
Stafford Speedway 2008
Stafford 2008
Short Track (0.50 Miles)

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TABLE OF CONTENTS:

[1] HOW TO INSTALL THE TRACK
[2] GENERAL TRACK INFORMATION
[3] PROJECT DEVELOPMENT AND LIST OF NEW FEATURES
[4] CREDITS
[5] KNOWN ISSUES  
[6] TROUBLE REPORTING
[7] DISTRIBUTION INFORMATION
[8] 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 35 total cars (34 opponents)

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

Track Information: approx. 1/2 mile low banked asphalt oval in Stafford Springs, CT. Hosts National Touring events for the Whelen Modified Tour and the Camping World East Series (formerly Busch East Series and Busch Grandnational North Series). Also runs weekly NASCAR sanctioned racing programs including SK Modifieds, SK Lights, Late Models, Limited Late Models and DARE Stocks.  

This NR2003 version is an attempt to closely resemble the track as it appears in 2008.  It is not, however, an exact replica nor do the limits of NR2003 allow it to be.  



[3] LIST OF NEW FEATURES AND PROJECT DEVELOPMENT NOTES 
================================================

LIST OF NEW FEATURES:

1.  Expanded pit road that holds stalls for 35 cars.
2.  New Fairgrounds "Clubhouse" building behind turn 4.
3.  New animated Jumbotron behind turn 2.
4.  All new billboards.
5.  New trees, buildings, backgrounds, horizons, etc.
6.  New haulers modeled after real WMT, WSMT and CWES drivers.
7.  New cameras
8.  All new textures (grass, pavement, etc.)
9.  New ai.  

Thanks go out first to Folco Banfi who created the original version of this track for NR2003 some years ago.  I worked with Folco on that project doing research, ai development and beta testing. I had very selfish reasons for helping as I wanted to have one of America's best short tracks for NR2003.  At the time, I had very little working knowledge of Sandbox (some say that is still the case), however, I was motivated to do everything I could to help this track come to fruition.  So thank you, Folco, for making the original version of this track and providing many NR2003 short track lovers with years of enjoyment when there were not very many short tracks availble for NR2003. 

As time went by and I became more familiar with track making and editing, I wanted to improve on the original version of the track in a couple of key areas.  First of all, in real life, a starting field at Stafford for a major event is approximately 35 cars.  The original Banfi built Stafford had a pit road that was only able to hold 23 cars.  This was just not enough or realistic.  So I looked for ways to increase it. In looking at the track in Sandbox, I decided that the only way to increase the starting field would be to expand the infield pit area to a dual-sided pit road (one on the left and right).  In doing so, I was able to increase the starting field to 35 cars without compromising the general "look and feel" of the track from the real Stafford.  Adding a dual pit road also allowed me to widen out each pit stall to allow for easier access into and out of each stall.  

My second goal was to increase the "immersion" factor of the track by trying my best to duplicate the surroundings both inside and outside of the speedway. I have always felt that track makers don't spend enough attention to this important detailing, so I endeavored to find pictures and scour other NR2003 tracks to find objects, etc. to help make this track look as close to the real thing as possible.  Many people also helped in this effort.  Bowtie custom modeled a new animated Jumbotron at the exit of turn 2, the Fairgrounds Banquet Building and a host of other "made-for-Stafford" objects which came out just perfect. Omodified's billboards are "spot on".  CharliB and Nitrous56 painted up some nice haulers for the WMT, WSMT and CWES. 

In the end, this project became similiar to my other recent track projects in that it truly represents a collaboration of the talents and skills of a number of the best track builders and support people in the NR2003 sim community.  All of their names and individual contributions to this track are detailed below.

So the new Stafford is finally done!  I sincerely hope that you all enjoy it as much as I have putting it all together for you!

J.R. Franklin
     


[4] CREDITS:
====================================

The following is a list of the people who helped me with this project:  

1.  Folco Banfi:  Creator of the original Stafford_1_0_fb for NR2003 which was used as the base for this updated version of Stafford.

2.  Wayne "Bowtie" Anderson: 3do modeling of many objects including the Jumbotron, Fairgrounds Clubhouse, grandstands, pennants, misc. buildings, objects, etc.

3.  Chris "Omodified" O'Shell:  Billboards, Scorboards, misc. graphics, pit layout consultation, ai work and grip levels.
  
4.  Danny Coral:  Default Fast and Expert setups for both BGN and CTS physics.

5.  Wayne Faircloth and Terry O'Bar:  WBR_Stafford_GNS and WBR_Stafford_CTS setups.

6.  Scott "Sticky22" of www.WindyCityRacing.com:  misc. buildings and objects.

7.  Charli Brown:  WMT and WSMT Haulers.

8.  Evan "Nitrous56" Beaulieu:  CWES Haulers.

9.  Denis Rioux:  1970s haulers and miscellaneous other objects.

10. SteveB:  AI help, beta testing, quality control.

11. Riviera71:  Beta testing and quality control.

12. Additional Beta Testers:  All of the above, plus:  AJShoe, Clebrown63, Killswitch, Miclar1, Oldasdirt and Robert Vining.  Thank you all.
 
13. NR2k3tracks.com, SimThunder.com, Simodified.com, ShortTrackSim.com and The ModSquad for their help and support.

14. To anyone else whom I neglicted to mention but contributed in the creation of objects I may have borrowed from other NR2003 tracks for this project, I apologize.  Although you were not mentioned individually, your contributions to NR2003 are greatly appreciated.

15. The following websites were an excellent resource for pictures:  www.EastSeries.com (Alan Claffie), www.bespictures.com, www.ModSeriesScene.com, YankeeRacer.com, www.TheChromeHorn.com (Howie and Mary Hodge, Fran Lawlor, Richie and Christina Grodski).

I owe a debt of gratitude to each of you for your contributions, time and help.


[5] KNOWN ISSUES
==================================== 

1.   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 author of the track feels is best suited to racing at Stafford Speedway.  The CUP physics will work, but the AI has not been tested or balanced for CUP. 

2.  Note on grip levels:  The GNS track grip is set well to run the Modifieds and I think that you'll find one of the default setups that are included with the track to be of your liking.  The AI feature 2 very raceable grooves, so get ready to race 'em high or low!  I have done my best to match the tire wear of the Player and the AI.  However, tire wear will vary greatly depending on Player driving styles and setups.  Ai will pit more frequently than cars do in real life at Stafford.

3.  SteveB and I 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 enhanvce the "fun" factor.  Real life racing at Stafford does not feature as much 3-wide action as we have built into the ai for this track, but I am confident that you'll enjoy the offline racing experience against the ai the way we have set it 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. 

4.  During caution laps, some ai cars exiting the pits are allowed to blend into the the pacing line out on the track rather than fall in behind the last car on the pacing line.

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

6.  Ai cars will sometimes exhibit odd behavior that is unfortunately inherent in short tracks made for NR2003.

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

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



[6] 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.



[7] DISTRIBUTION INFORMATION 
====================================

Distributing Websites:

www.nr2k3tracks.com
www.SiModified.com
www.ASTG2k3.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 J.R.Franklin at www.NR2k3Tracks.com.  



[8] 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 original 
author, with exception of the sites listed above. 

3) This track cannot be modifed without written consent of the original author.

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

5) This track must always maintain an unmodified copy of this 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.

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.