Random disconnected NR2003 thoughts

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Ever have a random thought, moment, or idea about NR2003 but it didn't make sense to create a whole thread about it? Use this thread to post your random NR2003 quips in here. If it is media related please use one of the screenshot threads instead. Posts in here are not meant for long connected discussion but just more random disconnected thoughts or moments you had in NR2003. A few examples on what would be applicable in this thread could be:

"I had a really awful race today, nothing went well"

"Thinking about starting a new carset, but I already have another one started lol"

"Tried out the new 'X' Mod/Track, was better than I thought"

"My NR2003 folder is so full my hardrive is running out of space"
 
"I think I've spent more time tweaking NR to look good and run well over the past 17 years than I have actually racing." :LOL:

Dear god do I relate LOL. I've done a lot of racing but had plenty of time spent tweaking to make it pretty and stable.
 
Just went through and processed like 200+ tracks I had downloaded from a few year ago. Don't wanna do that again, let that backlog get way too large lol
 
Just went through and processed like 200+ tracks I had downloaded from a few year ago. Don't wanna do that again, let that backlog get way too large lol
I can totally understand this. When I was backing up all the files from my old laptop recently, the NR2003 tracks were the ones that were the most painful to backup.
 
Also when several of the tracks I open up in NR2003 and its just a lazy reskin (if even that) of Michigan or Talladega and in worse condition with missing/broken 3do's/textures:

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Right into to the broken/old folder pile I keep lol
 
That's funny, I keep a folder like that too. There are a lot of tracks that were in a track makers early development that just aren't really finished or were never tested properly and full of bugs. It's a shame because some of them are actually really great otherwise.

But there is nothing like creating a season and then going to a track that you haven't tried before and it won't work properly.
 
But there is nothing like creating a season and then going to a track that you haven't tried before and it won't work properly.

Oh yeah when I do a new season I always test race a new track and make sure track.ini settigns are not too easy or too hard for me and also make sure AI can race/leave pits easy enough. If I did miss an error and its really bad I just pretend the race got rain delayed and swap out another in its place.
 
I've been thinking about doing a custom silly season roster for the upcoming season, but with the lack of small/part time teams in the cup series it has sort of turned me off the past few years, as those are the ones that are the most fun to play round with. But with the NextGen car bringing in some extra underdogs, maybe I could do something fun......
 
I had the longest race last night (long in terms of original race length). I never had so many overtime restarts where a race went double its lap length and was supposed to only be ~30 min race ended up being over an hour. So many wrecks that I had to turn off better cautions so no more GWC would occur (decided race would end due to darkness on the track lol). I spent more time riding around on caution laps than getting to race.
 
I had the longest race last night (long in terms of original race length). I never had so many overtime restarts where a race went double its lap length and was supposed to only be ~30 min race ended up being over an hour. So many wrecks that I had to turn off better cautions so no more GWC would occur (decided race would end due to darkness on the track lol). I spent more time riding around on caution laps than getting to race.
What is this "Better Cautions" you refer to. Sounds interesting.
 
A program that is made by Melon, same guy who created the free camera exe. Better Cautions isn't as public though, you'd have to contact him to ask if he shares it. I've known him for a long time through the NR2003 discords. It includes features such as slowing down right when caution occurs, lapped cars to the back, double file restarts, turning collisions off in pit road/under caution, and the one I use most the GWC feature.

The program is not perfect and not all the features work 100% perfect, but the GWC one works like a charm for me. I love not having races finish under yellow ever. Just the one case I mentioned above is where the GWC went on forever lol
 
I'm kinda surprised nobody's made, or attempted to make, a diecast track before -- as in a track that looks like you're a 1/64 diecast driving on a makeshift track, either on a desk or the floor. Zero banking, walls held together with tape, the flagman is a Lego minifig for some reason (and is therefore like twice the height of the actual cars), the "horizon" is just the rest of the room, some random ass book is one of the walls... there's a TV on in the background...

It's definitely something I would have made if I had the sustained interest to do it (I've abandoned like 30 tracks for that reason, and that isn't a joke), I'm just surprised nobody else has done it, or attempted it. I could be wrong on this, but the only things I'm aware of that come close are that one Hot Wheels track... which doesn't really count because I'm talking about a more serious track.

I mentioned this because I used to have a Poser 8 render scene that was like a diecast on my desk scene. Since it's a Poser 8 scene I don't have it anymore and it didn't look that great.


EDIT: Of course, a day after I wrote this, I started thinking of what I would do for a diecast track... and that answer is basically a track on a table or desk near a window (so that maybe you could see outside of it). Either that, or a track on the floor, which, if it's on carpet, might be, interesting to put it mildly, depending on what kind of carpet it is.

I would also have a TV and computer on in the background. When the caution would come out, the image on the TV and computer would change. Maybe even the things playing on the TV/computer would be different depending on the time in the race weekend (or even have them tied to RandomSky, I haven't successfully done that before, would be a good opportunity to try that). If the track is on the floor, then the TV/computer would be a lot harder to see, because NR2003 doesn't really have your gaze going upwards too often. Even on a track like Zanarkand.

Honestly the geometry for this might be really, really simple unless you wanted to have like, cars to be able to get knocked off the table and go onto the floor. Even a lot of the objects in the background could be really simple because they'd be really far away. Some of the object modeling might be tricky but scale might be the only thing you'd really have to watch (because everything would be 64 times its size unless it was like, meant for the track itself).
 
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I paint a lot of cars (obviously), but I still find myself 'holding out' on certain sponsors. Not becasue I dislike them but I like them a lot and I know I want them to be really good designs with a good driver/team (of course I'm talking fictional here so I can determine they will be competitive).

I don't know if this is a problem anyone else has but do you procrastinate on certain sponsors becasue you know you'll enjoy making it and once its made the 'fun' will be over? A big one for me is Pepsi, always loved a fully sponsored Pepsi car with a good driver and car, but I tend to not get around to it until much later becasue I'm like saving it, almost like a dessert after dinner lol
 
I saw in the NR2003 facebook group that someone got NR2003 working on the steam deck, which gives me a lot of ideas.

One of such ideas is to create a full steam deck dedicated install, with a custom scratch built mod and modified tracks, and who knows, maybe even a custom UI to go with it......

NR2003: Steam Edition, I can see it now :cool:
 
Can steam deck run any game exe basically? Assuming if it can run 32bit programs then they just used a nocd patch and could launch NR2003 CD free like I do.
 
Can steam deck run any game exe basically? Assuming if it can run 32bit programs then they just used a nocd patch and could launch NR2003 CD free like I do.
I think so since it basically is a Linux PC.

I still wish NR2003 allowed for more than 4 selectable car models, the 1980's is killing me in terms of body styles, as I want them all in some way or form.

Right now I'm trying to figure out how to condense the models. The G-bodies can be one model, but the Oldsmobile has a kick on the nose the Chevy doesn't and I dont think I can just handwave that away with shading. The T-bird could have the 83-86 and 87-88 merged together into one model roughly resembling them both, while the Delta 88 and LeSabre can also share one, but then you have the Chrysler J-Bodies, the Aero G-Bodies, the Boxy-Bird, and the Malibu/LeMans, and that's not including the models from 1988/89.

Goshdarn aerowars and models switching every 2-3 years.

If only someone somehow could miraculously find a way to trick the game so that the 4 model limit isn't an issue, as that is my #1 gripe with NR from a completionist standpoint.

The logical (if time consuming) solution is to make different mods, but considering 1981 alone had like 7 different models, that would be hard to do.
 
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Yeah NR2003 is coded to only have 4 menu choices for makes. Your mod can have as many different makes as you want but everything past make #4 can't be toggled in the game. Think you have to use winmip to change the make and import you paint scheme, then use something like nratings to add driver rating if you want a quick solution.and for the carset roster manually add them in the txt file.

Never tried it myself, I'm just happy I can make my own mods with generic noses which gives a good enough illusion of multiple makes.
 
Yeah NR2003 is coded to only have 4 menu choices for makes. Your mod can have as many different makes as you want but everything past make #4 can't be toggled in the game. Think you have to use winmip to change the make and import you paint scheme, then use something like nratings to add driver rating if you want a quick solution.and for the carset roster manually add them in the txt file.

Never tried it myself, I'm just happy I can make my own mods with generic noses which gives a good enough illusion of multiple makes.
That is what I was thinking, and I might just do that, as any mods I make will be for my own purposes first, and user friendlyness might have to be damned to get the results I want.

But that does make me wonder, just what is the upper limit on unique car models the sim will take? If/when I figure out how to make a mod, I might have to test that.
 
I suddenly came up with a devilish if outlandish carset idea.

Most people have heard of the rumors of Dale Earnhardt to Yates, imagine Yates plate track speed with Big E....

Then you pair him with 1999 Jarrett's consistancy.......

Dee Dubya ran for Yates at Motegi in 1998, what if he joined in a third car, as his DEI stint showed he still had a fair bit left in the tank.........

And for the lols, what if instead of going to PPI, Tide went to Yates for a 4th car AND Ricky Rudd joined as he did in 2000.

Yes, this is totally outlandish, but you'd have the ultimate Robert Yates Racing superteam. Rudd will be a threat on the Road Courses, Earnhardt will be nigh unstoppable on the plate tracks, Waltrip will be a Short Track demon, and Jarrett is your 1.5 monkey. There basically would not be a track on the schedule where some form of Yates car will not be running at the front. Wonderboy gotta watch his back now!

So the end result will likely be

#28 Dale Earnhardt - Texaco/Havoline
#38 Darrell Waltrip - Raybestos
#88 Dale Jarrett - Ford Quality Care
#98 Ricky Rudd - Tide

Now that seems like a fun project to do.
 
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