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.
Kunos have been busy, putting out two updates in two days. Here are the release notes:
1.0.09
– ForceFeedbackIntervalSteps now defaults to the highest frequency rate (0) when generated.
NOTE: if you already have the value in your controls.json, delete the line or the entire .json for the line to regenerate with the correct value or change the value manually to 0.
– Wheel controller is now polled at 333Hz.
– AI “take space” behaviour is now less aggressive, requests less distance from the car in front, reacts less abruptly and guarantees higher minimum speed.
– Fixed incorrect driver stint times in Championship Endurance races.
– Potential fix to startup crash due to failed screen detection.
1.0.10
– Fixed default gearshift debouncing calculation being too low
– Added gearshift debouncing slider to controls configuration screen
– Fixed TrackIR flickering.
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