.