Rockingham Revamped 2012
- released June 2012 -


This track is based on the 'first' 2012 edition released by the end of the last year by Sean. Without 
the hard work of Sean, J.R Franklin and others, this revamped and to 2012 specs updated version would 
not have been possible, so thanks again Sean for giving permission to update the track.

Also thanks to J.R. Franklin, who really pushed me :-) to add even more things we did plan, like adding
the 3D crowds, updating the area around the old backstretch grandstands and taking over some work with
adding all the little flags on top of the grandstands. And not to forget Sean and Freddy for beta testing
and providing useful feedback.


What’s updated:
---------------

- updated / added almost every logo / billboard / wall signage as of the 2012 CWTS event
- new asphalt texture, new grass texture, new high res bump textures used for the specular effects
- updated textures for the main grandstand as well as a high res reflection texture
- updated textures on several infield buildings (e.g. added new logo's & banners; updated Sunoco gas station)
- updated textures for some other 3DOs, like caution lights, pit entry/ exit lights, flag stand, ...
- added 3D crowds around the grandstands
- added flags on top of the grandstands
- added some trees outside turn 3-4
- reworked area around the old backstretch grandstands, added vertical steel support girders, garages, bill boards
- updated entry and exit of pit lane, also added new skid marks
- updated infield area, e.g. new asphalt and fences around the Sunoco gas station; new fence with NC Lottery banners
- corrected many small things on texture segment settings, e.g. on walls, shadows from fences, etc.
- enabled helicopters and cessna flying around (old files from Papyrus track)
- changed / updated some of the camera angles (pit lane 1&2, backstretch on TV2/ spectator)
- added the pit stall selections as of the 2012 CWTS event qualifying results 
  (track_normal_pitselection.ini included too)
- and many more small things here and there ;-)


Add-ons folder:
---------------

\lowres mips       - contains some low res mips incase you have problems running the track on an older machine
\remove 3D crowds  - contains 3DOs/ mips, which disable the 3D crowds and re-add the old crowds textures 
                     on the grandstands, use them in case you have problems running the track on an older machine
                     or you don't like 3D crowds


Credits:
--------

Pit entry/ exit lights - Ian / Smiffsden
Pit barrels - rupe
Sunoco truck - rupe (texture updated by shane)

Default setups by:

  fast.cts setup is from DMP
  fast.cup and fast.gns setups are from Danny Coral of The Bullring
  expert.cup and expert.gns setups are from WildAss Motorsports

Sean and Freddy for beta testing & feedback
and J.R. Franklin:

-  new fence marker cones in turns 1 and 3
-  new flag objects (edited flag objects from Papyrus Michigan track) / textures by J.R. Franklin / shane 
-  3D crowd objects by Bowtie and edited by J.R. Franklin / shane
-  made several new LPs to enhance performance of A.I
-  corrected several A.I. bugs and issues
-  optimized and balanced the A.I. for Cup, BGN and CTS physics
-  conducted extensive beta testing, consulting and quality assurance


And some words by J.R. Franklin on the A.I.
-------------------------------------------

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!





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

Following are the contents of the original included Read Me.txt, 
as of 12-11-2011, just to keep it complete.

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

Rockingham 2012

This is a bit of an ongoing project as it pre empts what Rockingham will look like for the truck race in April 2012
As more info becomes available i will update the track.

I have used the Original track as a base 
So far i have added safer barriers,heightened backstretch infield wall added safer barrier.
New high infield race speck fencing,
New shortened pit road with defined pit boxes and markings.tyre marks,pit barrels.
New asphalt and grass textures
New caution lights and pit road control lights 
Added cones to entry of turns 1 and 3.
Pit road advertising plus new S/F line logo
A later update may include a 3d crowd 

Have added another folder containing NWS wall and safer barrier logos plus a grass logo.
Just drop the contents into your track folder for those NWS races and then remove to return to default CWTS logos. 


Credits go to 
Papyrus for the original track
Whelen lights from revamped reloaded
An assortment of wall logos - SBP
Pit lights - Smiffsden
S/F Rockingham logo - Smiffsden
Pit skid marks - James76
Pit barrels - rupe
Joncashk - scoreboard 3dos plus 3do to replace backstretch Grandstand with the mound,Good Sam grass logos,loads of info and help.Cheers
And finaly
J.R Franklin - Who jumped straight in and corrected my mistakes and polished my many rough edges,pointed me in the right direction 
               and gave enouragement and words of wisdom to a real noob.
               Also Ai and track ini help plus new maxpit0.lp, maxpanic.lp and limp.lp files,high res billboards in 1&2
               New fast and expert setup for all 3 series 
               Activated the blimp, cessna, and helicopters to fly around the track
               Plus 2 mip files that transform the granstands in 1 and 2.(seperate folder in Track folder)

Heres a quote from J.Rs last email update

"I ran a 100 lapper against the 2011 CWTS set with the Masgrafx ratings at 97% using the default fast setup.  The race was a flat out blast!
Very competitive.  There were about 5 cautions, none of which were caused by me.  For a 100 lap race, I'd say that's about perfect, although
the real CWTS would probably have more than that.  LOL   About half of them were caused when a truck got up high in turn 2, got 3-wide in and
hit the wall coming out of the corner because he got squeezed.  He would then bounce off the wall, slide across the track and take a couple 
trucks out with him.  A pretty realistic occurrence."  

Many thanks to all

Sean
               
               
               
