Complete Prestone Stock Car Racing Association

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Thrasher124

Well-Known Member
Hot Pass Member
Mar 2, 2018
33
18
Ok, so I don't know how long I'll keep updates before I forget or get distracted. What usually happens is I'll keep up with my seasons for about 1/3rd of the season than focus on work or life in general, than end up simming the rest of the races while watching live the 'big' races, like S. Boston and the "Enduro." I do run the series and plan to for awhile, its just the updates per race may be delayed. I only update the points once ever 4-5 races, minimum. With that being said, lets get every1 caught up...

:PSCRA: The series Started in 2013, unofficially, as a part time/ test series. This was for legit testing but it was mainly to buy more time to fill the field, as we had maybe 20-25 cars in '13. 2018 marks the 4th full season of the series, with it being the 1st season with 28 races (as oppose to the normal 25-26 we had in the last :relievedface:. We are using an 'old school' approach, meaning we have most of the schedule made up of nothing but short tracks, with 1-2 roadie and a few speedways, including Daytona & 'Dega. Also, we cave the cars made of the 'new' composite material allowing a lot of money saved for the teams. Unlike NASCAR, and most of series around the world (Almost anything FIA related) there is no consequence for aggressive driving. This allows the drivers to make bold moves without the fear of a fine or penalty. And the cars don't damage as easily as the cup cars so you hit the wall a few times and keep going. #OldSchool. This year, we are taking the NXS series' approach at some tracks, to allow us to run bigger tracks and keep the racing close. We added Charlotte to the schedule for the 1st time in series history (as did ARCA). We are still testing but we plan to run restrictor plates at the track to keep the drivers from spreading out to much, which initially makes the races boring and we want to prevent that. Since the cars draft so well, its hard to keep the speeds under 190, but its no issue. Auto Club is being tested for 2019, and this idea may be implemented for Atlanta when the track gets repaved.

New for this year:
- Ride height for the left front went from 4.5 to 5.0
- Brake bias went from 65-75 down to 60. At tracks over 1.25 miles, the left weight % is matched to the front, at 52.1% (I forgot how I have it for Daytona/Dega)
- The spoiler has increased in size by 1/4 of an inch
- Fuel cells have decreased from 22 down to 16, allowing more pit stops and preventing teams from going the whole race without pitting
- Bridgestone has made a slightly softer tire, resulting in more tire wear to help increase the amount of pit stops
- The teams are limited from anywhere between 2-3 sets of tires per race, not including the set they start on (The amount of sets per race varies based on track. Most of the tracks are 2 though)
- The series will race 28 races instead of the normal 26
- Charlotte and about 5-8 new short tracks were added, expanding the series even wider around the country. Rd Atlanta has been taken off the schedule
- The "Enduro" @ Levitown will make a return this season, as well as the Heat racing at S.Boston
- Max amount of cars per race have been limited to 40, as oppose to 43 in the past
- Point system has changed from the old, to a newer more basic system. Top 5: 50, 45,42, 40, 39, ect...
- Winner doesn't get any bonus for leading a lap or the most laps. Other wise, 1 bonus point for leading a lap and 1 more for most laps

The series is suppose to rival that of the ARCA series, in that it has many similarities in handling and power. The cars run around 450hp, dropping to 400 at Daytona & 'Dega. The car bodies are based of the early 90s cup cars (Cup90 mod) with bigger spoilers (not really since I cant edit the mod, I just edit the setups and tracks to give it that feel. I want them to have the spoilers like the muscle LM mod form BR). Setups are 'Fixed/locked' based on the track. Only thing the teams are allowed to edit would be the grill tape, wedge, track bar, tire PSI. This keeps the playing field as even as possible while still allowing teams to modify their cars to suit the drivers needs on track. We use Bridgestone tires which allow more grip. Depending on the track, this could wear faster than other tires (hoosier, goodyear, ect.) so preserving is key. Thompson is a good example of this. Although, the tires are set to get almost perfect/even traction to prevent the fall off from happening to quickly.

As of now we have around 30-35 Full time drivers, with about 5 or so part time drivers (ARCA, K&N, & CWTS drivers). We are still looking to add more, of course! Some of our 3-4 year veterans plan on moving up to ARCA or beyond in the coming years, so teams may need drivers to fill their shoes. Thanks for your time and we'll see you at the track! Next up, the Series' home track, Richmond, VA. The owners shop, MAC Motorsports Inc, is located just a few miles from the track. PSCRA's shop if a mile or so from MMI's shop.
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Ok, now for the disclaimer and a 'reality' check of sorts:
I've spent a lot of time over the past few years editing track.ini files and AI setups to get the best racing. And for most of the tracks its working well, probably the main reason I've stuck with it this long. I've never stuck with something like this as long as I have with this series. Idk, just love the cup90 cars! *drooling* Anyway, as I said I'm having issues with Charlotte but I hope to fix it by the time the chase starts. I do use some fict tracks, like Levitown (Track I do my 'Enduro', and an edited/repaved version of Autodrome_Chaudiere_PST I believe) No its not set to be released (duh) and I already spoke to one of the owners awhile back about it, or mentioned it to him. No response from him where he found an issue with it. Another one is Pocono Raceway Park (PRP-fict), located a few miles from Pocono Raceway. Its a HEAVILY edited version of Levi Strauss which I found out is CMP with his own edits, including extracting parts from other tracks. I think mines better in the way of racing, but than again I repaved it and modified the track.ini ALOT. basically remade from scratch in the way of everything except pit stalls. Oh, and I added 1-2 more pit stalls as well. Only issue I have is cars exiting pit rd and entering at the same time. ALWAYS causes a wreck. Anyway, getting side tracked now. lol. For my PSCRA series, every track on the schedule, the series has their own track.ini and 'fast' setup (used for AI). When I race, I stick to my rules, using their setup and only changing 1-2 things. I try to match the ai to run a pinch faster than my own skill set at some tracks such as RIR, Phoenix, PRP, and Dover. The AI ratings are DAMN near the same. Max is 75 for most things Min/Max aero is 75 for everyone. Engine/Chassis/Reliable is min50, max75. Same with most stats for all the drivers. Some of the vets and other who I see do well, I boost a bit (example: change Short track from 50 to 55 or 60. 60 being max for Min rating). SS rating is Min75, max80 to match the track.ini. The pit crews are based on track, with every1 max at 75, min is random from 50-60 for every1 except a selected few 'high end teams' who max out their min at 60. It produces close racing but what keeps it REALLY good is the aggressive rating. Random the min from 90-100, with max at 100.

I'll try to keep everyone updated as much as I can but like I said, this may die in a few months up until November or December. Thanks for your time and interest!!!

PrestoneSCRA.png
 
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Thrasher124

Well-Known Member
Hot Pass Member
Mar 2, 2018
33
18
The ONLY driver I had in the race ended up winning it after sitting outside the top 10 for most of it. OH, and he's only running a limited schedule. He moved up to the ARCA seires.
PSCRA_Day2018_Lap1.jpg PSCRA_Day2018_Lap2.jpg JKane_2018win_Daytona.jpg
 
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Thrasher124

Well-Known Member
Hot Pass Member
Mar 2, 2018
33
18
Dover has been completed, which leaves a few weeks off for the series. I will post the points within a week or 2. I plan on releasing the series as a "DLC Add-On" for the cup90 mod. Cant release the mod itself due to the fact its not mine, will just release the cars and few graphical updates with full credits. Idk when I can get it out tho, and I need to update templates for older cars (didn't have template at time so all but chevy are "unfinished"
 

Thrasher124

Well-Known Member
Hot Pass Member
Mar 2, 2018
33
18
Sorry for lack of updates, im working with personal life as well as a way to get the series out to the public so I can save n share full races.

Just past halfway in the season. A lot of racing since the 1st Dover race. Just finished the 2nd Pocono Raceway Park (Fict Short track), and heading the "Enduro," which is about twice the length of a normal race. Essentially, the same distance as an NXS or MayB a cup race if they raced at the track. This race will test the true potential or 'long haul' racers, as well as the physicality need to run one of these things.

At PRP (Pocono Raceway Park), in her 2nd series start (1st was Daytona), Natalie Decker gets her 1st win in her 2nd start, after the leader pit coming to the white flag for gas. He finished 10th (Alan Walker, Rookie, #50).

IK driver names don't mean anything without pics or videos, but I plan on releasing the cars (Past and Present) and the series modifications I use. Its the cup90 mod, renamed and 're-skinned' and u should be able to get the mod on this site. More info wen I'm getting ready to release the files, and yes I have the proper credits and no im not stealing and releasing as my own or if I didn't get permission. Thnx

Points after 14/26 races (Top 10):
  1. #39 - N Stern 492
  2. #58 - J Green -68
  3. #21 - D Blodgett -80
  4. #46 - J Sherman -81
  5. #20 - G Roberts -93
  6. #2 - T Curcio -94
  7. #96 - J Wise -97
  8. #34 - T Santillan -105
  9. #50 - A Walker -125
  10. #98 - E Nathanson -128
 

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