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 released a couple of updates for 1.3.
Changelog v1.3.6
Fixed AI cars repeatedly pitting in race weekend game modes.
Fixed occasional stuttering using the opponent visibility setting against AI cars.
Setup UI and functionality bugs and fixes
Changelog v1.3.7
Mercedes and Porsche (non-Evo) fuel estimations fixed for Paul Ricard and Monza in the aggressive preset.
Fixed AI driver stint protection in saved games to avoid forcing the AI to do a pitstop after driver swaps.
Fixed Stability Control saving inconsistently for values between 0 and 100%.
MP: Added assistRules.json for non-public servers.
MP: Updated server admin handbook to version 7c.
MP: Minor improvements for values written into the result.json file.
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