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.
Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.
According to Rick Genter of Papyrus in a reply on R.A.S. the software used at the 1995 Indy 500 Fanfest was in fact not IndyCar Racing 2.0, but a one-off build that while running in SVGA did not have the updated textures and models of the upcoming sequel.
Rick also noted that while they do have special versions of the software with LAN support they were using, this is not a feature they intend to implement into the retail product.
I think you misunderstood.
What we showed at Fanfest was specially made just for Fanfest. It was not ICR 2.0. It did have SVGA-quality car definitions, but did not have the new artwork being developed for ICR 2.0.
Furthermore, while yes, we do run multiplayer testing in-house over a Novell network, there are no plans at this time to release such a product. The multiplayer service is a dial-in service provided by Papyrus through which you can race against other players in various leagues. Again, there is no plan at this time to release a multiplayer, network version of ICR or NASCAR.
ICR2 is a simulation of the 1995 IndyCar Series. It featured 15 tracks and a selection of chassis and engines.
Re-released as CART Racing.