Daytona SDT Night for the NASCAR Racing 2003 simulation.

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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 7zip 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
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Type: Real track

AI: Yes.  Working pit stalls for 43 total cars (42 opponents)

Mod support: CUP, GNS, CTS, PTA (Indycar Racing mod). 

Track Information: 2.5 mile banked asphalt oval in Daytona, Florida. 

This is the V8Thunder online racing league version of the track adapted for offline use.

It is built based off the ingame original and has been adapted and updated over the course of 4 years, the track goes through periodic updates for V8 events so it is not an exact replica nor do the limits of NR2003 allow it to be.  This project represents the culmination of many hundred hours of work with many contributors.

J.R. Franklin has kindly tuned the AI for a better offline experience.

Main changes from DAY version of track:

-  Converted for Night environments (obviously, LOL).
-  Updated the main grandstand model & textures
-  Updated the textures for the 3D crowd
-  Updated some trackside wall textures, such as the safer barrier and Daytona logos.
-  Added new night lights (as seen in Kentucky).
-  Added new infield shading which "highlights" the road course as per the usual Daytona practice of having all the lights on regardless of track configuration being raced on (see known issues).
-  Optional FPS saving LOD's are included for users who are experiencing low frame rates.

This track should be considered a work in progress. It was aparant when viewing the races on TV, that the transitions into and out of the corners and from the racing surface to the apron, were incorrect in the Papyrus NR2003 in-game original. The bumps were the easy bit to remove (LOL), so in addition to those, the banking geometry was adjusted as well.  This means the transition into and out of the corners is sharper and better represents the actual track.  Similarly, the transition to the apron in the corners has been tightened up, resulting in a sharp angle track to apron.  Clipping the apron is costly now.  Just like in real life, this is the main difference track-wise to all the other Daytona's out there.



[3] CREDITS:
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The following is a list of the people who contributed to this project:  

1.  Ian Smythe (Smiffsden.com): Original track concept and project development, graphic detailing and immersion, custom 3do object modeling and animations, textures, horizons, start grids, surface grip levels, improved track geometry, quality assurance and testing.
 
2.  J.R. Franklin:  Development of AI (Artificial Intelligence, i.e. the computer controlled cars), start grids, Lps and surface grip levels.  Project consultation regarding graphic detailing and immersion, object editing, texture, horizons, quality assurance and testing.   

3.  Wayne Faircloth (62 Racing):  Default Fast and Expert setups for the CTS physics.

4.  Danny Coral (The Bullring):  Default Expert sets for the Cup and GNS physics. 

5.  Revamped Reloaded: several buildings, textures and other stuff was sourced from the Revamped 2010 track.

6. 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
============================================= 

IMPORTANT DISCLAIMER REGARDING THE A.I. from J.R. Franklin:	

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 AI 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 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 that you enjoy the racing experience!


ALTERNATIVE LP FILES
======================

In the track folder are some alternative LP files for use with the Indycar Racing mod (the default lp files are in the dat file).  These alternative LP files widen the racing line a little and make it less uniformed so the AI will move around a bit more and get closer to one another.  The PTA AI have been tuned with this in mind, but the CUP/GNS/CTS AI were not.  However, they can be used with them.  Just be warned this will lead to more wrecks.  To use the alternative LP files, rename them as follows:  i.e. rename ALT_maxrace.lp to maxrace.lp, to disable their use and go back to the original ones, rename them back.


AI CHECKUP IN CORNERS
=======================

The AI will sometimes checkup entering the corners.  This is because they have been programmed to race rather than run around in follow-the-leader packs.  To "fix" the checkups, lower the "ai_drafting_distance" number in the track.ini for the respective physics (Cup, GNS, CTS and PTA).   Be warned, however, that this will result in the AI driving around in huge packs without attempting to overtake.


PTA PHYSICS / INDYCAR RACING MOD
==================================

The PTA based AI have been tuned with the default carset that comes with the mod, to run at 98%, in Cloudy conditions at 40F.  Deviating from these weather settings may cause the AI to not be balanced properly with your speed.


FPS/NIGHT SHADING
===================
The addition of the night shading, lights and lighting effects has cut into fps.  Users with very old or intergrated graphics may find that it is simply impossible to drive the track due to this.  Although night tracks are traditionally more taxing on systems than day tracks, the main drain on the fps is the new lighting which has a more realistic glow effect on it.  As such this effect is only viewable when "all" trackside objects is selected in the options menu.  Switching from "all" to "some" trackside objects will yield the best results. When "some" trackside objects is selected, the grass texture, crowd and light glows are not drawn, which should be enough to make the track bearable with a full field.  Alternatively, there are some of the "old" style lights in the "fps_saving" folder, which should cause significant fps improvement, even when "all" trackside objects is selected.  Copy them to the track folder to use them.



[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 Facebook or the forums at www.NR2k3Tracks.com, www.simracingdesign.com or any other forum details of the track are posted at for questions or bug reports.



[6] DISTRIBUTION INFORMATION 
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Distributing Websites:

www.smiffsden.com
www.nr2k3tracks.com
www.v8thunderonline.co.uk

THIS TRACK SHALL NOT BE POSTED AT ANY WEBSITES, OTHER THAN THE ONE(S) PROVIDED, WITHOUT PRIOR WRITTEN PERMISSION FROM SMIFFSDEN.  To obtain permission to post, please PM Smiffsden at www.nr2k3tracks.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.