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.
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?
Reiza have released a hotfix update for the recently release 1.5 milestone.
Changelog:
– Fixed some inconsistent overtake messaging displayed for backmarkers when the leader hasn’t caught the safety car yet
– Fixed a crash when loading a championship that had been saved after qualifying session
– Fixed a crash on game boot when the first championship save has an unknown modded vehicle
– McLaren F1 GTR: minor brake bias adjustment (setup reset recommended)
– Ultima GTR Race: minor setup adjustments (setup reset recommended)
– Generally adjusted AI performance when running slicks on a wet track, and extremes / wets / intermediates on a drying track
– AI calibration pass for Porsche Cup, P1 Gen2 classes
– Adjusted AI paths to correct jerky behavior in segments of the track at Indianapolis Road Course, Montreal, Nurburgring GP & Veedol layouts
– Indianapolis Road Course: Adjust alt start path at T4 T5 T6 Montreal GP: Corrected alt start path junctions; Nurburgring GP Veedol
– Foz: Added VR cams and updated TV cams for new joker layout
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