As a direct ancestor of iRacing, the ‘Grand Prix Legends engine’ had multiple stock car racing false starts, before eventually releasing as NASCAR Racing 4. The original NASCAR 3, cancelled and replaced by one that used NASCAR 2’s engine, is barely remembered.
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.
EA have deployed another update for F1 22 that includes just this small line in the changelog:
Rebalancing of AI performance in Career
The page (linked above) also says that users should raise their A.I. difficulty by 5 after installing this patch for the best experience, but doesn’t go as far as saying that this fix will apply in single race sessions, etc. So I am unclear whether the A.I. has been tweaked outside of career mode. The build note itself isn’t terribly in-depth, but I am hopeful it reduces A.I. traction coming out of slow-speed corners.
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