Freddy and Sean Enterprises

Present

Bristol Night 2014 FSE

Released April 2014

The track was created using Rupes 2011 version as a base. 
Thank you for all his hard work on the first version and also giving us permission to update the Bristol Track. 


All Updated mip files, logos, asphalt signs, billboards, track textures, wall signs, building signs, score tower, was done by Freddy(Wheatenland). unless noted below

Sandbox Work: Sean (Badhairday) on sign placement, adding new safer barrier walls, signs, objects, updated asphalt strips, new track night shading, Blimp path and Creating the video for the Jumbo Tron in the center of the track. 

Also thanks to J.R. Franklin for his A.I configurations to make the track more fun than ever to drive




Special thanks goes out to JRock for providing the animation update for the jumbo tron, scoring signs on the grand stands and upper Grand Stand mips. 



Best Regards,
      Freddy (Wheatenland)
      Sean (Badhairday)



What's updated:
---------------
All walls were removed and rebuilt to remove irregularities
Updated/ new billboards/ wall signage/ building signage
updated asphalt strip corrections around the track
updated asphalt texture
updated score tower
updated outside walls to black
Updated apron Logos around the Track
updated AI for better racing experience
added new wall signs based off 2014 race
new flashing lights to emergency vehicles under a caution
new victory lane signage
added blimp and blimp flight path

Beta testing and feedback by:
----------------------------- 

Sean,and Freddy
J.R. Franklin

Credits:
---------
Scoriing Tower 3do and Grand Stand Scoring Tower mips - JRock
Cautions Lights mips - Shane
Pit Road Lights -Ian / Smiffsden
Flashing light 3do _ Ian / Smiffsden




A.I., Lps, track.ini and track configuration by: J.R. Franklin





Setups:
Expert.gns setup by LilBull.
Expert.cts setup by FLM
Fast.cup, Fast.gns, Expert.cup, Qualify.cup and Qualify.gns setups by Danny Coral of The Bullring.
Fast.cts and Qualify.cts setups by Wayne Faircloth of 62 Racing and Terry O'Bar of Team Big Blue Racing


NOTE:DO NOT repost or modify this version of Bristol without permission from Freddy and Sean. 


Many thanks to all

Freddy and Sean




Important Information About the A.I. from J.R. Franklin (Please Read):



The A.I. for this track were constructed using a default papy_ai.ini, the default fast setups for each physics (CUP, GNS and CTS) and the opponent strength set at 97%. Ratings for the car sets used in testing and in developing the A.I. for this track are from the NRatings program using the MasGrafx Full Season V3.1 formulas. We went to great efforts to make the AI and racing as realistic as possible. At the same time, we also took some liberties with the A.I. tools available in the track.ini to enhance the "fun" factor. We're confident that you'll enjoy the offline racing experience against the A.I. the way we have set them up for you. 

We also made an effort to get the A.I. to have an occasional random wreck that would bring out some cautions to further enhance the realism.  In trying to achieve this, we first went through the entire track and made sure that the proper surface designations were in place to allow for cautions when wrecks and spinouts occur.  In addition, we had to "push the envelope" a bit with the settings in the track.ini. This required getting the A.I. to race a little tighter, change lanes and be a little more aggressive.  As a result, the end user may experience an early wreck or 2 between the A.I. at the beginning of a race. This is because at the start of a race, the pack is at its largest and tightest. Testing revealed that once a couple of early wrecks occurred, then the A.I. seemed to settle down and spread out.  However, once another random wreck occurred, the restart would re-tighten the pack and as the saying goes....."Cautions can breed more cautions".  Kind of like real life racing!

To enjoy the best results, we recommend that you use the default fast setups provided with the track and car/truck sets containing ratings as described above. Your results and A.I. behavior, however, may vary depending on the type of mod used, the ratings of your specific car set, different setups used, driving style, skill level and countless other variables that make it practically impossible to predict the results that you will achieve while racing on this track.


We hope you all enjoy the racing on this track as much as we have in bringing it all to you.