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.
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.
It’s a small update, but I decided to make a post for this because I think it’s an extremely useful feature, somewhat similar to iRacing’s per-race incident number limits. Basically you can now configure the number of off track incidents before a penalty is issued. I assume it’ll be added to the new UI, but for now it’s a player file edit to enable it.
Version: 1.1116
Client: 4361712
Dedi: 4356207Server admins must update all dedicated servers
– Added “Track Cuts Allowed”: You can now configure the number of track cuts before a penalty is given out, in single-player and multi-player. This entry can be found in your ‘player.JSON’ file.
– Fixed number of track cuts resetting after a driver swap.
– Fixed an issue where some marshals would not wave flags. This was an issue particular to the Nordschleife and the exceptionally large number of marshals.
– Added additional logging to help debug driver-swap issues.
– Fixed VR black screen on startup
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