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psugorilla

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If it wasn't it should've been. As well as let's not forget about the most successful modded physics operation known to the history of NR2003 community..... REDLINE GTP MOD. All those 4 cars are nothing more than edited PTA physics. 4 different edits. Through magic we were also able to scan all 4 and get ready to go CSV ENGINE-TIRE-CHASSIS for each one of the cars. That is pretty amazing as we can see exactly what the dudes changed.
Yeah, that was fantastic too. I absolutely loved it I didn't realize the initial release was just modified pta. I thought the .gtp was a completely new thing.
 
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JJ78

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Nr2003 Saved game editor was what let you change the starting grid order and there was also a season editor that lets you modify your own schedule. I once convinced myself that a 1000 (yes 1000) lap race at Coca-Cola would be fun to simulate offline. I think 4 cars made it to lap 800 something before they lost engines.

I remember save game editor , it's not easy to find nowadays. Not sure if I used it but if I am correct , that is a way to do stage racing now I suppose?
Coca-Cola 1000 - now makes me think. NR2003 universe(not new world lol). I call it that. Once you hit drive , whatever happens in game happens in game. It is like it's own environment made by Papyrus. That means all the testing and tuning that goes on on the track is almost as a real of a procedure as Papyrus allowed us.

I can tell you this much about 4 cars making it as a Level 43 Wizard. I made engines that melt and blow up. AI runs them without overheating issues at 400mph. Meaning physics won't kill AI. That is also partially why "advanced telemetry" for AI cars does not get recorded either. However in the INI files I believe there is a percentage of mechanical failure. Just a random number modifier.

-! There is also that ONE software that allows you to modify changes of a caution due to random "debris"... remember that one?

I believe there is a "formula" that runs AI engines durability and maybe after you go 1000 laps , the amount of miles traveled included in the formula "plugs" in and kills the engine. I know AI can travel on INSANE engines meant to last 2 laps for the whole race duration.
 

psugorilla

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also I believe driver ratings in the car section play a small role in their likelihood of having engine trouble
 

JJ78

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1965 Fictional Truck Series - DMR.com front page *pic lost* *cough-cough*.
3573935-1965-chevrolet-c10-apache-pickup-truck-std-c.jpg

Said 2 was done......
 
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JJ78

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That mod is the sole reason I took up physics editing way back over a year ago. I thought some quick Weight + , makes it slower. Done deal :p. And it's been a ride since then.

upload_2018-1-17_1-55-53.png
Based on what I think is possible in the physics department.
 

The_Tigg

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OK guys, half the crap you talk about is already out there, check my posts and click the links. As for the rest they ARE in rFactor! I have a thread in that section that show you how to get rFactor, just click the links!
 

DaleJrFan95

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The main issue with any new physics/exes (an area I don't personally care about considering NR2003 is already a pain to get running on newer systems already) is that Windows 7 and up you absolutely need the new No CD Patch, otherwise you encounter the Drive Crash error that so many had with the newer updates. And since almost everyone I know isn't going to risk messing the PC up to disable DEP, that's where we're at.
 
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JJ78

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I heard people say rFactor's oval is just not the same as NR2003. NR2003 is literally everything NASCAR that you want. rFactor is literally everything else besides NASCAR that you want. Anything that is meant to go in circle works like butter with NR2003. As far as physics goes.... Modded physics EXE will already be made from HOBO WIN7 no cd. To try it you need to drop it in your nr2003 folder anyway. Owners of the original EXE don't have to do anything but drop a new working HOBO EXE into their game folder. It will not even Replace the Original EXE. You just going to have 2-3-4-5 as many EXE's as you want in one folder.

The only issue is - All physics editors people gotta make their EXE's with the correct HOBO Windows 7 No Cd, that's simple.
 

JJ78

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NR2003 - physics - super hard to edit , crappy system , hard to learn , hard to operate the editor, everything is half-a$$ in that program.

rFactor - all known , easy to mod , lots of mods , easy physics editing , all there . = Not challenging enough , 100's of people can already do it and done it.

NR2003 - physics need our help . Every decent game out there has physics mods but not NR2003 . (excluding Redline GTP ).
 
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jimjack336

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NR2003 - physics - super hard to edit , crappy system , hard to learn , hard to operate the editor, everything is half-a$$ in that program.

rFactor - all known , easy to mod , lots of mods , easy physics editing , all there . = Not challenging enough , 100's of people can already do it and done it.

NR2003 - physics need our help . Every decent game out there has physics mods but not NR2003 . (excluding Redline GTP ).
Yes JJ, now get off the internet and solve all of the 1200 lines. All those lines have meanings.
https://en.wikipedia.org/wiki/Glossary_of_physics
http://www.asawicki.info/Mirror/Car Physics for Games/Car Physics for Games.html
 

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