
Tri-County PST for the NASCAR Racing 2003 simulation.

Short Track (0.396 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 installations of NR2003S on your PC, you will need to manually select the tracks directory where you wish to install this track.



[2] GENERAL TRACK INFORMATION AND DEVELOPMENT BACKGROUND
========================================================

Type: Real track

AI: Yes.  Working pit stalls for 30 total cars (29 opponents)

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

Track Information: 0.40 mile moderately banked (9-12 degrees in the corners and 5 degrees on the straights) asphalt oval in Hudson, NC.

This NR2003 track project began in January of 2012 when short track fan and internet friend, John Hopkins set out to create a version of one of his favorite local tracks, TCMS for NR2003.  During the building process, John reached out to me to setup a working pit road and dial in the A.I. for his WIP project, which I gladly did.  As fate would have it, real life's priorities took over and John had to abandon the project and his track editing hobby.  He decided to forward everything he had done on it to me in hopes that PST could perhaps finish it up for him someday.  We had lots of short tracks in the works at the time and as a result, the TCMS project laid dormant for a few years.

In 2016, we had a little break between projects and out of fun and curiosity, I loaded up the TCMS beta John had sent me and began tinkering with it.  I got hooked working on it and decided that we would indeed finally finish this project for our friend.

As for the real life TCMS, in addition to it's weekly racing divisions, Tri-County has hosted many top-tier short track touring series at their facility over the years.  Included among those are:  NASCAR K&N Pro Series, NASCAR Whelen Southern Modified Tour, Southern Modifed Racing Series, CARS Super Late Model and Late Model Stock Tours, 602 Super Limiteds Series, X-1R Pro Cup Series, Southeast Super Trucks and Super Stocks

The family-friendly facility is a fan favorite with it's children's playground on the concourse above the main grandstands and parking along the banking above turns one and two and down the backstretch for prime viewing right on top of the action.

This NR2003 version of the Tri-County Motor Speedway Speedway is an attempt to closely resemble the track as it currently appears (with liberties taken in the billboard advertising).  It is not, however, an exact replica nor do the limits of NR2003 allow it to be.  


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

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

1.  J.R. Franklin:  Track development project manager, graphic enhancement, detailing and immersion, 3d object editing and textures, sign and billboard graphics, infield buildings and textures, shadows and shading effects, pit layout, start grids, Lps, AI, surface grip levels, quality assurance and testing.

2.  Wayne "Bowtie" Anderson:  Creation of many of the 3d objects contained in this track including the 2 main towers.

3.  Ian Smythe:  Creation and editing of miscellaneous 3d objects.

4.  Ben Althen:  Hoosier, WMT and WSMT Team Haulers, miscellaneous graphics, quality assurance and testing.

5.  Carl Sundberg:  Select shadow mips and general snadbox consultation.

6.  John Hopkins:  Creation of base track traced over a satellite image and scaled to proper size.  Numerous photographs and general consultation.

7.  Beta Testing Team:  Phillip Purpura, Mark Downing, Jim Windrow of STR SimRacing, Tim Johnston and Mike Ehresman of GroundPounderDesigns.com.


Additional credits:  

8.  John Norton: WKC Tracks.  Consultation and miscellaneous objects.

9.  Mystical (racing.armorydigital.net):  custom 3d objects (golf cart and pit stall objects).

10. Ian Cooper:  SLM and Cup Car 3dos.

11. David Turner, Jr.:  SLM 3do paint schemes.

12. Fortine_oo:  Souvenir trailer object.

13. Charli Brown:  Numerous photographs and immersion consultation.

14. Robo19:  open hauler objects

15. Reference sources:      
    a.  Tri-County Motor Speedway Facebook page.
    b.  Save Tri-County Motor Speedway Facebook page.
    c.  CARS Tour Facebook page.
    d.  CarsRacingTour.com
    e.  Keith H. Anderson Photography (https://keithaphotos.smugmug.com/)
    f.  Google images and videos

16. 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 appreciate your contributions to NR2003.
 

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
============================================= 

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 .4 mi., it pushes the NR2003 simulation to beyond the limits of what it was originally intended.

1.  For the best results with this track, we highly recommend you use the following:
     a.  A default papy_ai.ini
     b.  The default fast setups for each physics (GNS, CTS and Cup) 
     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. 

2.  Highly Detailed Graphics Rich Track.  In an effort to duplicate the details of the real TCMS facility and capture as much immersion as possible for the end user, we have poured a ton of high-resolution objects, dynamic lighting objects and detaling into this project.  Please be advised that this track may tax the ability of some computers. We apologize in advance if this is the case for you.

3.  Short Track Touring Series-Style Starting Grid.  For the full lap starting grid, we have employed a traditional short track touring series lineup grid like you will see at many short tracks across the county.  This is with the cars lined up single file on the frontstretch at a 45 degree angle facing the grandstands.  To avoid confusion, it is important that you take note of your starting position before you roll off for the pace lap.  (Even numbered starting positions on the outside row, odd numbered on the inside).  This short track style grid is only used when the full pace lap is selected in the Options Menu when you start a race session.

4.  Realiging After A Caution.  As is the case with most short tracks, it may take a little longer for the NR2003 "Race Director in the tower" to get the AI realigned after a caution flies.  Be patient.  They will get re-aligned properly.  

5.  Pit Stop Frequency Setting.  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.

6.  Pit Stops.  We have intentionally set the caution pace speed very slow at 35 mph. Routine 4-tire and gas pit stops are possible without losing a lap depending on how close you are behind the pace car when you make your stop. If you are further back in line, you may not have enough time to complete a full 4-tire stop with gas and still remain on the lead lap, so plan your pit work accordingly.   

7.  Race Ending Under Caution.  If a race ends under caution, some of the AI cars will stop on the track and not make their way back to the pits. We have tried a number of things to remedy this situation, but have not hit on anything that will solve this.

8.  Odd AI Behaviors.  AI cars will sometimes exhibit other odd behaviors that are unfortunately inherent in short tracks made for NR2003 under Butter's Rule and are less than 0.5 mi. For instance, during a caution AI cars may stop in the middle of the track and hesitate before moving forward and into position. Sometimes AI cars will exit the pits during a caution and merge into an improper position in the restart alignment without penalty.  All of these types of things are inherent with short tracks under 0.5 mi. made for NR2003 and are likely incorrectable, but in most cases do not deter from the enjoyment of running these tracks.
  

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 we feel are best suited to racing at Tri-County_PST.  The CUP and PTA physics will work, but the AI has not been tested or balanced for CUP and PTA.

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 racing experience against the AI 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 AI 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 building and bringing it to you.


PROJECT:  Short Track Development Team
J.R. Franklin
Wayne Anderson
Carl Sundberg
Ian Smythe
Ben Althen




[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.SimRacingDesign.com, www.NR2k3Tracks.com or www.GroundPounderDesigns.com for questions regarding the track.



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

Authorized Distributing Websites:

www.nr2k3Tracks.com
www.smiffsden.com
www.groundpounderdesigns.com
www.SimRacingDesign.com

THIS TRACK SHALL NOT BE POSTED AT ANY WEBSITES, OTHER THAN THE ONE(S) PROVIDED, WITHOUT PRIOR WRITTEN PERMISSION FROM J.R. Franklin.

[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 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.



