Category: Gaming
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TOCA 2 revisited: Super Touring in RaceRoom, 27 years later
In 1999 I raced British touring cars in TOCA 2 with a joystick on a low resolution screen. 27 years later the RaceRoom Historic Update puts the Ford Mondeo and Peugeot 406 back on my grid, and I race them in VR. The technology changed completely. The thrill did not.
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Button Box revisited: replacing my 2023 code with AI
In 2023 I turned an Adafruit MacroPad into a keyboard button box for ACC on my Xbox. Three years, one gaming PC and a lot of sims later, I went back to that old code. Instead of patching it, I rebuilt it from scratch with AI. Here is what changed, and what I learned.
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Sim Racing Vault revisited: from shared setups to shared laptimes
In 2023 I hand-coded Sim Racing Vault, a free setup site for ACC console racers. The game moved on, and so did the community. So I closed it, kept the domain, and rebuilt it from scratch with AI as LapTimer: one place to compare laptimes across every sim
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VibeCode Challenge
I built a fully functional sim racing laptime app without writing a single line of code. Using Claude Code and Opus 4.6
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Upgrading to RTX 5070Ti for VR Racing
I upgraded from the RTX 4070 Super to the 5070Ti to push VR sim racing performance further.
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Goodbye Sim Racing Vault
This post explains the difficult decision to close the site, driven by shifting gaming trends, a lack of community support, and personal time constraints.
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My games collection October 2025
My sim racing games collection for October 2025. Reviews of Le Mans Ultimate, Assetto Corsa, rFactor2, iRacing, and more. VR racing recommendations from a console-to-PC convert
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My next step in sim racing VR
I switched from Quest 3 to the Pimax Crystal Light for uncompromised PCVR in sim racing. The DisplayPort link and higher-resolution optics give me earlier marker reading, steadier detail, and more confidence over long stints. Quest 3 remains a great all‑rounder, but Crystal Light is the better tool for the rig.
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“Feel” the difference
Feel the car when you brake, accelerate. Not just wheel force feedback, but also pedals that respond to the car
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