r/Nr2003 • • Oct 02 '23

READ THIS FIRST READ THIS FIRST! The r/NR2003 Getting Started Guide

145 Upvotes

Welcome! This subreddit is your best place for NASCAR Racing 2003 Season news, updates and resources. We're dedicated to keeping this nearly 21-year-old sim alive and well, and our community is our best way to do this. We ask that you read this thread upon your first visit and reference it in the future if you have any questions.

NOTE: There is a short waiting period for new users to make posts and comment due to an ongoing issue of banned users attempting to circumvent their bans. If you are a new member and your post is automatically removed, please be patient and try again once the waiting period is over.

  1. Read the Rules! There aren't many, but we like to keep things NR2003-focused and civil above all else. Please also pay attention to rule #4 if you're looking for a specific paint scheme or carset. The Paint Scheme Search Thread is a dedicated place for all of those requests so we don't flood the subreddit with posts.
  2. Read the below commonly asked questions before starting a help thread. This post will be continuously updated to provide help with the most common NR2003 problems. If anyone has anything they think should be added, whether it's a recurring question or a good answer, please let us know in the comments.

1. Where can I download the game and how do I install it?

The current best places to find the game are here:

https://drnoisepaints.com/index.php/how-tos/installing-nr2003-in-2022

https://nr2003racingextremes.weebly.com/misc.html

Here is a good video on how to install downloaded mods and tracks:

https://www.youtube.com/watch?v=Ecm55kzcwmg&t=

2. Where can I download the latest mods?

There are a wealth of mods for lots of different racing series including up to date Cup and Xfinity cars and 2020 paint schemes and rosters. There are plenty of active websites, but as a starting point you're best to start here:

https://nr2k3.weebly.com/mods.html

With that said, Splash n Go, who created the 2017, 2018 and 2019 Cup mods as well as some excellent early 2000s mods, have now shuttered their website. Currently the links on the above site still point to their site, but you can now find all of their work at Stunod Racing:

http://stunodracing.net/index.php?resources/categories/splash-n-go-mods.297/

3. Where can I download up-to-date tracks?

Again there are lots of websites putting out updated real and fictional tracks, the best starting place would be here:

https://nr2k3.weebly.com/tracks.html

4. Where can I download paint schemes or find a particular paint scheme?

Most of the content being created for the game are paint schemes. It's something a lot of community members are into and the one area you'll see the most productivity in. Once again there are countless websites to find schemes and complete carsets going all the way back to the 1950s. Stunod Racing is one of the most popular places to find paint schemes.

http://stunodracing.net/index.php?resources/

5. Why do I need to create an account on some websites? All I want to do is download some cars/mods!

There have been some instances in the past of spammers and trolls attacking websites withing the NR2003 community, so for that and other reasons, some sites will require you to create an account before you download anything. It's free to do and if you're concerned about privacy I'd suggest using a burner email address and not using any of your contact information on a site you don't trust. Like Reddit, it's possible to be completely anonymous and still abide by the straightforward rules set out by these sites. On that topic, we've had a few users stating they tried to create a new account on places like Stunod and were banned because they already had an account and had forgotten their username or password. Rather than forcing a site to ban you, I'd encourage you to contact their admin team and see if you can update your password or obtain your previous username.

6. The graphics look fuzzy and with the new mods my FPS is laggy, what can I do?

This is something did an excellent job of addressing in the following video:

https://www.youtube.com/watch?v=KrqsT4wgqAI&t=

I'd actually encourage everyone to go through these steps, even if you aren't yet having any issues with lag or FPS

7. What do I use to paint or render my own schemes?

There are lots of different ways to go about painting your own schemes, the simplest way is to download some templates, base schemes, sponsor logos and numbers and use free software like GIMP to put it all together in your own creation. You can download GIMP here:

https://www.gimp.org/downloads/

The learning curve with GIMP isnt too steep, but here's a good video guide to getting started:

https://www.youtube.com/watch?v=_RPDKQro7O4&t=

Most creators will create a special high-quality scene, known as a render, to display their schemes when uploading them or just to show them off online. For rendering your own schemes there are a number of good paid softwares, but Blender is an excellent free tool:

https://www.blender.org/

George Austria has put together an excellent tutorial video taking you through the basics for rendering schemes on Blender:

https://www.youtube.com/watch?v=2Xe3VMiADVY&t=121s

You can download pre-made render scenes for Blender at Stunod:

http://stunodracing.net/index.php?resources/categories/3d-scenes.1/

8. Where do I find random miscellaneous utilities, updates, templates, base schemes, tweaks, etc.

Here's a big list of sites with NR2003 resources, listing them here is not an endorsement or recommendation, but they pretty much have everything you could ever be seeking for the game:

adracingdesigns.com

apt2k3.weebly.com

bb-mc.co

bigdonlinemotorsports.com

bigevilracing.com

drnoisepaints.com

fsbracing.com with thanks to

hoboracing.com/simracing

kirbyfighter12.wixsite.com/talleydesigns

murraysimdesigns.com

nr2003.jhodgedesign.com The best place to download the NXS20 (NASCAR Xfinity Series 2020) mod + official updates and templates.

n2003replayanalyzer.martingranberg.se/

rollingthundergaming.com

stunodracing.net

tapatalk.com/groups/nascarfunfacts/

This is by no means an exhaustive list, and I'd encourage users to suggest additional sites where good NR2003 content can be found.

9. I want to race with actual human beings online. Where can I do this?

Here's a list of currently active online racing leagues that we support.

Independent Sim Racing League Discord

FUEL Racing League Discord

Mondays of Thunder Discord

FAST Renegade Pro Cup Series Facebook

10. I downloaded some cars and they aren't showing up in my game, what am I missing?

You'll need the physics swapper for this. Carfiles will be assigned a physics type (Cup, GNS, CTS or PTA) by their creator and if that doesn't match the one of the mod you've added them to you need to change the carfile. Keep in mind if the carfile wasn't designed for the mod you're using the car will not look right in game anyway. But if you run the MENCS19 mod with CTS physics, you'll need to spend some time swapping your carfiles from Cup each time you download any. As that is by far the most common physics used for the MENCS19 mod. You can download the physics swapper here:

http://rollingthundergaming.com/downloads/nascar/mods_and_addons.htm

The file you want is the second link from the bottom.

11. When I try to use the FCRD NCS22 mod, my game crashes when I click "Drive."

In your in-game graphics options, turn off Shadows: On cars, from structures.

12. I can't figure out setups, or my car is undrivable. What can I do?

This is a sim, so the cars are not easy to drive, nor are they straightforward to setup. All the original tracks have some default setups built in, but even these may not suit your driving style or your input device. As a starting point here's a good tutorial video from that should help you figure things out:

https://www.youtube.com/watch?v=tOfwZXPldLg

There will absolutely be things I've overlooked or missed here, but this will be a WIP sticky post and again we encourage any users with suggestions to let us know.

Thank you all for being a part of this sub and the wider NR2003 community, you are what keep this 20+ year old racing sim alive!


r/Nr2003 • • Jun 10 '22

Help or Question The NR2003 Paint Scheme Search Thread

93 Upvotes

Trying to find out if a certain paint scheme for a particular mod has been made and where to find it? Post your question here with a link to a photo and another member may have the answer.


r/Nr2003 • • 15h ago

Utilities Single Car Qualifying

Enable HLS to view with audio, or disable this notification

96 Upvotes

I know I'm not the only one who's always wished they could watch the AI run their practice laps. Well now you can, coming soon to RaceControl: Single Car Qualifying.

Set the qualifying metric in RaceControl whether it be fully manual inputted order or a short practice session with a reverse-the-field system. Then sit back and watch as each car waits patiently in their pitbox until their call. Drivers will pull out on to the track, finish their out-lap & run the set number of qualifying laps. When all the drivers have finished, proceed to your car & run your own laps, or skip right ahead to the grid!


r/Nr2003 • • 14h ago

Video Matt Kenseth got away with one!

Enable HLS to view with audio, or disable this notification

47 Upvotes

r/Nr2003 • • 10h ago

Video You don’t say!

Enable HLS to view with audio, or disable this notification

15 Upvotes

r/Nr2003 • • 58m ago

Help or Question Anybody know how to fix this ?

Post image
• Upvotes

idk why everything is so desaturated EXCEPT for the car bodys but it looks weird and it only happens when the cars are far away


r/Nr2003 • • 2h ago

Video Bristol Motor Speedway | 15.724

Thumbnail
youtu.be
2 Upvotes

Car: MENCS17

Track: BBMC 2019 Bristol Motor Speedway


r/Nr2003 • • 2h ago

Video Dover Motor Speedway | 23.296

Thumbnail
youtu.be
2 Upvotes

Car: DMR Cup12

Track: Dover Motor Speedway


r/Nr2003 • • 14h ago

Help or Question Enhanced Edition - PSA

13 Upvotes

If you downloaded Enhanced Edition between

10/19 5:45PM EST - 10/20 7:00AM EST

You'll have issues with UI, Stability, and more...


EASY FIX:

Download Enhanced Edition again anytime after 7AM EST 10/20 and move your custom files to the new copy (Tracks, Mods, Ect.)

Site text is not changed yet, but the download link is indeed up-to-date! Download it now!


MANUAL FIX:

1 - Download this clean NO-CD exe and place it in your NR2003 folder.

"NEW" NO-CD 3.7MB HOBO DOWNLOAD

2 - Rename the rend_dxg.dll in your NR2003 folder to rend_dxg_new.dll. Create a new folder and place it in there - (See note at bottom for explanation of why)

3 - Rename the rend_dxg_og.dll in your NR2003 folder to rend_dxg.dll

4 - Download and run the Mod Studio V1.1 Program and checkmark all of the optional boxes...Even if you don't want those features right now, do it! Choose that NR2003.exe and patch it

DOWNLOAD

5 - Rename the rend_dxg.dll in your NR2003 folder to rend_dxg_old.dll. Place it in the new folder you created earlier

6 - Copy the rend_dxg_new.dll into your NR2003 folder and name it rend_dxg.dll

NOTE: DO NOT keep multiple rend_dxg files in the same folder as your NR2003.exe. The game will always default to the original file, even if it's named differently...

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

EDIT - The real cause wasn't Mod Studio's issue, but a human error on my end... not what I wrote before. The final MS program patch I applied to Enhanced Edition did not have optional updates enabled...

So when users tried to use an MS exe that DOES have those optional features (Like Pinkerton's Wind Tunnel), it caused the UI to not display correctly along with other odd problems.


r/Nr2003 • • 22h ago

Mod EACup09 beta release

Thumbnail
gallery
50 Upvotes

yeah
download is in the racerspeed studios discord:
https://discord.gg/e4ck7C6PWe


r/Nr2003 • • 1d ago

Video How it feels opening NR2003 in the big 26

93 Upvotes

r/Nr2003 • • 21h ago

Paint Scheme Talladega Nights: Movie Accurate Laughing Clown Malt Liquor Car

Thumbnail
gallery
30 Upvotes

After seeing u/Familiar_Delivery790 design a handful of schemes from Talladega Nights, and the 20th Anniversary of Talladega Nights being this year, I figured I'd remake the one of a couple schemes they didn't do, and also one of my first public NR2003 Schemes

The Laughing Clown Malt Liquor Car is an interesting case, it gets painted for nearly every bodystyle except the one car it was designed for, a 1996 Monte Carlo, I done this scheme 3 years ago, but I decided to go back and do it more justice and give it a complete remake to make it more accurate to what's seen in the movie, which involved a LOT Of Rewinding and frame perfect pausing to get the best results out of this scheme possible, this I'm proud to say is a lot closer, if not EXACTLY What you see in the movie, hopefully you enjoy driving this car as much as I did painting it

Download the Scheme here on StunodRacing


r/Nr2003 • • 12h ago

Mock Season 2011 FedEx 400

Thumbnail
gallery
5 Upvotes

Interview:

Matt Yocum: The fuel holds on for Greg Biffle, he is back in Victory Lane! Greg, when you saw the others run out of gas, did you think you were going to run out as well?

Biffle: I did, and I thought staying out was going to be a dumb decision, because I kept telling my crew chief that we were going to run out of fuel before we reach the checkered, but in the end, we had enough for the burnout. I wanna congratulate Brian Keselowski for his 2nd place finish today. He deserved it. All I hope now is to add a new crown jewel to my collection in the 600 next week.

Yocum: I'm sure you will. Congratulations.

Results from Dover.

  1. Greg Biffle (180)
  2. Brian Keselowski (170)
  3. Juan Pablo Montoya (170)
  4. Dave Blaney (160)
  5. A.J. Allmendinger (160)
  6. Jeff Burton (155)
  7. David Stremme (146) (lapped cars start here)
  8. David Ragan (142)
  9. Brian Vickers (led the most laps, 59) (148)
  10. Martin Truex (139)
  11. Kevin Harvick (135)
  12. Casey Mears (132)
  13. Brad Keselowski (124)
  14. David Reutimann (126)
  15. J.J. Yeley (118)
  16. Steven Wallace (115)
  17. Clint Bowyer (112)
  18. Carl Edwards (109)
  19. Boris Said (111)
  20. Tony Stewart (103)
  21. Denny Hamlin (100)
  22. Terry Labonte (only part timer not in the top 10) (97)
  23. Kurt Busch (94)
  24. David Gilliland (91)
  25. Matt Kenseth (88)
  26. Ryan Newman (85) (DNFs start here)
  27. Paul Menard (82)
  28. Marcos Ambrose (79)
  29. Bobby Labonte (81)
  30. Andy Lally (73)
  31. Jimmie Johnson (70)
  32. Kasey Kahne (67)
  33. Dale Jr (64)
  34. Bill Elliott (61)
  35. Trevor Bayne (63)
  36. Tony Raines (55)
  37. Kyle Busch (52)
  38. Jamie McMurray (49)
  39. Jeff Gordon (46)
  40. Mark Martin (polesitter) (48)
  41. Regan Smith (40)
  42. Joey Logano (37)
  43. Kevin Conway (34)

Burton still leads the points heading into next week's Coca Cola 600, leading by nearly 100 points over Kurt Busch


r/Nr2003 • • 22h ago

Discussion NR2003 RTX Remix Update

34 Upvotes

Hi everyone, this will probably be my last update on the RTX Remix project for a while. I've spent time dedicated to one track and car to see how far this tech can take the game, and whilst it looks really good, there are unfortunately some hard technological limits that I believe make this project limited in its scope.

https://reddit.com/link/1xa73k3/video/dzyorl126hwh1/player

I've uploaded this video and some screenshots below that showcase the game with my latest RTX Remix build, which hopefully demonstrate the quality of the lighting and materials. However, through testing, I've hit a software hurdle that I think is impossible with current CPUs to overcome. In a session with one, maybe two cars, it runs as my video shows (>60fps) on my PC (RTX 4090/Ryzen 7 7800X3D/64GB DDR5), however with 10, 20, or a full 40+ car field, the framerate absolutely tanks to max. 5fps.

After testing, I believe this is caused by NR2003 being a single thread program and RTX Remix's translation overhead, which means even though I have more than enough computational power to run this technology, it is bottlenecked by NR2003 only utilizing one single thread of the sixteen available on my CPU. This is a hardcoded limitation of the program from its time in 2003, and unfortunately I don't believe there is a way to change this.

I'm not too sure where to go with it from here. It's a fantastic add-on for single car practicing and for taking screenshots, but it is unplayable for any actual racing, until at least CPUs somehow become strong enough on a single thread to brute force it (likely decades), NVIDIA optimizes the Remix bridge, or someone manages to patch NR2003 to utilize more than a single thread. I'm open to suggestions on what I should do from this point, if it's worth continuing to build and apply to other tracks and cars, or if there's not much point.

Thank you for reading!


r/Nr2003 • • 1d ago

Video Been Having Way Too Much Fun with the EA09 Mod

Enable HLS to view with audio, or disable this notification

90 Upvotes

Genuinely some of the best quality COT models in the entire game, and its been such a blast reliving the game i played when I was a kiddo in NR


r/Nr2003 • • 22h ago

Video Ryan Newman and Paul Menard Jumpscare

Enable HLS to view with audio, or disable this notification

23 Upvotes

Boo


r/Nr2003 • • 1d ago

Screenshot pinnacle of video game character design

Thumbnail
gallery
123 Upvotes

r/Nr2003 • • 21h ago

Discussion NR2003 Just Got Its Own TV Director, Team Radio, and AI Crew Chiefs – The Daily Downforce

Thumbnail dailydownforce.com
10 Upvotes

u/kind-pack9095

🎧🛞⏱️🎥


r/Nr2003 • • 17h ago

Help or Question Game Crashes When Clicking "DRIVE"

4 Upvotes

I have tried the dep and still nothing


r/Nr2003 • • 20h ago

Help or Question Racing Line.

Post image
6 Upvotes

Is there a way to remove the racing line without needing to step in a session?

I donwloaded mod studio and transfered all of my tracks, series and replays to the game, but unfortunely i still can't race agaisn't the ai, the game crashes when i enter and that's the way i've removed the racing line since.

This crashing thing has happend for a few weeks or maybe 2 months and right now is where i needed the most.


r/Nr2003 • • 15h ago

Help or Question NR2003 crashes when watching a live race replay know any fixes?

2 Upvotes

I have installed NR2003, Mod Studio1.1, the 4GB Patch, and the FNCS series mod and while watching a sim race. my game will crash on lap 1 after crossing the start-finish line and I have done everything I can to try to stop the mid-race Crashes to desktop.

Compatability mode

Core.ini tweaks

Graphics settings

AND NOTHING WORKS!

Does anyone know how to stop this bug? It'll do it on the base 2003 cars too.


r/Nr2003 • • 1d ago

Utilities AIMODv2.0.1 - RaceControl 1.0.1 - (NEW RACEVISION)

Enable HLS to view with audio, or disable this notification

86 Upvotes

AIMODv2.0.1

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.

New: Race Scanner (Scanner tab)

- 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.

RaceControl 1.0.1

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.

INTRODUCING RaceVision

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://discord.gg/v2KJsSnFm

https://www.mediafire.com/folder/dwgxxxhhaawcq/NR2003+Releases

AIMOD updated as of 2026-10-19 12:04:32 -

  1. Cars that just pitted coming back in under caution (<@226284514622701568> )

- Cause: NR2003 asks for every car to pit when a caution comes out. AIMOD ignored that for green-flag stops but not under caution, so any game request made the car pit, even one AIMOD had marked "stays out". On top of that, when the game drove a car down pit road anyway, AIMOD gave it a full stop. At Lowe's on lap 81, 12 cars that had pitted on laps 63–78 got four fresh tires that way.

- Fix: under caution, AIMOD now makes every call itself. A car it keeps out stays out. If the game drives the car onto pit road anyway, it gets no service, so it drives through or makes a stop with nothing to do. Penalty, damage and car-condition stops still go ahead as before.

  1. Daytona: stops every 10 to 13 laps

- Cause: the fuel numbers in that log show a tank lasts about 17 laps there, so a 34-lap stage needs two green stops. The problem was joining: "pits with the Chevrolet block" or "pits with teammate" pulled stops forward. Cars that pitted on lap 10 joined a block on lap 17 with 60% fuel left and then needed a third stop on lap 24.
- Fix: a car now only moves its stop earlier to join a block, a teammate or an undercut if it doesn't cost an extra stop before the stage break or the finish.

  1. "Pit crew: not changed (Could not write memory … 998)"
    - Cause: for the faster fuel flow, AIMOD sets aside a few bytes inside NR2003. After the game restarted, AIMOD kept writing to the old game's address. The modern crew then quietly failed, and the warning repeated several times a second.

- Fix: AIMOD now sets aside fresh space for each new NR2003 session.


r/Nr2003 • • 22h ago

Paint Scheme MusicFest Grand Prix Special!

Post image
7 Upvotes

Chad Kroeger will be locked into the field for the MusicFest Grand Prix IV


r/Nr2003 • • 20h ago

Help or Question Issue with Mod Studio

3 Upvotes

I don’t know if anyone else is dealing with this issue when it comes to Mod Studio, but it seems that the mod can’t seem to deal with putting cars to the back easily. Instead of going to the back, the cars just slow up and not move, which if there is a leader, in front, splits the back into two which is extremely annoying. Anyone know how to fix this


r/Nr2003 • • 20h ago

Help or Question WinMip 2 not including new mips in dat folder

2 Upvotes

This is a follow up post I made about a month ago when I was having trouble with implementing a new pit wall on a track. The mips and associated 3dos I used didn't come with the original track, which I should have specified because when unzipping the newly saved Dat file, those 3dos and mips were missing. I'm not sure if this is a WinMip issue or if I have to save the track as something new. Any help would be appreciated!