Homestead_N
Converted to Nascar Heat by Sucahyo with many help from Raybee and Blaxman, and people at themodsquad.uni.cc.


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Homestead_Night (ver.1.0) by J.R. Franklin and Wayne "Bowtie" Anderson

http://www.simracingconnection.com/

For: Nascar Racing 2003

NASCAR decided to end the seasons of their 3 top series in primetime under the lights at the Homestead-Miami Speedway.  In 2005, the Homestead-Miami Speedway installed lights and a new Champions Club Tower in turn one.  I have been attending all of the races at Homestead-Miami for the past three years and the racing there since they put in the progressive banking in the corners is now second to none.... one of NASCAR's most driver friendly and competitive tracks. Project Wildfire (PWF) created a very nice day version of Homestead-Miami Speedway for N2003 featuring progressive banked corners.  We have revised the original PWF version to include all the night racing excitment of this fantastic track.  This is not meant to be an exact replica of the real track.

What was done beyond the original homestead_2k3_pwf version:

1. Added lights and night textures, environments, shading and shadows.
2. Added the Champions Club Tower and Suites in turn one.
3. Refurbished the infield suites along pit road to resemble the tent suites as they were for the 2005 races.
4. Made new lps to move the racing line up in the corners like the real track and improve the ai for more authentic racing.
5. Made new pit lps.
6. Balanced the ai for cup, cts and gns physics.
7. Added, deleted and rearranged misc. objects.
8. Adjusted the horizons and position of the setting sun to more closely resemble the real track at dusk and nighttime.

Installation instructions: Unzip the file into your NASCAR 2003 track folder 
That's all! 

Credits:
 
1. Wayne "Bowtie" Anderson for modeling the new turn 1 Champions Club Tower and infield tent suites along pit road, and performing various other changes to the track.  Without Wayne's talent and efforts this track would not be as authentic as it became.
2. SteveB of www.SimRacingConnection.com for all of the help he provides to N2003 enthusiasts and for hosting one of the best forums and Track lists for NR2003 on the web.
3. Stefanodimera72, freew67, Mr_Too_Slow, Omodified and all of the rest of the members at SRC who devoted their personal time to help with testing and quality control on this track.
4. Project Wildfire for their excellent NR2003 day version of Homestead Speedway upon which this track was created.
5. Papyrus Racing Games for developing the excellent racing sim, NAsCAR Racing 2003. 


Notes and Known Bugs:

1.  This track was not tested online.
2.  This track was constructed and tested in D3D and was not tested in Open GL.  There are some graphic issues that have been reported when running this track in Open GL.  Issues reported are:  wall "flickering" and "rolling" of the 3D crowd among other things.
3.  Lower than "normal" frame rates have been reported with this track. Attempts were made to improve this problem with little or no success.
4.  This track project started out to merely be a night edit of the existing Homestead_2k3_pwf track.  However, during the editing process an effort was made to make the offline racing experience better than the original ai and more like how the track races currently.
5.  The ai was set and tested at 97% based on my skill level against the ratings of the car and truck sets I use.  There are many different car sets with varying levels of ratings.  Consequently, your competitiveness against the ai may vary accordingly.
6.  The speeds the ai and you can obtain are NOT realistic on this track and are generally faster than real life speeds.  Grip levels have been adjusted to enhance the offline racing experience, allow tight racing and create a "sense of speed" to you, the Human Player.  The enhanced grip also allows the Player to maintain control after incidental contact with the ai which previously would reslut in a spin out and allow allow the Player the ability to "save" a car that has begun to spin.
7.  Under gleen flag pitting and after the ai cars have experienced tire wear at the end of a fuel run (approx. 60 laps), the ai cars will enter the pit access road in turn 3 at such a high rate of speed they are not able to to "hold" onto the access road and consequently may slide up into the apron of turns 3 and 4.  Several attempts have been made to solve this problem with no success.  This is also a bug in the original homestead_2k3_pwf track.  If anyone discovers a solution to this problem, please let us know and we'll post a patch.
8.  The characteristics of the SAFER Barrier walls have been changed from the original homestead_2k3_pwf version due to complaints that the walls caused too much damage.  Thw walls now all have "standard" cement wall charateristics.
9.  There are 3 distinctive racing grooves in the corners.  Don't be afraid to run the "high" groove.  The draft also plays a very important factor in this track.  The ai will race you hard and passing is difficult.  Just when you think you've got the "pass" completed, the ai will often times run right back up beside you.   
10. Good "fast" and "qualify" setups have been included with the track for the CUP, GNS and CTS physics.  These setups were developed using a TSW2 Cup wheel and pedals.  Setups drive and feel different for every Player depending upon several factors including equipment and driving styles.  These setups were included to give you a proven and stable setup to load up and immediately race competitively with the ai.


Please enjoy racing at Homestead_Night! 
                     
Sincerely,

J.R. Franklin
 

Any feedback is welcomed.  Please post in the www.SimRacingConnection.com NR2003 forum.
















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Project Wildfire's Homestead 2003 SPEEDWAY v 1.0

1/15/04

[ To read this file, select Edit/Word Wrap from the menu above ]

TABLE OF CONTENTS

[1] HOW TO INSTALL THE TRACK
[2] FEATURES
[3] KNOWN ISSUES
[4] TROUBLE REPORTING 
[5] CREDITS
[6] AGREEMENT OF USE


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NOTE: All Project Wildfire Tracks are distinguished by having a "_PWF" extension on the end of the track name. This way you will know that all Project Wildfire tracks are multiplayer compatible. If for some reason, you have compatibility issues, either the track you downloaded, or the track located on the server you're trying to connect to is not a real Project Wildfire track. To insure compatability, please always download the Project Wildfire tracks from http://www.projectwildfire.com. Tracks downloaded from anywhere else are not genuine Project Wildfire tracks.

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[1] HOW TO INSTALL THE TRACK
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Run the setup program, 'pwf_homestead.exe' which for most users will just be a matter of clicking next all the way through the setup. If you have multiple instances of NR2003S installed, pwf_homestead.exe will automatically detect the directory structure of the latest install. You have the option of installing to other instances of NR2003S as well.

If the Setup program does not detect a valid NR2003.exe file in the installation directory, it will report an error. You must install the track Add-on to a valid installation of NR2003.



[2] FEATURES
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3D Crowds. When using the all track side objects option you will see 3D crowds in the grandstands.  If you have track side objects set to some you will see the original carpet people instead.


Competitive AI.  The AI has been fine tuned to give you a truely competitive racing experience.  The AI is balanced at 100%  strength, running much higher or lower then that may skew their play balancing.  The AI's primary balance is for the Trans Am mod, however the other series should work fine, just not as finely tuned.
  

[3] KNOWN ISSUES
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None




[4] TROUBLE REPORTING 
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Project Wildfire is not supported by or affiliated with Vivendi Universal Games, Sierra Online, or Papyrus Racing Games so please do not call or email the above technical support with Project Wildfire track issues. 

You may use the support forums at www.projectwildfire.com/pwfsite. 

Direct link:  www.hcmotorsports.com/6/ubb.x?a=cfrm&s=19760511


[5] CREDITS
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Development Team 

Kevin Combs
John Hughes
Brian Simpson
Bob Stanley
Jay Taylor
Sean Thompson

Beta Testers

Rodney Arndt
Chad Fales
John Henry
Eric Leblanc
Angel Medina
Mike Montesi
Brian Motisko
Joe Tamborski
Jeff Vogel
Chris Weidner
Jeff Weltz
Shannon Whitmore


Special Thanks:

Papyrus Racing Games



[6] AGREEMENT OF USE
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Use of this track by installation into a racing simulator constitutes agreement with this and the following statements:

1) This track may not be sold or distributed for commercial purposes, or money exchanged for this track or any part thereof.

2) This track may not be redistributed without written consent of Project Wildfire.

3) This track cannot be modifed without written consent of Project Wildfire.

4) Pieces of this track (not including the .ptf file) may be extracted and used for other tracks, but cannot be used in projects for commercial purposes, and credit to the Project Wildfire should appear in a readme that is distributed with the new project.

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 Project Wildfire.

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.


Copyright (c)2003 Project Wildfire
  
