
Thompson Speedway Motorsports Park PST (Night  version) for the NASCAR Racing 2003 simulation.

Short Track (0.625 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
====================================

Type: Real track

AI: Yes.  Working pit stalls for 29 total cars (28 opponents)

Mod support: GNS, CTS. (While all NR2003 physics will work, this track was not tested using any other physics other than those two.)


Track Information: 0.625 mile moderately banked (11-15 degrees in the corners and 2 degrees on the straights) asphalt oval in Thompson, CT. The track is santioned by and participates in the NASCAR Whelen All-American Series.  The first rate racing facility has an approximate seating capacity of 10,000+.  

After a devastating hurricane ravaged the area in 1938, John Hoenig proceeded to clean up the debris from the storm and constructed Thompson Speedway on his farmland.  Building the race track was a long time dream of his. The racing facility would open in 1940 featuring a high banked 5/8 mi. oval which would become the first oval asphalt speedway in America.  In addition to the oval, a 1.6 mi. road racing course, a 1/10 mi. quarter midget oval an 18-hole golf course, Restaurant and Clubhouse have also been constructed on the land. John Hoenig's son Donald and grandson D.R. continue to operate the family-owned facility today and have continued to make vast improvements re-branding the facility "Thompson Speedway Motorsports Park". 
  
Top touring divisions that visit the track each year include the NASCAR Whelen Modified Tour (WMT), Pro Allstar Series (PASS), Valenti Modified Racing Series (MRS), American Canadian Tour (ACT), Northeastern Midget Assoc. (NEMA), and the International Supermodified Assoc. (ISMA).  The track boasts big car counts for it's weekly racing program which features the Sunoco Modifeds, Late Models, Limited Sportsman and Mini Stock divisions. The road course features SCCA club racing of non-competing race dates.    

Known for racing excellence, Thompson Speedway Motorsports Park hosts four of the region’s largest events: the Icebreaker, Mr. Rooter 125, Bud “King of Beers” 150, and the World Series of Speedway Racing.  Nationally recognized by fans as one of the country’s best events, the World Series of Speedway Racing features 15 divisions of competition, including the championship events for the NASCAR Whelen Modified Tour, American Canadian Tour, International Supermodified Association, Northeastern Midget Association, Valenti Modified Racing Series, and more.


This NR2003 night version of the Thompson Speedway Motorsports Park 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:
====================================

1.  J.R. Franklin:  Track project manager, night environment graphic enhancement, detailing and immersion, 3d object editing and texturing, pit layout, start grids, Lps, AI (Artificial Intelligence, i.e. the computer controlled cars), surface grip levels, quality assurance and testing.

2.  Wayne "Bowtie" Anderson:  Creation of practically all of the 3d objects contained in this track (including the towers, grandstands, billboards, flagstand, bridge, pit garage building, turn 4 hospitality tent, haulers and several others).

3.  Ian Smythe:  Base track creation, miscellaneous 3d objects, assistence and quality assurance.

4.  Ben Althen:  Chief immersion consultant, Hoosier, WMT, Northeast Race Part, Magnus, Sunoco and misc race team Hauler graphics, billboard graphics, quality assurance and testing.

5.  Matt Gilson:  cameras, custom 3do object textures, Late model race car objects, quality assurance and testing.

6.  Fortine_oo:  A.I. consultation on a.i. and pitting issues (see below), custom 3d objects (souvenier trailer, food vendor truck, tire busters and tire stacks).

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


Additional credits:  

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

9.  Robo19:  open hauler objects

10. Reference sources:      
    a.  ThompsonSpeedway.com and Facebook page.
    b.  YankeeRacer.com (Nick Teto, Paul Fohlin, Adam Fohlin, Michael Jaworecki and Crystal Snape Photos) 
    c.  The Chrome Horn (Fran Lawlor and Jim Dupont photos) 
    d.  Facebook groups:  The Mod Squad, Whelen Modified Tour, Northeast Asphalt Modifieds, The Mod Squad Radio Show (Ryan Gilbert).
    e.  NASCAR Home Tracks
    f.  Google images and videos


11. 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
============================================= 

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 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. 

2.  Highly Detailed Graphics Rich Track.  In an effort to duplicate the details of the real TSMP facility and capture as much night environment 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.

3.  Short Track-Style Starting Grid.  For the full lap starting grid, we have employed a traditional short track 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.  Multiple Racing Grooves.  This track features 2 distinct racing groves just like the real Thompson Speedway Motorsports Park, so race 'em low or race 'em high.  The AI will go 2-wide to provide an exceptional and exhilarating racing experience.  However, passing on this track is pretty difficult.  An AI car beside you (either on your outside or inside) will put up a great fight for several laps and will not relinquish the spot easily...if at all.

5.  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.  

6.  Problematic Pit Stalls.  While pit road has enough room to hold 32 cars, testing has shown that a.i. cars pitting in any stalls after stall #26, sometimes may linger in their stalls and go 1 or more laps down before receiving service and returning to the track.  We were, however, able to get 2 additional stalls to work "most' of  of the time without issue.  We have done extensive testing and tried numerous different fixes, but have not been able to fully solve this occasional phenomenon without significantly altering the configuration of pit road from how it is at the real Thompson Speedway. Unfortunately, the cause of the problem appears to be the result of the curved portion of the pit road at the entrance between turns 3 and 4 where there are multiple segments running through the pit stalls in that area.  As a result of this, it would seem that the a.i. cars sometimes have difficulty hitting/finding their stall coordinates when pitting in those 2 particular stalls.  This is not an issue for the Player or for online drivers pitting in those stalls #27 and #28.  When building these short tracks for NR2003, we are often faced with the dilemna of "keeping it real" or opting for a "workaround".  In this case, we choose a compromise and decided to keep the pit road authentic and add in 2 additional stalls that exhibit minimal issues.  

7.  This track was not tested with CUP or PTA physics.  All testing and track.ini settings are for the GNS and CTS physics only.  The CUP and PTA physics will work, but the AI has not been tested or balanced for CUP and PTA.

8.  The AI for this track were constructed using 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. 

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
J.R. Franklin
Wayne Anderson
Ian Smythe
Ben Althen
Carl Sundberg
Matt Gilson




[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.



