Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
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.
I kind of hate posting news without an in-game image or a render, but whatever, here is the news as posted on the iRacing forum by Chris Leone:
iRacing is pleased to announce a new deal that will bring the Hockenheimring to the simulator in the coming months. Originally built in 1932 and redesigned for 2002, Hockenheim has played host to dozens of German Grands Prix over the years. Due to the circumstances of the global COVID-19 pandemic and our inability to do many data collection trips for previously planned projects, iRacing has acquired high-quality third-party scan data and photos in order to build this track. This allows us to get working on Hockenheim in the very near future.
The Hockenheimring joins a number of circuits that are currently in full production at iRacing, including Weedsport Raceway, Crandon International Raceway, the streets of Long Beach, Nashville Fairgrounds Speedway, and Coca-Cola Superspeedway. Along with these tracks, iRacing is also working on the design of new rallycross courses.
This may be the first time that iRacing haven’t used their own scan data since the Nurburgring (a company called 3D Mapping sells track data for that track, and I assume the data was licensed from them for the Hockenheimring as well).
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