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An Interview with Terence Groening; Master of Physics

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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Originally working in military simulator design, this Michigan-based studio developed Zone Raiders for Virgin Interactive before moving to Electronic Arts for publishing their second PC title, Sports Car GT, when Westwood Studios (their SCGT development partner) was acquired by the software giant.

Known primarily for their mod-friendly SCGT and rFactor racing platforms, ISI also developed Formula One and NASCAR titles on PC for Electronic Arts, but perhaps their lasting contribution to the genre was the licensing of the isiMotor engine that allowed studios such as 2Pez, Blimey! Games, KW Studios, Motorsport Games, Reiza Studios, SIMBIN Studios, Slightly Mad Studios, The Sim Factory, Tiburon and rFactor 2‘s ongoing developer Studio 397 to begin with or release on an evolution of their software.

Another fork of the isiMotor engine, rFpro, continues to be developed and is used by a wide array of automotive companies for both road and motorsport simulation.

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.

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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

Codemasters have released an update for F1 22 that updates liveries, car 3D bodies and adds Portimao and Shanghai in career mode after your first season. The patch also includes DLSS 3, which means you’ll likely now see most tech YouTubers switch to F1 22 for their benchmarking for 40 series GPUs from NVIDIA.

Trailer:

View this video on YouTube. Please consider subscribing to RSC’s channel.

Build notes:

– Visual F1® Sport Liveries Update to match the real season closer
– Portimao and Shanghai circuits are now available in Season 2 and beyond in Career modes
– Added an option to allow the player more flexibility in tyre selection per session during a race weekend
– Added support for NVIDIA DLSS 3
– Updated and improved delta times when using ‘Immersive’ Safety Car feature
– Updated Mika Häkkinen’s helmet
– Updated Liam Lawson’s flag of nationality on his Carlin Formula 2™ car
– Fixed an issue where with ‘The Griddy’ emote equipped, the podium celebration did not show
– Fixed an issue where, in certain circumstances, players could receive a jolt to their wheel instead of a ‘fade-in’ feeling of force feedback
– Fixed an issue where the water droplet effect is missing on the ‘TV Pod’ camera angle when driving the Alpine F1® car
– Updated and improved UDP data being sent between qualifying and race sessions
– Various minor fixes
– General stability improvements

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F1 22

F1 22 is the fifteenth title in the Formula One series developed by Codemasters and is the first to include the vast changes to the regulations that year.

 
 
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