
Monadnock Night PST for the NASCAR Racing 2003 simulation.

Short Track (0.250 Mile - oval)


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TABLE OF CONTENTS:

[1] HOW TO INSTALL THE TRACK
[2] GENERAL TRACK INFORMATION
[3] CREDITS
[4] KNOWN ISSUES AND NOTES ABOUT THIS TRACK  
[5] TROUBLE REPORTING
[6] DISTRIBUTION INFORMATION
[7] AGREEMENT OF USE

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[1] HOW TO INSTALL THE TRACK
====================================

Unzip the zip file to:  C:\Papyrus\Nascar Racing 2003 Season\tracks\. If you have multiple installations of NR2003S on your PC, you will need to manually select the tracks directory where you wish to install this track.



[2] GENERAL TRACK INFORMATION
====================================

Type: Real track

AI: Yes.  Working pit stalls for 26 total cars (25 opponents)

Mod support: GNS, CTS. (This track was not tested using any other physics other than those 2.)

Track Information: 0.25 mile high banked (15 in the corners and 5 on the straights) asphalt oval in Winchester, NH. Monadnock Speedway opened in August of 1971 as a half dirt-half asphalt track operating on Friday nights. Soon after, pavement was applied to the entire racing surface. Because of it's similaritites and close proximity to Riverside Park Speedway in Agawam, MA, it drew many of the regulars from that facility which ran on Saturday nights, as well as most of the Saturday night Claremont Speedway regulars.  Following the closure of the Riverside Park track in 1999, Monadnock made the switch to Saturday night operation. In 2009, the track joined the NASCAR family and began operating under the Whelen All-American Series banner. 

The track regularly hosts major events for some of the top touring series in the Northeast including the NASCAR Whelen Modified Tour, NASCAR K&N Pro East Series, the Valenti Modified Racing Series, Granite State Pro Stock Series, NEMA (New England Midget Assoc.), among others. It's regular weekly series program features Sportsman Modifieds, Super Stocks, Mini Stocks, Thunder Stocks, Lightning Stocks and Young Guns.

Today, Monadnock is known as the fastest 1/4 mi. in the Northeast. Racers and fans affectionately call it "Maddog", but no matter what you call it, the racing there is exciting, fast and tight!!!

This NR2003 version of Monadnock Speedway is an attempt to closely resemble the track as it currently appears in a nighttime setting.  It is not, however, an exact replica nor do the limits of NR2003 allow it to be.  


[3] CREDITS:
====================================

The following is a list of the people who contributed to this project:  

1.  J.R. Franklin:   Original track concept and project development, graphic enhancement, night track environment, detailing and immersion, object editing, textures, night sky texture editing, pit layout, start grids, Lps, AI (Artificial Intelligence, i.e. the computer controlled cars), surface grip levels, quality assurance and testing.

2.  Wayne "Bowtie" Anderson:  Miscellaneous custom 3d objects and textures.

3.  Ian Smythe:  Night skies that progressively get darker from session to session, Miscellaneous 3d objects and quality assurance.

4.  Matt Gilson:  cameras, horizons, quality assurance and testing.

5.  Ben Althen:  Chief immersion consultant, Hoosier, WMT, Northeast Race Part, Magnus, Sunoco and misc race team Hauler graphics, billboard graphics, flagstand and wall signage, reference photos, quality assurance and testing.

6.  Carl Sundberg:  Initial base track creation under Butter's Rule.

7.  Fortine_oo:  A.I. consultation, custom 3d objects (tire busters and tire stacks).

8.  Aaron Maynard:  general assistance.


Additional credits:  

9.  Robo19:  open hauler objects.

10. Wayne Faircloth:  Fast GNS, CTS and Cup setups.

11. GPL Repository:  Horizon

12. Reference sources:      
    a.  Monadnock Speedway Facebook page.
    b.  Crystal Snape's Facebook page
    c.  Mike Jaworecki's Facebook page. 
    c.  The Chrome Horn (racehub.com/photos) 
    d.  YankeeRacer.com 
    e.  Photographers Fran Lawlor and Jim Dupont
    f.  NASCAR Home Tracks
    g.  Google

13. Beta Testing:  Mike Ehresman

14. To anyone else whom we may have unintentionally neglected to mention but contributed in the creation of objects that have been borrowed from other NR2003 tracks for this project, we sincerely appreciate your contributions to NR2003.
 
We owe a debt of gratitude to each of you for your contributions, time, support and help.



[4] KNOWN ISSUES AND NOTES ABOUT THIS TRACK
============================================= 

This track was constructed under "Butter's Rule" to make it capable to run with AI.  However, because of the size of this track at 0.25 mi., it pushes the NR2003 simulation to beyond the limits of what it was originally intended.

For the best results with this track, we highly recommend you use the following:

     a.  A default papy_ai.ini
     b.  The default fast setups for each physics (GNS and CTS) 
     c.  The opponent strength set at 97%. 
     d.  Ratings for the car sets used in testing and in developing the A.I. for this track are from the NRatings program using the MasGrafx Full Season V3.1 formulas. 

1.  Pit Stop Frequency Setting.  It is highly recommended that this track ONLY be run with "Pit Stop Frequency" set at 1X.  Higher Pit Stop Frequency" settings of 2X, 3X or 4X will introduce problems, cause confusion with the AI and should not ever be used.

2.  Starts and Restarts.  Be aware that at the drop of the green flag, the AI will slow down driving into the turns.  This is also quite common in real short track racing when the field is tighly packed for a start or restart.  However, once a few laps have gone by and the field starts to spread out a little, this issue goes away.  Also, keep in mind that if you are starting at the back of the pack, you will be faster than many of the lower rated AI cars in front of you (kind of like Kyle Busch starting at the back of a NXS race).  Once you are able to "reel in" the leaders, you will have a much more difficult time keeping up with them in the corners.

3.  Cautions.  In an effort to try to simulate the short track racing experience, we have tried to make it so the A.I. cars race tight and have occasional contact resulting in a caution.  This happens often after a start or restart, but will also happen after a longer period of racing action... so expect it.  If you've been to a short track in real life it is not uncommon to see 7 to 15 cautions in a 150 lap event.

4.  Realiging After A Caution.  As is the case with most short tracks under 0.5 mi. built under Butter's Rule", it may take a little longer for the NR2003 "Race Director in the tower" to get the AI realigned after a caution flies.  Be patient.  They will get re-aligned properly. Sometimes during a caution, after some pitting has occured, the game will wave off the re-start if the field has not realigned and closed up properly and other times it'll just throw the green flag when back markers have not caught up, so be ready to go at all times.  

5.  Caution Pacing.  During caution laps, the A.I. will speed up, then slow suddenly, then speed back up again, etc.  This cycle is a behavior we call the "Brake Check Accordian Effect". Please be aware of this while pacing under caution and be prepared to stop suddenly or drive to the outside of the car in front of you in case he suddenly brake-checks.  This is an issue we have observed in other tracks this size built under Butter's Rule.  Unfortunately, in no cases have we been able to solve this speed up/slow down behavior. 

6.  Pit Stops.  We have intentionally set the caution pace speed very slow at 30 mph and pit road speed at 55 mph. 4-tire and gas pit stops are probably not possible without losing a lap under caution, so plan your pit work accordingly. The A.I. are setup to make it a full 200 laps without stopping for gas or tires.  

7.  Pit Road Paddle Man.  The Paddle Man at the top of the hill at the exit of pit road does not display the "STOP" sign during cautions to allow the pacing "train" to clear as he should.  He may display the STOP sign, but for only a very short time.  Thus, in most cases the A.I. cars (and The Player) will be able to rejoin the field without having to wait until the last car in the pacing line has cleared and no penality is assessed.  However, in the interest of fairness, we would advise you (The Player) to exercise the "Honor Sytem" and allow the last car in the pacing line to pass before leaving the line by the Paddle Man. 

8.  Merging From Pit Road.  Stay out to the right by the backstretch wall when exiting pit road and do not merge down until you reach turn 3.  Otherwise you may be assessed a penalty for merging too soon.

9.  Race Ending Under Caution.  If a race ends under caution, some of the AI cars will stop on the track and not make their way back to the pits. We have tried a number of things to remedy this situation, but have not hit on anything that will solve this.  Also, you will notice that A.I. cars will take the shortest route back to their stalls at the end of a race, many times not staying on pit road.

10.  Multiple Racing Grooves.  This track features 2 distinct racing groves just like the real Monadnock Speedway, so race 'em low or race 'em high.  The AI will go 2-wide (and sometimes 3-wide) to provide an exceptional and exhilarating racing experience. 

11.  AI cars will sometimes exhibit other odd behaviors that are unfortunately inherent in short tracks made for NR2003.  

All of the above are by-products of the many short tracks built for NR2003 under Butter's Rule and are unavoidable for the most part.  However, despite these items, we have been able to create many workable and highly enjoyable short tracks that go far beyond the guidelines that NR2003 was originally intended.

This track was not tested with CUP or PTA physics.  All testing and track.ini settings are for the GNS and CTS physics only, which the editor of the track feels are best suited to racing at Monadnock Night PST.  The CUP physics will work, but the AI has not been tested or balanced for CUP.

We went to great efforts to make the A.I. and racing as realistic as possible. At the same time, we also took some liberties with the A.I. tools available in the track.ini to enhance the "fun" factor. We're confident that you'll enjoy the offline racing experience against the AI the way we have set them up for you. 

To enjoy the best results, we recommend that you use the "Fast" setups provided with the track and car sets containing ratings as described above. Your results and AI behavior, however, may vary depending on the type of mod used, the ratings of your specific car set, different setups used, driving style, skill level and countless other variables that make it practically impossible to predict the results that you will achieve while racing on this track.

We hope that you will enjoy the racing at this track as much as we have building and bringing it to you.


PROJECT:  Short Track
J.R. Franklin
Wayne Anderson
Matt Gilson
Ian Smythe
Ben Althen
Carl Sundberg
Fortine_oo
Aaron Maynard





[5] TROUBLE REPORTING 
====================================

This track is not supported by or affiliated with Vivendi Universal Games, Sierra Online, or Papyrus Racing Games so please do not call or email.

You may use the forums at www.SimRacingDesign.com, www.NR2k3Tracks.com or www.GroundPounderDesigns.com for questions regarding the track.



[6] DISTRIBUTION INFORMATION 
====================================

Autorized Distributing Websites:

www.nr2k3Tracks.com
www.smiffsden.com
www.groundpounderdesigns.com
www.SimRacingDesign.com

THIS TRACK SHALL NOT BE POSTED AT ANY WEBSITES, OTHER THAN THE ONE(S) PROVIDED, WITHOUT PRIOR WRITTEN PERMISSION FROM J.R. Franklin.

[7] AGREEMENT OF USE
=====================================

Use of this track by installation into a racing simulator constitutes agreement with this and the following statements:

1) This track shall not be sold or distributed for commercial purposes, or money exchanged for this track or any part thereof.

2) This track shall not be redistributed without written consent of the author(s) as listed above. 

3) This track cannot be modified without written consent of the author(s) as listed above.

4) This track, or any parts thereof, shall not be converted to rFactor or any other simulation without the written consent of the author(s) as listed above.

5) This track must always maintain an unmodified copy of this CREDITS_README in whatever form it is distributed.

6) This track is covered by implied intellectual property laws, in that it is the property of the author(s).

7) This track is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.



