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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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Reiza Studios have just released version 1.2.0.0 of their Automobilista 2 title (full changelog below) after previewing it a few days ago.

Trailer:

New screenshots:

Older preview screenshots:

v1.2.0.0 Changelog:

CONTENT

Tracks:

Added Daytona International Speedway (Part of Racin´ USA Pt1 DLC)
Added Long Beach(Part of Racin´ USA Pt1 DLC)
Added Weathertech Raceway Laguna Seca(Part of Racin´ USA Pt1 DLC)

Cars:

Added GTE class featuring BMW M8, Corvette C8-R, Porsche 911 RSR (Part of Racin´ USA Pt1 DLC)
Added DPi class featuring Cadillac DPi.V.R (Part of Racin´ USA Pt1 DLC)
Added BMW M4 to GT4 class

GENERAL

Added custom championship feature to championship mode (BETA)
Added option for Real Weather, synchronizing the weather conditions to the currrent & forecast conditions on the location of the track
Added option to customize date for the event (currently all sessions run under that same day)
Added 42 years of historical weather data (currently only for tracks listed in the notes above
Added seasonal foliage (currently only for tracks noted in the changelog)
Weather progression is now scaled by time progression setting when using real weather option
For effect of adjusting forecasts while running Real Weather, qualifying sessions are now configured to one day before race day, and practice 2 days before
Implemented dynamic livetrack presets for real historic weather in single player – track may start with some level of water or puddles based on the real weather data of the preceeding hours before the session start time
Added option to configure Livetrack presets for each session
Temporarily disabled real weather setting in multiplayer.
Temporarily disabled LiveTrack preset setting in multiplayer
Timed races now end after ‘time + 1 lap’
DLC tracks are now accessible to non-owners in Multiplayer sessions
Adjusted LiveTrack grip range (slightly lower base grip than before on a green track)
Added controller preset strings for new devices (Logitech G923, Thrustmaster T-GT, SiMagic M10)
Modified Logitech G923 profiles to correctly distinguish between two variants (XBox and PS4). Increase torque by 20%.
Initial revision of shadow casting variables, generally increasing shadow quality
Inverted traction control logic – higher values now produce more Traction Control (rather than more allowed slip as per old configuration)
Adjusted gamepad controller presets & car-specific parameters for improved driveability (all cars)

UI & HUD

Added more loading screen tips.
Fixed slider mouse inputs for Steering Sensitivity, Speed Sensitivity, and Minimum Shift Time controller settings.
Fixed incorrect visibility test on auto advance timer of session results screen
Suspension rates in setup screen are now displayed as incremental units rather than the actual rates

PHYSICS & FFB

Revised tire tread, center of gravity height & drag coefficient parameters for all cars
Unified all GT tire dimensions, rules & branding as per real regulations of the main North American and European series (Michelins for GTE, Pirelli for GT3 & GT4)
GT3 / GT4 Balance of performance revisions
Reduced air scale drafting effect
F-Reiza: Slightly adjusted diffuser center of pressure
Porsche GT3 Cup: Corrected minimum weight for both models
Super V8: Added kingpin multiplier to reduce pendulum effect in FFB
Adjusted FFB max force range for BMW M6, Camaro GT4R
Adjusted BMW M6 engine torque curve
SprintRace: Minor brake torque adjustment
Corrected default steering lock & steering ratio for Porsche GT3-R
Further bodywork drag coefficient revisions
Adjusted default TC & ABS settings (including proper baseline for cars without factory TC)
Corrected traction control range for GT4 cars
Adjusted aero yaw sensitivity for all GTs / Protos / Stock Cars / Touring Cars
Added engine brake setting for formulas (from 1980s on), GT and Prototype classes
Adjusted engine compression curves for F-Retros, Mclaren 570S, Porsches, F3s
Adjusted default packers for F-Retros, P1, Roco
Adjusted Stock Car, Montana, Ginetta G40s, SprintRace torque in lower rev band to correct engine bogging down on launch
Mercedes CLK LM: Disabled downshift autoblip
Removed HARD & INTERMEDIATE tire compound from GT3, P1 options
Disabled viscous LSD settings in various cars that incorrectly allowed for it
Metalmoro AJR Fixed Honda engine bug
Set new traction control and ABS ranges – increments of 0-10 instead of 1-99
Adjusted intermediate tire compound performance
Disabled redundant weight distribution setup ranges in cars that shouldn´t have them
Added hard compound option back for StockCar2019
Minor center of gravity adjustments to Porsche Cup, F-Retro cars
GT3 & GT4 BoP Pass
Fixed missing TC & ABS on GT4 Ginetta G55
Adjusted engine output in AJR Chevy
Moved default brake bias slightly forward for most cars
Adjusted Camaro GT4 default camber & differential
Adjusted BMW M6, M8 & Mercedes GT3 damper rates & ranges

AI

Extensive AI callibration pass for dry & wet performance, straightline speed
Extended pool of AI personalities (all drivers in grid should have unique personalities now)
Several adjustments to AI overtaking assesment parameters
Reduced range of possible AI deviation from ideal line
Increased AI wall check function
Added custom wall buffer values to Montreal, Speedland, Azure, Adelaide, Imola72 and Bathurst
AI tire wear callibration pass for Stock Car, GT3, GTE, P1 classes
Adjusted AI Grip @ Goiania, Curvelo
Added custom AI pit exit speed scalars
Adjusted AI relative performance in practice & qualifying sessions
Increased AI care with human & lowered AI brake grip for non-formula cars
Adjusted AI brake power / side tolerance / avoid ratio / extra care with player
Added function to prevent AI from pitting in last two laps of a race unless they have a mandatory stop to complete or will run out of fuel.
Taruma: Adjusted AI speed through T1 & T2

AUDIO

Added new tire surface sound model for skid / scrub dynamics
Added traction control & RPM limiter sound logic and smoothing
Adjusted volume for various sound effects (rain, wipers, wet road roll)
Optimized sound positioning calculation in relation to listener
Lowered brake squeal volume
Added turbo prop & jet airplane flyover sounds

TRACKS

Overcast/rain/storm climates overhaul: slightly optimized overcast weather, reduced brightness and sunlight when overcast, revised fog values for ovc/rain/storm, revised rain/storm clouds, removed inversion of lighting during thunder strikes in thunderstorm weather, removed random sky glow at night, few tweaks to clear weather HDR behavior, better blend of car’s undershadow with environment in ovc/rain/storm/thunderstorm/fog/heavy fog weather, added visible light beams from cars in the daytime for overcast/rainy weather presets
Added seasonal foliage to Bathurst, Brasilia, Campo Grande, Cascavel, Curitiba, Curvelo, Jerez, Spielberg Historic
Fixed issues with planes, helicopters, boats and trains being culled when they shouldn
Cranes, helicopters and drones now only load on race weekend from qualifying onwards
Londrina Kart: Add missing pit man animations
Cascavel: Reworked fences, fixed UV1 mismatch on grass / outer grass
Bathurst 2020: Revised track cut mesh; Performance pass; LOD object pop fixes; Cleanup orphan mesh and texture
Interlagos Historic: Removed catch fence collisions
Nurburgring; Fix a hole in the terrain at the gp pit entrance
Spa-Francorchamps_2020: Various LOD pop and zfight fixes
Oulton Park: Added missing emap setting to some render road; Enabled 2D crowd hide from session feature; Improved startlight glows; LOD object pop fixes (max/static obj); Performance pass (23% less draw call); CSM pass (curbs, road issues)
Added trackside VR cams to Ibarra, Santa Cruz, Taruma, Velopark
Interlagos Minor art & optimization pass; added seasonal foliage & optimized night lights worn curbs, fence optimization and lodding, seasonal textures tweaks, optimization of night lights
Spielberg Historic: Fixed bug with seasonal foliage
Imola (all versions): Performance pass; Bug fixes; Delete orphan mesh
Updated Stock Car trackside advertising for tracks on the 2021 calendar

VEHICLES

F-Retro V8 and V12: Added Driver animations; Adjusted the position of the cockpit gear shifter.
StockCar 2021: carpaint material update; livery updates
Reduced head light dip angle to improve lighting reach
Added outfits for 60s, 70s & 80s drivers
Porsche GT3-R: Texture optimization
Ginetta G55 GT4: Fixed display & RPM lights
Fixed bugs in dirt build-up parameters causing dirt to build up very slowly, and reset to clean once it reached maximum state
Updated tire dimensions & branding for GTE, GT3, GT4 classes to match physics revisions
Added day running lights to GTE, GT3, GT4 classes
Adjusted brake glow range

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