Just in time for Daytona 24h, Grand Slam/Grand Am 2006 v1.0 has been released: http://www.virtualr.net/grand-slam-1-0-released/ - Unfortunately, the cars has breaks that wouldn't stop a Mini![]()
Just in time for Daytona 24h, Grand Slam/Grand Am 2006 v1.0 has been released: http://www.virtualr.net/grand-slam-1-0-released/ - Unfortunately, the cars has breaks that wouldn't stop a Mini![]()
Steen Nielsen
Co-admin, World Division
look for a new CMS Grand Am mod with the NAGT 1.4 and the Grand Slam 1.0 soon.
Note: The DP brakes are realistically not very good (the cars are tightly regulated, and costs are kept low), but we did give thm a little more oompf in the last CMS mod.
I was watching the 24 hours of Daytona this afternoon and Bob Varsha and David Hobbs were talking about how well the DP's were able to stop with their steel brakes.
"You get a sense of how well they stop and a sense of how fast racing cars go."
-David Hobbs
I suppose the boys over at Teamplayers/IDT/D3 don't agree.![]()
Well none of us have driven a real DP, so its an interpertation. If its a group that says they are good/too good and a group that is slightly disgruntled than more than likely they did a good job in putting the mod together...
The brakes in the grand slam mod have been an issue as far back as the original beta release and according to Bob Punko's reply below, the brakes in the final release were his best guess.
I applaud the efforts of the TeamPlayer/IDT/D3 modders and especially Bob Punko. I certainly couldn't do any better myself, but, I don't think you have to be an actual prototype driver to know that there is something a miss with the brakes in this mod. Too bad, because it is otherwise a fantastic mod.Well, I didn't create the physics but I remember Shawn saying something about it when I said I thought they didn't stop very well. Shawn is now heavy into iRacing and doesn't do much with rF anymore.
So I took it upon myself to Google "Grand Am Series Rules" and that is what I came up with...
So you could say I don't really know what I am talking about... just trying to help. But I do know the brakes are not "high performance"
Bob Punko
Its something I know we'll look at with the CMS version. Any way tyo tell how many g the iracing version can pull? Just talking off the top of my head, I'd think the cars should be able to generate maybe 1.8g in straight line braking.
According to Jordan Taylor
The highest cornering G's are at Homestead through the oval and at Watkins Glen, at 2.5 G's.
Braking is 2 G's.
There may be otheres here that I don't know about, I say that having been a part of the D3 beta testing team, I have never been satisfied with the brakes on the GA. The disappointing thing to me was we had real life racers as part of the process.
I think it is a shame the mod isn't closer in this respect to the actual cars.
Clif
The braking power for the cars was certainly lower than most mods in rFactor, but it may be right as far as the brakes used on the cars is concerned. The brakes are only half of the equation when it comes to braking power, the other being the longitudinal grip of the tires. If it is lower than the 2G braking needs, the tires will lock up well before the brakes can do their job.
But I agree, I always thought the brakes, particularly the rear ones, were a bit underpowered.
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