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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.

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Originally working in military simulator design, this Michigan-based studio developed Zone Raiders for Virgin Interactive before moving to Electronic Arts for publishing their second PC title, Sports Car GT, when Westwood Studios (their SCGT development partner) was acquired by the software giant.

Known primarily for their mod-friendly SCGT and rFactor racing platforms, ISI also developed Formula One and NASCAR titles on PC for Electronic Arts, but perhaps their lasting contribution to the genre was the licensing of the isiMotor engine that allowed studios such as 2Pez, Blimey! Games, KW Studios, Motorsport Games, Reiza Studios, SIMBIN Studios, Slightly Mad Studios, The Sim Factory, Tiburon and rFactor 2‘s ongoing developer Studio 397 to begin with or release on an evolution of their software.

Another fork of the isiMotor engine, rFpro, continues to be developed and is used by a wide array of automotive companies for both road and motorsport simulation.

RSC Podcast RSC Podcast Episode 7 – Management Simulations, F1 Managers, Always Used To Be Better?

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

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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.

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You can email Tim Wheatley directly at tim@racesimcentral.net or send a message on social media (response times on socials will vary).
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Tim Wheatley

TrackDayR received another major update yesterday that includes new air physics used primarily for whips and scrubs with a whole new virtual rider physics system and new manual rider movements. The simulation also has graphic optimizations, a new manual clutch, new animations, new sound, backflips and a lot of new track and bike content.

New Tracks
– Antelope Valley MX MAIN
– Antelope Valley MX Vet
– Antelope Valley MX Mini
– NEW Hurricane MX Based on real word data

All the old circuits have been updated and optimised to the new Unity3D frameworks version.

New Bikes
– MX125 2 Stroke
– MX250 4 Stroke

Please remember to restore default controller options.

Changelog:

– New in air system for whips, scrubs and backflips
– New Center of mass calculation system for Rider/Bike
– Improved Suspension System
– Improved Dirt Tyre Model
– New rider movements
– New possibility to enable/disable helps
– New manual clutch system
– New strenght system for the handlebar
– Rewrited and optimized Erosion system
– Improved Physics Model for the dirt bikes
– New dirt animations
– New Dab animation
– New sounds for MX250 4 Stroke and MX125 2 Strokes
– Improved in air managment with throttle and rear brake
– Improved dirtbike position with foot who can keep surface position
– New vertical and lateral Aerodynamic system
[*] LOT OF MINOR FIXES – sincerely we have lost count of them :P

HOTFIX:

– Bug Garage
– Stop animation during photomode
– Sometimes sound stops on replay
– leg on brake doesn’t work
– Hide bike sound on menu

Known issue: old rider model broken in time attack ghost laps.

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TrackDayR

The motorcycle driving simulator that aims to reproduce the emotions of a trackday. Challenge your friends on TrackDayR and climb the leaderboards of players all over the world.

 
 
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