
Riverside NH Speedway for the NASCAR Racing 2003 simulation.

Short Track (0.25 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 instances of NR2003S installed, 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 30 total cars (29 opponents)

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

Track Information: 0.25 mile high banked (16 degrees) asphalt oval in Groveton, NH. 

Riverside Speedway features weekly racing on Saturday nights and showcases the following racing divisions:  Late Models, Outlaw Sportsmen, Super Stock, Street Stock and Dwarf Cars among others. The track has also hosted several American-Canadian Tour (ACT) events over the years.   

This version of Riverside Speeday NH is truly a team effort by Aaron Maynard, Matt Gilson and J.R., Franklin.  It is based off of the "riverside_speedway_alpha3" track created by Windy City Racing, but our friends over at www.windycityracing.com are hardly going to recognize their track now.  We hope that they will find that we have done their alpha effort proud after this complete makeover.   

This NR2003 version of Riverside Speeday NH 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:
====================================

The following is a list of the people who contributed to this project:  

1.  Windy City Racing:  Creators of the original riverside_speedway_alpha3 track upon which this version is based.

2.  Aaron Maynard:  Initial track makeover project development, wall logos, graphic detailing, surface grip levels, banking, initial AI (Artificial Intelligence, i.e. the computer controlled cars) and Lps, quality assurance and testing.

3.  Matt Gilson:  Additional track makeover project object placement, graphic detailing and immersion, textures, horizons, cameras, Lps, quality assurance  and testing.

4.  J.R. Franklin:  Additional graphic detailing, immersion, start grids, Lps, AI, quality assurance and testing.


(The following guys are the ones who made all the buildings look like the real things):

4.  Wayne "Bowtie" Anderson: Custom 3do object modeling, 3D crowd objects and general assistance.

5.  Carl Sundberg (Riviera71): misc. objects.

6.  Robo19:  Custom 3do track buildings and objects.  


Additonal credits:  

8.  Wayne Faircloth:  GNS and CTS setups.

9.  Danny Coral and the Bullring crew:  GNS and CTS setups from Allstar Speedway.

10. GPL Repository:  Horizon

11. Charli Brown:  WMT Haulers

12. Mountainman:  Haulers.

13. Denis Rioux:  1970's hauler objects.
  
14. NR2k3tracks.com for their help and support.  

15. Reference sources:  www.RiversideSpeedway.org and www.ACTtour.com

16. To anyone else whom we may have unintentionally neglicted to mention but contributed in the creation of objects that may 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.  This track features 2 distinct racing groves just like the real Riverside NH Speedway, so race 'em low or race 'em high.  The AI will occasionaly go 3-wide to provide an exceptional and exhillerating offline racing experience.  Passing on this track is pretty difficult.  An AI car beside you (either on on your outside or inside) will put up a great fight for several laps and will not relinguish the spot easily...if at all.

2.  We have intentionally set the pace speed very low at 25 mph. The pit road speed is set pretty high at 50 mph.  This was done to allow cars to make pit stops without losing a lap.  Testing has found that you can make a 4 tire change and still remian on the lead lap.  Any additional pit work will likely result in going a lap dopwn to the leader.   

4.  AI cars upon leaving the pits and entering the track in turn 4 will get forced up into the tire barrier.

5.  AI cars will sometimes stack up and wreck upon entering the pits at the conclusion of races.

6.  AI cars will sometimes exhibit odd behavior that is unfortunately inherent in short tracks made for NR2003.  However, our tests have shown that the AI perform very well in this track during offline races.

7.  A slow draw-in of trees is observed in the rear view mirror.

8.  Attempts have been made to remedy all of the issues/problems detailed above, however, all were ultimately unsuccessful.

9.  This track was not tested with CUP or PTA physics.  All testing and track.ini settings are for the GNS and CTS physics only, which the authors of the track feel are best suited to racing at Riverside NH Speedway.  The CUP physics will work, but the AI has not been tested or balanced for CUP.

10.  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 ai 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.  Your results, however, will vary depending on the type of mod used, the ratings of your specific car set and countless other variables that make it practically impossible to predict the results that you will acheive while racing on this track. 

11.  No other bugs have been reported or observed during beta testing.



[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.NR2k3Tracks.com for questions regarding the track.



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

Distributing Websites:

www.nr2k3tracks.com

THIS TRACK SHALL NOT BE POSTED AT ANY WEBSITES, OTHER THAN THE ONES PROVIDED, WITHOUT PRIOR WRITTEN PERMISSION FROM J.R. Franklin.  To obtain permission to post, please PM Maynard46, Gil or J.R. Franklin 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 authors as listed above. 

3) This track cannot be modifed without written consent of the authors as listed above.

4) This track, nor any parts thereof, shall not be converted to rFactor or any other simulation without the signed written consent of the authors 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.



