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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 158 developers, 475 software titles, 374 cars, 42 bikes, 242 tracks and more...
Brabham BT24

Generally credited with being the car that won the 1967 title, the Brabham-Repco BT24 ran in eight of the 12 races, winning three times and taking 11 podiums that year.

World Champion Denny Hulme and team owner Jack Brabham also drove the BT19 and BT20 earlier in the season.

First seen in sim racing with GPL (1998).

RSC Podcast RSC Podcast Episode 8 – Richard Burns Rally Special

Join Jon Denton, Tim Wheatley, Simon Croft and guest(s) as they discuss sim racing and racing games past, present and future.

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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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.

All products and licenses property of their respective owners. Some links on this Web site pay RSC a commission or credit. Advertising does not equal endorsement.
You can email Tim Wheatley directly at tim@racesimcentral.net or send a message on social media (response times on socials will vary).
Same Author

Gordon Goble

When you say PC race sim, you’re usually talking about one of a smattering of games from just a few of companies: World Circuit and Grand Prix II from MicroProse and IndyCar, ICR II, and NASCAR Racing from Papyrus Design Group. Despite rumors to the contrary, there just haven’t been any other games worthy of the term simulation.

Well, get set race fans, because that’ll change this spring as Eidos Interactive (the same folks who brought us Tomb Raider) releases the surprise racing find of 1997, Power F1. Recently I had the chance to take an alpha version of this little beauty for a spin, and although Eidos insists Power F1 isn’t really meant to compete with hard-core simulations, it comes pretty danged close in a number of areas.

As the name suggests, Power F1 takes us on a journey through the Formula 1 jungle. With official licensing from the FIA Formula 1 World Championship, the game features all 17 circuits from the 1995 F1 season plus real-life colors, sponsors, and drivers. As a matter of fact, it looks as clean and sophisticated as the acclaimed Grand Prix II, and that in itself is a remarkable feat.

The game offers both an in-cockpit view and a behind-the-car, “chase” perspective on things, each filled with data and graphic detail. Out on the course, you’ll see almost everything a real driver would see, including billboards, tire smoke, wonderful little 3D mirrors, clouds with optional perspective correction, red-and-white painted curbing, and stunning grandstands and pit areas. Of course you’ll see the other cars too, but though they’re sharp and very detailed, at times they do come across a bit out of perspective, looking rather long from the sides.

Eidos says Power F1 will make this whole racing process a bit less strenuous on beginners, and to that end it’s built an on-screen help system. Hit the F1 key and you’ll get a continuous series of racing tips and advice such as “Jim Clark Kurve–right left,” or “long fast right.” Combined with braking assistance, optional automatic tranny, variable opponent strength, and positional indicators, this makes racing far less intimidating.

As for the drive itself, well, it doesn’t quite have the frightening reality of a Papyrus game or the authentic tire feedback of GP II, but it’s a far sight ahead of anything else out there, with just enough car setup modifications to make things interesting. The tracks, although beautiful and complemented with working curbing, sand traps, and textured pavement, are again a bit less demanding than those of the MicroProse game. Monaco looks and feels like Monaco, but it has looser turns, that while enjoyable, are a bit less technical.

Practice and qualifying modes, penalties for jump starts, disqualifications for dangerous driving, and full-blown pit stops add to the flavor. Power F1 will also offer several multiplayer options (including split-screen two-player and six-player network games) and a straightforward, intuitive menu system.

Says Eidos representative Gary Keith, “We want to price the game very competitively.” Therefore expect Power F1 to enter the market in the $50 range. As an extra incentive, Eidos will bundle the arcade driving game Big Red Racing. The exciting package should be out this March.

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