Martinsville Speedway 2012 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. 

Track Information: 0.526 mile 12 banked asphalt oval in Martinsville, Virginia. 

Martinsville Speedway needs no introduction.....

This NR2003 version of Martinsville Speedway is an attempt to closely resemble the track as it appeared for the Spring 2012 Nascar Sprint Cup Series race.  It is not, however, 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.

**** MAIN UPDATES since Martinsville 2011:

A.I. completely overhauled and rescripted from scratch by J.R. Franklin - 5 months worth of work!

Updated all wall advertising to reflect 2012 Spring race (as accuratly as we can).

Updated and added all trackside billboards including new ones in turn 2 and turn 3.

Added the RV Deck on the back stretch and replaced the wooden fencing with a
chainlink one.

Added the hill behind the back stretch, railway tracks and associated features.  (Be
sure to watch in Pit 1 cam view).

Updated and modified the Sky and lighting to change per session starting in the
morning and ending with the race starting at a late afternoon feel/look.

Updated, modified and added trackside surrounding land, trees, buildings and campsites.

Rescripted the video screen.

Corrected incorrect weekend switch values to many infield objects.

Added a few Easter Eggs.

There are also many many other updates and modifications of the track, most have
either been forgotten or are too minimal to detail here.




[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, quality assurance and testing.
 

2.  J.R. Franklin:  Project development, graphic detailing and immersion, object editing, textures, horizons, start grids, Lps, AI (Artificial Intelligence, i.e. the computer controlled cars), surface grip levels, quality assurance and testing.

3.  Wayne Faircloth (of 62 Racing), Danny Coral (The Bullring), Dale Earnhardt, Jr. and Sam Lincoln for the base setups included in the track.  All setups are publically available and were downloaded from the internet with the exception of the ones made by Wayne Faircloth which were made specifically for this project. 

4.  Windy City Racing - the train track and associated objects was originally from Windy City Racing.  Although they have been considerably modified to work in this project, the credit for these items is still applicable.

5. 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.  Depending on your graphics card and computer setup, the groove may appear to slip into the track surface. This is a process known as automatic LOD percentage adjustment that some graphics cards employ to boost performance and there is nothing we can do to control it. This process will vary from machine to machine and maybe even race to race.  This tearing is only viewable on very wide angle camera shots from outside the track and is not viewable (so far anyway) while driving.

2. The track features some eye candy and easter eggs which have never, as far as we know, been tried in this manner before. The track is extremely detailed in both textures and surrounding landscapes so you will likely need a fairly modern PC to run this track with all of it's "bells and whistles" on.  This is because almost all trackside objects use Dynamic Lighting on "All Trackside Objects" graphics settings and some of the objects have been created using non-standard methods.

3. 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.  

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, 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.

4.  Exiting the track confines will get you a black flag. Attempts to venture around the track and surrounding land should be done in only Testing or Practice modes to avoid the black flag.  The surrounding hills are not directly drivable but can be gotten to. The visual look of the hills does not match the driving surface directly due to limitations of the game, so your car may appear to float or sink into the hill. We'll leave it up to you to find the way out of the infield.... ;)  

[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.

In the fps_saving folder are 3do model objects to disable the video screen and train animations. To change these items to a static state, copy the 3do's to the track directory.  There is also a low resolution mip version of the surrounding scenary which may also help fps.



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

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.
