Better known today as the developer of Skyrim and Fallout, Bethesda once had a well-respected racing game franchise and were deep into development of a licensed Skip Barber Racing title that never released.
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.
We’re less than a month out from release and already MotoGP 23 has seen more support, with two patches within days, than SBK 22 got during it’s entire product lifetime. Not that I’m bitter or anything.
Here are the build notes from the first update:
GAME CONTENT
– Riders & Bikes of the Moto3™ has been updated to the latest changes of the current season.
COMMUNITY FEEDBACK
– Following your comments, we have worked a lot to improve game performances and reduce stuttering issues.
– We also have investigated disconnection issues on the LiveGP events to improve the overall experience.ONLINE
– Online matches: It’s now possible to see how many warnings & penalties has each opponent.
– We’ve slightly changed the format of the events of the LiveGP. Now it’ll be possible to join events during all the planned time slot.CAREER
– The Manufacturer Leader now changes according to the riders’ final championship position.
– Added combined sessions screen during the P2 of Moto2™ & Moto3™.GAME INTERFACE
– New curve indicators added on all circuits.
– New Low Fuel indicator in the HUD.
Second update:
COMMUNITY FEEDBACK
– Following your comments, we have worked a lot to improve AI performances in timed sessions
GAME CONTENT
– We added to the game a new section for the MotoGP™ eSport Championship
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