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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Sat Jan 21, 2012 12:02 am 
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Legendary Driver
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Location: Grand Rapids, MI
what car/what track?

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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Sat Jan 21, 2012 5:42 pm 
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Jackman
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RX8 @ VIR


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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Sun Jan 22, 2012 3:17 am 
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Jackman
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job well done !!!!!!


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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Tue Jan 24, 2012 5:22 am 
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Jackman
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Joined: Mon Aug 11, 2008 1:44 am
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Location: New Zealand
First of all its still a great mod.
If I can add my criticisms it would be that the physics of 1.5 seemed more "stable" on default than 1.6. For example the Caddillac was quite nice to drive in 1.5 but it wants to step out more in 1.6.
I know this can be corrected with a setup but this is one of the things I have noticed.
The sound of the Charger. I know this has been brought up before but to me is sounds like a lazy V8 instead of a tuned race car.
The RX8 seems to heat the rears quite easily. Again this could be controlled by a setup and smoother driving but they just seem to heat up too quickly.


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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Wed Jan 25, 2012 12:32 am 
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Jackman
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Yes it is a good mod. It could be a great mod but there are always the same complaints from others as well as myself. The tires and the Volvo. There is no point in driving anything else if your in a human only race as I've only seen the aliens win with anything but a Volvo. Having it lumped in with the rest just defeats the purpose of the mod I think........


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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Wed Jan 25, 2012 10:35 am 
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US Pits Crew
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Growler wrote:
If I can add my criticisms it would be that the physics of 1.5 seemed more "stable" on default than 1.6. For example the Caddillac was quite nice to drive in 1.5 but it wants to step out more in 1.6.

No physics changes were made to the Cadillac or any of the other v1.5 cars, except for the Porsche.


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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Thu Feb 09, 2012 11:02 pm 
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pn6 wrote:
Yes it is a good mod. It could be a great mod but there are always the same complaints from others as well as myself. The tires and the Volvo. There is no point in driving anything else if your in a human only race as I've only seen the aliens win with anything but a Volvo. Having it lumped in with the rest just defeats the purpose of the mod I think........


I'll be glad to weigh in on this.

We've been running NAGT since day one. We regularly have 20-30 drivers in TPTCC. Volvos are by no means the car of choice, nor are they the winningest car either. Any driver who does a little practice can beat a Volvo on a speed track. They may not be able to beat them on a twisty course, but that's where the Volvo and Porsche are going to be best. I've beaten plenty of Volvos with an Aston...nor am I an "alien".

I have driven the RX8 for an entire practice session and race...2 hours. No sliding or superheated tires.

Finally, we are working on a patch for the Challenger sound and a few other things. Should be out in the next few weeks.

Cheers!

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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Sun Feb 12, 2012 9:27 pm 
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Champion Driver
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Ok...some feedback :)

I was a MASSIVE fan of the earlier NAGT builds, loved them. But over the past few builds it seems to have lost some of its "charm". I will try to explain, but it is hard to put a finger on it.

One thing I have noticed the first thing anyone does now is just drop them on their butts, max out the front camber and lighten up the suspension....that seems to be the charm.

And this means as you race around tracks the continual sparks out the back of the car(s) in front seem to highlight what is happening and detract from the overal experience.

In fact that was how I figured out how cars where so much quicker than me. When I saw the sparks I dropped the right height to minimums and my times dropped as well.

I also got sent some setups that I can only describe as NASCAR setups...so asymetrical is was scarey. And they where FAST...with no real penalties to tire wear, heat or handling. MAYBE one corner had to be taken differently on the asymetrical setup compared to normal.

Now, is this a "bug". No, I think it is more "direction of mod" or "decsision on physics" and that is cool. But it certainly lost me as a fan.

Personally I will trade off "overal feel" for a fraction of "realistic setup principles" anyday, but that is just me.

So my feedback is just that, not saying the mod is wrong, but its direction lost me as a fan for fun.

If more work went into penalties for bottoming out (friction etc), camber trade off (increase grip up to a point, after that it should at LEAST be harder to brake) and someway to make it so massively asymetrical setups and overly soft setups would offer a penalty with the advantage gained.

Looking forward to future builds, but yeh, the Charm has been lost.......

I really did not want to post this as I believe The Pits do the best job in modding (they are a top 3 group in my eyes) and I feel it was a direction choice, again that is totally cool, but miss my NAGT action.....I found alternatives, but they didnt contain a Mustang :)


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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Sun Feb 12, 2012 10:54 pm 
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Increased friction when the undertray collides with the track has a substantial drawback, it will flip the car when it catches terrain. This is an rfactor issue. The only thing that can be done about it is to decrease the friction.

I too miss those negative effects of 'missing' the setup. Hopefully when the Porsche is said and done it will not take kindly to unrealistic setups.

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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Mon Feb 13, 2012 3:43 am 
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Champion Driver
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That is good news Lordypantsy :)

Just curious about the undertray effect. Is there no other way that could be simulated? Undertray feelers etc? I know a realistic "feel" for bottoming out can be achieved but my knowledge of the area is limited and I cannot remember for the life of me if it relates back to the models as well.

I will try to remember the mods that represent this well...I am pretty sure the APEX GT3 mod represents this well with causing an unstable car when it bottoms out....

It took me a while on that mod to figure it out but I coudl not get around Interlagos to save myself without spinning. Raised up the car, and it was FAR more stable due to not bottoming out.

Is that a possibility with NAGT?? Would really love to see NAGT get back into the realm of "well it aint possible in real life as well" instead of the "but the cars handle like that in real life and thats what the numbers are"....to me, thats just what it feels like.


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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Mon Feb 13, 2012 12:16 pm 
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Location: Grand Rapids, MI
lp is just fine.

Not that anyone is aware about. The flipping (I call it Jarting®) has more to do with the surface of what you are driving on then the parameters that define the car. You cannot control the reaction of the surface, therefore the car parameters need to change.

In order for this to happen, you need loads of data per car. I'm sure if one were to take the time to round up information it would get looked at. At some point you run out of required information to complete the task. I shudder at the thought of how scarce some of that information is going to be. The Porsche is already well covered.

A place to start is to gather spring rates, suspension travels, & damper rates/information. If you can find suspension blueprints/technical information they would be welcomed information.

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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Mon Feb 13, 2012 9:51 pm 
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Champion Driver
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lordpantsington wrote:
lp is just fine.


LOL..no worries :)

lordpantsington wrote:
I call it Jarting®
Love the mark :)

Thats cool, lp.

Like I said, more wanted to air it out and see if we could get it moving back towards the other end.

As long as you guys are working on it, that is cool. I cant ask for much more.


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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Wed Mar 07, 2012 3:42 am 
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Just wanted to respond to your post...sorry for the delay!

Actually, this problem has been in there since NAGT v1.0...but it appears many of your fellow drivers were not aware of it at that time. :wink:

To our (current) knowledge, there is no way to fix some of the problems encountered with rF1, and we do look at other mods on occasion to see how they do things. However, we are by no means beyond learning, so if anyone knows a mod that corrects problems you experience in NAGT, feel free to point it out.

We have a continual process of evolution with NAGT. The more we learn, the more we implement in the mod.

Cheers!

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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Thu Mar 22, 2012 7:08 pm 
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Jackman
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Joined: Mon Aug 11, 2008 1:44 am
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Location: New Zealand
Is there any indication as to when the patch may be released for version 1.6?


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 Post subject: Re: NAGT 1.6 feedback
PostPosted: Fri Apr 06, 2012 9:58 am 
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Growler, I think I should have it ready in the next week. Testing went good, so shouldn't be a problem.

Cheers!

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racing realism for the pc


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