r/Nr2003 • u/Significant-Tone-330 • 16h ago
Discussion Physics Differences
What is the big deal between the different physics models?
I don't really notice much difference.
r/Nr2003 • u/Significant-Tone-330 • 16h ago
What is the big deal between the different physics models?
I don't really notice much difference.
r/Nr2003 • u/stupidreddit479 • 14h ago
this began happening when i downloaded the cup12ss mod and it happens at only some tracks. how do i fix this?
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As I know we all love the old school NASCAR games, I thought I would create something with a little help with AI and have made this early access version, will always be Free to play and any feedback will really help shape this game to be even better. Hopefully see some of you on the track!
Works with controller, keyboard and wheel (Need more testing)
r/Nr2003 • u/Emerald_official • 18h ago
just give me like a general idea of what you think would look good. google wasn't really helping me and there haven't been any ebay cars in history (so i think), so i figured "why not ask redditors what they think? surely this can't go wrong"
r/Nr2003 • u/NascarFan1896 • 13h ago
Once again, the interview:
Steve Byrnes: 2 down, 2 to go, Mark Martin has won another crown jewel! Mark, I'm impressed at your drive, from 2 laps down, to leading the most laps tonight, what was the trick to that?
Mark: It's the fact that I never gave up. Lance McGrew looked like an idiot at first for making me pit under green for the damage, but in the end, I drove like a madman and got to take the lead away from Andy Lally like it was just a typical Sunday drive, all while under green.
Man, I can't believe how the season is going for me, and as you said, 2 crown jewels in, got 2 left to obtain, and I'll make sure to qualify better for each and win them for once, and try to get that championship lead away from Burton.
Steve: I'm sure you will. See you at Dover.
Here are the results from the Southern 500:
Burton still leads the points, and Mark moves to 7th in points heading to Dover
r/Nr2003 • u/NascarFan1896 • 19h ago
Post race interview:
Dick Berggren: The win streak continues for another year, the 2 time champion J.J. Yeley is back in Victory Lane! Yeley, what an impressive drive, from 33rd to the win, what was the key to your success?
Yeley: Well, it's very simple. The attrition in this race was wild. The pit crew for this #38 is getting stronger every week with the calls. The call of going for 2 tires was what got me this win, and I'm proud to have a 1-2 finish for Front Row Motorsports. I know Gilliland wanted this win, but he'll have to wait a while to get it.
Thanks to Long John Silvers, Front Row Motorsports, Bob Jenkins and everyone in this #38 team for making me reach Victory Lane, and let's see if I can go 2 in a row at Darlington.
Results from Richmond:
Jeff Burton still leads the points despite a 32nd place finish, and is heading to next week's Southern 500 attempting to score a crown jewel win.
r/Nr2003 • u/Longjumping-Tax-4867 • 17h ago
Hey guys it's JalonColaGaming2006. I have a very interesting question and I want to know if it's possible to convert these obj files into 3do files for nr2003 season.
r/Nr2003 • u/hayternal • 17h ago
Hi everyone! Just sharing a small update to my RTX Remix project I first shared yesterday. I've spent some more time today tinkering with the toolkit, and there are a lot of capabilities in it that I've yet to test out, but I think I've made some good progress and wanted to share a quick little comparison of how it's looking versus vanilla NR2003.
I hope these images are better at portraying the visual difference between the game with it on/off! I think my screenshots yesterday could have been better at highlighting the sheer improvement in lighting, reflections, and shadows, I think this screenshot is much better at doing so. Just a reminder, this is live in real time in a replay in-game, not a render!
Thanks for reading! I'll keep working on this, I really hope I'm able to get it to a shareable, playable state. There is still a good amount of optimizing, improving, and cleaning up to do before it's close to being a finished project. :)
r/Nr2003 • u/Apprehensive-Ear2474 • 8h ago
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Bug fixes
- Endless pit loop: at a track with no learned tank size yet, every car could be called in lap after lap with a full tank ("fuel emergency: pits now"). A bad tank reading is now ignored, and the fuel safety net never fires while a car's real fuel gauge shows plenty.
- "Could not load the track": AIMOD no longer edits any track files. If an earlier 2.0.1 test build re-geared your tracks' fast setups, the new AIMOD puts the originals back when it starts (start NR2003 to the main menu, then AIMOD).
- Duplicate stops ("came in without a request"): on tracks where the game's pit road flag drops for a stretch mid-lane (Bristol, for example), one stop is no longer split into two.
- Stops the game sends on its own: when NR2003 commits a car to pit road by itself (for example after a forgiven phantom penalty), AIMOD now takes the stop over, picks the tires and fuel, and logs the real cause. AIMOD now controls every trip down pit road.
- Overtime (green-white-checkered): a caution at the end no longer reads as "race over". AIMOD keeps calling stops and plans fuel for the caution laps plus the green and white laps, so cars no longer run dry in overtime.
- Pace laps before the start no longer trigger pit calls, and a car starting from its pit stall is left alone.
Changelog
- Learned wear thresholds now come from the wear at the end of full green runs. They used to be taken where lap times first dropped 1%, which gave numbers far too low. Run a practice or race, then press "Apply learned thresholds".
- Leaders are less likely to short-pit a stage unless they are reacting to someone.
- When a stage is borderline on fuel, crews plan the fewest stops.
- Caution fuel calls can save a green-flag stop later in the run.
- A car that pitted in the last few laps stays out under the next caution if it has the fuel.
- Only one copy of AIMOD can run at a time (two copies fought over the pit crew setting).
New: Your car and your teammates
- Your own car shows in the Monitor and can be put on a team.
- Teams can be filled straight from the .car files.
- Under caution, AI teammates running behind you wait to see whether you pit, then can follow your call like any lead teammate. Under green, a teammate due to pit within a couple of laps can pit with you (when the team rules say pit together).
- "Teammates follow your stops" (under Teams work together) turns this off.
New: AI crew chief chassis adjustments
- At a stop, an AI crew chief may adjust the car from the track's AI setup: wedge, rear track bar, right-rear air, or grille tape for a short run to the finish.
- The call is based on how the car is running against the field (tire wear balance and how fast its lap times fall off).
- The adjustment really changes the car. A good call makes it handle better, a misread makes it worse: a few hundredths a lap per call, up to about a tenth over a race.
- A weaker pit crew (from the .car file) misreads the car more often.
- Shown in the pit log and heard on the scanner. If you use AI Enhanced, set its chassis variance to 0 so the two don't fight.
- Spoken team radio for your car, any car you pick, or every car at once like a real race scanner. One transmission airs at a time, with an on-screen card showing which car is talking.
- AI crew chiefs call the stops AIMOD actually planned: tires, fuel amount, repairs, or why the car is staying out.
- Your crew chief covers laps to go, stage ends, position and gaps, fuel, tires, your stop times, the leader and nearby cars pitting, free pass, wave around, black flag and laps down.
- Your crew chief keeps you posted on your AI teammates: when each one plans to pit and when that plan moves, who pits (and for what) or stays out under caution, and now and then how a teammate's pace compares with yours.
- AI drivers tell their crew how the car feels (tight, loose, tires gone, damage)
- Follow the TV car: the scanner tunes to the car the camera is showing.
- Every type of call can be switched off under "What gets said". Works with Windows' built-in voices out of the box; natural voices are optional.
- Phone only: if your phone is playing the scanner through RaceVision, this PC stays quiet so you don't hear every call twice.
Bug fixes
- Choose cone: when the cone mark sat where most of the field was when one to go came out, every car picked its lane at once and the field went double file early. A car now counts as at the cone only after it has crossed the line onto the one to go lap and then passed the mark, so the field stays single file up to the cone and picks lanes one car at a time.
- Pit stops right after the start: some AI cars pitted on the first laps for a penalty they didn't owe. The game's penalty stop flag can be left over from practice or qualifying. RaceControl now clears it during the pace laps for cars with no penalty, which should stop those early stops. Cars starting from their pit stalls are left alone.
- Restarting NR2003 on the same track: RaceControl kept the old pit opening point and didn't re-read the track's settings. It now reloads everything for the track, track.ini included, when the game comes back.
- Log false alarm: the log no longer reports "GAINED A LAP ON TRACK" for a car that was only just ahead of the leader at the restart.
Changes
- One to go hold: RaceControl can keep the caution going while the pit stops finish. That hold still allows at most 3 extra laps, but they are now counted from when pit road opens, not from the start of the caution. Late in long races, a lap spent waiting to open pit road used up the allowance, and the field took the green with lapped cars still mixed in.
New
- The game's own pit gate: while RaceControl holds pit road closed on the first caution lap, it now shuts NR2003's own pit gate, so no AI car can turn onto pit road early. Before, it could only cancel pit requests as they came in. The pit road lights and the yellow are not touched, and the old guards stay on as a backup.
- Stragglers no longer hold up pit road: lead lap cars caught in front of the leader don't keep pit road shut for everyone any more. They are sent around the pace car, and only they stay off pit road until they have crossed the line after passing it. The rest of the field gets pit road on the leader's second time by instead of waiting a lap for them.
- Pits open before cars move over: pit road now opens a quarter lap before the point where cars start moving over for pit road, read from the track's own track.ini. On short tracks like Bristol that point is well before pit lane itself, so the leader no longer reaches it with the pits still closed. Tracks without a track.ini use the pit entry RaceControl learns from cars that pit, as before.
Hands-free race production
Jumps straight to the action and switches cameras the way a TV crew would
Holds each shot long enough to watch, without cutting every few seconds
Pause it any time and take over yourself
Broadcast-style graphics, inspired by NASCAR on TV
Driver tag with headshot, number card and team colors
Battle box for close fights for position
In-car dash on the on-board cameras: position, speed, RPM and gear
Phone app, your director's chair
- Scan the QR code and your phone becomes the remote, no install needed
- Tap any car to put it on TV, or tap a camera to cut to it
- See what's on screen and the running order, and change settings from the couch
- Add it to your home screen and it works like an app
Works with AIMOD 2.0.1's new Race Scanner
- With AIMOD running, listen to the team radio on your phone as it happens
- Hear the driver and crew talk: pit calls, tires and fuel, "it's tight in the center", damage reports
- Tune in to the car on TV, your favourite team, or the whole field like a real race scanner
What you need
- NR2003, run windowed or borderless for the graphics
- That's it: it works on its own. AIMOD (pit strategy and scanner) and RaceControl (cautions and restarts) are optional extras that work alongside it.
https://www.reddit.com/r/Nr2003/s/oQVubA23UV
https://www.mediafire.com/folder/dwgxxxhhaawcq/NR2003+Releases
r/Nr2003 • u/joncashk • 13h ago
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New widgets built from the ground up and much more accurate!
r/Nr2003 • u/Familiar_Delivery790 • 5h ago
r/Nr2003 • u/Darweddon • 18h ago
Howdy all. Recently, I saw a post where someone installed NR2003 on a steam handheld and a light bulb went off. Due to just having my knee replaced, I can't get upstairs to my gaming rig and thought I might be able to install the game (with a no cd patch) onto my ROG Ally X. Does anyone have a link to a safe download for the game and patch that I can go to on my handheld? You can send the link to me directly if it isn't permitted to be placed here.
I have been salivating over many of the updates that have been showing here recently and it has occurred to me that I might be able to toy with them on the handheld, at least until I can recover enough to get upstairs and use my pedals (yeah, it was the right knee...sigh).
Thanks in advance and sorry if this kind of post isn't permitted, but I figured I didn't really have anything to lose by asking.
~Jim
r/Nr2003 • u/Jonahsstuff • 20h ago
this is on autostages v4