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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.

Game DatabaseRSC contains a database of 153 developers, 467 software titles, 374 cars, 42 bikes, 242 tracks and more...
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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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

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Play retro racing games in your browser and on mobileRSC contains a database of emulated software you can play in your browser...
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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).
NQRACR was based on the final round of the 1993 Network Q RAC Rally, with the limited physics based on a Fiesta RS Turbo.

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Network Q RAC Rally can be searched for on eBay: US UK DE CA.
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Tim Wheatley

According to lead programmer Victoria Stamps (who developed under the name Mark) in a series of Tweets, Network Q RAC Rally was a project that began in June 1993 with a deadline set only five months later. It was developed in pure assembler with hand coded 32-bit instructions as it ran in 16-bit DOS mode, with a front-end written in C.

Development began with no game design, but was created with similarities to previous third-person rally games like Lombard RAC Rally. It took one weekend to get a basic model together for car based on a Fiesta RS Turbo and placeholder track later replaced by courses based on RAC stage maps that Neil English transposed into courses for the software in what Victoria described as a “very limited” tool. The developers attempted to give a realistic sense of speed by driving real roads at speed and matching movement in the game to footage recorded on video camera, though some reviewers felt the game moved more slowly compared to other racing games.

The hands on the wheel belonged to Richard Vanner and the man drinking tea along the stage routes was Neil Beresford.

Developers

One software title indexed from 1993.
 
 
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