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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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v0.8.3.1 Changelog:
Content:
Added Puma P052 to GT5 class
Added new Jerez layout (no Senna chicane)

UI & HUD:
Added initial HUD Layout Editor (from OPTIONS -> EDIT HUD LAYOUT)
Added Initial telemetry HUD page
Fixed missing car class icons
Fixed class positions incorrectly displaying during single class/practice
Fixed Superkart/ Stock V8 mini class icons
Blocked lap timer incorrectly displaying in HUD ‘off’ variant
Disabled currently unused containers/elements
Created separate leaderboard and lap/position info HUD elements
Disabled leaderboard by default on ‘light’ HUD variant
Adjusted trackmap zoom mechanics & tweaked graphical elements
Revised start light HUD element
Adjusted text colour and border of player in HUD leaderboard
Added missing vehicle stats for MIT Lancer R & RS
Updated trackmaps for VIR (all configs), Snetterton (all configs), Velocitta (all configs), Jerez 2019; Added Missing track logo for Snetterton
Increased vehicle preview resolution

Physics, FFB & AI:
Reduced wheel contact factor in all open wheelers (reducing chances of cars launching into the air with relatively minor contact) & corrected mass of several independent detatchable parts
F-Classic G3M1: Fixed default gear ratio for 7-speed gearbox
F-Ultimate: Adjusted torque curve & throttle map for smoother power delivery
Minor tyre tread adjustments to F-Classic (all gens), Ultima GT, MCR 2000, MRX P4, F-3, MIT Lancer R & RS
Added TC / ABS to MIT Lancer R & RS when running Authentic driving aids
F-Classic (all gens): adjusted default front wing setting for better aero balance
Adjusted AI prudence when challenging human opponent
AI behavior tweaks: smoother lateral reactions & brake application; less performance variation depending on AI skill when on throttle / brakes; less performance loss as AI driver loses stamina
AI performance calibration passes for all cars

Tracks:
Added alpha to coverage to all foliage shaders – improves quality, only works with MSAA
Jerez: Reworked wet track material and puddle mapping; fine tuned road blend textures and vertex alpha blending to improve some blending abnormalities
Oulton Park: Fixed pitwall collision bug
Night lighting updates for Cascavel, Velopark, Kansai, Goiania, Jerez, Imola, Imola 2001, Imola 1988

Vehicles:
Copa Uno: Updated liveries (partial); Adjusted collision mesh
Super V8: Adjusted collision mesh; Updated Vertex AO; Added detachable parts from Damage
Gol Copa Classic: Added LODs & updated materials
F-Ultimate: Updated liveries with logos

v8.3.2 Changelog:
Fixed telemetry HUD switching
Added new function to improve AI skill / performance on 1st lap
Fixed inverted FFB on Fuscas, F-Vee, F-Vintages
Adjusted gearbox tolerances for P052

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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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