
Track name: Devil's Bowl
Location:  Mesquite, Texas
Year Built: ???
Track Length: 0.500m (1/2 mile) Oval 
Surface: Dirt
Direction: Counter-clockwise
Turns: 4
Series: cup - gns - cts
Release Date: Sept 16, 2015
Racing sim:  NASCAR Racing 2003

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Type: Real
Offline AI: YES
Mod support: All Oval Mods Supported
Description: 0.500m (1/2 mile) Oval - Dirt Oval

Author: John Norton
Website: https://www.facebook.com/groups/wildkustomcars/

Distribution Web Site (s):

Wild Kustoms & Cars (Facebook) 
https://www.facebook.com/groups/wildkustomcars/

(NOTE: Track downloads are listed in the "FILES" section.)

PLEASE REPORT ANY MAJOR BUGS NOT MENTIONED HERE. I WILL TRY AND FIX THEM IN A TIMELY MANNER.

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Known Issues:

NONE!

SORRY NO ARCADE SUPPORT!

This track was tested at 95 & 105% opponent strength.

Note: This is a dirt track. They are not smooth and there have been a few bumps added. ;)

This track was tested using GNS and CTS cars and physics. However there are setups for CUP, GNS, and CTS mods. Tweak each to your liking.

This track supports 34 cars total. 33 AI and the player = 34. The AI is setup for offline play and the track can also be used online.

This is an all DIRT surface material track. It is loose and you really have to use some finesse and patience to get around the AI. The AI will run 3 wide.

There is dust and dirt. With some series mods there is more and with others less. I have included a smoke files that can be placed in your "Effects" folder to reduce the dust clouds. If used.. to uninstall them just delete them out of the "Effects" folder to remove the effect.  DO NOT DELETED THE EFFECTS.DAT FILE!!!

As always my tracks are created using Google Earth for background maps to lay out the track, measurements from Google Earth, and reasearched lap times and track records, used to setup the AI so that they run within those speeds. Due to the limitations of the Sandbox editor and NR2003 not all tracks are a 100% match but we strive to get them and the AI as close as I can.

A big NOTE about "my" DIRT tracks. When using my tracks with AI, use the default setups to race with the AI. You can tweak settings in the garage, but try to keep the tire pressures near or at the same settings as the originals to run with the AI and have an enjoyable experience.

Dirt and grass properties in NR2003 are so different that adding a lot of tire pressure can make it easy to pass the AI cars depending on the track (some will just make the car slide all ove the place). That is missing the point completely and makes it look like the builder setup the AI incorrectly.

Dirt tracks were NEVER meant to be a part of this sim, so they have to be taken with a grain of salt.

Online racing will be different. There is no AI. Tire pressures can be raised a bit more to achieve faster (unrealistic) lap times. However as a suggestion, would add that any league owner running a race on a dirt track (especially mine) that wants to stay within real lap times and handling, use a default setup as a base and use the option that forces all players to use that setup.

All players will now be on an equal playing field and how they run or where they place at the end of a race will depend on their driving ability. Which is what this sim is all about in the first place

That is all... 

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Thank You:

Thanks to all that have given me tips, info and photos of the track.

Special Thanks...

Wayne 'Bowtie' Anderson for 3do's like the car haulers, speakers, people in stands. (used with permission)
The awesome night sky is from the Safer Barrier Project - Created by J-Rock (public download)

James Musslewhite for the extra template used to help me paint the Smokey & the Bandit Semi

And thank you to all of the players that support my tracks, and still play NR2003.

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What objects and mips were used and where they are from

Track Surface - J Norton
Grass - Original Paprus track surface .mip (edited for this track by J Norton)
Fences - J Norton and origianl Papayrus tracks
Walls - Original Papyrus track mip files
Armco's - Original Papyrus files - (edited for this track by J Norton)
Concession Stand in pit area  - Original Papyrus Talladega .3do file (edited for this track by J Norton)
Haulers - Speakers - People in stands - Wayne 'Bowtie" Anderson (used with permissions)
Semi's - Original Papyrus .3do files with paint schemes by J Norton - The template for the trucks is from Brian Simpson with template additions by James Musselwhite
Beachers - Original Papyrus Watkin's Glen .3do file (edited for this track by J Norton)
Tire Barriers - Unknown - (paint edited by J. Norton
Lights are from Grand Prix Legends (as far as I know)
Pressbox - Original Papyrus .3do from Dover - (edited for this track by J Norton)
The night sky is from a public download at Safer Barrier Project - Created by J-Rock
Starters Box - Unknown
People arounf the track - Original Papyrus files
Trees - Original Papyrus files
I'm sure I missed something... ;)