If you ever played Papyrus’ seminal Grand Prix Legends then you’ve read his name. Rich began working as a tester on NASCAR Racing (1994) and was with Papyrus at the end. In this interview, published in 2022, we discuss his time at the legendary studio and the design of Grand Prix Legends, including initial feelings of hurt at not being asked to join iRacing.
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.
Studio 397 posted their October roadmap today (November 4). The roadmap details upcoming competitions such as the rF24h and an interesting partnership with LeMans 66 (‘Ford v Ferrari’ here in the USA for some stupid reason) that may hint an in-game advertising.
The new user inferface that has been in development for a long time now is due to get a beta release in December. At this time, 32bit executables will be dropped… So you better switch to a 64bit of Windows (since Windows 7 all 32bit product keys have worked on the 64bit equivalent version).
The competition system (something I am massively looking forwards to) will be getting a test along with the new UI, and some previews of that were posted:
They’ve updated the Nissan GT500 with new materials:
The most exciting part of the entire roadmap for me was the news that the Nurburgring release will be getting three new layouts:
– Two shortened GP sprint layouts (with and without chicane)
– Full endurance layout (uses the GP track and Nordschleife).
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