Absolute Can-Am by the Absolute Modding Team

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 29/12/2015, 17:52

I went ahead and made the required changes to the Championship gdb files where those 2 tracks are involved along with some minor corrections to a handful of the cars regarding seating position as well as the inside sound for the Lola T260_496 car. The sound in the cockpit was terrible before! thumbs

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If you want to use the new Championship files then place the GameData folder into your GTR2 install and overwrite all. If you don't want to use them then go into the GameData folder and paste all but the Championship folder and overwrite. My apologies for giving such rudimentary instructions as most everyone here is well beyond that for experience lol! Here's the link and I'll be adding this to the op along with the links Terry provided clap

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 29/12/2015, 19:10

just a heads-up about the change to using the Ontario Road Course track instead of the INDY RC track. The gearing is too tall now for the Ontario track as well as the track names within the 2 Season folders where INDY RC was need corrected along with the default hdc track designations across the top. I don't think any changes will be needed for the different version of Willow Springs hopefully.

I'll post the renamed folders etc once I have the gearing corrected.

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Re: Absolute Can-Am by the Absolute Modding Team

Post  ThatAudiFan on 29/12/2015, 19:30

Awesome guys! Thanks for the tracks and the updates thumbs

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Re: Absolute Can-Am by the Absolute Modding Team

Post  miuqana on 29/12/2015, 23:02

Thanks for the reworked mod. Dunno if I could handle the cars with a simple keyboard, though.

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 31/12/2015, 10:16

correction for missing cockpit sounds of the McLaren M1B_Olds added to op

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 31/12/2015, 14:37

derrr...I completely forgot to include 2 very important documents Rolling Eyes 1 is the Complete Car List By Season that includes an explanation of what you're seeing in it. The other is the Full Track List by Season and Sequence. I added the link to the op

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 8/1/2016, 03:39

still more missing sounds identified. This time the McLaren M20 and M20 Turbo as well as a correction to the M20.aud were needed Rolling Eyes Link added to bottom of op

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Re: Absolute Can-Am by the Absolute Modding Team

Post  sopgt7 on 10/1/2016, 14:58

Thanks for this interesting mod.
Smile

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Re: Absolute Can-Am by the Absolute Modding Team

Post  Highbank on 29/1/2016, 17:32

Thanks for all the hard work to bring this mod to the light of day, or the darkness of the basement depending on your situation...not judging...

The Can Am series was and is my all time favorite racing series. I was blessed to have moved from Salt Saint Marie, Michigan at the tender of age of none years old in late 1968 to Sunnymead, California (now Moreno Valley) which was then home of Riverside International Raceway, my Father took my younger brother and I to all the races, saw all the great cars, drivers and series from then to the end of Riverside in 1989. The Can Am grabbed me from the first time I saw it and that along with Trans Am and F5000 have always fueled my sim racing dreams. This mod makes this a solid reality. THANKS!
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Re: Absolute Can-Am by the Absolute Modding Team

Post  holiva1 on 31/1/2016, 04:16

Thanks a lot to everyone involved.
Old School racing cars rules!
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Re: Absolute Can-Am by the Absolute Modding Team

Post  JackieMatra on 1/7/2016, 04:58

Thank you very much.

Great to finally have a Can-Am racesim.
I do wish that the cars weren't so terribly over grippy, however, decreasing the track grip (often enormously) on most tracks gets the cars lapping at realistic laptimes while somehow staying on the tracks and otherwise behaving credibly.

Now we just need the two remaining Can-Am tracks that are missing from GTR2;
the Edmonton road couse (that has been made for rFactor),
and the earlier Riverside circuit without the kink in the final back straight and the correspondingly tighter final turn.

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 4/7/2016, 03:37

you're welcome Walt.

I mentioned the reasoning for why I gave the cars the grip level that I did knowing full well it would result in them being too fast for lap times. Also, the fact I made them be so close in lap times is also mentioned in the original post too. Perhaps you may want to have a closer read of what I wrote to gain a better understanding of my rationale.

Cheers!

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Re: Absolute Can-Am by the Absolute Modding Team

Post  JackieMatra on 4/7/2016, 06:58

I did read it and understood it,
I just didn't care for it when these cars cornered considerably faster than "modern" GTR2 cars on the same tracks,
but, as I said, this was easily fixed by adjusting the track grips downwards considerably, (except at the Riverside track, which actually needed a slightly increased track grip in order for the cars to lap at a historically realistic pace).

I do, however, have one curious problem with this Can-Am mod that I can't understand.
The "AVUS 1967" track, which is so useful for quickly determining cars' top speeds and acceleration, will not work with this mod, (and as I have so far found, only this mod).
What happens is that when the track loads, the cars appear in the middle of space in nowhere, and one can't actually get to the track.
It's as if the aiw file has incorrect starting places for the cars, yet it's the exact same track with the exact same aiw file that works just fine with all other GTR2 mods that I have tried it with.
Has anyone else experienced this, and can anyone suggest a solution?

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 4/7/2016, 07:28

that's funny about Riverside. Some cars will be beating their real times by many seconds there too. That's the same with all the cars at all the tracks in the mod. I did say that the cars run within 1 second in qualifying times at every track for each season. That means the cars the real McLarens would have been lapping are in fact, not too far behind them. The one thing asked of me was to make the cars be close so as that of the 40+ cars in the mod, most might get used. If they all had their true lap times then maybe only 3 or 4 get used as is common in most mods of this size. When I did the Absolute Le Mans Part 1 cars, how many people do you think only drove the GT40s and Ferraris and are hard pressed to know there is a nicely done Triumph Spitfire also include. Most guys go straight for the fastest cars and could care less about the slowest cars. Doing what I did meant this shouldn't necessarily happen since you can possibly win a race depending on your skill level. Perhaps you were thinking that by taking the McLaren of any year before 1972 and you know you have the fastest car right? Maybe not though. Get smoked by a 612P Ferrari in qualifying or by the 429er and it DOESN'T break down! Actually, I considered building that in to some of the cars known to be bad for such things lol I didn't though. Even with the Season 8 cars where the Porsche 917/30s race, they should have been annihilating everyone else on the track but are in fact, only beating the rest of the field by 2 to 3 seconds (depending on the track) but the other cars are all within 1 second of each other like all the other seasons are.

Your idea about he track grip levels is interesting for me as doing so never occurred to me before. Thanks for that. Just fyi though...doing so with the Can-Am mod I did may not work if you're looking for authentic speeds/times given some running very much faster lap times. I think it will be quite car specific. Going to play around with that when it comes to the Seasons segment of Absolute Le Mans Part 2. Maybe another tool for my ever growing repertoire of achieving the desired results with the cars.

Btw, are you using the FO cars? If so, no doubt they're too fast! lol I ask this since 2025Avus is part of it.

Cheers chirp

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Re: Absolute Can-Am by the Absolute Modding Team

Post  JackieMatra on 4/7/2016, 07:54

Altering the track grip is the easy way to change cornering speeds and lap times, and much simpler than messing with a mass of physics values for dozens of cars. Why should the track grip be the same or nearly the same for all tracks, anyway?
It's curious that for various racesims, ISI/Simbin series and GPx series, for example, all of their seemingly fairly accurately rendered Monza tracks typically have too slow laptimes for their cars despite the cars achieving realistic top speeds at all of the fastest spots. I can only think that the real world Monza circuit has always had an unusually grippy track surface.

What are FO cars?
(Oh, F*ck OPEC, of course, I forgot about that. No, I've just been trying out the 1960s cars as I find them generally to be aesthetically visually more pleasing.)


Last edited by JackieMatra on 4/7/2016, 08:17; edited 1 time in total

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Re: Absolute Can-Am by the Absolute Modding Team

Post  JackieMatra on 4/7/2016, 08:09

humpmedumpme wrote:how many people do you think only drove the GT40s and Ferraris and are hard pressed to know there is a nicely done Triumph Spitfire also include. Most guys go straight for the fastest cars and could care less about the slowest cars.

More than a few folks find toddling along an over 3 mile long straightaway at a mere 150 mph or less, to be more than a trifle dull, no doubt.
Smile

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 4/7/2016, 08:35

more like 120mph lol. I hated working on all those slow cars back then. Lesson learned for any mods that followed, "start with the slowest cars first" I started with the 1967 cars in that Le Mans mod and finished with the Mini Marcos Sleep lol!

Agreed about the track grip levels usually all being the same but that's one of the places GTR2 and most sims I imagine, falter at realism amongst numerous others. Wish they had a way to add butt pucker to the effects we feel from the ffb affraid rofl

I was wondering what you are using for a controller to drive with? Just curious since you feel the cars have so much extra grip. Also, are you using the season defaults as I intended them? Lastly, any chance you could tell me what your qualifying times are at whatever track you ran and with which car too please?

You're only a couple posts away from using the pm here. We'll be able you use that instead of the thread once you hit 10 posts.

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Re: Absolute Can-Am by the Absolute Modding Team

Post  JackieMatra on 4/7/2016, 09:22

Keyboard.
But usually I watch the AI first, and I could see the difference between the old cars and the modern cars.

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 4/7/2016, 10:53

well then, if you're using a keyboard, you may be able to see the ai going around the corners quickly but in all likelihood, you wouldn't stand a chance of being able to do so yourself.

As for "the earlier Riverside circuit without the kink in the final back straight and the correspondingly tighter final turn" you mentioned [You must be registered and logged in to see this image.]
this would have been before 1963 as far as I have read making it well before the Can-Am series started and would be the wrong layout. Also, aside from the Edmonton67 track missing, the only other track missing is the Michigan International Speedway Road Course layout. It doesn't seem to exist in any game platform either.

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Re: Absolute Can-Am by the Absolute Modding Team

Post  JackieMatra on 4/7/2016, 16:14

I will have to disagree with you on the date of the change to Riverside Raceway.
Most claims are that it was altered to its later and final configuration in 1969,
and the dramatic change in laptimes from those posted in 1968 and those recorded in 1969 seems to support this.
(Laptimes actually decreased considerably despite the circuit being lengthened, which I suppose would have been due to the far greater radius final turn being entered, negotiated, and exited at a far higher speed, while the added "dogleg" in the longer back straight would probably have been taken flat, or nearly so.)

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 5/7/2016, 05:56

I see what you mean about when the track layout was changed and what you mentioned about the lap times certainly is indicative too. Thanks for clearing this up for me. So the first 3 seasons were run using the older layout. I like when I get to learn something new about this series as you can tell it was a passion of mine when you look at the size I made it. As for the MIS Road Course missing...wish it was the Texas RC that was missing instead...I hated running there while developing the cars for that track rant lol!

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 7/7/2016, 00:47

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you have a pm

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Missing Sound Files are missing

Post  DamienM on 8/9/2016, 08:15

Hello everyone,

very new to this particular site, and did not clock this amazing mod until now.

Would it be possible for someone to post links to the missing files listed in the OP. They don't seem to be on google drive any longer.

Cheers,

Damien

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Re: Absolute Can-Am by the Absolute Modding Team

Post  humpmedumpme on 8/9/2016, 11:39

DamienM wrote:Hello everyone,

very new to this particular site, and did not clock this amazing mod until now.

Would it be possible for someone to post links to the missing files listed in the OP. They don't seem to be on google drive any longer.

Cheers,

Damien

I re-upped the no longer working links in the first post and marked them as new link Sorry about that. Also, there will be an incredibly graphically improved and somewhat expanded version of the mod coming out in the next few months and I am proud to say ALL cars now have working cockpits as well!

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Re: Absolute Can-Am by the Absolute Modding Team

Post  DamienM on 9/9/2016, 01:03

Hi Phil,

thanks so much for posting the new links; it is very much appreciated!

The amount of work you and the other contributors have done is incredible. Over the last century there have been a lot of exciting race cars, but none quite as enthralling as Can-Am. Between this amazing mod and Pete Lyons' books, I'm for want of nothing.

Looking forward to the new updates!

Cheers,

Damien


Last edited by DamienM on 9/9/2016, 07:07; edited 1 time in total (Reason for editing : Typo/grammar)

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Re: Absolute Can-Am by the Absolute Modding Team

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