
Monadnock 2021 PST for the NASCAR Racing 2003 simulation.

Short Track (0.250 Mile - oval)


[ To read this file, select Format/Word Wrap from the menu above. ]


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

--------------------------------------------------------------------------------


[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
====================================

Type: Real track

AI: Yes.  Working pit stalls for 26 total cars (25 opponents)

Mod support: GNS, CTS. (This track was not tested using any other physics other than those 2.)

Track Information: 0.25 mile high banked (15° in the corners and 5° on the straights) asphalt oval in Winchester, NH. Monadnock Speedway opened in August of 1971 as a half dirt-half asphalt track operating on Friday nights. Soon after, pavement was applied to the entire racing surface. Because of it's similaritites and close proximity to Riverside Park Speedway in Agawam, MA, it drew many of the regulars from that facility which ran on Saturday nights, as well as most of the Saturday night Claremont Speedway regulars.  Following the closure of the Riverside Park track in 1999, Monadnock made the switch to Saturday night operation. In 2009, the track joined the NASCAR family and began operating under the Whelen All-American Series banner, however in recent years it has been operating as an independant. 

Late in 2018, owners Larry Cirillo and Fred Pafumi (who owned the track from 1984-2018) reached an agreement to sell the facility to Nashua, NH Businessman, Norman Wrenn, Jr.. who has planned several improvements to the facility in the coming years.  

Throughout the years, the track has hosted major events for some of the top touring series in the Northeast including the NASCAR Whelen Modified Tour, NASCAR K&N Pro East Series, the Valenti Modified Racing Series, the Tri-Track Open Modified Series, Granite State Pro Stock Series, NEMA (New England Midget Assoc.), ISMA Supermodifieds, among others. It's regular weekly series program features the NHSTRA Modifieds, Late Model Sportsman, Street Stocks, Mini Stocks, Pure Stocks, Six Shooters and Granite State Mini Cups.

Monadnock has long been known as the fastest 1/4 mi. in the Northeast. Racers and fans affectionately call it "Maddog", but no matter what you call it, the racing there is exciting, fast and tight!!!

This NR2003 updated version of Monadnock Speedway 2021 is an attempt to closely resemble the track as it appeared for the 2021 racing season.  It is not, however, an exact replica of Monadnock Speedway nor do the limits of NR2003 allow it to be.  


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

1.  J.R. Franklin:   Original track concept and project development, graphic detailing and immersion, object editing, textures, pit layout, start grids, Lps, AI (Artificial Intelligence, i.e. the computer controlled cars), surface grip levels, quality assurance and testing.

2.  Ben Althen:  Graphics support and chief immersion consultant, painting of real-life recreations of Hoosier, WMT Team Haulers, miscellaneous signs, billboards, box trucks and various other support vehicles seen in this and many PST tracks.   Provided many reference photos of the facility.  Quality assurance and testing.

3.  Ian Smythe:  Creation of 3d objects too numerous to mention individually.

4.  Wayne "Bowtie" Anderson:  Creation of 3d objects too numerous to mention individually.

5.  Mike Ehresman:  Monadnock Speedway custom fonts.

6.  Carl Sundberg:  Initial base track creation under Butter's Rule.

7.  Beta Testing Team:  Mark Downing, Jim Windrow of STR SimRacing, Ben Althen and Mike Ehresman of GroundPounderDesigns.com.


Additional credits:

8.  John Norton (WKC Tracks):  Miscellaneous custom 3d objects.

8.  Mystical (racing.armorydigital.net):  Miscellaneous custom 3d objects.

9.  Wayne Faircloth:  Fast GNS, CTS and Cup setups.

10. Michael Ciarlo of BBMC Tracks for some of the beautiful night skies.

11. Reference sources:      
    a.  Monadnock Speedway Facebook page.
    b.  Google Earth, maps, miscellaneous images and videos.
    c.	Miscellaneous YouTube videos.
    d.  Myracenews.smugmug.com and Myracenews Facebook page and photos.
    e.  Whelen Modified Tour Facebook page and photos
    f.  YankeeRacer.Smugmug.com
    g.  RaceDayCT.com (photos)
    h.  Mod Squad Racing Media Photography
    i.  Racing-Reference.info
    
12. Special thanks to our friend, Jim Windrow for providing some excellent reference photos of the new 2021 improvements.

13. 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] WHAT WAS CHANGED FROM THE 2020 VERSION OF THE TRACK:
========================================================

  •  Added the Monadnock Speedway logo painted on the track beneath Victory lane. 
  •  Added "Monadnock Speedway" painted on frontstretch wall.
  •  Added the 2 new grandstands erected in the RV and camping area behind turns 3 and 4.
  •  Added "WONDER CASINO" painted on turns 3-4 wall.
  •  Improved the night shading of buildings and objects.
  •  Improved the night environment.
  •  Added and/or changed a few minor immersion details.



[5] 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 0.25 mi., it pushes the NR2003 simulation to beyond the limits of what it was originally intended.

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 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. 

1.  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.

2.  Starts and Restarts.  Be aware that at the drop of the green flag, the AI will slow down driving into the turns.  This is also quite common in real short track racing when the field is tighly packed for a start or restart.  However, once a few laps have gone by and the field starts to spread out a little, this issue goes away.  Also, keep in mind that if you are starting at the back of the pack, you will be faster than many of the lower rated AI cars in front of you (kind of like Kyle Busch starting at the back of a NXS race).  Once you are able to "reel in" the leaders, you will have a much more difficult time keeping up with them in the corners.

3.  Cautions.  In an effort to try to simulate the short track racing experience, we have tried to make it so the A.I. cars race tight and have occasional contact resulting in a caution.  This happens often after a start or restart, but will also happen after a longer period of racing action... so expect it.  If you've been to a short track in real life it is not uncommon to see 7 to 10 cautions in a 150 lap event.

4.  Realiging After A Caution.  As is the case with most short tracks under 0.5 mi. built under Butter's Rule", 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. Sometimes during a caution, after some pitting has occured, the game will wave off the re-start if the field has not realigned and closed up properly and other times it'll just throw the green flag when back markers have not caught up, so be ready to go at all times.  

5.  Caution Pacing.  BE VERY CAREFUL OF THE CAR YOU'RE FOLLOWING!  During caution laps, the A.I. will speed up, then slow/STOP suddenly, then speed back up again, etc.  This cycle is a behavior we call the "Brake Check Accordian Effect". Please be aware of this while pacing under caution and be prepared to stop suddenly or drive to the outside of the car in front of you in case he suddenly brake-checks.  This is an issue we have observed in other tracks this size built under Butter's Rule.  Unfortunately, in no cases have we been able to solve this speed up/slow down behavior. 

6.  Pit Stops.  We have intentionally set the caution pace speed very slow at 30 mph. 4-tire and gas pit stops are probably not possible without losing a lap under caution, so plan your pit work accordingly. The A.I. are setup to make it a full 200 laps without stopping for gas or tires.  

7.  Pit Road Paddle Man.  The Paddle Man at the top of the hill at the exit of pit road does not display the "STOP" sign during cautions to allow the pacing "train" to clear as he should.  He may display the STOP sign, but for only a very short time.  Thus, in most cases the A.I. cars (and The Player) will be able to rejoin the field without having to wait until the last car in the pacing line has cleared and no penality is assessed.  You will be directed to you're proper restart position in the pacing line by your spotter.

8.  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.  Also, you will notice that A.I. cars will take the shortest route back to their stalls at the end of a race, many times not staying on the designated pit road route.

9.  Multiple Racing Grooves.  This track features 2 distinct racing groves just like the real Monadnock Speedway, so race 'em low or race 'em high.  The AI will go 2-wide (and sometimes 3-wide) to provide an exceptional and exhilarating racing experience. 

10. 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 example, during a caution, AI cars will sometimes exit the pits and merge into an improper position in the restart alignment.  In most cases they will be put into their proper position before the green flag restart, but other times they will not and without penalty.  All of these types of things are inherent with short tracks under 0.5 mi. made for NR2003 and are likely incorrectable.  In most cases, these behaviors do not deter from the enjoyment of running these tracks.
  
11.  WARNING.  Highly Detailed Graphics Rich Track.  In an effort to duplicate the details of the real Monadnock Speedway facility and capture as much immersion as possible for the end user, we have poured a ton of high-resolution 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. If you are experiencing difficulty running this track and your frame rates are dropping below 30 FPS, we might recommend installing the 4GB Patch offered at NTCore.com (https://ntcore.com/?page_id=371).  Also consult and try implementing the Performance Guide suggestions at the BB-MC website at: http://bb-mc.co/performance-guide/

12. This track was not tested with Cup or PTA physics.  All testing and track.ini settings were done for the GNS and CTS physics only, which we feel are best suited for racing at Monadnock Speedway and short track racing in general in NR2003.  (The track will run however, using Cup and PTA physics and in Arcade mode.)

13. 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 AI the way we have set them up for you. 

14. To enjoy the best results, we recommend that you use the "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 Team:
J.R. Franklin
Ben Althen
Ian Smythe
Mike Ehresman



[6] 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.Stunodracing.net, www.NR2k3Tracks.com or www.GroundPounderDesigns.com for questions regarding the track.



[7] DISTRIBUTION INFORMATION 
====================================

Autorized Distributing Websites:

Ground Pounder Designs Facebook page
www.nr2k3Tracks.com
www.smiffsden.com
www.stunodracing.net

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


[8] 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.



