Nascar Racing 2003 Season

Discuss everything from the latest motor racing sims, to the oldest arcade racing games, whatever takes your fancy!
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PTRACER
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#106

Post by PTRACER »

Bottom post of the previous page:

manny wrote: 3 years ago
Antonov wrote: 3 years ago thank you very much, @manny !

I found a different method to get it working (and I can't even remember now :blush:)
Then it isn't easier then mine. :smiley:

Anyway, i have a question myself.
I'm not to happy how the Yello Flags work in this game. For example, if you spin or anybody spins in the game. But doesn't hit anybody, there isn't any Full Course Yello. Is there a way to make those triggers a bit more sensetive?
I would guess the answer is somewhere in the EXE's coding, so the answer is probably no...
Developer of the 1967v3 Historic Mod for Grand Prix Legends: viewtopic.php?t=17429

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manny
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#107

Post by manny »

Are you guys into making your own cars? Well i downloaded the COT from Superspeedway.net and i found so good as no fantasy cars on the web for this mod so i tryed my very own. Is my very 1st car i ever did for NR2003, so i basicly have no clue what i done. :smiley:

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WIP.
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#108

Post by manny »

PTRACER wrote: 3 years ago
manny wrote: 3 years ago
Antonov wrote: 3 years ago thank you very much, @manny !

I found a different method to get it working (and I can't even remember now :blush:)
Then it isn't easier then mine. :smiley:

Anyway, i have a question myself.
I'm not to happy how the Yello Flags work in this game. For example, if you spin or anybody spins in the game. But doesn't hit anybody, there isn't any Full Course Yello. Is there a way to make those triggers a bit more sensetive?
I would guess the answer is somewhere in the EXE's coding, so the answer is probably no...
Actually there is a way to change this.
Did you know, the game has some cheats?

If you go to Options then Other & change the Autochat Messages to !yellow$
You can trigger an instant full course yellow.
It doesn't matter which slot you use from those 10 available, it will work with every one.
Another cheat code would be
!lap+ #10$ to add 10 more laps
or
!lap- #10$ to remove 10 laps
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Ian-S
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#109

Post by Ian-S »

That’s not how the lap addition and subtraction works, in the examples you give you are adding one lap to the car number 10, not adding 10 laps to the race length.

Regarding yellows, you can change its sensitivity by adjusting the surface assignment in sandbox to apron, but this will also apply to multi-car crashes, so in short if you want the game to decide in any way when a yellow flies, then no you can’t adjust its sensitivity.
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#110

Post by manny »

So, i have to type this !yellow$ if i want a yellow phase when the game doesn't give me one. And yes i know is cheating and not really a solution to this problem.
Still interessting post with this sandbox to apron thingy.
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#111

Post by Ian-S »

Yup, in theory you could assign the entire track as apron and NR would be very timid about throwing cautions, then throw them yourself with the !yellow$ hot key.
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#112

Post by PTRACER »

Are those 'cheat codes' mainly intended for online use, e.g. if the person hosting the race wants to play as race director? Or are they well hidden?
Developer of the 1967v3 Historic Mod for Grand Prix Legends: viewtopic.php?t=17429

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#113

Post by Ian-S »

They only work online if you are logged in as an admin.
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#114

Post by acerogers58 »

Anybody know of a higher quality/more recent version of Bathurst made for this game? The only one I could find is from 2003-2004, meaning the textures are pretty low res and the AI are very slow down straightaways for some reason.
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#115

Post by acerogers58 »

2022 mod got released a couple of days ago.

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#116

Post by DoubleFart »

Why has a 19 year old game been so well supported by the mod community? Were the following game engines shit, or not as easy to mod, what's the deal?
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#117

Post by Ian-S »

DoubleFart wrote: 2 years ago Why has a 19 year old game been so well supported by the mod community? Were the following game engines shit, or not as easy to mod, what's the deal?
You basically answered your own question, plus other stuff like the latest NASCAR game doesn’t even have a working mirror, pit stops, or even remotely realistic driving physics, something that GPL and NR had 20 years ago, NR2003 was the last true “sim” where everything was manual and as real as it can get, and obviously we have all the modding tools and stuff like that.
I am very sorry if you find my posts long and boring, I like to type and often go off on a tangent.
If this is the case, you may click here to solve the problem, or alternatively here too.
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#118

Post by PTRACER »

Collision boxes look like they could use some work though. Is this a full on physics mod too?

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Developer of the 1967v3 Historic Mod for Grand Prix Legends: viewtopic.php?t=17429

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#119

Post by Everso Biggyballies »

PTRACER wrote: 2 years ago Collision boxes look like they could use some work though. Is this a full on physics mod too?

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Looks like the alleged (mythical?) undersize Chevy NASCAR Smokey Yunick built.

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#120

Post by mk3003 »

With iRacing making some acquisitions, could that be the end of NR2003 mod development?
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#121

Post by MonteCristo »

mk3003 wrote: 2 years ago With iRacing making some acquisitions, could that be the end of NR2003 mod development?
Welcome to the forum :).

I'm not a member of the NR2003 community, so I don't know how strong it is.

But the problem - for me - with iRacing is the subscription fee, rather than an up-front cost. I imagine existing NR2003 devs and players would continue to be drawn to a product that they already have, and in the modders case that they can control.

Over time it'll die off, but if it's strong now, it'll be fine for a while. The Age of Empires 2 community is still huge (bigger than for many, many years), and it's 22 years old.
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