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.
Better known today as the developer of Skyrim and Fallout, Bethesda once had a well-respected racing game franchise and were deep into development of a licensed Skip Barber Racing title that never released.
Reiza Studios released v1.3.5.2 over the weekend, with the most noticeable feature for most users being an updated Galeao track.
Changelog:
GENERAL
Added a 1s delay before ERS ‘auto’ mode is considered settled enough to be used as the new base mode for cycling mode (an overshoot into ‘auto’ now means a navigation up the stack will will select ‘off’ if done within 1s)
Added ERS deployment mode and clutch state information to shared memoryUI & HUD
Added ERS Auto mode indication to HUD
Fixed ICM issue that only allowed selection of the first two pit strategiesAUDIO
F-Retro G3 TE: revised cockpit engine & turbo; assigned proper interior AI sound
TRACKS
Galeao: Revised track according to actual event references; adjusted track elevations between T1 and T2, replaced the startlight gantry to match one used in actual event; update static concrete barriers, walls and dynamic cones; adjusted AI collision corridors at the chicane
VEHICLES
Uno (all cars): Added dirt map; Adjusted driver animation fingers position; Added vibrating bits on the cockpit; Adjusted the shift gaiter rigging
Corvette C3 – Livery override folder added
McLaren MP4/1C: Fixed tire side texture rotation issue
Metalmoro MRX P2: Added 1 new livery
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