Sears Point Raceway (1997 configuration) Sears97 Installation: -------------------------------------------------------- - Point installer to your Nascar Racing 3 directory. - All.cal file included if needed (in track dir) - To uninstall, just delete Sears97 Directory Sears97 Intro: -------------------------------------------------------- - After Sears99's release, many people in the N3 and GPL community have requested the old "2.52 mile roadcourse" configuration of Sears Point to be built as well. Sears97 is this road course. - Though named Sears97, the track built resembles more of the current configuration of the "road-course" then the 1997 configuration. Since '97, turn 7 has changed dramatically with the addition of "The Chute" and the changes made for the 1999 Winston Cup race. - The track itself is what we are all very much use to from the Nascar Racing 2 days, but with the realism of Sears99 intact. The much more realistic elevation changes are the most noticable features from turn 3a to turn 7 then the N2 counterpart. Changes since Sears99: -------------------------------------------------------- - Other than the obvious here is a quick list - Entire track rebuilt to reduce the amount of sections (helps draw-ahead) - Evened out the left to right tire wear and reduced a touch - Russell Racing (TM) chicane in turn 10 removed - Player pit stall in middle of pit road - More corner-workers (Flaggers) - More spotter sound ques Warnings: -------------------------------------------------------- - As requested by Steve Page, manager of Sears Point Raceway, no images of Sears Point Raceway are included in this track. - This track was designed to run in Hardware mode only. Software users may see some strange graphics, but otherwise will be able to drive the track. For best results, set draw-ahead to maximum settings. - Some walls are intentionally invisible. This is to reflect real world positioning of walls even where they do not exist. A wall HAS to exist in the game, but we decided not to graphically show them. These invisible walls (inner most and outer most walls only) are positioned to match with a natural boundary such as a embankment or ditch. If you take damage hitting these invisible walls, you would have hit a natural boundary in real life. - The curbing can be used, and in fact abused, but beware that just as in real life, there are consequences to pay if used incorrectly. - Turn 11 (hairpin) could not be modeled correctly with tire barriers on the inside of the turn. We did not want to place a wall there as Papyrus does, so we left it open. This does allow the corner to be cut, we are leaving cheat prevention up to each league admin. - Gilligans Island was intentionally left out as a limitation in the game engine would not allow AI to pit there anyway. - Tire wear is accurate. Don't think that you can run fast laps for a full fuel run. Just as in real life, you need to pay attention to tire wear. - Billboard adverts are current and accurate. Be warned that there are be adverts unsuitable for minors. - Trucks were not tested much since they no longer race on SPR. - Only 32 cars can fit on to pit road. This is enough for any online racing, and that was our goal. Disclaimer: Software located within is free and may not be redistributed or reposted without express permission. We can not be held liable for any damage to user computer, or files contained on said computer. Use of this track as a display, training tool, or any other means then personal entertainment, by profit or non-profit organization, is strictly prohibited. Installation of this software assumes agreement. Any copyrighted names, pictures and/or logos are copyright by thier respective owners.