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Footwork FA12

This FootworkArrows car had a disastrious 1991 season. Firstly it couldn’t fit its engine, the Porsche 3512 3.5 V12, but even when it did it was heavy, slow, and unreliable. By mid-season the team redesigned the chassis to fit a Hart-prepared Cosworth-Ford DFR V8 engine, but that only led to a season high 10th-place finish in the Japanese Grand Prix.

First seen in sim racing with F1GP (1992).

RSC Podcast RSC Podcast Episode 7 – Management Simulations, F1 Managers, Always Used To Be Better?

Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.

Sim racing historic databaseRSC contains a database of news items. Our #OnThisDay page shows current day and current week of years past...
Sim racing video databaseRSC contains a database of videos back to the 1980s catalogued as intros, laps, trailers, unboxings and more...

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1985

Ralt RT3-84 + More

Revs

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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.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

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You can email Tim Wheatley directly at tim@racesimcentral.net or send a message on social media (response times on socials will vary).
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Tim Wheatley

Orontes Games, the ExoCross developer owned by iRacing, has given an update on their futuristic racing game. The update, quoted fully below, explains that the developer added a Quick Race mode that will use iRacing’s ‘offline’ AI and confirmed PlayStation and Xbox releases are now planned. A new backend system will allow crossplay between all platforms, allowing users to enjoy a new fourth zone of 14 race tracks.

Update text:

We wanted to give a quick update on the development of ExoCross.

We have an all new Quick Race game mode fully playable against a field of drivers using the underlying AI code from iRacing. We’re excited to be porting Exocross from PC to Xbox and PlayStation as well! We’ve migrated our online gameplay to a new backend service, which has allowed us to begin getting multiplayer working across all of our supported platforms. An all new 4th zone has been created, which will include 14 unique new track configurations to race, and a new 3rd vehicle model is now playable. We’ve built a completely new set of 48 challenges, spread across each of the game’s 4 zones, and have made numerous changes to improve the game’s menu system and in-game UI. We haven’t forgotten about the driving, and significant improvements have been made to the vehicle physics and tire model, as well as adding new engine sounds unique to each vehicle.

We’re still working hard to complete the online feature set and the new offline Championship Mode, and we look forward to sharing additional updates in the New Year.

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