NAGT 1.0 – Released

It’s done. The first announced rFactor mod ever is finally out as The Pits have released NAGT 1.0. Started by RaceSimsRevolution and The Pits, the mod is based on the GT category of the SPEED World Challenge Series.

The mod brings seven all-new racecars, including old faithfuls like the Porsche 996 and Corvette C6 as well as more exotic machinery like the Volvo S60 and the Cadillac CTS.

Car Models Included:

Aston Martin DBRS9
Cadillac CTS-V
Corvette C6
Mustang Cobra
Pontiac GTO
Porsche 996 GT3
Viper CC
Volvo S60-R

NAGT has been exclusively pre-released on Race2Play.com for seven days. So if you´re eager to get the mod, head over to R2P and sign up for a free account.

Signing-up is both free and easy, so there’s no need to wait seven days for the public release. And if a mod that has been in development for three years not worth signing-up, then what is?

Download NAGT 1.0 Here


  • 2point8

    OK, now it’s your turn Prototype C :razz:

  • http://www.omr.com.au Meclazine

    Possibly the best multi-car GT Touring car mod available in rFactor. The models are great, and the suspension and feel are tremendous.

  • Pugamall

    Doh !
    I’m at work so it means I got to wait another 7 and a half hours before I can get home and start downloading it !!!
    :shock: :cry: :sad: :mad:

  • guntha

    just drived the cars and i have to say i like it. Good work from nagt people

  • racingfreak

    I´ll wait the week.
    Just signing up for that mod?? Naah, I think it will be REALLY released by someone soon ;)

  • GTEvo

    indeed racingfreak !
    Signing up to get a “Phantom-Mod” since “Christus” is just a Joke, and a next “ComingOut” whats going on in the ModCommunitie.!

    “EeeeeneMeeneMiste..Es rappelt in der Kiste..EeeeeneMeene Meck..und DU bist WEG” !

    GlückAuf
    Holger

  • DRat

    ??

  • ermax18

    Race2Play is very nice site. I would have though any hardcore simracer wold have already had a logon. I though it was bad enough that people didn’t want to spend $10 for a GTL CD to install HistorX. Now people don’t want to create a FREE logon to a very nice website.

  • GTEvo

    hi ermax..
    Nobody critism the Site Race2Play…im pretty sure its a wonderfull Communitie..but the Release Philosophie of NAGT…to get a “Phantom_Mod” in a better F1C Quality…is just an Indicator whats going on in the ModCommunitie !

    Its a Circle of Egoismus..Enviousness and a totally “overdressed” Sign.
    In this Mod Communitie today we see too much “Private-Things”..
    -here some Screeners with unauthorisized Cars..( then say say..”Sorry its a Private Conversion)..and they feel good..
    -there are the uncountable “No-Permissions” Guys who always “Shows there warning Figers” !…and now a “Phantom-Mod” in F1C-Style wich will be Public Release(isnt it!?), but its promoted in a Private, intim Way to Fishing new Members.
    It feels really not normal and harmonious ..it feels like a “Phishing” Philosophie.

    In this Scence..and not another..
    cheers GTEvo

  • http://www.virtualr.net Montoya

    @GTEvo

    Sorry but what are you talking about? “Phantom_Mod” in F1C style?

    If you feel that signing up for a website (which takes roughly 20 seconds) for a mod with seven brand new car models is too much, then this may not be the right community for you.

    It has nothing to do with “phising”, all you basicly need to give away is your email address. But I suppose that a team that worked for years on something free does not have the right to give a partner website some new members. Mods don’t have to be just free but everything has to be as comfortable for you as possible, right?

    Now thats what I call selfish….

  • GeraArg

    The cockpits are ugly.
    3d models are not the best

    But the feeling is of extremely good, the important thing is that in a simulator, the physical are very successful IMHO.
    Surely going to happen to be in my own Hall of Fame. :smile:

  • dabona

    This mod is very disapointing to me.
    If it had been released 2 years ago….ok.

    But today…it is not state of the art.
    Most cockpits are very ugly…too many standard sounds.
    And hey…cant even beat a 997 with a viper on a straight….uhh! :shock:

  • Anonymous

    Cockpit is very let down, certain model is very nice. menu is crap. but i like the physics!

  • GeraArg

    Many of the comments seem “culture screenshot”, where the only important thing is what it looks like…
    Many mod are very good graphics, but the physics are a crap. :mrgreen: :mrgreen: :mrgreen:

    I do not want to generate controversy, but that’s the feeling that gives me the community at this time. :mrgreen:

  • Paul Kelly

    I’m not keen at all on the decision by the USPits to stiff users of DX7 and DX8 with the NAGT mod.

    Many other mods have graphics that work with all versions of Direct X from DX7 onward, and it’s not like this mod had limited development time in which graphics could be adapted to work with all levels of DX.

    Oh, well: I’m sure this will bring out calls of “Get a new video card!” Sort of tough when you’re playing on a laptop … A Radeon X1400 is what I have, and I don’t want to sacrifice framerates just so I can run DX9.

    Disappointing, especially since some cars will not work at all without DX9.

  • Bram

    I was very excited about this mod when it was first announced, but I’m dissapointed to say that time caught up with it. Its without any doubt a good package, ThePits always delivers quality. But in terms of looks its outdated already, especially when it comes to the cockpits. And I know its the driving that matters, but looks are important to many as well.

  • http://racingrenders.com F1Racer

    See here’s the thing with me about this idea of having to register to a site to download….

    I understand fully that sometimes certain sites get exclusivity on a release. Thats cool, and the only way to keep that, for a while at least, is to have it passworded or a place where you have to join.
    Its not that signing up is too much, its that its a way to coax new members in to a place they may not otherwise have joined. Another site that has their details.
    In my case and Im sure many others, if I were to join, it would probably be to get the mod only and maybe never go back again. Is that what R2P want ?
    I dont like the idea that its just a way to superficially beef up a member list.
    But on the other hand, Montoya makes some fair points in that the not doesn’t have to be completely free and if signing up is whats required then thats the way we have to have it.
    On principal I`ll wait the 7 days (or however long it takes RaceSimTracker to get it posted) as I cannot say I fully agree with this method nor would like to see it become a trend.

    I’ve waited a long time for this mod so a bit more won’t hurt.
    Yes the cockpits look a bit naff compared to todays standards but I reckon its going to drive really well.

    Congrats on the release ! FINALLY ! :)

  • Dave Ellis

    “Another site that has their details.”

    Then why do you use real details? Sites like Mailinator.com have been providing disposable email accounts for many years, but yet nobody uses them.

  • http://racingrenders.com F1Racer

    Extra hassle. Plus it mean R2P has another ‘ghost’ member.

  • NAGT
  • Dave Ellis

    “Extra hassle. Plus it mean R2P has another ‘ghost’ member.”

    Less hassle, since you don’t even need to register, or even have a password for mailinator.

  • Werner

    thanks NAGT :mrgreen:

  • http://www.racing-shots.deviantart.com Eddie

    Feels good, but if this has been in development this long, you would think they could at least make a good looking steering wheel.

  • Ragster

    UNGRATEFUL BUNCH OF PEOPLE.its their mod they release how they want.u take it or leave it,I wish modders would start charging for their work,then we see how many would use them.
    And about the cockpits,u dont drive the cockpit, u drive the car,if u spend all race looking at cockpit then something wrong with u.
    Jesus this rfactor community gets worse every day.

  • http://www.racing-shots.deviantart.com Eddie

    Jesus, what is with this site, and people taking minor things so serious. :lol:

    All I’m saying is with that much time I think they could have made a much better cockpit.
    I mean just look at the Epsilon Euskadi cockpit. It looks amazing, and it took about 1/3rd the time.

  • goggo1peter[TRF]

    Disapointing.No more

  • –ooooo–

    It took 3 years to make this? Time has caught up them methinks. Compare this to the recently released Legends mod and well…..form your own conclusions i guess.
    Its good…but it’s not a new standard or surpassing some brilliant stuff we already have.
    I look forward to mixing them with the Grand Am cars when that is released.

  • http://www.andresimparts,com Andres Tab

    The wait is over, i think this gonna be one of the most played mods for rfactor, thanks guys USpits amazing job!

  • http://www.bsim-racing.com Wix

    its late, its not the most polished thing out there , and i dont realy like it. but i admire the fact that they did get it finished after all. its free, and i heard people who found it big fun. so if you dont like it , you dont have to get it .. so whats the problem?

  • http://racingrenders.com F1Racer

    Ragster, please don’t go jumping to idiotic conclusions. Its got nothing to do with gratitude. For their work and the mod, I myself am as grateful for their work as I would be for any other mod. Any mod maker no matter how small has my gratitude, even if its just a skin.
    That doesn’t have to mean I totally agree with how its released to a register only site for 7 days. I agree its totally up them how they release their mod. They can do it however they want. That does not mean everyone HAS to agree and like it.
    It doesn’t diminish any thoughts on the mod itself.
    I don’t mid people charging for their work either – providing its a reasonable price. If its good its sells, if not it wont. Thats simple.

    As for the cockpits, stop being such a drama queen.
    Many people have commented on them. They are the mods weak point. There is no harm in pointing that out. Christ every mod gets criticised. Mod makers know that and expect it.
    How else does progress occur ?
    You may not drive the cockpit but you still have to look at it. I could think of a comparison with an ugly girl. Its not the face you f… well never mind. But you still have to look at it.
    So calm down me old Ragster, have a camomile and enjoy the mod.
    If you are going to reply again, make sure you understand properly what people are saying first.

  • http://racingrenders.com F1Racer

    “so if you dont like it , you dont have to get it”

    Hmm that doesn’t sound logcal to me.
    How do you know if you’ll like it UNTIL you get it ?
    So lets say “if you don’t like it, you don’t have to KEEP it” or “PLAY it”.

    :neutral:

  • http://www.bsim-racing.com Wix

    you got me there F1Racer :wink:

  • Fonzie

    If a mod is good i play it, if i dont like it i will not play it, i have several mod’s i dont play, but you will never find a post of me telling the mod was bad, that’s in respect for the people ho made the mod and have spend many hours in bilding the thing.

  • ermax18

    Fonzie: My Mommy always said, “If you can’t say some thing nice, don’t say anything at all”. Unfortunately some people don’t missed that lesson. :) My 20month old son has more manners. hahaha. Not aiming that at everyone though. Constructive criticism is a different story.

  • ermax18

    Sorry, Correction: Unfortunately some people missed that lesson.

  • http://racingrenders.com F1Racer

    hehe Wix :)

    Fonzie,
    Sometimes you have to speak out. The world isnt all sugar and spice.
    If you dont like something or feel that you want to say something that isnt totally positive (lets say NAGTs cockpits in this case), it not about what you say, its about how you say it.
    There are nice and polite ways to say that the cockpits dont quite come up to the quality of the cars and the great physics in NAGT.
    Thats better than ‘the cockpits suck’ or whatever.
    A few people have mentioned them and who know, if US Pits decide, “ok lets see if we can improve them in the next patch”, thats a good thing isn’t it ?
    Our voices were heard and they delivered. Better for all.
    If we all kept quiet, nothing would have been done and USP would have thought that all was just fine and dandy.

    Just because its free and a lot of hard work was put into the mod (as with all mods), doesn’t mean you are not allowed to voice a less than positive opinion. Doesn’t mean you are any less appreciative (not in all cases anyway – a few ppl are spoiled brats I`ll give you that.)

    Another example is that MMG F1 2007 PE V2.0 wouldn’t be happening at all had people not complained. Now they’re all in for a better product as a result when its released.

  • http://www.real-racing-saison.de Mike

    I think, this is a very nice mod. The cars looks great. The skins should be better, but it’s okay. And i like the physics. I have to work hard at my wheel on rainy Nordschleife (cluth only) and i like it very much.

  • http://exploitlabs.com morning_wood

    it is really too bad they missed the mark on physics, which are so bad as to render this mod completly unplayable.

    Analysis in suspedit bears this out… totaly horendous front end geometry, steering arms are above and to the rear of front centerline…

    NAGT team, revert to the old 0.80 physics!

  • smokey

    “Most cockpits are very ugly…too many standard sounds.
    And hey…cant even beat a 997 with a viper on a straight….uhh! ”

    Where’s your cockpits? Where’s your sound files?

    Have you ever opened up an SCCA rulebook and read and understood the series’ rules? I have. It’s called performance balancing.

    Before you people continue your incessant and trivial whining, why don’t you spend a litte time away from your games, get out and learn some real valuable information, and get a clue!

  • modbaraban

    997? :razz:

  • GeraArg

    Eddie the cockpit of Epsilon has a very nice, but the tire model SUCKS. :mrgreen:

  • motrol

    In regards to physics, the tires build up heat too fast. The car has a nice predictable feeling. I agree the cockpit and the car models are below par. I usually don’t care about the visuals too much as I feel the physics and sound is more important but driving with those cockpits makes me feel like I’m playing a mid 90s game.

  • ermax18

    smokey: Speaking of SCCA rules. I was impressed that they put the rewards system in the upgrades section. I thought that was a nice touch. To bad rFactor can’t enforce this system. Hmmm. I am curious if the rewards will show on the windshield like on the real SCCA WC cars. Now that would be a nice touch.

  • ermax18

    BTW, here are the SCCA World Challenge (what NAGT is based on) rules if anyone is curious:
    http://www.scca.com/documents/Pro%20Racing/08-prr-article2-v2.pdf

  • Paul Kelly

    Took an extending testing spin with this mod tonight in the Caddy, Vette, Aston and Viper, and I’m sorry to say I’m underwhelmed.

    First, the good things. Or more accurately, countering some of the complaints. I really like the tire model. You can keep the tires in the 190-205 F range if you don’t slide all over the racetrack. This isn’t a drifting mod; these cars don’t run in 30-minute touring car races. If you treat the tires with respect, they will provide excellent grip in the 190-205 F range. I really like how the tire model punishes you for sliding too much. Well done.

    Plus, much ado about nothing regarding the cockpit interiors. Yes, they’re plain. But they’re not horrible, by any stretch. Some of the complaints here made me think that I would see cockpits like Codemasters’ original TOCA game back in the late 90s. Hardly.

    Also, the Caddy, Vete, Aston and Viper each looked fine and had acceptable solo framerates with my machine running on DX 7. I’m still not happy that certain cars don’t run right or well in DX 7/8, but the four previously mentioned cars run fine, with proper mirrors.

    But it’s time for the other shoe to drop, sadly. This mod really falls flat with its physics and suspension modeling.

    The physics of the four cars that I drove, which have unique characteristics, didn’t feel that much different. And that’s because I think the suspensions for these cars have flaws. They lack the wonderful “feel” of mods built with proper suspensions, usually with carFactory.

    Sorry, but this mod just feels dead at the wheel. You feel constant forces, but absolutely nothing subtle through the steering rack when driving this mod with RealFeel. Just a constant tire grip force, almost like you’d feel when running Leo’s FFB plug-in with Low in-game FFB settings.

    I thought maybe the problem was dodgy suggested RealFeel settings by the modders, and it was. The MaxForceAtSteeringRack figure of 3500 is much too high for the forces generated by these cars. I tested numerous laps with all four cars at Mid-Ohio and Oulton Island GP 2005 — two of the best test tracks for RealFeel in rFactor due to their accurate bump simulation, elevation changes and varying corners — with MoTec, and the MaxForceAtSteeringRack should be set around 2600, based on MoTeC telemetry. But even setting RealFeel with that proper force figure, this mod is dead at the wheel.

    There’s no subtlety in steering rack forces through the suspension at all. For comparison, I jumped straight from a Viper to a Caterham — which was developed to work perfectly with RealFeel — and the difference was startling. The Caterham had all sorts of minute forces being transmitted through the wheel at Mid-Ohio. The car felt alive, whereas the Viper, Vette, Caddy and Aston I just drove around the same track felt like a Barcalounger.

    I suppose if you don’t insist on using RealFeel as I do, this mod has real promise. But if you’re a RealFeel zealot like me, this mod’s suspensions just aren’t designed to work with RealFeel, especially not at the defaults suggested by the modders.

    Too bad, as I know plenty of hard work went into this mod.

    But NAGT just lacks any feel compared to quality mods that work well with RealFeel and were either built with proper suspensions or built with carFactory, such as Caterham, RealFeel-tweaked rTrainers, Historic GT & Touring, 1955 F1, Grand Prix 1979 and more.

  • ermax18

    PK, I to am having a hard time getting the FFB to be on par with HistorX. I used the suggested settings for RealFeel and the wheel just feels way to stiff. It takes a ton of force just to break it away from the center position. Otherwise I like the mod. You can slide them a good bit without looping them. I also like that you have to match rev perfectly. Also, the tires didn’t seem that hard to manage. I think a lot of people crank the wheel way beyond what is useful and all it does is heat the tires. I have a friend that is a trip to watch. He rips the wheel practically to lock on every turn. I tell him to get up and watch me. I am barely turning the wheel past 90deg. haha. But the lack of FFB feel makes it harder to sense the right amount of wheel to use. Maybe an update will improve the FFB. But it is good for an arm workout. :)

  • Paul Kelly

    Erm:

    Appreciate the feedback, man. My experience is the exact opposite — I have no feel in the wheel whatsoever with the prescribed RealFeel settings. What kind of wheel are you using? I’m using a DFP with default RealFeel controller.ini in Windows Game Controllers — 100 FFB, 0 everything else, Low in-game FFB, cut-and-paste FFB for controller.ini provided by Kangaloosh, who made RealFeel with TechAde. At 3500, I feel nothing. At 2600, the forces are stronger, but as I said, it feels like a constant tire grip force, like that produced by Leo’s FFB. There’s no subtlety at all, like with the Historics or another mod made for RealFeel. Something tells me this mod, because it was in development for three years, was not made around RealFeel. I’d bet the modders had their own suspension models and then tried to dial in RealFeel settings that felt decent with the mod. It doesn’t really work, IMO. Still, I appreciate all of the work the modders did with NAGT. But it doesn’t drive well at all with RealFeel, which is a bummer.

  • ermax18

    I have a G25 at 636° and default lock in the car setup. In the CP I have 102 for the force and 0 on the others. Low and -100 in rF. Cut and paste from the NAGT RealFeel file. I must have something different in my controller.ini. Now I am curious. I have a profile for sequential that I loaded. I normally use my H-box profile. Maybe this sequential profile is messed up. I guess I will start a thread at RSC. An post my exact details. Hopefully we can find a solution because I think this mod has potential.

  • ermax18
  • Paul Kelly

    Erm:

    I only use 360 degrees of rotation. Could that be the difference maker?

  • ermax18

    It seams to make a difference in most mods but I wouldn’t think it would be that extreme of a difference. when I get home from work I will do some playing. It’s nice to know you have the extreme opposite experience. If we can just get something in between. :)

  • APMF

    As far as I know, you should feel stronger forces with less wheel rotation. Big difference when I run HistorX with 900º and less.

    Paul, would you please provide a link to Kangaloosh controller.ini? Is that the controller available along with the plugin? Thanks.

  • ermax18

    APMF, yes it is the one that comes with the RealFeel plugin.

  • tigeraid

    Welp, here’s my take…

    First off, for everyone having RealFeel problems, just play with it. The mod is not “broken,” mine worked perfectly the first time I fired it up FFB-wise, using 540 degrees of steering. I just had to play with MaxForceAtSteeringRack a little.

    I have a question for NAGT, if he’s still reading this: why didn’t you just name this mod “SPEED GT”? That’s what these cars all are, after all. :lol:

    I’m a huge SPEED GT fan, and you’ve included my boy Eric Curran and his Corvette, so you’ve already won me over! :lol:

    The sounds are awesome… the cockpit textures are not Power and Glory/Historic GT levels of awesome, but people whining are exaggerating quite a bit–they look just fine.

    The physics are easily on par with similar cars in GTR2 (at least within the limits of RealFeel’s FFB), and are very easy to drive at 8/10, and very challenging to drive right at the limit. I also noticed that the cars WILL punish you for downshifting early or braking too hard by snapping around–the mod definitely teaches smoothness and patience.

    If I wasn’t already so engrossed in a HistorX league, I might’ve started one up for this mod–it’s great!

  • http://f1-sim-racer.co.uk Roge Owen

    Have tried all cars and I REALLY like the handling of the Porsche and the Vette. Ive never found yet a Porsche I like to drive, (barring the 906 in HistorX)until now. Tyre modelling also brilliant. These two cars ‘out-handle’ anything, for me. Sounds are very good also. Just a bit of a shame about the cockpit textures and the look of the cars on track, but for me its all about the driving so thats a minor gripe. I like the weight ballast addable (and subtractable) in the upgrades, excellent for leagues and testing with your success ballast. Back to that brilliant Porsche…. it does everything you want of it with such feel and finesse.

  • GTEvo

    hi Guys..
    i have to say Sorry !
    Sorry..because i announced that NAGT Mod like in a “F1C-Style” !
    After only the very first testings i noticed that this Mod is really not an F1C Content, NOPE it is more one of the Best Mod we have seen in rFactor !
    Ok..we know some more detailed Cockpits..but thats never a Reason to bring this great Mod in a darker Light !
    Nope !

    NAGT is defenetly a highclass Mod…with a bunch of several diffrent 3dModells.
    Thats what we have to recognize and what we have to reflect first.

    “One-Car” One 3D Modell Mods are really diffrent and much more easier to create….but this Multi3d Mod hits totally the Quality of AussiesV8 Mod..PCC05/07 too.

    I have to say..Congrats NAGT Team !
    Thats only what its deserve..nothing other subjectives “Fanclubbings” !

    In this Sense
    Holger

  • Paul Kelly

    OK, time for a mea culpa from me.

    After reading Jan Kohl’s informative, calm, mature responses to my original criticisms of this mod, I gave it another go last night. I’m now a believer.

    I’m guilty of two mistakes in my first impressions of this mod. One, I completely misinterpreted what this series was all about. I saw GT, and I immediately thought these were GT cars like those that compete in the FIA GT Championship or ALMS. Thanks to Jan and others, I’ve learned that’s not the case. These cars are pretty much production vehicles with roll cages bolted in that run on a pretty primitive racing tire, not a purpose-built race car.

    So once I wrapped my head around that fact, this mod came alive. These cars aren’t as nimble as highly tuned sports cars or even a well-tuned FWD touring car. They can be beasts, depending on the car you choose, and must be driven that way.

    Two, I think I may have made a mistake with RealFeel settings. For some reason, the default RealFeel felt much better with all cars except the Caddy last night. I’m thinking I may have not purchased or installed the RealFeel FFB force option in the Upgrades section of the Vehicle menu for each car I own. DOH! Yes, my embarrassment is total. :)

    This mod really shines in many areas. First, the physics are different for each car. I was way wrong with that. The Caddy feels like a boat, the Porsche feels nimble, the Aston is very unstable under braking if you don’t blip the throttle, and the GTO and Volvo feel really balanced to me — all with default setups.

    Second, the offline AI is very good, which is a plus. Third, the tire model for this mod might be the best I’ve ever experienced in rFactor in terms of matching how heavy, production-based cars like this must chew up tires in reality. You simply can’t drive these cars like a drifting mod, and that’s so refreshing. You really, really need to be tidy in your driving and pay attention to tire management, adding another mental aspect that so few rFactor mods include.

    Fourth, I love how you must blip the throttle on downshifts with most cars. So few rFactor mods require this. Again, it develops a skill set that very few rFactor mods hone. Finally, these cars dance at the edge of grip as well as the fantastic Historic GT & Touring mod, which I think sets the benchmark for that in rFactor. I was able to catch slides in a few cars last night when reaching the end of the tire grip. So many rFactor mods at the edge resemble driving on black ice: You have gobs of grip and then suddenly the car is spinning toward the kitty litter. There’s no gray area of grip that gives you a split-second to catch the car. This mod does give you that minute frame of time.

    So, I come to Jan and the US Pits with a heaping plate of fried black bird, ready to gobble some crow. You have done a very fine job with this mod. I think it’s misunderstood by some — including me at the outset — because it does a lot of things that haven’t been modeled well before in rFactor. So the knee-jerk reaction from some blowhards like me is to immediately assume that those are flaws when in reality they’re plusses that are advancing this sim to places it hasn’t been before.

    Thanks.

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