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.
If you ever played Papyrus’ seminal Grand Prix Legends then you’ve read his name. Rich began working as a tester on NASCAR Racing (1994) and was with Papyrus at the end. In this interview, published in 2022, we discuss his time at the legendary studio and the design of Grand Prix Legends, including initial feelings of hurt at not being asked to join iRacing.
First seen in sim racing with Grand Prix Legends (1998).
With the best brakes and a screaming useful engine the Ferrari securely maintains its right to a place on the grid. The Ferrari is a racers car, an extremely enjoyable ride – but it does fail to hold the speed of the Lotus or Eagle on the straights.
A lot of its single failure in speed can be clawed back with it’s stability under braking as it’s possible to brake later and less and reacts very well to braking in turns.
The Ferrari is good for a beginner, it drives as you expect, brakes as you expect and of course provides a very enjoyable ride for rookie and pro.