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.
As a direct ancestor of iRacing, the ‘Grand Prix Legends engine’ had multiple stock car racing false starts, before eventually releasing as NASCAR Racing 4. The original NASCAR 3, cancelled and replaced by one that used NASCAR 2’s engine, is barely remembered.
Reiza posted their September development update on Monday, giving some fresh news on AMS2 that is still due for release in December.
First screenshot of the previously announced Brazilian Sprint Race Series was posted. This is a RWD car powered by a 260HP V6 engine and sequential 6-speed shifter.
The Formula Vee seen in AMS will return, too. Though it will be updated to a current model.
They also did a nice job of explaining the technicalities of moving from one engine to another, and how it allowed them to output their physics at a faster rate and increase the rate for this PC-only title to 720Hz because they don’t have to worry about console bottlenecking. Audio may actually be the bigger benefit of this, with higher fidelity than seen before. They uploaded a video, allowing you to listen to a V10, V8 and V6 engine in AMS2:
Here is a great video that they say showcases the physics. It is the 1000hp Formula Classic on slicks running over areas of standing water.
Apart from the above, they’ve made progress on the drivetrain model that is quite interesting and potentially problematic for many sim racers. The fact is that often people ask for realism but when given it, struggle to cope. I’ll be interested to see how many complaints there are about punishing realism.
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