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.
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.
The Williams FW42 took the team to it’s worst ever season even with the Mercedes M10 V6 engine that took Mercedes to both championships.
With delays getting the car to pre-season testing and difficulty understanding the car, both drivers were consistently found at the back of the timesheets. A single point scored through attrition in a wet German Grand Prix did little to raise the teams spirits by the end of the season.
First seen in sim racing with F1 2019: