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 Post subject: NAGT Readme ***IMPORTANT***
PostPosted: Thu Aug 28, 2008 9:01 pm 
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Make sure you read this while you're still waiting...it is important that you understand how some of these things work...

=======================================
It's been such a long time...the North American GT Championship
by RaceSims Revolution and The Pits

This mod is for rFactor (http://www.rfactor.net) and is a simulated touring car championship based on the SCCA Speed World Challenge GT series.

This mod has probably been one of the most notorious mods of all time...it's been known about for years, feared dead for almost as long, and resurrected time and time again, with more lives than any cat.  There have been more people involved with this mod than could be imagined, and sadly, even some people who are no longer with us but joined the team way back in the day.

Had someone told us that it would be almost three years from conception to fruition, we probably would have never even started it.  Both RSR and The Pits got the idea for a World Challenge GT mod at about the same time, and after a little negotiation between the two groups, it was decided to combine forces.

However, it was not to be so smooth for the rest of the trip.  People on both teams were getting tired of modding, plus some occasional friction, and as well people just disappearing caused the project to slow to a crawl.  Everything imaginable was thrown in the path of the mod.  How it ever got completely finished is due purely to the tenacity of the RSR and Pits teams, that they decided that the mod would be completed...no matter what.  And finally..."soon" is HERE!

IMPORTANT NOTES:
1) This mod has EIGHT different cars, with eight different meshes, graphics, and physics.  People who are running with slower machines MUST expect slowdowns and poor performance. (Jan's Note: We will be posting a hi and lo-res version.  If you can't handle the hi res, download the low, which will run with substantially less video memory).  Obviously, the less cars you run with, the faster your machine will run.
2) The original cars all have specific spec maps for each car.  If you want to create new personal cars and paintschemes, you MUST use the <carname>_GENERIC folder for each make and use one of the cars in that folder as a starting point.  Using cars from any of the other team folders will cause your car to be given a spec map that was created for a specific paintscheme...thus making your car look weird.
3) This mod has been ran in DX7/DX8, but extensive testing has not been done.  If you have problems with running cars in DX7/DX8...sorry.  We don't plan to fix it.

Features:
***Complete physics performance
NAGT has some of the most comprehensive physics found in any rFactor mod.  Using the RealFeel plugin, you can see the realistic geometries and working suspensions demonstrate.  We won't show ALL of our cards, but we have modeled all aspects of the GT cars from aero to even internal friction components.  While every car is unique and has it's own personality, all 8 cars are consistent across in approach, performance, and realism.  We utilized as much data as we could get from real racing teams, engineers and tire experts.  Please be aware that there were a few features that we could not incorporate since they are driver-selectable functions, for example the Mustang is allowed to use traction control and anti-lock brakes, these are not allowed on most servers and cannot be implemented on a per-vehicle basis.

***Unique Menu System
NAGT comes with its own menu and spinner.  However, it has been designed to not overwrite your current menu and spinner, so if you decide to run another mod, just select it and the next time you restart rFactor, you will be back to your original menu.  Included with the menu is the fact that NAGT will store replays and screenshots separately from the rest of your files, so you can select them easily.

***Custom Soundtrack
Thanks to Dave "Grunge" Peterson, Deathlok, and inTransformation, we have some great music for your NAGT experience.  If you like what they've done, please thank them and support them in their future endeavors.

***NAGT Vehicle Upgrades

The following upgrade options are available for the NAGT vehicles. The upgrade options are found by navigating to Customize, Vehicles, Upgrades tab. To select an upgrade you must first purchase the vehicle, then buy and install the chosen upgrade.

- Engine build -
World Challenge cars are built to produce maximum reliable horsepower within SCCA modification restrictions for a 50 minute race.  As we realize many people will want to use these very nice cars for endurance races we made sure to accommodate you.  The "6 Hour" engine is lightly detuned to last an event with care, at the cost of a little peak horsepower and torque.  The "12 Hour" engine is further detuned but in turn even more reliable.

- Class Package -
The Class Package option allows you to choose the class designation of the cars. By default, the cars are grouped into individual classes by model. The Corvettes are in the C6 class, the Aston Martins are in the DBRS9 class, and so on. Optionally, you can designate all cars to be grouped into a single NAGT class.
Note that AI opponent cars other than your car model will always be grouped in their individual model classes, regardless of the class you choose for your car. (Jan's Note:  When doing offline testing, in the opponents menu you must select "Select All" to get all the car types).

- REWARDS Weight and Team Compensation System -
Rewarding of Equalizing Weight Assigned to Reduce Driver Sensitivity, commonly referred to as “REWARDS Weight,” is a weight equalization system used by the SCCA Speed World Challenge Championship. The goal of the REWARDS System is to provide close on-track competition between a diverse variety of cars.

The REWARDS weight system assigns added or removed weight based on finishing position according to the following schedule. (The weight cannot exceed 200 lbs. or go below the Appendix A base weight).
1st +50 lbs.
2nd +30
3rd +10
4th  0
5th -10
6th -30
7th+ -50

The Team Compensation System allows drivers finishing outside the top 50% of finishing positions to remove 50 lbs. each time until a maximum of -100 lbs. off Appendix A base weight is reached, or the driver finishes within the top 50% of finishing positions.When a driver finishes within the top 50%, 50 lbs. shall be added back on each time until the driver reaches the Appendix A base weight. A driver is not eligible to remove weight, or required to add it back on, unless the driver is classified as a finisher.
Note: Any driver that has been required to carry REWARDS weight during the season is not eligible to take advantage of the Team Compensation System. Refer to the SCCA Pro Racing Regulations for details.

The REWARDS weight carried by an NAGT car is displayed on the windshield in the game.

- Force Feedback Strength -
Several steering wheel force feedback strength options are available, including RealFeel suggested settings.

Bugs:
1) None...however, running with slower equipment WILL cause low framerates, poor graphic performance and could even cause lockups.  Use the low-res mod install if you experience this, and try loading fewer cars at a time or setting the graphics lower.
2) Using the low-res carset will obviously not show the cars in their best display.  However, be aware that loading high-res cars on a machine that doesn't have enough video memory can also cause extremely poor looking graphics, as the card will finally stop loading things when it runs out of memory.

Version Info:
v1.0
full public release

v0.9.9 beta
Release Candidate

v0.9.8 beta
internal RC test version, major rework of windows, bug fixes, and updates from month-long driver test

v0.9.7 beta
pre-release competative testing beta

v0.9.6 beta
bug fixes

v0.9.5 beta
Lo-res/hi-res install, physics updates, mas files, sound updates, cleanup, pre-release candidate beta

v0.9.1 beta
bug fixes, additional cars, menus, spec maps, sounds,
Physics changes

v0.9.0 beta
bug fixes, additional cars, rewards weight, dash logos

v0.8.5 beta
complete rebuild, new sound, 3dos, generic cars, major bug fixes, pace car

v0.8.0 beta
updates to car bodies, meshes, physics & textures

Version Info:
v0.7.5 beta
updates to car bodies, meshes and cockpits

v0.6.5 beta
major update with car physics, graphics and meshes

v0.5.4 beta

v0.4.3 beta

Credits:
RACESIMS REVOLUTION TEAM
Chris Smith (Maxx, GTFREAK) - 2D Graphics design
Slaven Corluka - 3D modeler
Marco "M@D69" Demontis, 3d modeler, painter, texture maker
beavis - Paul Vincent - Research/Quality Control
Kevin (Thinlane_T) - sound
Jan (Bulbhead) - physics
FormulaFreak - logos
ethone - 3d modeling
Ewan - misc help
Craig "Secret Agent" Budwitz - textures & research
Sven (Schlusel) Finkemeyer - misc


THE PITS CREW
Scott 'Tigger' Stockton - 3do models
Michael 'Cynical Saint' Schmidt - 3do models, textures, slave driver
Brian Ring - physics
Gilles Benoit - 3do models & textures
Kevin White - paints & testing, 3d modelling, rewards weight & vehicle research
C-one/Francis Kelly - oddjobs
Scott Ryerson - textures
Jim Pejsa - server, research & testing, sound, research, upgrades
Stuart Brown - test driver & physics input
Jan Kohl - textures, rfm, installer, paints, templates, testing and research


ADDITIONAL PRODUCTION
Stephen Klump (Redwings20) - damage
Barry Blakeley - rfm, physics, spec sheet coordination
Jeff Sorensen - TV cameras
Francesco Di Tolla - physics
Peter Valkovic - input and consultation
Tommy Christian - physics, cleanup and consultation


SOUND
Scott (Methyl Ethyl)
Damian D. Henderson
Jim Pejsa
JPhillips
John Simmons
ISI (tranny whine & Volvo)


ADDITIONAL PAINT & TEXTURE
Phil Wardog
JerryMCC
Rob King
Lucky
Ian Grant
James Bowders
AJ Shoe
Cameron Dempster
Kevin White
Jan Kohl
MudSnow for wheels on MultiCar

TRACKS
Jerry "Callihan" Eldred

MENU
Peter Valkovic
Ian H
Pain-less (thanks for "Blue"!)
Michael 'Cynical Saint' Schmidt

BACKGROUND & SPINNER GRAPHICS
Jan Kohl

MOVIE ANIMATION
Michael 'Cynical Saint' Schmidt

MUSIC
Dave "Grunge" Peterson - "Redline"
Deathlok - "Tortured" (remix)
inTransformation - "Redline" (new studio mix)

INSTALLER
Jan Kohl

FTP HOSTING
Tim McArthur

SERVER HOSTING
Jim Pejsa

BETA TESTING TEAM
Chris Squier
Charles Bonsall
steph amiel
Paul Hamilton
Umberto Beia
Barry Blakeley
Bob Eardley
Jeroen Vos
Rick Stogsdill
James Burroughs
Steve Hansen
Steve Blum
Jason Quinn
Tony Smith (Dizzy)
Joe Reed
Tim Strother
Tom Milner
Luca Vallongo
Graham McDonald
Alberto Boz
Jim Kerekes
Tommy Regan
Alessandro Balzan
Ilkka Haapala
Scott Hensley (MethylEthyl)
Jerry McComas
Milutin Vukmir Jr. (crushem)
Tim McArthur
Sergio Meira (klaatu)
Darrell Eernisse
Andrew Aquilante
Tony Kelley
Echoshill
Anthony Forney (1LEThumper)
Lloyd Allan (RevBalls)
Bill Williams (oldasdirt)
Jerry Eldred
Sean Yoder
Camshaft06
Jim (Uthor)
Lucky
Ian Grant
Dax Raub
Dane Moxlow
Damian D. Henderson
Alan J Shoemaker
Phil Wardog
Stephen Klump (Redwings20)
Butch Davis (FBR_BDavis)
Randy Gross (Pitchshifter)
Taylor Meyn (markmartinfan)
Craig William Thomas (CraigT)
Damien Paul Watson (Slothman)
Rob King (netfindr)
Jerry MCC
Axis Experience
Chris Chappell (Chris)
Ryan Field (NAVALHAWKEYE)
Jack N. DeBruin (MistRacer)
John R Berry (Traveller)
David Ellis (ellis)
Stefan Karlsson (GT40)
David Anderson (davidan)
Sebastiaan J.S Zwartenbol (bollesnegro)
Rogier de Klein (McSmall)
Bryce Aston (Baston8005)
Scott Moore (S_Moore)
Kevin Jurasinski (Fabricator)
Gary Jones (wrxpc)
Bevan Geoffrey Roberts (OpenChestTickle)
Jeff Sorensen
Peter Valkovic
Jake Francis
Conor McCarrell
Enis Dauti
Tristan Bayless

SPECIAL THANKS
ISI - For the best racing sim
David Noonan - 3dSimEd & excellent support
TPTCC Racing League - testing and input
All the fans of NAGT

Anyone else we forgot to mention!


CONDITIONS

This installation program and any files contained within cannot
be distributed in any form or fashion without the written consent
of The Pits or RaceSims Revolution, and must be distributed from
this installation program.  This installer or any files contained
within cannot be used as part of any commercial package where
services, goods or money are given in return for this program.
The Pits and RSR maintain no liability for misuse of this program
or damages to software or hardware by use of this installation.

All contents of this installed program are Copyright © 2008 The Pits & RaceSims Revolution

DISCLAIMER
The Pits nor RaceSims Revolution has no association with SCCA nor holds
any rights to the registered trademarks and likenesses contained within.
Those copyrights remain with their original owner.
No revenue was raised in the production of NAGT.

!!WARNING!!
USER EXPERIENCE MAY CHANGE AFTER BEING WRECKED


It's been such a long time...


In Memory of Tim Strother & Paul Mumford

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Last edited by Jan Kohl on Sun Aug 31, 2008 8:29 pm, edited 2 times in total.

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PostPosted: Thu Aug 28, 2008 10:27 pm 
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OMG...... soon is FINALLY here!!!!

Congrats to all involved.
The work sounds incredible.
I look forward to the "experience"

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PostPosted: Thu Aug 28, 2008 10:37 pm 
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Yes it is.  :)  [smilie=driving.gif]

Kev

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PostPosted: Fri Aug 29, 2008 12:41 am 
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Has anyone made the original Road Atlanta for rFactor?

buzard


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 Post subject:
PostPosted: Fri Aug 29, 2008 11:44 am 
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Thanks for all your hard work! Cant wait to take the viper out for a spin! :)


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PostPosted: Sat Aug 30, 2008 4:04 pm 
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Thank you so much for this mod. Been testing about half the cars by now and so far all of them are a blast to drive and the Volvo suits me like hand in glove.

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PostPosted: Sat Aug 30, 2008 4:19 pm 
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X-Ter wrote:
the Volvo suits me like hand in glove


Heh, heh...I wonder why?  ;)

Yes, the Volvo is no slouch.  Just like the real one that ran in 2004, it's not a high-horsepower car that can take on the big V8s on a long straightaway.  However, on a track with a lot of twisties, its capable of whooping up on any of them.

Pablo posted a great exhibit of drifting with the Volvo after having only played with it for a few hours.  The first two 'official' online races with NAGT were won by a Volvo at Barcelona...a nice twisty track.

For newcomers to road racing, it's probably the easiest car to drive, but your mileage may vary, of course...

Cheers!

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= www.theuspits.com =
racing realism for the pc


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PostPosted: Sat Aug 30, 2008 10:18 pm 
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Drinking some wine,eating some cheese,driving nagt!

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PostPosted: Sun Aug 31, 2008 4:25 am 
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Jan Kohl wrote:
Heh, heh...I wonder why?  ;)

Yes, the Volvo is no slouch.  Just like the real one that ran in 2004, it's not a high-horsepower car that can take on the big V8s on a long straightaway.  However, on a track with a lot of twisties, its capable of whooping up on any of them.

Pablo posted a great exhibit of drifting with the Volvo after having only played with it for a few hours.  The first two 'official' online races with NAGT were won by a Volvo at Barcelona...a nice twisty track.

For newcomers to road racing, it's probably the easiest car to drive, but your mileage may vary, of course...

Cheers!


It might have something to do with me being from Sweden :)
But, I must say that also the Pontiac GTO and the Caddy is very rewarding to drive. Real drivers cars those. So far, the Caddy is the one car I can get down to the same times as the Volvo.

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PostPosted: Sun Aug 31, 2008 8:16 pm 
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Congrats fellas. Have watched your work for years. Great job   am dl'in as I post this. More feedback in a bit. ;)


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PostPosted: Mon Sep 01, 2008 12:00 am 
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This thing kicks butt. I ran some with Callihan and Booskilla over at NAWSCAR.com  and had a blast at Montreal. Only tried the Mustang and Volvo but omg. Fun factor real high. Special tx to all and their hard work. :D


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 Post subject: Re: NAGT Readme ***IMPORTANT***
PostPosted: Mon Sep 01, 2008 7:07 pm 
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Jan Kohl wrote:
3) This mod has been ran in DX7/DX8, but extensive testing has not been done.  If you have problems with running cars in DX7/DX8...sorry.  We don't plan to fix it.


In my opinion, a mod that doesn't function properly in all graphical settings is not a complete mod.

I reported dozens of graphical bugs in DX7 and DX8 during beta testing which nobody paid any mind to.
I'm quite disappointed that none of these bugs were fixed, it really diminishes the quality of the mod. It's really a shame since it's a great mod but every time I load up a car with a see through hood or other problem it just keeps me from giving it the play time as more complete mods like the Legends mod or CART 1995.

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 Post subject: Re: NAGT Readme ***IMPORTANT***
PostPosted: Mon Sep 01, 2008 9:20 pm 
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markmartinfan wrote:
In my opinion, a mod that doesn't function properly in all graphical settings is not a complete mod.


So Papy games, when they were released, were not complete games because they wouldn't support older vid settings either?

We made a decision way back (and I think I also said it during our beta test sessions) that we were not going to support DX7 or DX8.  We could have spent a lot more time trying to get everything working in those.

I've got an older vid card that will work with DX9 and still run a pretty large field  (26 cars or so offline).  If you have a card that won't even do that, run the lo-res car set.

Having said that, I told The Pits Crew that if someone wanted to send me fixes for those items, I would include them in whatever next version we send out, provided they DON'T break what's already there...

Cheers!

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 Post subject: Re: NAGT Readme ***IMPORTANT***
PostPosted: Tue Sep 02, 2008 7:55 am 
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markmartinfan wrote:
Jan Kohl wrote:
3) This mod has been ran in DX7/DX8, but extensive testing has not been done.  If you have problems with running cars in DX7/DX8...sorry.  We don't plan to fix it.


In my opinion, a mod that doesn't function properly in all graphical settings is not a complete mod.

I reported dozens of graphical bugs in DX7 and DX8 during beta testing which nobody paid any mind to.
I'm quite disappointed that none of these bugs were fixed, it really diminishes the quality of the mod. It's really a shame since it's a great mod but every time I load up a car with a see through hood or other problem it just keeps me from giving it the play time as more complete mods like the Legends mod or CART 1995.


Anyone into gaming on a pc knows that the games become more and more demanding. Which means that folks should probably do some upgrading. If you won't or can't upgrade, is this the fault of ThePits for putting a mod out that doesn't support DX7 or 8. I think not. I would take that as an incentive to upgrade.  :P


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 Post subject: Re: NAGT Readme ***IMPORTANT***
PostPosted: Tue Sep 02, 2008 12:55 pm 
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RCR wrote:
markmartinfan wrote:
Jan Kohl wrote:
3) This mod has been ran in DX7/DX8, but extensive testing has not been done.  If you have problems with running cars in DX7/DX8...sorry.  We don't plan to fix it.


In my opinion, a mod that doesn't function properly in all graphical settings is not a complete mod.

I reported dozens of graphical bugs in DX7 and DX8 during beta testing which nobody paid any mind to.
I'm quite disappointed that none of these bugs were fixed, it really diminishes the quality of the mod. It's really a shame since it's a great mod but every time I load up a car with a see through hood or other problem it just keeps me from giving it the play time as more complete mods like the Legends mod or CART 1995.


Anyone into gaming on a pc knows that the games become more and more demanding. Which means that folks should probably do some upgrading. If you won't or can't upgrade, is this the fault of ThePits for putting a mod out that doesn't support DX7 or 8. I think not. I would take that as an incentive to upgrade.  :P


I might agree with you if NAGT were it's own standalone game, but it's an rFactor mod, the same rFactor I bought 3 years ago and the same thing I've been running on my laptop for the past 2 years. NAGT is the only "complete" mod I've seen that doesn't function properly in DX7 and DX8 settings. It seems to me that if the game itself supports DX7 and DX8 and a reasonably large number of people use those settings that the mod should support it. It seems like a major failure for a mod to not support all the graphical settings that the game itself does support.

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