
Wiscasset Speedway PST (Night) for the NASCAR Racing 2003 simulation.

(***This is an update of the track I did a few years ago***)

Short Track (3/8 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 (now closed... soon to be re-opened)

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

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

Track Information: 0.333 mile moderately (7 degrees) banked asphalt oval in Wiscasset, ME. 

(Parts of the following are condensed from the official website of Wiscasset Raceway: http://www.wiscassetraceway.info/.  

NASCAR'S Ken Schrader visited us in 2005 and 2006, winning both 50 Lap Late Model Features. He has a large fan base here in Maine and the kids enjoyed the autograph session with this legend.

Boss Hogg 100 Previous winners - Stan Messerve, 
Scott Chubbuck, Ralph Nason

Coastal 200 - Originally the Coastal 150 in 1995
Previous winners - Scott Chubbuck, Ben Rowe , Ralph Nason, Johnny Clark

Big Dawg 400 - October 2003 
$100,00.00 won by Sam Sessions

SOME TRACK RECORD HOLDERS

Championships: 
5 – Scott Chubbuck (5 ProStock titles )
6 – Maurice Young (5 Strictly Streets & 1 Late Model) 

Most Feature Wins in 1 season: 
14 - Scott Delano (Limited Sportsman)
13 – Mike Kimball (Mini Stock) 
13 – Mike Moody (Strictly Streets)

Most Heat Wins in 1 season: 
16 – Ryan Gero (Lite B Demon

Through the years, Wiscasset has hosted the NASCAR K&N East Series (formerly the NASCAR North and Busch Grandnational North Series'), Whelen Modified Tour, Modified Racing Series (MRS), Pro All-Star Series North (PASS), ACT Tour among other touring series.   

This NR2003 version 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.  


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

The following is a list of the people and members of Project: Short Track" who contributed to this project:  
  

1.  Matt Gilson:  Graphic detailing and immersion, textures, horizons, start grids, cameras, Lps, AI (Artificial Intelligence, i.e. the computer controlled cars), quality assurance and testing.

2.  Aaron Maynard: Banking,Pit Road.

3.  J.R. Franklin: AI,(Artificial Intelligence, i.e. the computer controlled cars), quality assurance and testing. Pit Road, grip levels and 3dSimED help on the phone thanks bud!

4.  Ian Smythe (Smiffsden.com): custom 3do object modeling, animated waving flags, lights, etc..

5.  Robo19:  Custom 3do track buildings and objects     

6.  Wayne "Bowtie" Anderson: custom 3do object modeling  

7.  Danny Coral:   setups, Whelen and Goodyear haulers.

8.  Charli Brown:  WMT Haulers
  
9.  NR2k3tracks.com, for their help and support.  

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

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



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

1.  This track features 2 distinct racing groves just like the real Track, so race 'em low or race 'em high.  The AI will occasionaly go 3-wide to provide an exceptional and exhillerating offline racing experience.  Passing on this track is pretty difficult.  An AI car beside you (either on on your outside or inside) will put up a great fight for several laps and will not relinguish the spot easily...if at all.

2.  During a caution and once pit road opens, AI cars that move to the outside (right) by the Start/Finish line to go to pit road often cause the AI cars on the track to slow and sometimes stop while those AI cars find their way into the pits.  However, this is just a brief hesitation until the AI cars on the track start rolling again and fall in behind the pace car.    

3.  When a caution comes out, the pace car quickly enters the track on the backstretch to pick up the leader.  Be aware of this problem and start slowing down once you take the caution flag and pass the Start/Finish line. Look for the pace car on the backstretch and be prepared to slow down . Also be aware of the AI cars behind you who may not slow down quickly enough and might have a tendency to plow into the back of you.  Steer to the outside or inside to avoid being hit by the AI cars coming up quickly behind you.

4. Some AI cars pitting on pit road are 'pulled' into their pit stalls.  (This is an issue that is inherent with design of the pit road and trying to adapt it to NR2003.  This issue unfortunately cannot be fixed.)

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

6.  AI cars will sometimes exhibit odd behavior that is unfortunately inherent in short tracks made for NR2003.  However, our tests have shown that the AI perform very well in this track during offline races.

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

8.  Attempts have been made to remedy all of the issues/problems detailed above, however, all were ultimately unsuccessful.

9.  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 authors of the track feel are best suited to racing at Wiscasset.The CUP physics will work, but the AI has not been tested or balanced for CUP.

10.  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 ai tools available in the track.ini to enhance the "fun" factor. We're confident that you'll enjoy the offline racing experience against the AI the way we have set them up for you.  Your results, however, will vary depending on the type of mod used, the ratings of your specific car set and countless other variables that make it practically impossible to predict the results that you will acheive while racing on this track. 




[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.NR2k3Tracks.com for questions regarding the track.



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

Distributing Websites:

www.nr2k3tracks.com 

THIS TRACK Can BE POSTED AT ANY WEBSITES,  

[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 Matt Gilson. 

3) This track cannot be modifed without written consent of Matt Gilson.

4) This track, nor any parts thereof, shall not be converted to rFactor or any other simulation without the signed written consent of Matt Gilson just ask me at www.nr2k3tracks.com.

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.



