Kamrad.ru
 
 
дневники | кабинет | регистрация | календарь | участники | faq | правила | поиск | фотоальбом | каська | выйти
Kamrad.ru Kamrad.ru » Автоспорт / Сим-рейсинг » Автоспорт » Игры/SimRacing » [Mod] NAGT
новая тема  ответить следующая тема | предыдущая тема
Автор
 
Tsar - offline Tsar
05-03-2006 11:59 URL сообщения      K-Mail    Профиль    Поиск    Контакт-лист   Редактировать
Модератор



[Mod] NAGT

Мод делают The USPits

Основан на серии Speed World Challenge (класс Speed GT)

Список машин: Dodge Viper, Cadillac CTS, Pontiac GTO, Nissan Skyline, Chevrolet Corvette C6R, Aston Martin DBRS9, Volvo S60-R, Porsche 996 GT3.

Скриншоты

Еще скриншоты

Видео

Изменено: Tsar, 09-05-2006 в 22:01

Paramon - offline Paramon
05-03-2006 20:32 URL сообщения      K-Mail    Профиль    Поиск    Контакт-лист   Редактировать
Камрад



Tsar NAGT - что это за серия? Где и на чём оно ездит?

Tsar - offline Tsar
05-03-2006 22:30 URL сообщения      K-Mail    Профиль    Поиск    Контакт-лист   Редактировать
Модератор



Какая-то американская серия. "На чем ездят" видно на скриншотах и видео.

Tsar - offline Tsar
15-03-2006 23:54 URL сообщения      K-Mail    Профиль    Поиск    Контакт-лист   Редактировать
Модератор



Обновил информацию про машины и уточнил название серии.

Tsar - offline Tsar
24-03-2006 17:08 URL сообщения      K-Mail    Профиль    Поиск    Контакт-лист   Редактировать
Модератор



В первое сообщение добавил ссылку на новые скриншоты и обновил список машины. Из новых - Volvo S60-R, Porsche 996 GT3,

Относительно бесполезная, но любопытная информация

Любимые машины бета-тестеров:

Aston Martin DBRS9 14%
Cadillac CTS-V 7%
Corvette C6 28%
Dodge Viper CC 7%
Mustang 0% - physics are a little tricky atm
Pontiac GTO 21%
Porsche 996 GT3 0% - most peoples second choice
Volvo S60-R 21%

Tsar - offline Tsar
24-03-2006 17:09 URL сообщения      K-Mail    Профиль    Поиск    Контакт-лист   Редактировать
Модератор



What people have to remember (and this was asked just recently) that we are going to be releasing the mod with the cars relatively close in lap times and performance on track. This enables each car to be used in the game equally and gives the player the ability to choose a car they are most suited to drive.

In a nutshell, if you find that the Volvo doesnt handle the way you like, and you found that the C6 handles exactly how you want, you will be able to still post similar laptimes to each opponent. We certainly dont want some cars out on the track that arent being used. While this may not be the most realistic choice, most people would agree that it's logical.

At a later date (after release) we might opt to release a "closer to reality" patch or add-on that might make the cars act and react as their real life counterpart would.

The main reason for grouping the cars together closely as seen in other mods such as ETCC, is because it gives each player the opportunity to try out vehicles that they otherwise might not choose because of a lack in performance or handling. And it also adds to the excitement of extremely close racing with very powerful cars. Basically if you enjoy horsepower and rubbin fenders, this is probably your mod

Also keep in mind that we have also taken steps to ensure that each car has very unique handling characteristics. The C6 will aboslutely not feel like a Viper and a Porsche won't handle like a GTO or Volvo. You will be able to tell the difference between cars rather easily, but again, still post rather similar laptimes.


(c) Maxx-RSR, один из разработчиков мода



Let me tail on Maxx's comments here so that everyone understands what we're doing. This is edited reprint of what I told the beta testers...

The NAGT mod will be based on the physics of the real cars. We are using the spec sheets at SCCA to insure the cars act and drive like their real-world counterparts. We have real drivers on the beta team to assist with that.

SCCA is dedicated to trying to make sure all the cars, despite their differences, all have approximately the same performance overall. We are as well. However, the SCCA has a more difficult job than we do, as they have teams that can throw large amounts of money at a car to make it work better and better, despite what the SCCA does. We have a disadvantage in that we are not able to edit ALL the abilities that a car may have, nor do we know everything about all the cars. Obviously, performance enhancements are something that teams keep closely guarded.

Therefore, our focus is to take what we know about the cars, apply it to the mod, and attempt to make them all have the same overall performance, just as the SCCA is attempting to do. What does that mean to you as a driver?

The cars should handle, act and perform much like their real world counterpart. Some cars will have an advantage on large tracks with long straightaways. Other cars will have an advantage on short, twisty tracks. But overall, in a season, the cars (with even drivers) should end up all rotating to the top of the board.

We have the advantage of being able to modify the values of the cars a little more easily than SCCA can. Therefore, while all the cars should handle like their real world counterparts, our overall goal is that they all can run similar lap times...while some will still be better at different tracks than other cars.

Therefore, in the finished mod, you should be able to pick *any* car and over a season, be competative with it. Our experience with other mods made us decide that we DIDN'T want to have cars that were 'lame ducks' all the time...nobody drives them. So...at the end of the day, the NAGT mod may not mirror exactly what you see in SWC GT (with some cars ALWAYS at the head of the pack), but that's ok...because we're doing the NAGT mod.

Hope that all makes sense. In summary...all the cars should handle like their real world counterparts, but they all should run a little bit closer (with even drivers).

Cheers!


(с) Jan Kohl, один из разработчиков мода

Tsar - offline Tsar
26-04-2006 18:03 URL сообщения      K-Mail    Профиль    Поиск    Контакт-лист   Редактировать
Модератор



17 марта Jan Kohl обновил состояние всех трасс и модов на rTCDD (rFactor Track/Car Development Database). По поводу NAGT новости неутешительные - мод готов только на 60%

Текущее время: 10:46
новая тема  ответить следующая тема | предыдущая тема
 
Перейти:

версия для печати   отправить эту страницу по e-mail   подписаться на эту тему

 
Powered by: vBulletin Version 2.0.1
Copyright ©2000, 2001, Jelsoft Enterprises Limited.
Любое использование материалов сайта
возможно только с разрешения его администрации.


 

Рейтинг@Mail.ru
Рейтинг@Mail.ru