
Scotia Speedworld PST for the NASCAR Racing 2003 simulation.

Short Track (0.30 Mile - oval)


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TABLE OF CONTENTS:

[1] HOW TO INSTALL THE TRACK
[2] GENERAL TRACK INFORMATION
[3] CREDITS
[4] KNOWN ISSUES AND NOTES ABOUT THIS TRACK  
[5] TROUBLE REPORTING
[6] DISTRIBUTION INFORMATION
[7] AGREEMENT OF USE

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[1] HOW TO INSTALL THE TRACK
====================================

Unzip the zip file to:  C:\Papyrus\Nascar Racing 2003 Season\tracks\. If you have multiple instances of NR2003S installed, you will need to manually select the tracks directory where you wish to install this track.



[2] GENERAL TRACK INFORMATION
====================================

Type: Real track

AI: Yes.  Working pit stalls for 28 total cars (27 opponents)

Mod support: GNS, CTS. (This track was not tested using any other physics other than those.)

Track Information: 0.30 mile low banked (10 degrees) asphalt oval in Halifax, Nova Scotia. 

This NR2003 version of Scotia Speedworld is an attempt to closely resemble the track as it currently appears.  It is not, however, an exact replica nor do the limits of NR2003 allow it to be.  This project represents the culmination of over three years of work by many contributors.  It is a tribute to all of the many race fans who love and visit Scotia Speedworld.


[3] CREDITS:
====================================

The following is a list of the people who contributed to this project:  

1.  Wayne "Bowtie" Anderson:  Original track concept and project development, base track layout done with Butter's Principle, graphic detailing and immersion, custom 3do object modeling and textures, setups. 

2.  Matt Gilson: graphic detailing and immersion, textures, horizons, custom haulers, cameras, troubleshooting, quality assurance, testing.

3.  J.R. Franklin:  start grids, Lps, AI (Artificial Intelligence, i.e. the computer controlled cars), surface grip levels, object editing, graphic detailing and immersion, texturing, quality assurance, testing and general assistance/consulting.

4.  MattF:  Original track concept and project development, pictures and reference materials.

5.  Ian Smythe:  Miscellaneous custom 3do object modeling and textures. 


Additional credits:  

5.  Robo19:  open hauler objects

6.  Mountainman:  Haulers.

7.  WKRT_Matty:  NCTS Haulers.

8. Ron Fox and Falcongrafx.com:  fictional short track and NCTS haulers.

9.  GPL Repository:  Horizon
 
10. To anyone else whom we may have unintentionally neglected to mention but contributed in the creation of objects that have been borrowed from other NR2003 tracks for this project, we sincerely apologize.  Although you were not mentioned individually, your contributions to NR2003 and this track are greatly appreciated.
 

We owe a debt of gratitude to each of you for your contributions, time, support and help.



[4] KNOWN ISSUES AND NOTES ABOUT THIS TRACK
============================================= 

1.  Pitting.  This track was constructed under "Butter's Rule" to make it capable to run with AI.  However, because of the size of this track at .30 mi., it pushes the NR2003 simulation to beyond the limits of what it was originally intented.  The A.I. are set up to pit at around 100-110 laps for both tires and fuel. You should be advised that your tires will last about that same distance, so be aware of your tire management.

2.  We have intentionally set the caution pace speed very slow at 30 mph. The pit road speed has been set much higher at 60 mph.  This was done to allow cars to make pit stops without losing a lap.  Testing has found that at a minmum, you can make a 2-tire change and still remain on the lead lap.  In some instances, depending on where you are in the running order and how close behind the pace car you are during the caution laps, you can complete a full 4-tire stop with gas and still remain on the lead lap.  So plan your pit work accordingly.   

3.  Caution Pacing Issues.  For the most part, the track provides a very enjoyable racing experience against the A.I., but we bring a few issues to your attention so you are aware of them ahead of time and that you understand that the A.I. have some flaws that we haven't yet found solutions to. If anyone else does, then we'd be very grateful to hear what they are.  Here are the issues that we want to make you aware of with the this track that occur during causions.

     a.  The A.I. can get confused as to where they belong in the restart lineup and it may take a few laps for them to get sorted out and re-aligned properly (...if they even get re-aligned properly at all). Sometimes, the game will wave off the re-start and other times it'll just throw the green flag whether the field is aligned properly or not.  

     b.  Another issue is what we refer to as the dreaded "Brake-check - Accordion affect". That's when the A.I. come to a complete stop behind the pace car and then speed to catch up only to abruptly stop again once they do. This is an issue in some short tracks that just cannot be solved without totally rebuilding the track from scratch and altering the size of the centerline. And even then there is no guarantee that it can be solved in the end. So, be aware of this.  We've found that if you pace in 1st gear and keep some distance behind or to the side of the car you are following it will help to keep you from rear-ending the car in front.

     c.  At times, the field doesn't close up like it should for the re-start and at other times, the A.I. gets lined up just fine and can run a complete race with no issues under caution.  

     d.  Occasionally A.I. cars will pass on the inside on the restart.  When they do, they immediately pull to the right in turn 1 to go to pit road to serve their penalty.  Unfortunately, when they do this it often times results in a wreck with the car(s) racing in the outside groove.

     
4.  It is highly recommended that this track ONLY be run with "Pit Stop Frequency" set at 1X.  Higher Pit Stop Frequency" settings of 2X, 3X or 4X will introduce problems, cause confusion with the AI and should not ever be used.

5.  AI cars will often stack up and wreck upon entering the pits at the conclusion of races.

6.  AI cars will sometimes exhibit other odd behaviors that are unfortunately inherent in short tracks made for NR2003.  

7.  A slow draw-in of trees and some objects is observed in the rear view mirror.

8. This track was not tested with CUP or PTA physics.  All testing and track.ini settings are for the GNS and CTS physics only, which the author of the track feels are best suited to racing at Scotia Speedworld PST.  The CUP physics will work, but the AI has not been tested or balanced for CUP.

The A.I. for this track were constructed using the following:

     a.  A default papy_ai.ini
     b.  The default fast setups for each physics (GNS and CTS) 
     c.  The opponent strength set at 97%. 
     d.  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 A.I. 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. 

To enjoy the best results, we recommend that you use the default fast setups provided with the track and car 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 that you will enjoy the racing at this track as much as we have bringing it to you.

Project: Short Track
Wayne Anderson
J.R. Franklin
Matt Gilson



[5] TROUBLE REPORTING 
====================================

This track is not supported by or affiliated with Vivendi Universal Games, Sierra Online, or Papyrus Racing Games so please do not call or email.

You may use the forums at www.ewracing.com or www.NR2k3Tracks.com for questions regarding the track.



[6] DISTRIBUTION INFORMATION 
====================================

Autorized Distributing Websites:

www.ewracing.com
www.nr2k3tracks.com
www.smiffsden.com

THIS TRACK SHALL NOT BE POSTED AT ANY WEBSITES, OTHER THAN THE ONE(S) PROVIDED, WITHOUT PRIOR WRITTEN PERMISSION FROM Wayne Anderson.  To obtain permission to post, please PM Wayne Anderson at www.ewracing.com.


[7] AGREEMENT OF USE
=====================================

Use of this track by installation into a racing simulator constitutes agreement with this and the following statements:

1) This track shall not be sold or distributed for commercial purposes, or money exchanged for this track or any part thereof.

2) This track shall not be redistributed without written consent of the author(s) as listed above. 

3) This track cannot be modified without written consent of the author(s) as listed above.

4) This track, or any parts thereof, shall not be converted to rFactor or any other simulation without the signed written consent of the author(s) as listed above.

5) This track must always maintain an unmodified copy of this CREDITS_README in whatever form it is distributed.

6) This track is covered by implied intellectual property laws, in that it is the property of the author(s).

7) This track is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.



