As you all know by now GTR, GTL and GTR2 multiplayer lobbies were down for almost 2 days, caused by the bankruptcy of 10tacle, publisher of the aforementioned titles. Thankfully, SIMBIN authors of the three fantastic sims, have stepped in and took control of the situation. Lobby is back online again for all three titles.
GTLWorkshop mod team, would like to thank once more the SIMBIN development team. Without their work, we would have never existed in the first place. Thank you again for all the fun and excitement that you guys have gave us.
The Cobra roadsters dominated the American tracks in 1963. Looking at the coming 1964 racing season, Shelby had his eye on European racing and realized he needed a new weapon to "whip Ferrari's ass." Ferrari was the ongoing World Manufacturer's champion year after year.
The aerodynamics of race cars was just being discussed seriously in the early 60's. Most people, thought aerodynamics belonged in conversations about jets. A 24-year-old Shelby American employee named Pete Brock convinced Shelby he could develop a new weapon for the Shelby arsenal. The coupe project started in October 1963
Blueprints were sent to California Metal Shaping in Los Angeles for the body and inner panels. The first coupe was assembled at Shelby American as CSX 2287. The car did not look like any other car. The roof was odd shaped, the rear end was chopped off and it had a movable wing on the rear. These features didn't just look right to the rest of the Shelby team. But the die was cast and the coupe was assembled. Shelby backed most of Brock's design but he listened Phil Remington about the "ring airfoil" and opposed Brock on it. The car would be tested without the wing. If it was needed it would be added later.
Four chassis's were built at AC Cars in England then shipped to Shelby American for modifications. Shelby American was so swamped with work, the assembly of the coupes was subbed out. From the California factory, two out of the five chassis's were shipped to Carrozzeria Gransport in Modena, Italy. The plan was to also ship the prototype with the unfinished chassis to Modena for use as a model, but they didn't make it, so Carrozzeria Gransport was trying to build the two new Coupes, without the prototype to copy the design from and they used their own disgression. The roof line didn't look right so they corrected the mistake giving the roofline a different contour. The error was discovered when the prototype finally made it to Modena.
As you can see not all Daytona's were created equal. The GTLW team has worked hard to try and provide all the major body styles of the Coupe, as well as its more famous competition liverys.All the in editor screenshots are from various Work In Progress stages, not the final car.
CSX2287, the first coupe to be built was actually quite a bit different and it never had a rear spoiler when competing at Sebring in 1964. This was the Daytona's first major victory against their main rivals, as well as being a "local" victory for the team. The spoiler was added for Le Mans in 1964, but was different than the 1965 version of GT Legends.
To accurately recreate this special car, the GTL model has been altered. The most significant differences are:
The second Coupe, the first to be built in Italy, was different to the others due to a mistake, subsequently corrected on later Coupes. The cowl hoop tube was 2.5cm too high. The effect was a raised windshield line and a slightly different roof line.
The prototype CSX2287 in the foreground (#6), with the 2nd Coupe CSX2299 at the rear at Le Mans in 1964. Notice the different roof profile of CSX2299 (#5).
Here you can see the differences in the roofline shape of our CSX2299 (Left) and the standard model (Right)
Another comparison of the new roofline, our model up top, with the real CSX2299 below.
The differences in the cars are not just cosmetic, we have also changed the physics to match the characteristics of both of these cars. You can expect high speed instability and oversteer from the first prototype that had no rear spoiler, more stability but slightly lower top end speed from the carrozzeria Gransport wrong roof model, and the full experience from the rest of the cars. All in all, this is a great handling car, with plenty of power and grip. It handles much better than the average Cobra, but it is also heavier and achieves higher top speeds, so you better be a bit more careful on your braking points. Good turn in, and mild understeer in mid corner, that you can easily eliminate with a power on drift.
Here are some in game screenshots, and a little preview music from the Daytona's fabulous 289ci V8.
If you're interested on learning more about the Cobra Daytonas history, then continue reading our detailed history article.
In the case of the Falcon and Mustang they are completely remade, now using -finally- accurate Ford Windsor-V8 engine sounds, taken from some good onboard recordings, which is great news for the lovers of these old muscle US cars.
For the new racecars featured in v2.0 (the Gran-Turismos), we're aware that people are a bit concerned about how good and accurate these will sound in-game, as it is one of the things that characterizes this class and era.
To guarantee the best results possible, a major research for accurate (and quality) recordings has been made, a difficult task as proper recordings of these old racecars are rare, still it was accomplished in most cases, for our enjoyment.
You can be sure that, once you get inside your racecar cockpit and hit the track, what you'll listen in-game is represented with fidelity, after all the recordings came from the real cars and were very carefully selected and implemented, to deliver the best experience possible within time, skills and material constraints... this means that you will be able to listen the glorious and accurate sounds of legend cars such as the GT40 MkI, the Ferrari 275GTB, the Ferrari 250GT-SWB, the Alpine A110, the Cobra-427 and many many more.
We have also put great attention to detail for different version of cars and engines, i.e, the Corvettes using the 327cu engine do not sound like the ones with the 427cu engine, just like the Shelby GT350 will no longer sound like a Cobra 427, nor doesn't the heavily prepared Falcons Mann and Weslake sound like the Falcon-Sprint with Windsor engine. The engine sounds will be detailed and unique for pretty much every single car model, which means that not only the realism but the variation in engine-sounds is also guaranteed.
Also featured in v2.0 -and carefully selected- are the new sound-effects, this means new tyre scrub and skid sounds, gearbox, transmission-whine, backfires and some very important changes in road-roll and wind sounds -for all cars- in order to improve the immersion and "spice up" the excellent physics feedback that the P&G cars can deliver. The wind noise in particular is something that we are very proud to accomplish, since the ISI/Miles sound engine doesn't handle wind noise very well. You will understand why we are so excited about it, when you will catch yourself rapidly approaching a turn while doing over 200kp/h on a cobra 427 (or any other roadster for that matter), while the engine revs relatively slowly at 4000rpm.
Another important characteristic of the sounds, is that they have been optimized to be strong, "fat" and powerful but not "dirty". Unfortunately many engine sounds on various mods or simulators use distortion, to fake the roughness of the real sounds. This might sound spectacular at first, but in the long run it is tiresome, unpleasant and, perhaps, dangerous. There is no distortion or clipping messing our sounds, and you can safely pump your volume as high as possible, without fears that distortion will mess with your headphones or speakers (and your ears!). They will sound pleasant from idle to redline, either in fast race-pace or simply when just slowly cruising around.
The P&G sounds are prepared to be used either with headphones or speakers+subwoofer, although we do recommend the last option to deliver the best experience.
Place your bets!
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