Shortly after the release of Grand Prix Legends the sim racing community looked forward to another title that promised to offer a similar insight into historic racing. Trans-Am Racing ’68-’72 ultimately never released, a victim of a publishers shady dealings, but as a part of my research I uncovered a VHS of a never-released trailer for the game. Watch the trailer and read about what sim racing missed out on.
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.
Reiza Studios have pushed out another update/hotfix before their 1.0 release. This update tweaks a number of areas in preparation for that big day.
V0.9.6.1 CHANGELOG
UI & HUD
Added “Speed Sensitivity” and “Minimum Shift Time” configurations to Controller options
Minor UI label fixesPHYSICS
Revised yaw sensitivity for aero elements in all high downforce cars
Adjusted steel brake heating build-up
Revised slick & road tyres tread performances on wet track
Minor tyre tread adjustments for Super V8, F-V12 & F-Classic Gen3
Revised rear wing efficiency for F-Classics, F-V12, F-Reiza, F-Ultimate, F301 & F309
Various minor default setup adjustments
Slightly increased FFB tyre scrub effect for all cars (through FX slider)
Slightly Increased bump noise from curbs
Minor fine-tuning of car-specific FFB values
Fixed excessive front brake cooling in Caterhams
Revised engine output for F-Vintages (V8 & V12)TRACKS
Minor revisions to various climate lighting & fog values valuesAI
Increased the range of AI performance at both ends of the scale (slower @ 70%, faster @ 120% relative to v0.9.6.0)
Further revised AI throttle application gaps for GTs & formula cars
Increased AI side buffer distance (helps preventing AI cars merging back to the racing line too soon)
Increased Field speed perception, reduced length ahead factored (slightly less slowdowns in packs)
Reduced minimal lateral distance for defensive moves
Increased AI lateral rate of movement when calm
Further reduced AI brake power in GT / prototypes
Further increased AI care with human players
AUDIO
Fixing Super V8 AI Interior Engine sound positionVEHICLES
Fixed missing F-Reiza rain lights
Further adjusted brake glow ranges
No replies yet
Loading new replies...
Join the full discussion at the Race Sim Central Community Forums →