This is a bit of a longshot request but maybe someone here can help me out. I'm wanting to complete a full roster of cars that ran the ARCA 200 at Daytona in 2007 for NR2003, as I want to attempt to simulate a full Daytona Speedweeks with some edits I've made to Daytona 2006. I have found most...
@Ceej is working on a modernized build of that.
Also making a rare contribution to this thread: This wouldn't be a mod in the traditional sense, but I'd really like to have an NR utility that either enforces the Damaged Vehicle Policy like we have now, or forces AI cars to follow the limp.lp...
This is a simple spreadsheet tool used for calculating ratings for NR2003 online/offline leagues. Simply input a driver's statistics into Column F and the sheet will spit out driver-accurate ratings for you to copy to your carfiles.
This tool cannot grab statistics from a set of exports or...
-Graphics overhaul, including new pavement and grass textures, and wall signage
-Addition of a lightmap. Not much of one, but it's there. I pretty much eye-balled it for the most part
-Changes to some of the spectator cameras
-More aggressive bumpmaps
-Minor track geometry edits, including...
-Various .PTF and track.ini fixes and fine-tuning (track has been accommodated for .CTS physics!)
-Fixed a pit road issue where cars were being held in their stalls for no reason
-Fixed an issue with cars speeding on pit entry
-Updated setups for .CUP and .CTS physics
Well I believe I've solved my problem, and it was a really small thing that I overlooked: slow_pit_line_dlat_offset wasn't set.
Just gonna leave this here in case any future track creators stumble upon this issue.
Okay, so update: I've managed to at least fix the AI cars slowing down to pit road speed at the white line issue, but apart from that, I've redone the .LPs and adjusted the .ptf and track.ini pit parameters to be more similar to the Papyrus tracks and I'm still having this issue, so I'm all out...
So I've been doing some fine-tuning to the AI on my track, Hanford Motor Speedway. One persistent issue I've been having is AI cars getting held in the pits for seemingly no reason. I have no apparent explanation for this, other than the fact that the AI don't slow down to pit speed until where...
This has started, if anyone's interested. Don't worry about missing the first few races, because sign-ups are active all season long, and this is a very un-serious effort. I just want more new competitors!
This is my fictional modernized build of Hanford Motor Speedway, AKA Marchbanks Speedway. It was a track that had existed in real life, and hosted both NASCAR and USAC events throughout the 1950's and 1960's, but became inactive when the track promoters could no longer foot the bill for it...
The Apex Racing Sportsman Series is a hybrid online/offline league run using the racing simulator NASCAR Racing 2003 Season. This league exists on a floating timeline concurrent with the TM Master Cup Series canon universe, wherein NASCAR does not exist. The premise is that this is a Sportsman...
Don't know where else to put this so I'll just say it here: I won my third ever online NR race last night at Argentina (fictional flat short track that's basically a larger, wider Martinsville). It's my first online win in a little over two years.
I know winning races online in a video game is...
That's not double file restarts. That's the AI trying to jump each other when the green flag drops.
Disabling ai_line_modifier removes the AI's grip limits, so they will charging each other harder and try to divebomb each other more often. Usually a car will always attempt to pass on the...
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