NAGT 1.4 – Released

The Pits have released a new version of their NAGT mod for rFactor, adding a new car and various other changes to their GT-racing mod.

Originally released in 2008, NAGT was the first-ever announced rFactor mod, bringing the GT class of the American SPEED World Challenge Series to the simulation.

The new version comes with plenty of performance enhancements, bug fixes and a brand-new car – The Nissan Skyline GT-R.

Important: Due to changes with the mod’s file structure, Version 1.4 isn’t compatible to the innitial release so make sure to delete the old version before installing the new one.

Download NAGT 1.4 Here

Download NAGT 1.4 Painting Templates Here

GTOmegaRacing.com

  • moppenheimer

    Nice suprise!

  • http://www.sonicrealmsracing.co.uk Gerdoner

    Quite a nice surprise indeed… btw, does anybody know if there are X-Files or render scenes available for this mod?

  • ForzaBarca88

    Physics-wise one of the best mods on rfactor imo, having godzilla in it is just a bonus :sd:
    But I don’t think they just released it? I’ve had it for a couple of weeks…..

  • GeraArg

    With the EOAA GT are still the best modern GT mods out there… :cool: :happy:

  • felipe

    very nice surprise! rfactor 2 ca wait :sd:

  • http://www.srrs-racing.net/ ermax18

    It has been out for a while, late November if I recall, but it was sort of a quiet release which I only saw on The Pits forum. It is even hard to find on The Pits forum. You would think it would be a sticky in the NAGT forum but it isn’t. It is only in the announcements forum. It is like they where hoping no one would notice the release. Someone in our league spotted servers hosting a mod named ‘NAGT 2010′ so we started keeping a close eye on The Pits forum for a release. Otherwise I would have never known because it never popped up on any other forums that I frequent.

    NAGT is one of the best mods out there but never gets the credit it deserves. It requires realistic driving techniques mainly when braking and rushing downshifts. The cars will lock up the rears if you rush and not match revs properly. Most mods let you get away with this which is unrealistic. The Endurance Series mod also requires proper rev matching which also turns people off. Drive it like you would a real car and it will be fine.

    Thanks to The Pits for what is probably the best league mod out there.

  • Joao Barbosa

    ermax18: NAGT is one of the best mods out there but never gets the credit it deserves. It requires realistic driving techniques mainly when braking and rushing downshifts. The cars will lock up the rears if you rush and not match revs properly. Most mods let you get away with this which is unrealistic. The Endurance Series mod also requires proper rev matching which also turns people off. Drive it like you would a real car and it will be fine.Thanks to The Pits for what is probably the best league mod out there.

    My feelings exactly! Forgive me for such a basic post, quoting mostly, but I agree 100%.
    Thanks to The Pits.

  • Chrisuu01

    Somehow the GT-R kind of seems out of place the Volvo a similar sedan type car has a wide nody does with its normal tuning car ish body seems out of place

  • http://racingrenders.com F1Racer

    The weak point in this mod is obviously the cockpits which is surprising given the quality of the rest of it. Maybe they’ll get an update sometime.

    The car models, the sounds and the physics are really good. Sometimes the cars rear end get loose and seem to be in a controllable slide and then is suddenly wipes out, but I think you soon learn to drive around this.
    Had a go with V1.4 around Brands Hatch and it was a lot of fun. I hadn’t played this mod for a long time and V1.4 got me back into it.
    Thanks to The Pits for this great mod.

  • DevonK

    Just to clarify the statement below, throttle blipping on downshift is only required in the Endurance mod for the GT1/GT2 cars, not the prototypes (P1/P2).

    ermax18: NAGT is one of the best mods out there but never gets the credit it deserves. It requires realistic driving techniques mainly when braking and rushing downshifts. The cars will lock up the rears if you rush and not match revs properly. Most mods let you get away with this which is unrealistic. The Endurance Series mod also requires proper rev matching which also turns people off. Drive it like you would a real car and it will be fine.Thanks to The Pits for what is probably the best league mod out there.

  • DevonK

    A lot of fun, a little trickier to drive than some mods but handling seems realistic at the limit… I wonder about the tire model though, even the harder of the two tires provided overheat quickly (to 220-250F) on a fast lap of Barcelona (admittedly a track with lots of long turns that are hard on the tires.)

  • http://www.srrs-racing.net/ ermax18

    NAGT is based on Speed World Challenge GT. These cars are based on highly modified road cars running on shaved street tires. They over heat very quickly compared to full race tires. This IMO is another aspect of NAGT that makes it so great. You can’t drive 100% the whole race. You have to pace your self and put just enough pressure on the guy ahead of you to get him to over drive the tires. Once you see his tires going off then you take advantage of your cool tires and overtake. If you make a mistake in these cars and loop it, you have to drive very conservative for a lap or so before the heat drops and the grip comes back.

    Here are the tires NAGT (SWC) uses:
    http://toyotires.com/tire/pattern/proxes-r888

  • stillious

    Brilliant mod, thanks for the update :) Also agree with ermax18 100%.

  • tigeraid

    We ran a 6-race series (which ended just before 1.4 came out, of COURSE) at our league and had a HELL of a good time, always good battles going on throughout the field. We too liked the tire wear–the really fast guys who drove the shit out of their cars, locking up brakes and turning-in late and all that jazz, gradually fell off about halfway through the race, and those of us who take care of their tires came to the fore–it was a ton of fun. Sounds and physics are bang on.

  • FS

    My problem with locking up the wheels while downshifting is simply because I’m not used to sequential gearbox. Usually I drive classic mods with gated shifter. But all it takes is a bit of practice, once you stop thinking about shifting it’s fine.
    It sure is a great mod! Some of the cars seem closer to a stock-car than a GT, which I also like.

  • DevonK

    Thanks Ermax for the information re the tires used in the series. It certainly makes for an authentic mod, but it also makes these cars a little less compelling for running timed hot laps than higher level racecars as you can’t really drive at anything near your limit.

  • fpol

    DevonK: Thanks Ermax for the information re the tires used in the series. but it also makes these cars a little less compelling for running timed hot laps than higher level racecars as you can’t really drive at anything near your limit.

    Though they’re not a full bore race slick like you’d find on an ALMS prototype, R888s are really sold as shaved street tires. They’re built and sold for track use and in fact, if you looked them up from Toyo, they’re listed as a *competition* tire, with a street legal designation.

    Don’t see why you can’t take them to your limits. You’re not going to take the *car* to it’s limits with R888s, but the tire still has an optimum performance envelope and it’s up to the driver to find it. They still have generally more grip and heat resistance than a really good ‘max performance’ street tire.

    Looks like a really nice mod..anyone know if it’s any use able offline or if AI is typical rfactor?

  • http://www.youtube.com/user/TomHolland93 TomHolland

    fpol:
    Looks like a really nice mod..anyone know if it’s any use able offline or if AI is typical rfactor?

    Did a few laps with AI on Imola 1994 and on Jerez. Don’t get your hopes up too high, it’s typical rFactor AI.

    Ah well, I did have a lot of fun in the free practise driving by myself. Only drove for half an hour and only tried the Porsche and the Pontiac, but they felt good.

    Models, especialy cockpits need a lot of work though. This is far below average.

  • http://racingrenders.com F1Racer

    fpol:
    Looks like a really nice mod..anyone know if it’s any use able offline or if AI is typical rfactor?

    It’s kind of half/half with this mod. Cars can still shunt you if you brake earlier than they expect you to, but if you pull to the side they dont tend to just sit behind you too much.

  • http://www.srrs-racing.net/ ermax18

    The “stickers” are for qualy only and you can only get about 2 – 3 fast laps out of them before your laptimes plummet. The heat-cycled tires will go 50mins if you take care of them but they are a good second slower. For example I did a 29lap race at MoSport and got pole in the 996 with a 1:21.043 running the stickers and my fastest race lap was a 1:22.175 which was on lap 28. I averaged a mid 22 the whole race. So the tires can be pushed reasonably hard. You just can’t lock them up into every turn.

  • FS

    The AI also depends a lot on the track and even more on the settings you use! (I’m not talking about the two percentage-bars, although the aggression-setting does a lot, but all the tweaks in your .PLR file. You can improve the AI big times with these!)

Back to top