a Mod, a Track, a Thing I wish I had in NR2003

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Cynon

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3. Custom Points Mod

When you say "Custom Points Mod" ... there's applications that can already calculate points in a custom format, like Score4 and RPM (although that runs off of Borland DBE, which I have some problems with). However, they're external applications. So they essentially already exist as much as they're going to.

Mod: Some hovercraft mod, like F-Zero or Wipeout (Or a combination of the two or something unique in that vein)
Track: Interlagos (and some more South American tracks in general)

As for the tracks bit... Interlagos is doable in NR. I have no interest in doing it personally but you can find elevation maps for the area relatively easily. Even if all you want to do is just take some elevation maps from Google Maps.

...and ... uh, as for other South American tracks? I started on Autodromo San Carlos (Venezuelan track that hosted MotoGP races in the 70s and is still in some use... but it looks like it's still the 70s) some time ago, but I never finished it. Fictional tracks might be your best bet, but as for fictional tracks that fit the overall vibe that South American tracks have... I can't think of many other than Autodromo Nestor Nunes (a flat Bristol edit that is longer than Bristol) and Arena Cafe Norte (a pretty good WKC track).
 
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nascarfreak88

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Jet Dryer mod. (to sim a rain delay) i think it would be cool lol
This reminds me of the old Codies IndyCar games where under yellow, track vehicles would actually come on track to tow away crashed cars and sweep the surface. Was a nice little bit of immersion I haven't really seen since that would be cool if it were in NR03
 
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DaleTona

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This reminds me of the old Codies IndyCar games where under yellow, track vehicles would actually come on track to tow away crashed cars and sweep the surface. Was a nice little bit of immersion I haven't really seen since that would be cool if it were in NR03
IIRC In the later Geoff Crammond F1 games, marshalls would appear to clear a stricken car off the track. Shame how much immersive detail these old games have that have been pushed aside in modern titles.
 

Bitbreaker

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IIRC In the later Geoff Crammond F1 games, marshalls would appear to clear a stricken car off the track. Shame how much immersive detail these old games have that have been pushed aside in modern titles.
Grand Prix 4 was the game. A gameI sometimes play today's days :). But there was no safety car in it.

I liked the game "Precision Racing Indy Car Simulator" from Microsoft. In this game the crew chief asked you questions about the handling of the car. With your answers he gave you a suggestion how to change the setup. And with one click you can simply take it over. I wished modern games would have such tools.
 

Lastlap

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GP4 marshalls (3D) were terrible. Running to the side of the track to wave a flag as the game had no marshall posts.

GP3 & older titles of them appearing (although 2D) to move the car/wave a flag then disappear was better IMO, lol.
 

psugorilla

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A mod I personally would love to see is a USAR Hooter's ProCup mod. Or even a late 90's early 2000's ASA mod with the updated body styles like the Montecarlo that had the split grill opening etc.
 

mtblillie

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A mod I personally would love to see is a USAR Hooter's ProCup mod. Or even a late 90's early 2000's ASA mod with the updated body styles like the Montecarlo that had the split grill opening etc.
Does the ASA2004 mod not have the split grill? I was thinking it did but I haven't looked at that mod in a LONG time
 

Riviera71

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honestly, I have no idea. I don't even think I was aware of an ASA 04 mod
Still trying to paint cars for it and from the looks of it I'll keep doing it until the end of (my) days lol. Back then the guy who spearheaded it made all the cars 512*512 for the release. The ones I painted were easy enough to transfer to new templates since I still had the psd's that were 1024*1024. Been working on it on and off and by now the only car from the original release that I don't have in 1024 is the #5 of Beebe (dang Collis on the hood and yellow logo in front of rear tire lol). I've painted a bunch more that weren't included in the release but I know/suspect there are some alternates I know nothing about and for the others remaining there's typically some significant logo I can't tell/find. Worst ones I can think or are the #67 of Brian Allen (dnq 2 races) and Mark Martin, pretty sure I'll never find enough to properly recreate those :p
 

Cynon

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Had this thought for my own fantasy track, if I knew how to make one from scratch. This would be my fantasy intermediate flat track.
Imagine 2 Charlotte frontstretches connected to both sides, with 2 long 1500 feet straightaways for the front stretch and backstretch.
Octagon shaped.

View attachment 134000

I don't know if this track would be better with more or less banking. I'm tempted to say less banking. It's a much more interesting track concept if it's actually octagonal instead of just being a Charlotte clone, because there are a *lot* of Charlotte clones out there -- don't get me wrong, some of them are exceptionally well-made -- but I want to see some more really unique, but still feasible to build in the real world, asymmetrical oval tracks.
 

psugorilla

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Still trying to paint cars for it and from the looks of it I'll keep doing it until the end of (my) days lol. Back then the guy who spearheaded it made all the cars 512*512 for the release. The ones I painted were easy enough to transfer to new templates since I still had the psd's that were 1024*1024. Been working on it on and off and by now the only car from the original release that I don't have in 1024 is the #5 of Beebe (dang Collis on the hood and yellow logo in front of rear tire lol). I've painted a bunch more that weren't included in the release but I know/suspect there are some alternates I know nothing about and for the others remaining there's typically some significant logo I can't tell/find. Worst ones I can think or are the #67 of Brian Allen (dnq 2 races) and Mark Martin, pretty sure I'll never find enough to properly recreate those :p
First off, THANK YOU for working on it and painting cars etc.
I haven't downloaded the mod yet and probably won't get a chance to until Monday or Tuesday. Is the mod new models or just some templates on the default papy bodies? And is there some place to get templates and carviewer files? Any render scenes?
Yeah ASA and Hooters ProCup photos are going to be quite scarce for good quality photos. I have always felt that in cases like that, "close" is usually good enough on these older sets. Facebook groups, with the drivers and teams in them are really really helpful though. I am sure you're in a few.
 

James Qualls

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quallsjames
I don't know if this track would be better with more or less banking. I'm tempted to say less banking. It's a much more interesting track concept if it's actually octagonal instead of just being a Charlotte clone, because there are a *lot* of Charlotte clones out there -- don't get me wrong, some of them are exceptionally well-made -- but I want to see some more really unique, but still feasible to build in the real world, asymmetrical oval tracks.


Agreed on too many 1.5 mile clones out there. there are definitely that. maybe an octogon shaped track with 8 equal straightaways wouldn't be a bad idea, like say 8 straightaways at about 1000 ft in length? :)
 
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