Sunny sky with cloudy weather

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racerjohnbf

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Is there any way outside of sandbox to have cloudy weather selected for the hp boost but still see sunny skies?

I tried renaming the s_sky mips to c_sky which allowed me to see clear skies but it still had the dim lighting effects of the cloudy skys. So I guess a better question is if there is a way to make the lighting correct as well?
 

jacobc62

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Colder weather is what you're looking for.

You can set that with either the in-game options, or if you want "realistic" weather, you can go into the track ini file and in the [ Weather ] section lower the value of the base average temperature.
 

JNorton (WKC)

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Sandbox has NO control over weather. The only options in Sandbox are for a day or night track.

I have never heard of a way to turn off that dimming effect so I will assume it is in the coding of the MR2003,exe file.
 
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racerjohnbf

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Thanks for the info! Looks like no reason to pursue this further.

I was just trying to get HP somewhat correct while using the cup90 mod with cts physics. I use temp drop to compensate to some extent but as I understand that also increases grip.

Seems like something like I'm looking for is used in Daytona SDT day. I was just wondering how it was done.
 

JNorton (WKC)

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Thanks for the info! Looks like no reason to pursue this further.

I was just trying to get HP somewhat correct while using the cup90 mod with cts physics. I use temp drop to compensate to some extent but as I understand that also increases grip.

Seems like something like I'm looking for is used in Daytona SDT day. I was just wondering how it was done.

Daytona SDT Day uses 2 files in the .dat file for their sky. The sky.3do and the smiffsde.mip file. Sky.3do files are not installed via Sandbox. You just drop the files in the tracks main folder and they work. The file calls up a few sky mips that are located in the shared folder as the tracks sky files, There is also a section in the tracks readme about it...


WEATHER
=========

This track features a unique Sky dome which is always "Sunny" late afternoon lighting, even when you set the race to happen in cloudy conditions. It will also only show one specific Sky mip. To disable this feature, copy sky.3do from the shared folder and place it into the track folder, we recommend using "Cloudy" conditions for all races as this gives the cars a little more power to play with.
 
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racerjohnbf

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Daytona SDT Day uses 2 files in the .dat file for their sky. The sky.3do and the smiffsde.mip file. Sky.3do files are not installed via Sandbox. You just drop the files in the tracks main folder and they work. The file calls up a few sky mips that are located in the shared folder as the tracks sky files, There is also a section in the tracks readme about it...


WEATHER
=========

This track features a unique Sky dome which is always "Sunny" late afternoon lighting, even when you set the race to happen in cloudy conditions. It will also only show one specific Sky mip. To disable this feature, copy sky.3do from the shared folder and place it into the track folder, we recommend using "Cloudy" conditions for all races as this gives the cars a little more power to play with.
Thank you for the additional information. I haven't actually tried Daytona SDT Day to see what the sky looks like yet, but the read me for the track is kinda what gave me the idea.

I'm pretty green with this stuff and have never used sandbox. That's why I was asking if it could be done outside sandbox.

Are you saying I could use the sky.3do and smiffsde.mip files in other track folders to get the effect I'm looking for?

Thanks again for all the help!
 

JNorton (WKC)

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Thank you for the additional information. I haven't actually tried Daytona SDT Day to see what the sky looks like yet, but the read me for the track is kinda what gave me the idea.

I'm pretty green with this stuff and have never used sandbox. That's why I was asking if it could be done outside sandbox.

Are you saying I could use the sky.3do and smiffsde.mip files in other track folders to get the effect I'm looking for?

Thanks again for all the help!

Yes it should work. I just tried it on a track. You will have to unpack the dat file for the Daytona track with winmip and copy the 2 files from it to what ever track you want to use it on. In the long run it's not really going to give you that much of a frame rate boost to make it worth wasting your time.
 
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racerjohnbf

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Thanks! I'll probably try it out on one or 2 tracks to see how it does and see if it's worth it. I'm interested in the horsepower boost from running cloudy weather not a frame rate boost.
 

JNorton (WKC)

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Thanks! I'll probably try it out on one or 2 tracks to see how it does and see if it's worth it. I'm interested in the horsepower boost from running cloudy weather not a frame rate boost.


That's easy.. In the weather settings before you enter a track, uncheck the "Realistic" box and drop the temps to about 40 degrees.
 

JNorton (WKC)

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Actually I would think that it would take longer to heat up your tires so grip in reality would be less. But the car is faster. It's been many years since I've seen anyone do it for online racing. In reality the default coding of NR2003 has HP limits for each track/chassis type. I doubt that you are going to increase it no matter what you try.

By Ziggy

Test track - Talladega, clear skies, 70 degrees F and no wind. Top speeds in MPH, drag number rounded to nearest second.

Chassis 0 - Mystery car - Huge torque, huge drag, likes the psi 42 all the way around at all tracks, tires never wear out unless you have pits set to 4x and slam the brakes and hold them there. Then you will get them to wear. Idles at 800 RPMs while the other chassis idle at 1000. Get really bad fuel mileage. Has the same HP for all chassis.
Cup - 745 HP, top speed 189, 5 drag
GNS - 745 HP, top speed 187, 5 drag
CTS - 745 HP, top speed180, 7 drag
PTA - 745 HP, top speed 192, 5 drag

Chassis 1 - Restricted Aero - low drag but fixed spoiler, fixed rear shocks, fixed rear springs, left side track bar can not be higher than the right side. Likes the psi at 28/48 at ovals, 48 all around at road courses - stable at high speeds, low grip at low speeds.
Cup - 370 HP, top speed 189, 9 drag
GNS - 342 HP, top speed 181, 9 drag
CTS - 550 HP, top speed 181, 6 drag
PTA - 625 HP, top speed 212, 7 drag

Chassis 2 - Banked track - Medium drag, downforce on the nose, rear feels a bit light, likes the psi at 28/48 at ovals, 48/48 at road courses, stable but a bit 'twitchy', sensitive to steering input -
Cup - 635 HP, top speed 208, 7 drag
GNS - 623 HP, top speed 206, 8 drag
CTS - 562 HP, top speed 186, 6 drag
PTA - 625 HP, top speed 210, 6 drag

Chassis 3 - Flat track - Medium drag, even downforce, maybe more side force, likes the psi at 22/34 at ovals, 34/34 at road courses, stable, easy to recover -
Cup - 637 HP, top speed 203, 7 drag
GNS - 622 HP, top speed 202, 7 drag
CTS - 562 HP, top speed 185, 6 drag
PTA - 625 HP, top speed 207, 6 drag

Chassis 4 - Road course - Medium drag, even downforce, maybe more side force, likes the psi at 22/34 at ovals, 22/22 at road courses, stable, easy to recover -
Cup - 640 HP, top speed 204, 7 drag
GNS - 622 HP, top speed 203, 7 drag
CTS - 562 HP, top speed 185, 7 drag
PTA - 625 HP, top speed 207, 8 drag

Chassis 5 - Unrestricted Aero - Low drag, stable at high speeds, low grip at low speeds, likes the psi at 28/48 at ovals, 48/48 at road courses, left side track bar can not be higher than the right -
Cup - 706 HP, top speed 232, 11drag
GNS - 622 HP, top speed 226, 11rag
CTS - 574 HP, top speed 190, 7 drag
PTA - 625 HP, top speed 212, 6 drag

PTA car appears to be least effected by the chassis # although I have to admit I have the least experience in it and it took many attempts to get any data because I'd wreck or nearly wreck every lap. Just not at all used to it. :-(

Chassis # affects when the tires go yellow and red as well. Chassis 4 tires go yellow at 220 and red at 240. I think chassis 1/5 have to be at 240 to go yellowand 270 to go red I can't recall and haven't recorded those numbers yet.
 

racerjohnbf

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Actually I would think that it would take longer to heat up your tires so grip in reality would be less. But the car is faster. It's been many years since I've seen anyone do it for online racing. In reality the default coding of NR2003 has HP limits for each track/chassis type. I doubt that you are going to increase it no matter what you try.

By Ziggy

Test track - Talladega, clear skies, 70 degrees F and no wind. Top speeds in MPH, drag number rounded to nearest second.

Chassis 0 - Mystery car - Huge torque, huge drag, likes the psi 42 all the way around at all tracks, tires never wear out unless you have pits set to 4x and slam the brakes and hold them there. Then you will get them to wear. Idles at 800 RPMs while the other chassis idle at 1000. Get really bad fuel mileage. Has the same HP for all chassis.
Cup - 745 HP, top speed 189, 5 drag
GNS - 745 HP, top speed 187, 5 drag
CTS - 745 HP, top speed180, 7 drag
PTA - 745 HP, top speed 192, 5 drag

Chassis 1 - Restricted Aero - low drag but fixed spoiler, fixed rear shocks, fixed rear springs, left side track bar can not be higher than the right side. Likes the psi at 28/48 at ovals, 48 all around at road courses - stable at high speeds, low grip at low speeds.
Cup - 370 HP, top speed 189, 9 drag
GNS - 342 HP, top speed 181, 9 drag
CTS - 550 HP, top speed 181, 6 drag
PTA - 625 HP, top speed 212, 7 drag

Chassis 2 - Banked track - Medium drag, downforce on the nose, rear feels a bit light, likes the psi at 28/48 at ovals, 48/48 at road courses, stable but a bit 'twitchy', sensitive to steering input -
Cup - 635 HP, top speed 208, 7 drag
GNS - 623 HP, top speed 206, 8 drag
CTS - 562 HP, top speed 186, 6 drag
PTA - 625 HP, top speed 210, 6 drag

Chassis 3 - Flat track - Medium drag, even downforce, maybe more side force, likes the psi at 22/34 at ovals, 34/34 at road courses, stable, easy to recover -
Cup - 637 HP, top speed 203, 7 drag
GNS - 622 HP, top speed 202, 7 drag
CTS - 562 HP, top speed 185, 6 drag
PTA - 625 HP, top speed 207, 6 drag

Chassis 4 - Road course - Medium drag, even downforce, maybe more side force, likes the psi at 22/34 at ovals, 22/22 at road courses, stable, easy to recover -
Cup - 640 HP, top speed 204, 7 drag
GNS - 622 HP, top speed 203, 7 drag
CTS - 562 HP, top speed 185, 7 drag
PTA - 625 HP, top speed 207, 8 drag

Chassis 5 - Unrestricted Aero - Low drag, stable at high speeds, low grip at low speeds, likes the psi at 28/48 at ovals, 48/48 at road courses, left side track bar can not be higher than the right -
Cup - 706 HP, top speed 232, 11drag
GNS - 622 HP, top speed 226, 11rag
CTS - 574 HP, top speed 190, 7 drag
PTA - 625 HP, top speed 212, 6 drag

PTA car appears to be least effected by the chassis # although I have to admit I have the least experience in it and it took many attempts to get any data because I'd wreck or nearly wreck every lap. Just not at all used to it. :-(

Chassis # affects when the tires go yellow and red as well. Chassis 4 tires go yellow at 220 and red at 240. I think chassis 1/5 have to be at 240 to go yellowand 270 to go red I can't recall and haven't recorded those numbers yet.
Thanks John. I do remember reading that somewhere a while back.

I just did a really informal test on my laptop, just using keyboard controls and driving aids on since on a keyboard (I race with wheel and pedals but I'm not at home at the moment)

Anyway, using the default qualify setup at the default Michigan track I came up with this using replay analyzer....

Cup90 mod .cts physics

Sunny 70°..... Lap time was 41.156 with about 570HP
Cloudy 70°..... Lap time was 40.096 with about 670HP
Cloudy 40°.....Lap time was 41.142 with about 730HP

There was about a 4-5mph increase in top speed going into turn 1 with cloudy weather.

I think the cloudy 40° run could have been faster with a setup change, but even using the keyboard it did seem to have much less grip than the 70° runs so I'm thinking you are correct on less grip in colder weather, at least at the beginning of a run.
 

JNorton (WKC)

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Thanks John. I do remember reading that somewhere a while back.

I just did a really informal test on my laptop, just using keyboard controls and driving aids on since on a keyboard (I race with wheel and pedals but I'm not at home at the moment)

Anyway, using the default qualify setup at the default Michigan track I came up with this using replay analyzer....

Cup90 mod .cts physics

Sunny 70°..... Lap time was 41.156 with about 570HP
Cloudy 70°..... Lap time was 40.096 with about 670HP
Cloudy 40°.....Lap time was 41.142 with about 730HP

There was about a 4-5mph increase in top speed going into turn 1 with cloudy weather.

I think the cloudy 40° run could have been faster with a setup change, but even using the keyboard it did seem to have much less grip than the 70° runs so I'm thinking you are correct on less grip in colder weather, at least at the beginning of a run.


This stuff is disappearing, if you see it save it to a txt file.. You won't regret it.. I save EVERYTHING important.

In NR2003 tires are always cold at the start of any run. Running a few practice or race laps is the only way to warm them up.
 
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racerjohnbf

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This stuff is disappearing, if you see it save it to a txt file.. You won't regret it.. I save EVERYTHING important.

In NR2003 tires are always cold at the start of any run. Running a few practice or race laps is the only way to warm them up.
Yes sir, that is very good advice. I will start doing just that. I used to save web links when I found things, but many of those websites a long gone now.

As far as the tires, yes I was only doing mock qualifying runs. I'm sure on a longer run things would be different.

Either way, It shows there is enough difference in my opinion to play with weather to get the cars to feel a bit different for different years of racing. My favorite mod is cup90 so I'm just trying to get the horsepower a bit different between say a 1991 and 1995 season.
 

racerjohnbf

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Yes it should work. I just tried it on a track. You will have to unpack the dat file for the Daytona track with winmip and copy the 2 files from it to what ever track you want to use it on.
Thanks again John! This has worked on every track I have tried so far and gives exactly the effect I was looking for.
 

Highbank

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Sandbox has NO control over weather. The only options in Sandbox are for a day or night track.

I have never heard of a way to turn off that dimming effect so I will assume it is in the coding of the MR2003,exe file.
Thanks John, for always setting these issues straight
 
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