
Watkins Glen (Sprint Cup & Classic) layout for the NASCAR Racing 2003 simulation by Smiffsden.com

Road Course (2.450 miles)


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TABLE OF CONTENTS:

[1] HOW TO INSTALL THE TRACK
[2] GENERAL TRACK INFORMATION
[3] CREDITS
[4] KNOWN ISSUES  
[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 instances of NR2003S installed, 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 43 total cars (42 opponents)

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

Track Information:   

Practically everything on this track has been gone over and addressed/improved since the original 2010 Boot version.

When you install this track you will have two versions, the Sprint Cup layout (which includes the inner loop) and the Classic layout that NASCAR ran before 1992.

These tracks are loaded with eyecandy and thus a good machine will be required to run it on full detail.  While every best effort has been made to make the tracks as accurate as possible, the tracks are not exact replicas and have no specific year tags because the billboard are not fully accurate.  However, the track surfaces, runoffs and grandstands are as good as we can get them.


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

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

1.  Ian Smythe:  Track geometry, AI, and too many other things to list.

2.  J.R. Franklin:  Graphic detailing and immersion, object editing, textures, horizons, eyecandy, quality assurance and testing.

3.  V8Thunder Drivers:  beta testing.

4. 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 apologize.  Although you were not mentioned individually, your contributions to NR2003 and this track are greatly appreciated.
 
We owe a debt of gratitude to each of you for your contributions, time, support and help.

I would like to extend a lot of credit and gratitude to J.R. Franklin who spent considerable time populating the track with all the haulers, campers, spectators and immersion improving objects you see. Without J.R.'s work the track would not look anywhere near as good as it does.

Ian Smythe
www.Smiffsden.com


[4] KNOWN ISSUES AND IMPORTANT NOTES REGARDING THE AI:
==================================== 

The AI for this track were constructed using the following:

1. a default papy_ai.ini, 
2. the default fast setups for each physics (CUP, GNS and CTS) 
3. the opponent strength set at between 97 and 100%. 

The A.I. on this track have been tuned with specific mods and carsets available, these are:

CUP PHYSICS:
Bullring Generation-6 (Gen6BR) mod:
http://bigdonlinemotorsports.com/Sprintcupseries.html

The default carset that comes with the mod listed as Jayski-2013

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GNS PHYSICS:
Sim Racing USA Nationwide 2013 (NNS13) mod:
http://simracing.us/portfolio/nns13-nationwide-mod/

The carset available seperately listed as NNS13DaytonaSet (from here):
http://simracing.us/portfolio/nns13-daytona-carset/

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CTS PHYSICS:

Smiffsden Pickup Truck Racing UK (Pickups UK) mod:
http://www.smiffsden.com/enews.php?id=58

The default carset that comes with the mod listed as V8Thunder2013

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By using the above mods and carset combinations, unmodified, at around 96-100% opponent strength, you should find the A.I. Racing experience as close to being in a real race as it's possible to do on a computer.  Some results will vary depending on the type of mod used, the ratings of your specific car set and countless other variables that make it practically impossible to predict the results that you will acheive while racing on this track.

In order to balance out the A.I., pit road speed is applicable from the entry of pitroad (by the pitwall) right down until the white line slightly past turn 1 (where the tarmac changes color).  This was done because no matter what we did, the AI always hesitated and slowed down for the corner at pit exit. (The only way to cure this would be to pull that section of the track out and start again, which would likely result in accuracy of the track being sacrificed).  With these pit rules, A.I. only lift and loose 2-3mph as they round the corner. If they are unrestricted (with no speed limit) they slow down 30-40mph which gives you a 5 second advantage over them.  So to minimize the advantage the Player has, the speed limit runs the entire length of pitlane all the way out to that white line after the exit of pit road.

It is recommended to run with "Yellows Off".  You may find the A.I. occassionally ride the curb entering the Esses (especially on the first lap) and lift as a result.  We've done our best to minimize this, but they still do it. To fix it properly would remove the A.I's ability to actually race.  

We have "pushed the envelope" a bit with the settings in the track.ini in order to get the AI to race a little tighter, change lanes and be a little more aggressive.  As a result, the end user may experience an early wreck or 2 between the A.I. at the beginning of a race. This is because at the start of a race, the pack is at its largest and tightest. Testing revealed that once a couple of early wrecks occurred, then the AI seemed to settle down and spread out.  However, if you elect to run with "Yellows On", once another random wreck occurred, the restart would re-tighten the pack and as the saying goes....."Cautions can breed more cautions".  Kind of like real life racing!

End of Race.  AI cars will sometimes stack up and wreck upon entering the pits at conclusion of races.

AI Behavior.  AI cars will sometimes exhibit odd behavior that is unfortunately inherent in NR2003.

High Demand on PC's. This track is a highly detailed graphics-rich track with many hi-resolution objects.  While testing has shown that it performs well on most systems, it may place an extreme demand on lower-end PC's. 

Attempts have been made to remedy all of the issues/problems detailed above, however, all were ultimately unsuccessful.  No other bugs other than those detailed above have been reported or observed during testing.

SUMMARY.  To enjoy the best results, we recommend that you use the default fast setups provided with the track and car/truck sets containing ratings as described above. Your results and A.I. behavior, however, may vary depending on the type of mod used, the ratings of your specific car set (other than those as recommended), 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 enjoy the tight, hard-racing Watkins Glen experience!



[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.

The Boot section of the track is for eyecandy only, IT IS NOT DRIVABLE.

You may use the forums at www.NR2k3Tracks.com or www.simracingdesign.com for questions regarding the track.



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

Distributing Websites:

www.smiffsden.com
www.nr2k3tracks.com
www.v8thunder.co.uk
www.GroundPounderDesigns.com

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


[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 signed written consent of the author(s) as listed above.

5) This track must always maintain an unmodified copy of this README in whatever forms 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.



