a Mod, a Track, a Thing I wish I had in NR2003

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psugorilla

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There was one being made and in an early alpha stage way back just before the F1rst Racing lawsuit BS. But it was ultimately scrapped because of that
 

Rollo75

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No.
NR2003 uses some kind of box thing to define where the things are.

I imagine that someone in theory could invent a Jetsons/Star Wars/NR5003 mod which had no wheels and had hover cars.

Rossalina Chastain-Deegan-Busch IX in the year 5022 would still be accused of causing wrecks by D3nny Hamlin Jr Jr Jr Jr.
 

Lastlap

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The Collision Box is a set size, the kart mod that was released uses smaller models, but the contact points are still the same.
 

psugorilla

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Don't forget that in the early modding days there were a lot of unique things being tweaked and changed. I am sure the collision box was one of those things. There were some crazy mods in the works. I even remember someone trying to use sandbox to develop a "track" for Offshore boat racing. There were monster truck mods and Mud Bog tractor pulls as well. But with the First lawsuit all the work that was being done with the EXE's and source code stuff was immediately stopped and with it nearly all of those odd ball mods disappeared.
 
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ai_line_mod

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So I haven't gone through every single wish list, so if these have been mentioned, my apologies:

  1. 1. Mod: Gen 3 physics. I'm actually pretty happy with existing mods: the PWF BGN and CTS (physics), and the aero88 and cup90 models really filled out most everything I would want for the game. If any mod it would be a physics mod that roughly approximated gen 3 cars. CTS physics just doesn't cut it...

  2. 2. Track: I really want a Homestead 2003 that drives and feels like the default papy tracks. PWF got fancy with their 2003 Homestead and emphasized the PTA physics (and/or online), to the detriment of the cup/gns/cts ai. The grip is too high, the racing lines are too tight, and the two layered track surface type feels like a cheap hack. This is one of my projects.

  3. 3. Thing: This is hard... If anything I think it would be to clean up some of the bugs in the game, e.g. ai continuous pitting (I think I've fixed this one), ai getting black flagged (there's no reason that they should in any circumstance), riding the wall slowing down driver/ai, draft seems a tad too strong, different fuel cell for cup ss chassis (I've fixed/changed this one)
 
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Lastlap

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So I haven't gone trough every single wish list, so if these have been mentioned, my apologies:

  1. 3. Thing: This is hard... If anything I think it would be to clean up some of the bugs in the game,
riding the wall slowing down driver
I wouldn't class this as a bug, as Papyrus added the wall glue... but the annoyance is real.

Many a league race effected but just getting into the fence a little.
 
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Highbank

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I'd love to see someone put together true NexGen physics...a true reflection of the current car
 
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ai_line_mod

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I wouldn't class this as a bug, as Papyrus added the wall glue... but the annoyance is real.

Many a league race effected but just getting into the fence a little.
Yes, not a bug, nor is the differently sized fuel cell for cup ss chassis, but both drive me crazy. At least one is "fixed" on my end.
 

DaleTona

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  1. 1. Mod: At this point I'm fairly happy with most of the mods we currently have, and mostly would like to learn to develop my own.

  2. 2. Track: I've said this before but the Las Vegas Bullring is a track that hasn't been represented in NR2003 and has been on the ARCA West schedule, so why not. Maybe even the dirt track while were at it.

  3. 3. Thing: I've said it before and I'll say it again, for someone to break the 4 car limit. I know it is doable to have 5+ car models in the game, but to make it work you need to do some funky workarounds using NRatings, WinMip, and some text file editing. The main thing is the car selection/opponent manager screens will crash when loading a 5th car model, as the game tries to load manufacture graphics that are nonexistant. And sadly unless somebody manages to mess with the source files (meaning: fat chance, never will happen) such will remain a dream.
 

James Qualls

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quallsjames
  1. 1. Mod: At this point I'm fairly happy with most of the mods we currently have, and mostly would like to learn to develop my own.

  2. 2. Track: I've said this before but the Las Vegas Bullring is a track that hasn't been represented in NR2003 and has been on the ARCA West schedule, so why not. Maybe even the dirt track while were at it.

  3. 3. Thing: I've said it before and I'll say it again, for someone to break the 4 car limit. I know it is doable to have 5+ car models in the game, but to make it work you need to do some funky workarounds using NRatings, WinMip, and some text file editing. The main thing is the car selection/opponent manager screens will crash when loading a 5th car model, as the game tries to load manufacture graphics that are nonexistant. And sadly unless somebody manages to mess with the source files (meaning: fat chance, never will happen) such will remain a dream.


Same here on mod and track Daletona. Especially my own short track, and my own unique intermediate track too.
 

1979fan

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1. Mod: a mod reflecting late model versions of the mid-90s Monte Carlo, T-Bird, Pontiac and more. Think of the cars that ran in the Slim Jim All Pro series, Winston West, the All American 400, and so on. The Cup90 and 98 mods are great but they aren't quite the right body styles for those series.

2. Track: Brainerd in MN. This track looks like a lot of fun to drive in other games.

3. Thing: more than four body styles in one mod. For something like a 1970s mod (fingers crossed we see one someday) you need more than four body styles.
 

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