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Kentucky Speedway 2013



An update to the popular 2011 version of Kentucky Speedway, bringing it up to 2013 specification where applicable.

Updates since 2012:
  • Updated wall textures to Quaker State Green (yuk!).
  • Updated infield logos*.
  • Adjusted CUP Physics for V8Thunder requirements.

  • * Please not our tracks at V8 need to be race ready 1 week before the actual event to allow for practice, therefore this track was published before the real life event based on photos of the speedway, some logo's (especially in the trioval) are best guesses and may not be 100% accurate and some logos may be missing all together.


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KNOWN ISSUES AND NOTES ABOUT THIS TRACK

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 FOR INDYCAR MOD
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If you are using the track with the Indycar Racing mod, rename race_OWR.lp to race.lp, and track_OWR.ini to track.ini (rename track.ini to something else first), set the weather to Cloudy 40F and AI strength to between 96 & 98% for the carset that comes with the mod, for best result.

GENERAL
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There is always a night sky in your mirror, even during the day, again this is a limitation of the games graphics engine - blame Papyrus - oh we can't can we?

The Kentucky Speedway building on the outside of turn 3 looks a bit naff (imho) in white, but it's what the track did.

You may still see random texture clipping, again there's not much I can do about that.

The billboards are best guess, they're not quiet in the right position, but then this isn't a laser scanned track, one billboard (click it or ticket) is missing from turn 2 due to technical limitations.

The Grandstands don't really extend as far as they should, we know, deal with it LOL.

The track is filled up with shadow maps, so first thing to do if having fps issues is to turn them off along with reflections. Users of high detail mods such as Cup11s and the Indycar mod may see a bigger than normal fps hit.

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CREDITS:

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. Cody Llamas & Brandon Lee Schmidt - Billboard/Track info.

4. Crowd mip courtesy BOWTIE: http://ewracing.com/ewracing/n2k3_3d_objects.htm

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.

If you appreciate our work, please consider a small donation to help with the costs of keeping the Smiffsden server running, thank you.

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DOWNLOADS:

Kentucky_2013_SDT.7z (7zip Archive 45.3MB)

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