- Nr2003 ai tweaks lp files and AI lines in the track. 5 gallons left, which the ai can run 40 laps on). ini before attempting 43-46 cars. Nobody seems to agree what exactly this does, but I am under the firm suspicion that it tells the AI what percentage they can deviate from raceline. There is a option in track. A problem we've noticed though is that the AI by themselves don't make for very interesting racing, not because they move predictably but because it seems that whoever's on pole or the front I haven’t played nr2003 in a while but what I remember that helped me get good was running a full season on the original 2003 schedule. ini file under your player name in the players folder. ee A few tweaks to some of my setups to help me with the steering (since I don't use any helpers/aids) and I can see me at least being a mid-pack-jack now instead of the perennial road course I have been under the impression that the NR2003 AI wasn't too hot on the road courses. 96 ; > 1. A community dedicated to the discussion of the Maschine hardware and software products made by Native Instruments. ADMIN That should take care of most of it, long as you’ve done the standard tweaks to your ini files. I always set my AI at 100%, Then go to next race in schedule and run the first practice session and work on setup to get best you can. The tires wear pretty good and then it's a lot of fun with speeds in the 210s. 10 laps or so. Home; Mods; Carsets; Tracks; Utilities; You can race against 0 thru 42 AI cars (47 AI total by modding), race against people online, free roam tracks, drive backwards into the field and fly down pit road at 250mph at will without Just google for " TRACK. That way races won't take to long if the AI are better than you but also they won't hinder you racing 95%, imagine running 2secs or faster and having to navigate track on Richmond or Bristol. I was testing this file only with PTA physics!!! DON'T FORGET TO BACKUP THE ORIGINAL PAPY_AI FILE!!! Changes made: - lowered shifting time down to 1 tick - lowered recovery from a slip and roll - changed mechanical failure percentages All groups and messages Learn how to adjust AI speed in racing games without modifying track files, creating more pack racing and thrilling battles on different tracks. Reduce the line ai_drafting_distance to <1. 9. AI panic deceleration is at 6. Tweet Content. There isn’t an exact way to be sure the AI will crash, especially with no contact. Reply reply Top 7% Rank by size . Those 2 lines will change the way AI race dramatically. Meaning car in front has to loose "so much speed" "so fast" to trigger emergency line from AI that is following. It seems like in 2003 it was optimized for 56k internet. Top. I will post a video on So there's 2 basics to getting AI to bump draft: In your tracks folder, go to your track and open the track. Now the AI will bump draft but wreck a LOT. Our community has been around since 2007 and pride ourselves on offering the best and most friendly site for NR2003 Sim Racing content. ini called ai. ini in any text editor. Home Games Apps Blog FAQ Search. Where should I start and what are the "best" tracks/mods/AI that I can download? I am not that I use my custom one. There is a field called mechanical_failure_chance. r/Nr2003 You can try raising the ai_squeeze_pct in small increments. 00 - change to 1. That has to do with AI driver ratings such as aggression plus PAPY AI INI and TRACK INI all together. If you got any tips to help me out, that would be greatful View attachment lag. r/Nr2003 Since the default for tracks is 70% till you've completed a race, do like a 10-15% race length with AI at 85% which is what I do to set the difficulty. For NR2003, you can increase the drafting distance, which gives AI more time to react to things, but it also spreads the field out a bit and isn’t super realistic for every scenario. TiaPorta99 • Go to Nr2003 r/Nr2003. The idea is to free up as much system resources as possible to get the most performance out of your racing experience. 4 r/Nr2003. 5. If you look at my recent NR2003 post, you will see how I recently redid the . Look at the default tracks (they have excellent AI) for inspiration. slipcurve. Is there a way to play against other people in NR2003, I have always wanted to race other people in Multiplayer/online, but I have no idea how to, is there a way to do it, and do any of you play online at all, or is it dead and do no one do online/multiplayer racing. If the track doesn't show up in the list, I have had luck adding it manually. r/Nr2003 It was great as it came, better with a slight tweak of the AI. Be careful though, getting a wreck every now and Go to Nr2003 r/Nr2003. Help or Question Hey yall- I was racing the MENCS 2019 mod at the BBMC 2020 Daytona Night track, and the AI is strangely consistent. ini file (located in the folder where you installed NR2003) Under [FileLRUCache] change the cache size to: CacheSize=14194304 Under [Memory] change to MaxBlockSize=524288 Change pool size to All NR2003 Downloads In Every Sense of the Phrase! AllNR2003 AllNR2003 AllNR2003 AllNR2003. 90 Line Modifier:1. (I don't blame them, took me forever to learn Go to Nr2003 r/Nr2003. Adjusting the track. 5 is the default for papy tracks and that's Look for these lines and tweak a little. ini, and player. About us. Reply reply Not the smoothest video in the world (OBS), but you get the picture :) Go to Nr2003 r/Nr2003. The page serves as a platform for users to share their experiences, tips, and tricks related to using Maschine, as well as This is the original nr2003. Try completely removing a line - AI_Line_Modifier , and AI_Inverse_Slipcurve or something like that. 65, a 0. When he says “I need to drive it in too deep and burn my tires”, I’d recommend making a setup change Go to Nr2003 r/Nr2003. I seeked out the game due to disappointment with stockcar mods for my default sims (Rf1, Rf2). This is the iRacing Soundpack. Also any essential mods that make the game better whether that be AI tweaks,graphics, sounds etc? Thank you so much, it's great that my all time fav sim is back for me Share Sort by: New. You can somewhat get the AI to run different lanes if you're willing to mess with the papy. And of course, there is also NCS22, it's quite a pleasure to get to race the current NASCAR race cars in this sim. 0 being bumpers locked. 4K subscribers in the Nr2003 community. Jan 16, 2023 #3 NCR3665 said: I used all of the NRatings but for me ai_line_mod v3. I would move the ai_dlongpad_scale close to 5. There isn't a public or one fits all fix. I have a feeling that adjusting a parameter or two in the track’s ini file may help, but I’m not sure which one would do the trick. Then exit out go to track. There are good websites that explain it . Add a Comment. To be fair, this is an issue even with modern ai. ini file with Notepad. 01 Concrete Grip:1. But I was wondering is there a way to add more of a spread from the best AI to worst AI? For example there is less than a second difference from the Best AI to worst at Las vegas 27. But with these low powered cars that is no longer the case. Increase player and Ai car speed . ai on what values change what and it's very useful to help AI spread the field quicker (for more realistic racing) also to make the AI more aware of the wrecks and etc. Members Online. 0. Not even dropping down to 1920x1080 Starting out at Daytona or Talladega, all the AI cars seem to drive around 188-192mph. I will try this tweak on every track. Find the Track that you are racing on. see how many DNF and what they DNFed from. I used the "fast" and "jasper" setup at the garage (Opponent Strength at 100), but my knowledge is limited for more tweaks. lp files and track. 01 of my speed. The only scenarios I could see AI crashing by themselves are bad track. Make a backup of the papy_ai. We work every day to make sure our community is one of the best for everyone to Around the end of 2020 to the start of 2021, my NR2003 download just started to stutter and lag whenever I try to drive on any of the tracks, even redinstalling NR2003 on 1/5 didn't help at all. ini and !dq in the game chat. Most importantly it tells you the number of laps remaining for those values (eg 13. ini file (located in the folder where you installed NR2003) Under [FileLRUCache] change the cache size to: CacheSize=14194304 Under [Memory] change to MaxBlockSize=524288 Change pool size to PoolSize=524288 SAVE file and close it. Open comment Ai_line_mod, your ratings are great, I've been using yours since version 0. I see 2-4 caution flags a race usually. Me at 15 could modify and tweak the track. Thanks in advance! Share Add a Comment. Third, check Default Daytona and Talladega without yellow line; improved AI racing. Forums. Laps 1-5, cars slowly began filing on the I used all of the NRatings but for me ai_line_mod v3. 35 for Go to Nr2003 r/Nr2003. they'll more readily change racing lines, reduces ai requirement to follow the race. then under NRRatings for realistic ai rating Reply reply NKnightWKC • NR2003 GRAPHIC TWEAKS *** 1. A subreddit for fans of Papyrus Studio's NASCAR Racing 2003 Season simulation and all the community-created content available for it. Finally, for Super Speedways Daytona BBMC 2020, TalladegaRTG_V3, Talladega 2000, and Atlanta 23 by area 23 track designs. I usually turn it down about 10 to 15 depending on the track. My question to those experienced is, I do a lot of simulation based scenarios and seasons using AI only races (to waste time while working on stuff). AI Strength can be manipulated in the PLAYRECS. flat tracks), but as a rule of thumb, grip levels should not be higher than 1. Members Online • MaDogMatt. Replaces NR2003. 05, and ai_grip should be inversely related to surface grip. I recorded a video of what was happening as an example. Old. As well as try to set as much AI stuff in Track INI to 1. The "mechanical_failure_chance =" is the chance of a mechanical failure so you can adjust that to what you desire. Go to Nr2003 r/Nr2003. Top 7% Rank by size . 42 and see if that improves anything. mp4 It is very very easy. ADMIN It's not a complete AI overhaul but it does tweak some things. This coincides nicely as I will begin using the Late Model mod on the channel a I personally hate inflated grip values, so I would start there. For I was blind but now Itseez Members Online [Tutorials] AI Aimbot You need to make sure that your TIRE WEAR and AI TIRE WEAR gotta be similar in TRACK INI. Watch the AI, work out how they're crashing and tweak the relevant value. See offline chat button adjustment at bottom of this page to make it work with single player. Basically, they determine how each AI behaves and their performance for the weekend. Open comment sort options. i'd recommend getting the program Nratings if you don't have it and for the ratings what i used to use is Min rating 70 and max rating 100 but for aggression i'd make the min rating 95 so they are I've recently started using ISS_Beta_build_260310 (mod is . A subreddit for fans of Papyrus Studio's NASCAR Racing 2003 Season simulation and About a week ago me and a few friends decided to start running a fun series on NR2003 where I retire from the race before the pace lap starts and we watch the AI race through the monitor. Your experience is your experience, anyone who can type in a simple Google search can find out how to modify AI track files and can even make you're own AI line. 1 or if you want you can set it a little higher if they wreck too much maybe 1. You can see this if a Big One happens--the AI that can drive away will very clearly "magnetize" back onto the racing line in an unrealistic fashion, even A look at some of the earliest seeds of TOECAR being planted back before Season 1 was even announced. Read the post link. Too much balance on the quality Go to Nr2003 r/Nr2003. 0 is a high value; the value is track and lp dependent on how high a value you can use before the ai go beserk ai_wall_offset = 100 Go to Nr2003 r/Nr2003. Go to Nr2003 r/Nr2003 • by I really should be running at 99 ai, like that's the perfect fit for me. Latest reviews Search downloads. Like even if it's on a per track basis? Share Add a Comment. Here are some things you can adjust: ai_drafting_distance; usually I have these set to 1. 71 ; Allows the AI to deviate from the ususal constraints of the Race. Is it just the drafting distance that needs chagning? The auto AI is the same as the manual AI setting, it just recommends you a speed based on your previous races at the track (each track has its own Auto setting). Anyway, I am trying to save this one as well and I cannot get it to show up in the nratings software. I have the top tier AI set to 98-99%, 2nd tier at 90-95%, 3rd @ 85-90%, at all tracks, qualifying, power, aero, pitting, aggression, etc. The archive contains files that I personally handled. Then, don't turn the wheel as much as just lean on it ( kind These tweaks and suggestions are to help improve your frame rates and game playability. r/Nr2003 If they get closer than this value they will either lift/brake, or pull out for an overtake. I All groups and messages Yeah, that's about when I figured out how much of a difference you can make with the papy_ai. 08 ; > 1. Download: Update 16_1 --- I have been having some problems with ai and my speed nr2003 and I would like to see if this could be fixed 1. I am not the author of the replicas, but I personally redid it for NR2003. Members Online • LandofLogic. Latest Games More . ini, try lowering driver_consistency and upping the driver_consistency_to_left_offset. 8 or 2, some absurd value like that. I am completely new to Nr2003 (on the PC, have experience with the console versions). You may not issue this command during the pace lap, or in the middle of 2: Easy to customize. making tweaks to the cars setup before messing with game files. Changes the default Daytona and Talladega AI behavior to better replicate superspeedway racing at the time without the yellow line. This includes papy_ai tweaks. Our vibrant and dynamic community has been passionately serving the NR2003 Sim Racing TWEAKS. 65 ai_squeeze_pcnt = 0. 8. Learn how to adjust AI My main concern about the ai_drafting_distance (and AI settings in general) is why it has been set at certain tracks to the settings that it has, seeing as it causes such problems to the human It seems like there are multiple tracks and AI that can be found online. That confirms we are racing weaker AI right off the bat in 1963 mod. If there were a spot for it, my guess would be the lookahead lines in the papy_ai but I don't know if there's a great definition for what those lines actually do on a technical level. 7s to 28. It's a bit of a mess though--it only takes into account your final position, so if you're on pace with the AI but get into an early wreck it'll crank your recommended rating way down. But there is another modification that we need, but I am not its author. Used and tested in Home. aggression turned up, etc. Discord, Twitter, Instagram, and more: https://linktr. ini. Even if numbers might be same, you have to make observation when AI pits , and then adjust your wear to match the sequences. ALL, in the driver skill & ratings setting page. If it's not that, if any drivers are on the bottom, they're royally screwed because the AI get such huge runs on the top and the guys on the bottom cannot hold a side-by-side battle and again, we repeat 2020 with Get score4 or Race Points Manager and you can make any custom schedule or points system you want, if you want to go from 2002 to 2003 to 04, etc. 00 star(s) 0 ratings Downloads 1,545 Updated Oct 21, 2023. 63 papy defines this value as how much slip angle AI need to corner. NASCAR Racing 2003 Settings. For road courses I tend to add a little to the ai line modifier to have them make mistakes and pass. adjust from there. I know this might just be a limitation of the software, but I was just curious if there were any . 2-1. Make sure all that shit is same. I kinda knew this would be a hard one but I've been testing all night and I've found that crashing_recovery_alt is the one that gives the AI less of a chance to recover from a flat tire, loss of engine or power. If you're running lower, the game gives the AI less grip. The lads at Area 23 did an amazing job with the L. I ran a 30 lap race (I raced with the AI @ 104%), started from the back and methodically worked my way up while having to battle the little or no help from the outside lane at all. Then look for these For default exe, I run the Splash'n Go stuff and CWTS stuff with all the tracks I need for the Season packs here on reddit. Since I run OSCRA here,it makes it interesting to tweak things a bit. I've been researching on papy. The ai in this game were made in 2003, and while really great for racing, still have some minor faults. Thank you! That was the solution :) Lowering the Ai tire wear (left/right) in the track. I have found little benefit changing the papy. ini after setting the AI drag on the track to 1. ini tweaks I can make to encourage the AI to pass a little more on short tracks and road courses? comments sorted by Best Top New Controversial Q&A Add a Comment. 0 (meaning 100% of player's data). 15 Grip Modifier:1. Do you have any idea what could be causing this? It looks like it should work but it's not. Help or Question Is there a way I can increase the Ai and player horsepower or speed. Modify ai_line_modifier in smaller I've seen this a bit late, I didn't realise there were any INI tweaks to allow for a better racing experience. 4. 35 and set the dlongpad_scale to 0. And they're sensible cautions, where a low-rated AI accidentally fucks up a turn and drives into someone, or a really aggressive one squeezes in super hard and misjudges a pass. There is the biggest problem so far My friends can not see more than 10-13 cars. 5s-2 second difference in fastest to slowest. Open comment Go to Nr2003 r/Nr2003 • by Are there any track. Q&A. So I tried running NR2003 at 3840x2160. Pit crews should only be 512 x 512, anything larger you won't notice. Unfortunately, the better the quality, the larger the sacrifice is in FPS. New If I had to Go to Nr2003 r/Nr2003. 0 will make the restarts This AI file will make IndyCar races in NR2003 as realistic as they can be, without modifying the exe. ai_squeeze_pcnt = 1. e. Members Online • sb70t. A subreddit for fans of Papyrus Studio's NASCAR Racing 2003 Season simulation and all the community-created BTW, for anyone who knows how to tweak AI lines/speeds there is a small issue heading into Virage de la Ferme (the first left hand hairpin). The AI go recklessly three-wide in every corner and really spread out. 05 Bunching Distance:1. Second, check the actual car file sizes, all of them should be 3mb or less. ini files accordingly. it still wont be perfect. Apparently one can adjust a setting in the papy_ai ini file to make the cars act more realistically. NRatings is a great program that I feel is a *must* for AI racing. 00, those 4 settings make the ai closer to how the First you should check out BenCrazy's vid on NR2003 tweaks on youtube. Basically it's because the ai It all depends on the track’s INI file and how you make the AI drive. I was testing this file only with PTA physics Make tweaks to AI ratings, gear ratios, and aerodynamic settings to control their speed. This AI file will make IndyCar races in NR2003 as realistic as they can be, without modifying the exe. ini in the NR2003 folder and head down to the "[ mechanical ]" section. 04 Drag Modifier:0. Second, update_mechanical_problems tells you when an ai has a mechanical issue, what it is, and how much "damage" it caused the ai. Then go into the papy_ai. You can add 5% to tires and take 5% off engine for example as long as it adds up to an even hundred. line- it says do not touch. It particularly happens at the entrance of corners and on the backstretch. INI explained nr2003". Also just below is the distribution of what type of mechanical failures. INI lines or mechanical failures, such as blowing a tire or trashing a camshaft. 2nd: go to ai_track and change AI_Accel_Modifier to 1. This means 7G's forces of deceleration needed in front to make AI in the back freak out. upvotes How can I make the AI not pile into crashes seconds ahead of To find what commands can be used go to your root NR2003 directory and locate the server. ini to bring the speeds in closer to 1985. Open up NASCAR Racing 2003 and go into options, graphics tab, and match all of the settings pictured below (Note that settings like steering wheel, windshield buildup, and solar effects are personal preferences). I think most folks add these values to the papy ai What are some of your favorite ways to get the best ai on certain tracks? Personally, for superspeedways keep drafting distance fairly high (1. 0 - putting this and bunching distance to 2. spacemanegg Go to Nr2003 r/Nr2003. Too much emphasis on However, while searching up tips how to edit AI, I came across this post on Stunod that clued me into some interesting lines in the papy_ai. Make tweaks to AI ratings, gear ratios, and aerodynamic settings to control their speed. Tweak up your AI ratings if you want a better experience. It’s a pain in the ass at first and you will most likely have to restart races a bunch of times but there will be a point where you start going to so many tracks that are similar or a track for a second time where you realize you know what to do. Google - "NR2003 INI files Explained". I run it at 25 for my short track races. 0 = more fuel consumed ai_grip_modifier = 1. I was trying to find out if I could try and simulate the speeds of the 2011-2012 COT. There are lines in the track INI as AI tire wear, there is also file called PAPY AI. 0 = faster during qualifying change that number to a lesser one. Check out if your own r/Nr2003. I was playing NASCAR ‘15 yesterday, I was at Talladega and I lost the draft and was 42nd, I play with cautions off sometimes since the cautions in that game are extremely frequent and annoying, so the only way to bring one out is to DNF a car and cause a red flag, I fell back to the 43rd place car, Michael Annett, and turned him into The quest for the best track settings continues, and we learn some new racing terms along the way. 3 These are the minimum and maximum AI strength the opponents will adjust to if ASC is on. 65 to 69 is usually used at road courses. 01 Paint Grip:1. I was getting quite annoyed with AI drivers ruining my offline races needlessly. Behind someone I get to max 187mph. 00 same goes for the Decel_Modifier then change the AI_Grip_Modifier and drag_modifier to 1. Rinse and repeat until you're Go to Nr2003 r/Nr2003. Hmmm try another INI , maybe make few more videos to highlight the problem further. 3 ; maximum possible ai strength was 1. Some tracks default 75, some 35. 02-1. All groups and messages 16 votes, 20 comments. ini makes them faster due to decreased tire wear. r/Nr2003 Open up papy_ai. There really were cars like 10 seconds off the pace (CTS AI seem to have the highest spread from fast to slow cars, and even then it's usually not THAT much at Texas World!) and it was absolute tire_wear_calibration_enable tells you the status of their tires and fuel when the AI pits, along with the reason (eg changing 2 right tires, 1 can of fuel). I don't think that is what went on. Jus delete it. For short tracks Bristol 2019 BBMC Day, Martinsville 2012 SDT CE, and Richmond 2018 BBMC Night. One is to approach the first turn with a constant throttle from a late apex. Then sometimes I have to go back into the ini file and tweak the ai tire fall off Share Add a Comment. Jun 5, 2017 967 93. (They typically crash every 1 or 2 laps) Help or Question Current Settings Include Asphalt Grip:1. I know the graphic tweak info has been around for a long time, but it's still very relevant. Reply reply Nr2003 Superspeedway mod converted from Arca Sim Racing 08 progress Also in the archive is a spotter pack, which I made from replicas of the same pack for iRacing. When your hobby is sim racing and your 6 year old daughter asks you to race a Hello Kitty car, you race a Hello Kitty car. Reply reply More replies More replies. NR2003 Graphics Tweaker Just enter your specs and modify your core. ini is a huge part of what makes (i post as many tweaks as i can remember here for the newbs) possible testing method (if you want extreme accuracy) run an ai only race on the proper track with the proper mod and the proper amount of cars. INI . Ai ratings. 95 ; braking grip efficiency ai_fuel_use = 0. You can also tweak a few lines in the track. The thing a lot of people don't seem to know is that NR2003 AI doesn'treally follow physics like you do. 0 G's That is a lot of braking to freak AI car out. It's saved as an xml and placed into "myformulas". ini for that race and edit the . Question (New to Nr2003 PC) about AI . I am trying to figure out the black flag command for NR2003 so that way if like an ai driver holds up another ai driver during a race, I wanna be able to black flag said ai driver during the race! Thank you :) Share Add a Comment. 02 ; > 1. 01 Accel Modifier:0. Create backup files and enjoy competitive races against skillful AI opponents. A subreddit for fans of Papyrus Studio's NASCAR Racing 2003 Season simulation and all the community-created Basically now with same tires as NR2003 but only 100 HP , AI cars had SOOOO much extra GRIP left on the tires they could actually bump draft each other and NOT spin out. Just tweak the numbers til you get something. Although if you tweak a few things in the papy ai and track ini files, you can get them to where if they push too hard in a turn or make a sudden line change they’ll lose grip and slide sideways up the track into the Your best bet is to experiment and learn INI files yourself. The higher it is, the more mechanical failures. In here you will find several commands. INI . 0 (yes, seriously) My last race there was a truly hilarious display. I've downloaded the unofficial patch that adds chat commands to offline races. ini at one of the 07 Daytona night tracks to allow the cars to go single file. exe file if you ever need it. Not too sure if I'm misunderstanding what you mean though. At CUP physics you are driving on your cars limits , cunthair away from spinning out, so any extra bump or disturbance is out to get you. Share Add a 107 votes, 29 comments. However, changing grip is basically a redesign of the track; you'll have to redo the setup, the LP lines if the change is large enough, and tweak most of the track. r/Nr2003. r/opencv. Remember your average lap time, change the difficulty and simulate practice with the fast forward button to see what times the AI are running. 03 These have produced some really great racing (for my tastes at least) at 100%. More posts you may like r/opencv. The ai_inverse_slipcurve_k = is at 0. ai Go to Nr2003 r/Nr2003. 92 ai_dlat_pad = 1. Too much balance on the quality side, and your FPS diminishes, making the game more “choppy” and run less smooth. It is all about AI ratings. Then just tweak Driver Ratings and Difficulty %. Then open a text file called Track. ini file with grip settings and some of the AI settings for grip and drag. lp; a value greater than 1. inis parameters just alters their speed around these lines. So what’s the best way going about having the AI constantly crashing in a race? Is there certain settings to change or driver ratings to tweak? Locked post. According to the daveyho wordpress blog, decreasing it should also prevent the ai overdriving the corner and washing up the track. lp to perform a pass. Maybe the line modifier or lateral padding. Reply reply Top 7% Rank by In today's NR2003 video we will discuss my thoughts on setting up AI Ratings. Our vibrant and dynamic community has been passionately serving the NR2003 Sim Racing Nr2003 Tutorial | How To Get Super Realistic Racing (Give nr2003 The New 2020 Package)This video will show you how to get the ai in Nr2003 to drive like the Yes, you'll want good ratings. Also another line called ai. I bought it for the T/A patch and the converted tracks, so I didn't expect much from Go to Nr2003 r/Nr2003. Knock that back to the original 0. They don't look like the AI just blindly driving into each other. 05 ai_squeeze_pct: 2. It could very well cause them to crash too much tho, so you might have to tweak the drafting distance. but alot of it really has to do with having a good track to race at in the first place Me and my buddies are experementing with different AI settings and stuff like that having races with 2-3 people and 10-20 AI cars. When I use the adaptive AI I finish near (or at) the top too often And it doesn't remain fun or challenging for me. Things that will affect the quality of the AI racing include ratings, but they are the last things that will affect it. You have to go to your Local Disk C / Papyrus / Track . Reply reply Go to Nr2003 r/Nr2003. . 0 are the best in my opinion. ini file (rename it, stick in a backup folder, however you like). NASCAR 2003 video tweak _ TWEAK N2003 NR2003/2005/2007 Graphic Tweaks A balance between FPS (Frames Per Second) performance and picture quality is necessary for maximum enjoyment of any game. Adjusted the AI and other tweaks for fun experience to have the cars rim ride the outside wall, and that using the inside is a severe disadvantage Tracks Share Sort by: New. I think I use 80-83 on all my drivers and maybe tweak the ai tire wear, fuel use in the ini and when I'm watching or racing, the cars slit off into groups of 3 for the most part. [ ai_track ] pace_merge_from_pit_line_dlong = 300. I never tried it until recently, and it looks great on my new machine. ADMIN (passenger side fuel doors and grille tweaks) Reply reply RacingFan34810 "NR2003 GRAPHIC TWEAKS *** 1. compare the race results to racing-reference. r/Nr2003 You may need to tweak the gear ratios a bit since a four gear setup going to six gears gets a little finicky at the higher gears. Thanks to "TheBenCrazy" we can have some nice quality vissuals in NR2003 Here are the changes suggested in the video Go to your NR 2003 installation folder, and open the Core. Make them diverse and the field will spread out more and look more realistic. I've added the 2 lines in the papy_ai. Downloads. ai_line_modifier = 1. Mod. ini: str_min = 0. All Games Action Arcade Simulation Adventure Racing . Hot Pass Member. Sometimes in the middle of a run the Ai will randomly get some sort of speed boost and just get faster than me and increase speed by at least 10mph and go faster than they usually would going onto straights and turns especially when they are a lap down Ai Panic Deceleration line in the INI file will determine when the AI will go into Crash Avoidance mode. If youre running higher, the game gives the AI more grip (which might exceed the specs of the track INI) Go to Nr2003 r/Nr2003. 0000 pace_speed_limit_mph = 60 ai_accel_modifier = 1. Not an answer to your question but could help you tweak your settings per track so you always have the best ai battles you can. 0. r/Nr2003 You can make them bump draft other AI and the Player, in the track ini set the drafting distance to 1. pta) for f1 racing and was curious if there are any papy_ai tweaks I could do to make the cars more like f1 cars; higher top speed, better breaks, increased speed in to draft to simulate drs, ect. Exactly how horrible crash avoidance in this game is , I really do not know. If they're quicker than you in every respect of cornering after setup tweaking then I'd lower the difficulty. In your downloads folder, you can delete the 4gb_patch folder. A subreddit for fans of Papyrus Studio's NASCAR Racing 2003 Season simulation and ai_grip_modifier = 0. Big thank you to everyone in the comments who helped out. Our community has been around since 2007 and pride ourselves Go to Nr2003 r/Nr2003. I'm happy to get to 184 and hold 183 at turns. I'm looking for the best Martinsville track there is for nr2003 where the AI arent complete idiots with and without edits to the track? every Martinsville track I have tried the AI can't even get through the first lap without wrecking. Just was able to perfect the ai aggression to my liking, and i brought the acceleration rate and squeeze percent up. I haven’t messed with NR2003 in I am running up to 220mph average with cup physics, track type 4, chassis type 5 with gearing tweaks on the fast setup. Three & four wide, top AI within . I believe if you run one full lap of practice, the game will populate it for you. What's your guys' current favorite mod for NR2003? Mine at this moment, probably has to be WinstonCup98. A clash! 🤌 At the start of the race, each value is “rolled”, and a number between the min and max is chosen for each stat individually on every AI. ai_inverse_slipcurve_k = 0. I use this along with ai_dlat_pad below, to tweak most often. but I keep trying to run 100 because 100 is a nice round number, it just looks and feels good, so much better than 99. U 2 @—{H eµ·‡Ý"rÒê P ‰1nè _ þý·À`ÜýaZ¶Ãér{¼>¿ÿ÷÷ÍÿoýùŠé]@Î † ŸF êhm}ÕG{z ¯+ “0 G®òUÿ -oV}©ŠI:ˆ ¿ ¥\Yþ1±-]IŽ“{œb50 Á423 û¹êíVo½xÿ›ïüÿq˜Œ6>]8)–,É’? ‡E m8åW(é ž ÙVb mùXN ¦wÍß`0|?¶ùÞw91}“ ©*Rñ |¦@¨@‡Šmûÿ}S³§6Æj;‡Ü»“2µ )VÛy·º÷½wŽ ˜â €b Š Å`1 €¼/ü÷ÿ à ¨!HbAŠ¢ ® Ä £ ¢ RÜBr ±&¹!åÞ©(‡r¢c®Üm) µ +·MˆUéªZwÑÿÿ½Y}¼ ü ~ÀÝ8€ Â{ïsÀ} ¼ˆ the "papy_ai" file is in the main nr2003 folder, if you downloaded one that fixes the ride height, all you need to do is backup or rename the old "papy_ai" and put the new one in. ini, rend_xxx. ai_dlat_pad: Two ways to try and overcome this. If there is an ini tweak to retire ai out beyond a certain point of damage (keeping the body panels on the model) this would keep the eye sore of the primitive chassis's lapping out on the track. 2, In real life you can easily have a 1. There's a few other values to tweak if it's not car-to-car contact that's causing wrecks. I run tons of ai races and at superspeedways after a crash some damaged cars stay out and block the track breaking up the racing. Every Pit stop the car stats are rolled again to simulate pit stop setup changes. Controversial. It basically means how out of shape can the AI get Unofficial patch that allows commands to black flag and dq AI, add/remove pacelaps, 46 ai cars in a session & more. What they do. Understand what those ratings are. smaller = more, more = increased drag. Forcing cars to pass on the outside , is a bit different problem. Best. But the dlongpad setting at 0 means they won't slow down as much when they get too close to the car Go to Nr2003 r/Nr2003. NETFLIX Watch . 0 = Revised Brunob Graphical Tweaks For Nr2003-Gtp - posted in N2K3-Help - Editing & General: Tuning NR2003/GTP for higest graphical quality in Vista/W7 After building a system that is running NR2003/GTP at the highest settings (graphics and sound) I have tested following settings that garantee that this sim runs with highest quality. The AI often run wide exiting the right hander preceding this turn and go off track far enough to brush the retaining wall on the left; depending on the car this may cause a pit stop. Go to Nr2003 r/Nr2003 • by however I am a bit stuck on how to create ratings for the ai which will be realistic (ie, not setting everything to 100) and how to avoid having one driver win every race Any suggestions on how to create a good ratings system would be really appreciated, thanks! comments sorted by Best Top New Controversial Q&A Add a Comment. Then make each car on your roster how you What difficulty percent are you running at? Often times (community made, but you will experience this with papy as well) tracks are tweaked for a very small range (usually 97-100%). Then I run 100% with adaptive ON at the race choosing Go to Nr2003 r/Nr2003. Trying to enter "!blackflag (ai number)" just ends up with "Unknown player" I have already added [ debug ] Tire_wear_calibration_enable = 1 Update_mechanical_problems = 1 Which gave me the chat I have been using the Auto AI editor to tweak the AI difficulty at each track to compare to my best lap. The most important are the . 000 pace_merge_to_pit_line_dlong = 2000. 3K subscribers in the Nr2003 community. You can heavily tweak some rFactor / rFactor2 AI into being solid on ovals but there are other issues with the AI engine and I think NR2003 still edges out those games. Updated. 5 ; minimum possible ai strength was 0. Open the core. 95 Decel Modifier:1. Members Online • VaskenMaros. Then we will tweak some TRACK INI AI files , and have various races with different settings to compare to stock tracks. Alan, can you provide some more information on the changes you have made to allow better racing. txt. ai's from AKM, two versions from NASCARMAN99 and there's also the Revamped Reloaded One. ini file and modify AI grip, the pacing speed, and how close the AI's will be willing to race with eachother. 9K subscribers in the Nr2003 community. In that file scroll down a bit until you'll find lines called. For setup, google "nr2003 setup cheat sheet", that's my go to. Depending on that setting in G-forces of deceleration. AllNR2003 AllNR2003 AllNR2003 AllNR2003. 00 ; acceleration grip efficiency ai_decel_modifier = 0. r/Nr2003 causing the AI to spread out in single file lines and make the top lane the only useful line, and nobody can make passes on each other. Drafting distance is measured in car lengths, with 1. Share Add a Comment. Sort by: Best. turn it down as much as you can without causing constant wrecks. That should make AI very similar to you already. Reply reply I’m currently having a problem where the ai will drive too close to the outside wall and scrape it. If they ai are running side by side fine, with decent distance and are not hitting each other when fully alongside, but keep hitting quarters and turning each other, I'd increase this. New posts Search forums. More posts you may like r/Nr2003. I also used a different physics mod i think it was the 2007 cup physics by sellers gaming. ADMIN MOD AI keeps aggressively divebombing and rear-ending me: is this a problem with my ai settings or my driving? Help or Question Just had a very annoying I’m trying to improve the AI racing without there being too many crashes. They just follow the AI lines around the track. 05. ZiggyM Well-Known Member. exe so make backups before installing. There was one from NewWorld too but it was 3 - Now you and AI both will run same setup. NR2003/2005/2007 Graphic Tweaks A balance between FPS (Frames Per Second) performance and picture quality is necessary for maximum enjoyment of any game. I also have papy. Like I said in the other comment, I'll start tweaking the track. We did all the view distance tricks and all that. The track. 5 str_max = 1. Members Online • KingSchumacher ai_line_mod • The PWF mods should be considered part of the stock game. I'm running 30 percent distance with 2X tire/fuel. ee/Tw r/Nr2003. If you are installing NR2003 fresh follow these graphics tweaks to ensure NR2003 is running too allow best memory usage and graphics settings: 1) Open the core. Sort by: New. I have run a few demo races , and it really looks as expected. Log in. Start with the ratings and see if that helps. *** 2. The most useful one while racing offline or using in replay mode would be these:!yellow - Used to throw a yellow flag during race sessions. ini tweaks I could make for better AI racing. New posts New downloads. If not, tweak ai_line_modifier. Change max starters in track. It's fun seeing them just cause pileups, and driving through it is really thrilling, though smoke in this game blocks basically Go to Nr2003 r/Nr2003. GG is an AI-powered software as a service that is creating mods, hacks & tweaks for some of the world's most popular mobile apps & games. The entire pack was racing 3 wide for consecutive laps, and the AI rarely, Go to Nr2003 r/Nr2003. I love the Pontiac Grand Prix and Ford Thunderbird from this time period so much. Maybe around 0. lp; i. Gotta love it when the AI goes full ARCA mode. I seriously doubt that is a REAL NR Track Designs layout. ai_pacing_distance = 2. I used the graphics tweaker at Bullring to apply all the necessary tweaks, and when I start up, most of the textures look awful. Video tutorial - Author. I’ve just had a 180 lap very exciting and fun race at Atlanta. There are some exceptions (e. Home Games Apps Blog FAQ Dark Mode WATCH FREE . New comments cannot be posted. 1. New. What's new. Then for NextGen I have a separate install with updated exe's and new tracks, and a season. A 5-car wreck in the first lap. [AI TRACK] ai_qual_modifier = 1. g. Share Sort by: New. ddggu xizmu mwvoq ntzz uqgbkq aarwjr inw ideq vgokxa kskvz