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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.

 

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Although their last update was supposed to be the final one before hitting v1.0, Reiza decided to push out one final update with important A.I. and force feedback changes.

Build notes:

This build introduces the new AI Strength logic – now the setting works more similarly to how it did in AMS1, as a more straight-forward AI Grip multiplier, without affecting other aspects of AI performance & behavior, to offer a much wider and more consistent scalar for setting up AI difficulty.

As in AMS1, the AI Strength slider is now restricted to a range of 70-120%, with default setting being 90% and a setting of 100% being equivalent of real world performance. Beware however that the AI in some series may still misbehave at extreme ends of the scale, and that that the new system still requires further callibration for consistency from series to series.

Given the relevance of the AI Strength development to making game more adjustable for a wider range of player skills, we´ve decided to roll this on to release already rather than hold it for v1.0.

V0.9.6 also features further physics & FFB fine tuning and a new batch of car suspension animations.

Changelog:

UI & HUD
Reinstated time acceleration for Single Player events

FORCE FEEDBACK
Revised code to fix (or at least mitigate) issues with FFB causing wheel to pull hard right or left in some circunstances
Increased input rates to 500Hz and limited FFB rate to 360Hz to minimise potential issues with asynchronous rates
Further fine-tuned all car-specific max force, filters & smoothing levels to suit final FFB system and latest tyre physics developments

PHYSICS
Fixed stalled player engine in rolling starts and in some cases when switching from AI control (still needs multiplayer testing)
Minor tread adjustments for F-Vintage, Trucks, GT, SuperV8, prototype & road tyres
Reduced default brake pressure to 90% (same as AMS1 – setting remains adjustable from car setup for player preferences)
Slightly increased optimum brake temperature ranges for both steel & carbon brakes
Reduced contact factor in open wheelers (further minimising extreme reactions in wheel-to-wheel collisions)
Reduced incremental lift with radiator opening setting
MRX: Fixed wrong brake fade ranges in all variants
Ultima GTR: Fixed rear brake cooling on Road version
F-Vintage: Adjusted default differential settings for better driveability

AI
Added new Opponent AI Strength logic
Clamped opponent AI Strength range to 70-120%
Added customized parameter per car for AI brake application
Further reduced AI throttle application gap dependingon AI driver skill level
Further callibration of AI performance
Further reduced AI brake grip in GT / prototypes

TRACKS
Jerez: curbs UV2 mapping correction; fixed LOD issues with inner grass; conformed started grid lines to latest road noise & other minor fixes
Interlagos: Updated trackside cameras

VEHICLES
Toned down dirty layer on rear view mirrors
Added suspension animations for all Caterhams, F-Trainers & F-Vintage

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