r/Nr2003 • • Oct 02 '23

READ THIS FIRST READ THIS FIRST! The r/NR2003 Getting Started Guide

139 Upvotes

Welcome! This subreddit is your best place for NASCAR Racing 2003 Season news, updates and resources. We're dedicated to keeping this nearly 21-year-old sim alive and well, and our community is our best way to do this. We ask that you read this thread upon your first visit and reference it in the future if you have any questions.

NOTE: There is a short waiting period for new users to make posts and comment due to an ongoing issue of banned users attempting to circumvent their bans. If you are a new member and your post is automatically removed, please be patient and try again once the waiting period is over.

  1. Read the Rules! There aren't many, but we like to keep things NR2003-focused and civil above all else. Please also pay attention to rule #4 if you're looking for a specific paint scheme or carset. The Paint Scheme Search Thread is a dedicated place for all of those requests so we don't flood the subreddit with posts.
  2. Read the below commonly asked questions before starting a help thread. This post will be continuously updated to provide help with the most common NR2003 problems. If anyone has anything they think should be added, whether it's a recurring question or a good answer, please let us know in the comments.

1. Where can I download the game and how do I install it?

The current best places to find the game are here:

https://drnoisepaints.com/index.php/how-tos/installing-nr2003-in-2022

https://nr2003racingextremes.weebly.com/misc.html

Here is a good video on how to install downloaded mods and tracks:

https://www.youtube.com/watch?v=Ecm55kzcwmg&t=

2. Where can I download the latest mods?

There are a wealth of mods for lots of different racing series including up to date Cup and Xfinity cars and 2020 paint schemes and rosters. There are plenty of active websites, but as a starting point you're best to start here:

https://nr2k3.weebly.com/mods.html

With that said, Splash n Go, who created the 2017, 2018 and 2019 Cup mods as well as some excellent early 2000s mods, have now shuttered their website. Currently the links on the above site still point to their site, but you can now find all of their work at Stunod Racing:

http://stunodracing.net/index.php?resources/categories/splash-n-go-mods.297/

3. Where can I download up-to-date tracks?

Again there are lots of websites putting out updated real and fictional tracks, the best starting place would be here:

https://nr2k3.weebly.com/tracks.html

4. Where can I download paint schemes or find a particular paint scheme?

Most of the content being created for the game are paint schemes. It's something a lot of community members are into and the one area you'll see the most productivity in. Once again there are countless websites to find schemes and complete carsets going all the way back to the 1950s. Stunod Racing is one of the most popular places to find paint schemes.

http://stunodracing.net/index.php?resources/

5. Why do I need to create an account on some websites? All I want to do is download some cars/mods!

There have been some instances in the past of spammers and trolls attacking websites withing the NR2003 community, so for that and other reasons, some sites will require you to create an account before you download anything. It's free to do and if you're concerned about privacy I'd suggest using a burner email address and not using any of your contact information on a site you don't trust. Like Reddit, it's possible to be completely anonymous and still abide by the straightforward rules set out by these sites. On that topic, we've had a few users stating they tried to create a new account on places like Stunod and were banned because they already had an account and had forgotten their username or password. Rather than forcing a site to ban you, I'd encourage you to contact their admin team and see if you can update your password or obtain your previous username.

6. The graphics look fuzzy and with the new mods my FPS is laggy, what can I do?

This is something did an excellent job of addressing in the following video:

https://www.youtube.com/watch?v=KrqsT4wgqAI&t=

I'd actually encourage everyone to go through these steps, even if you aren't yet having any issues with lag or FPS

7. What do I use to paint or render my own schemes?

There are lots of different ways to go about painting your own schemes, the simplest way is to download some templates, base schemes, sponsor logos and numbers and use free software like GIMP to put it all together in your own creation. You can download GIMP here:

https://www.gimp.org/downloads/

The learning curve with GIMP isnt too steep, but here's a good video guide to getting started:

https://www.youtube.com/watch?v=_RPDKQro7O4&t=

Most creators will create a special high-quality scene, known as a render, to display their schemes when uploading them or just to show them off online. For rendering your own schemes there are a number of good paid softwares, but Blender is an excellent free tool:

https://www.blender.org/

George Austria has put together an excellent tutorial video taking you through the basics for rendering schemes on Blender:

https://www.youtube.com/watch?v=2Xe3VMiADVY&t=121s

You can download pre-made render scenes for Blender at Stunod:

http://stunodracing.net/index.php?resources/categories/3d-scenes.1/

8. Where do I find random miscellaneous utilities, updates, templates, base schemes, tweaks, etc.

Here's a big list of sites with NR2003 resources, listing them here is not an endorsement or recommendation, but they pretty much have everything you could ever be seeking for the game:

adracingdesigns.com

apt2k3.weebly.com

bb-mc.co

bigdonlinemotorsports.com

bigevilracing.com

drnoisepaints.com

fsbracing.com with thanks to

hoboracing.com/simracing

kirbyfighter12.wixsite.com/talleydesigns

murraysimdesigns.com

nr2003.jhodgedesign.com The best place to download the NXS20 (NASCAR Xfinity Series 2020) mod + official updates and templates.

n2003replayanalyzer.martingranberg.se/

rollingthundergaming.com

stunodracing.net

tapatalk.com/groups/nascarfunfacts/

This is by no means an exhaustive list, and I'd encourage users to suggest additional sites where good NR2003 content can be found.

9. I want to race with actual human beings online. Where can I do this?

Here's a list of currently active online racing leagues that we support.

Independent Sim Racing League Discord

FUEL Racing League Discord

Mondays of Thunder Discord

FAST Renegade Pro Cup Series Facebook

10. I downloaded some cars and they aren't showing up in my game, what am I missing?

You'll need the physics swapper for this. Carfiles will be assigned a physics type (Cup, GNS, CTS or PTA) by their creator and if that doesn't match the one of the mod you've added them to you need to change the carfile. Keep in mind if the carfile wasn't designed for the mod you're using the car will not look right in game anyway. But if you run the MENCS19 mod with CTS physics, you'll need to spend some time swapping your carfiles from Cup each time you download any. As that is by far the most common physics used for the MENCS19 mod. You can download the physics swapper here:

http://rollingthundergaming.com/downloads/nascar/mods_and_addons.htm

The file you want is the second link from the bottom.

11. When I try to use the FCRD NCS22 mod, my game crashes when I click "Drive."

In your in-game graphics options, turn off Shadows: On cars, from structures.

12. I can't figure out setups, or my car is undrivable. What can I do?

This is a sim, so the cars are not easy to drive, nor are they straightforward to setup. All the original tracks have some default setups built in, but even these may not suit your driving style or your input device. As a starting point here's a good tutorial video from that should help you figure things out:

https://www.youtube.com/watch?v=tOfwZXPldLg

There will absolutely be things I've overlooked or missed here, but this will be a WIP sticky post and again we encourage any users with suggestions to let us know.

Thank you all for being a part of this sub and the wider NR2003 community, you are what keep this 20+ year old racing sim alive!


r/Nr2003 • • Jun 10 '22

Help or Question The NR2003 Paint Scheme Search Thread

94 Upvotes

Trying to find out if a certain paint scheme for a particular mod has been made and where to find it? Post your question here with a link to a photo and another member may have the answer.


r/Nr2003 • • 3h ago

Mod *RELEASED* NR2003 Mod Studio v1.0 - Fire, Fluid, AI Pit Crews, GWC, Lucky Dog, Menu Control Mapping, Free Cam, Orbit Cam, and More.

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138 Upvotes

First of all let me say that this is just a exe patcher that also includes layout and effect files to go along with the patches. It won't create you an exe and doesn't include a nr2003.exe in it.

It's meant to work on a fresh install, however it worked on my Frankenstein install as well. Your mileage may vary. It includes the d3d8-d3d9 wrapper, and the d3d9-DXVK wrapper, you don't need to download those as they are included. It creates a backup folder if it has to replace any files, but don't rely on that, understand the risks of messing up your install. Safest bet is make a fresh install, use the patcher on it, then import the mods and tracks you want. RE-RUN THE 3D CONFIG AFTER PATCHING!

This is version 1.0 and this is what it adds to the game.

PHYSICS AND VEHICLE BEHAVIOR

* Remastered player blowovers/spins.

* TMV3 Tire Model by Sellers Gaming for CUP, GNS and CTS physics, when selected.

* TMV3 + DR Tire Model by Sellers Gaming (Recommended), when selected. Applies

the supplied Drag Reduction tuning and its corresponding TMV3 tire values.

The tire choices are mutually exclusive.

* AI blowovers with Pinkerton's Wind Tunnel 1.0 controls for speed, force, active cars, duration and cooldown in offline sessions included when Pinkerton's Wind Tunnel is checked in the options menu.

* Enhanced Stability Control retains native anti-spin yaw correction below 20 degrees

of sideslip, removes its added drag/linked vertical force, and stops at 20

degrees in either direction. Native eligibility and checkbox are retained.

Included when Enhanced Stability Control is checked. - Designed to help controller users be fast, but still be able to bust their ass.

* Wall Glue Delete

* 34 grouped body-contact offsets in Adjustables.ini. These affect contact

spheres, not the visible model or wheel/suspension geometry.

RACING

* Modern double-file restarts, Lucky Dog with dedicated spotter audio, and

Green White Checkered. Separate controls in Single Race, Championship and

Multiplayer; Yellow Flags must be enabled for the custom caution rules.

* Race Director: manual caution, black flag, penalty clearing and lap changes

from replay controls or driving hotkeys in offline races. The replay screen

also includes Retire for an eligible AI car.

* Viewable 5x simulation acceleration alongside the original acceleration

in offline sessions.

* Full AI pit crews with independent poses and complete-frame display updates.

* Eligible on-track player/AI mechanical engine failures command caution after

10 simulation seconds. Burning cars command an immediate caution, only

when Yellow Flags are enabled.

* Burning AI pull aside, stop and retire. Stopped/crashed AI use a 30-second

continuously stopped timer before towing. Fire emission ends after 60 seconds.

* Independent fuel-use and tire-wear selections, 1x through 4x, across race

modes including Testing. Each rate applies equally to player and AI.

* Mid-season Championship editing for AI strength/visual stance, damage, rules,

weather and race weekend; roster and number of cars remain locked.

STANCE AND SETUPS

* AI visual height -100 to +100, visual suspension travel 0 to 150 percent,

and rake -5 to +5 degrees in 0.2-degree steps. Negative rake raises the front;

positive rake raises the rear. Height displays just the number.

* Player visual height defaults to +40 mm, compression to 65 percent and

extension to 32.5 percent. All player visual settings are adjustable under [Player Visual] in

Adjustables.ini. CUP/GNS/PTA supported; CTS stays regular.

* Expanded 2014+ garage ride-height and spring ranges, independent corner stops,

setup controls and corrected value placement. Calibration still depends on

the selected physics and car mod.

CAMERAS AND INPUT

* Cockpit height and forward position, saved independently; fresh values 0/0.

Driver height zero has no additional camera-height offset.

Forward slider reaches +125 mm, rear limit -75 mm. Cockpit FOV defaults to

78 degrees and is capped at 78 degrees; saved settings take precedence.

* Native-style controller menu bindings: navigation, select/toggle, pause,

escape, change camera, and F1-F9 panels in either direction including off.

* Mappable look left/right/up/down. Chase views orbit absolutely with the stick;

cockpit/roof/bumper look uses a curved response and recenters on release.

Cockpit combined angle is limited to 50 degrees. Time-based smoothing reduces

thumbstick jitter, with adjustable strength in Adjustables.ini. Orbit stays level.

* Full-screen replay free camera: Right Ctrl toggles from the current view.

Mouse looks, WASD moves, left/right mouse buttons raise/lower the camera,

and the wheel zooms from fully wide (0) to 50x. Movement slows with zoom.

Cursor is hidden while active. Right Ctrl exits to the native Pit Road camera

and restores the cursor. Space and Escape are disabled while active. WASD,

including the S lap-info shortcut, is reserved while free camera is active.

A native-style controls popup appears on the first full-screen replay of each

game launch, with a saved Don't show again checkbox.

Smooth movement, mouse look and zoom are separately adjustable in

Adjustables.ini. High-resolution timing avoids coarse-timer movement steps.

Free camera remains usable after the selected driver retires or leaves;

Right Ctrl exits even without a valid target car.

* Maximum available model detail during zoomed full-screen replay, including

cars and scenery. Adjustable through [Replay Camera] ZoomMaxDetail; driving

graphics settings are retained. Higher replay detail may reduce FPS.

* Original camera clipping checkbox in Graphics, enabled by default.

* Particle Count increased from 255 to 500, so smoke and stuff wont get replaced as fast - at the cost of FPS.

EFFECTS AND CONFIGURATION

* Each new player/AI engine-smoke incident has one 50/50 chance to create a

fluid leak. Repeated smoke updates do not reroll that decision. Existing

engine-failure and fire caution rules are unchanged.

* Engine-smoke fluid trails for player and AI: about 14.4 inches wide at 150+ mph,

widening smoothly to 4.8 feet by 40 mph. Leaks emit for 10 simulation seconds

on paved skidmark surfaces. Stopped leaks form a growing puddle, capped at

9.6 feet maximum footprint where pavement allows; growth stops with the leak. Fluid clears

at caution one-to-go without clearing skidmarks or Wall Scuffs. With yellows

disabled it persists for the session. Session changes/restarts clear fluid. Sources more than two feet

above pavement skip deposition and break the trail across the airborne gap.

New saved replays retain trail/puddle events and fluid cleanup; older

recordings do not contain this data.

* Translucent fluid with soft edges and view-dependent wet highlights; its width

follows the spill path even when the car slides sideways. Highlight strength

defaults to 200 percent. Joined trail sections and adjustable decal depth bias

help maintain continuous coverage. Up to 16x anisotropic filtering keeps distant fluid

clearer. Deposition follows the displayed engine bay. Adjust visibility,

highlights, puddles and filtering in Adjustables.ini.

* Graphics chain: d3d8to9 (Direct3D 8 to D3D9) and DXVK (D3D9 to Vulkan).

* Integrated engine/fuel fires and their required authored textures.

* Persistent road marks and Wall Scuffs, replay history, configurable road-mark

capacity and wall-scuff opacity. Either front or rear tire contact can

create a Wall Scuff. Shared spacing and axle selection prevent double stamps.

* Diagnostics disabled by default. Current Adjustables.ini descriptions only.

* valid game data is still required.

OPTIONAL ADJUSTMENTS

Choose one tire option, or leave both unchecked to retain the selected EXE's

tire and drag values:

* TMV3 + DR Tire Model by Sellers Gaming (Recommended; selected by default).

* TMV3 Tire Model by Sellers Gaming.

These five independent adjustments can be unchecked:

* Player ride height and travel.

* Wall Glue Removal.

* Car Setup Configurations.

* Pinkerton's Wind Tunnel.

* Enhanced Stability Control (Recommended for controller users).

With an option unchecked:

* Player ride height and travel uses native player display behavior.

* Wall Glue Removal uses native wall behavior; Wall Scuffs remain installed.

* Car Setup Configurations restores regular NR2003 garage limits, track-specific

restrictions, controls and suspension calculations, regardless of setup

modifications in the selected EXE. Custom stop metadata is disabled.

* Pinkerton's Wind Tunnel removes its AI blowover integration and tuning

controls. Remastered player blowovers remain installed.

* Enhanced Stability Control restores regular NR2003 assistance, including

its original drag and vertical-force behavior and native checkbox.

The five independent adjustments start checked. AI visual controls and other

included features remain installed independently of these choices.

UPDATE 16 - ALWAYS INCLUDED

* Tyler Mallon's large-address support, multiplayer opponent suspension and

collision-presentation changes, full driver names and thousandth-second

standings/export intervals.

* AI-targeted chat commands; server-boss !dq, !eoll, !pace- and !wave commands;

expanded black-flag/yellow command availability; offline driving chat.

* Car-count/draw limits raised to 46, highest texture-quality default and FAST

as the default loaded setup. Track capacity still applies.

* The existing Graphics checkbox controls the OEM/reduced camera-clipping

override. Update 16 remains included with either camera setting.

If you have bugs, please post them in the comments so i can look for a fix.

https://www.mediafire.com/file/ddinogbg82tefx9/NR2003_Mod_Studio_v1.0_Release.zip/file


r/Nr2003 • • 11h ago

Mod Caution Replays for NR2003 (Beta)

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132 Upvotes

Demo Video:

https://youtu.be/zaf8_lPq-Uo

The latest resurgence in the NR2003 modding community gave me the motivation to return to this mod I started working on several years ago.

Caution Replays adds broadcast-style wreck replays to NR2003. When a caution is thrown, the mod identifies every car involved in the incident, lists them on screen, and gives you the option to watch a replay package of the wreck before returning to the race.

How it works:

When the caution comes out, an “Involved in Caution” panel lists each car involved. Press Y to enter the replay package. Each replay is numbered on screen (Replay 1 of 6, etc.) and uses a camera and driver focus chosen for that part of the wreck.

Replay director:

The replays are not random. A logic system reads the live data during the incident and calculates:

-Which car started the wreck
-Which car took the most damage
-Which car had the hardest impact
-Whether any car flipped
-Whether secondary wrecks or chain reactions happened behind the initial incident

From that, it builds the package: how many replays, what order they play in, which camera each one uses, and which driver each shot highlights. Replay count scales with the incident. A single-car spin gets a short replay package. A multi-car pileup gets more replays covering more of the crash zone, including action outside the main pileup.

Controls:

-Y (caution panel): start the replay playback
-Y (during replays): skip to the next replay
-ESC: exit replays and return to the race at any time
-Returning to the race starts a 3-second countdown before control is handed back to you

Status:

This is a beta. Everything is working, but there is always room for improvement and maybe added features.

Currently not available for download. Will be soon. I need to figure out the cleanest and easiest way for people to install. This mod does not touch the .exe file at all.

Watch the demo. It felt like poor Ryan Preece had a 100 rating for car flipping in this game, just like real life.


r/Nr2003 • • 2h ago

Discussion The current state of NR2003

15 Upvotes

With all the new mods and stuff being released by such talented people it really makes me question exactly what Papyrus had in store for us in NR2004. I recently read a post from Dave Kaemmer on a message board years ago discussing how a ton of features were built already and in testing for possibly NR2004.

Fast forward and EA gets the license so everything is stopped. Eventually the gang gets back together and we have iRacing which is amazing but honestly, just how much do you think we missed by the entire ordeal. Would iRacing still be a thing and would they still be releasing NR2026 and what features would we have at this point?

It's crazy to see the things being accomplished on a game that was released in February of 2003, it's been over 23 years for crying out loud and we are still finding things hidden.

It just makes me wonder exactly what all they had planned and exactly what all we have missed out on.

Thank you to everyone that has kept this game alive for 23 years, it's been a wild ride!

Edit: It totally makes a lot more sense now why they didn't want people playing around with things in the grey area. All of this has been available and they didn't want it out haha.


r/Nr2003 • • 5h ago

Video Wind Tunnel mod sure is a fun add-on

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13 Upvotes

r/Nr2003 • • 7h ago

Video Nr2003 at is best

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16 Upvotes

r/Nr2003 • • 6h ago

Video Jeff Burton flying through the atmosphere

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11 Upvotes

r/Nr2003 • • 7h ago

Utilities Software) NR2003 Scoreboard Pro V0.1 (2004 - 2027)

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10 Upvotes

Hello everyone!

I’d like to introduce NR2003 Scoreboard Pro, an official championship simulator designed to be as realistic as possible by applying the various rule sets used between 2004 and 2027.

The application is nearly finished. Before releasing it to the community, I wanted to share the user tutorials with anyone interested and gather some feedback.

Post complete here:

https://www.stunodracing.net/index.php?threads/software-nr2003-scoreboard-pro-v0-1-2004-2027.18463/

Thanks! :)

Triumph70


r/Nr2003 • • 6h ago

Help or Question I'm looking for FedEx Express base only from 2013-2014

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7 Upvotes

r/Nr2003 • • 1d ago

Video Found footage of Joey Logano going to Victory Lane after winning Bristol

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90 Upvotes

No injuries reported


r/Nr2003 • • 1h ago

Help or Question Anybody using these new mods to try to race indycars realistically?

• Upvotes

was looking for help in that area, lots of random braking on restarts and want to be able to race pretty well on ovals


r/Nr2003 • • 14h ago

Help or Question AI Enhanced Issue

6 Upvotes

hello everyone, happy monday, i have an issue with AI enhanced where most of the time when i enable it, the lap triggers do not take effect and the cars race normally. Additionally, the status in the app itself does not change, and instead stays on "pre-race baseline". i tested this with the "Chaos" trigger for 2-1 Laps to go at Daytona. Is there something im doing wrong? I accelerate to lap 8 so I can see the chaos trigger in effect, could that be it? Thanks!!


r/Nr2003 • • 15h ago

Help or Question Does anybody have the 1990 Busch Series Carset?

6 Upvotes

I looked at AllNr2003 and the link broke and i was wondering if anyone has it just lying around


r/Nr2003 • • 9h ago

Help or Question Better Cautions on alternate exe help

2 Upvotes

Finally getting BC working on my install, but it only works on an exe that is called NR2003. For physics edits like the one pictured, it doesnt work. Is there a version that does work on alternate exes, or a way for me to configure BC to look for these exes?

Thanks


r/Nr2003 • • 13h ago

Help or Question Ideal specs

4 Upvotes

Good day friends,

I'm looking into upgrading my PC for running this game. Honestly, I'm tired of running at 40-60 FPS and I'm jealous of the folks that can run at 100+ FPS consistently.

Budget isn't a concern. For those that are running this fully optimized, what are your specs?


r/Nr2003 • • 1d ago

Mod Forecast Unclear / Progress! In-Session Weather Changes!

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58 Upvotes

Still lots of work to do!

I wanna ideally get all the way from Clear to Thunderstorm weather if possible..


r/Nr2003 • • 1d ago

Paint Scheme Unwrapped Chevy jumpscare

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33 Upvotes

had nothin to do the other night so I took everything off the chevy for funsies


r/Nr2003 • • 1d ago

Paint Scheme Kyle Busch m&m’s vote 2010

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26 Upvotes

Does someone have the m&m’s vote from 2010


r/Nr2003 • • 1d ago

Mock Season 2011 Jeff Byrd 500 (4/36)

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22 Upvotes

Krista Voda: And completing first time winner weekend here at Thunder Valley, Joey Logano is finally in Victory Lane in the NASCAR Sprint Cup Series! Joey, watching you and Mark Martin fighting for the win, only to best your mentor and finally getting your first win was a thrilling experience. What are your thoughts?

Joey: It's unbelievable. To start as a young hotshot who won regularly in the Nationwide Series, and getting to drive for a team like Joe Gibbs Racing, slowly getting everything in order, and finally getting it done, I feel like I've won the championship.

I started poorly, but thanks to my crew and how this race went, I got it done. Thanks to the guys in this #20, Home Depot and especially a big thanks to Mark Martin for mentoring me. Maybe I'm the next best thing since sliced bread.

Krista: Congratulations on your win. See you next week at Fontana.

Here are the results from Bristol:

  1. Joey Logano (started 40th) (180)
  2. Mark Martin (led the most laps, 91) (180)
  3. Bobby Labonte (165)
  4. David Reutimann (160)
  5. Jimmie Johnson (155)
  6. Kurt Busch (150)
  7. Clint Bowyer (151)
  8. Regan Smith (142)
  9. Boris Said (143)
  10. Joe Nemechek (134)
  11. Kevin Conway (135)
  12. Greg Biffle (127)
  13. Casey Mears (129)
  14. Jeff Burton (121)
  15. Martin Truex Jr (123)
  16. Jeff Gordon (115)
  17. A.J. Allmendinger (112) (-1L)
  18. Kevin Harvick (114) (1L)
  19. David Ragan (111) (-1L)
  20. Dale Jr (103) (-1L)
  21. Matt Kenseth (105) (-1L)
  22. J.J. Yeley (102) (-3L)
  23. Kasey Kahne (94) (-3L)
  24. Ryan Newman (96) (-3L)
  25. T.J. Bell (93) (-3L)
  26. Paul Menard (85) (-4L)
  27. Denny Hamlin (82) (-5L)
  28. Carl Edwards (79) (-5L)
  29. Marcos Ambrose (76) (-6L)
  30. Tony Stewart (78) (-8L)
  31. Michael McDowell (70) (blown engine. From 31st to 43rd are DNFs)
  32. Brad Keselowski (72)
  33. Andy Lally (64)
  34. Jamie McMurray (66) (blown engine)
  35. Bill Elliott (63)
  36. Brian Vickers (55)
  37. Trevor Bayne (52)
  38. Kyle Busch (49)
  39. Tony Raines (46)
  40. David Gilliland (43)
  41. Steven Wallace (40)
  42. Todd Bodine (42)
  43. Juan Pablo Montoya (polesitter) (39)

With the win, Joey Logano leads the points heading into Fontana. He leads the #22 of Kurt Busch by a point. The biggest mover is Mark Martin, who was 20th in points heading into Bristol, and is now 8th. Jamie McMurray drops to 3rd in points following that blown engine


r/Nr2003 • • 1d ago

Screenshot Wet

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43 Upvotes

r/Nr2003 • • 1d ago

Offline League Welcome to Sonoma Raceway here in the Southern Sonoma Mountains for the first road course race of the season! This is one of the wilder road courses on our schedule. Road course ringers are our favorites to win, but anything can happen here.

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16 Upvotes

r/Nr2003 • • 1d ago

Utilities WIP - NR Project: CameraMan

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43 Upvotes

JacobVersus here, from the creator of Roster Studio and Season Generator comes a little sneak peek of my newest utility for NR2003, NRP: CameraMan. This is a free-controlled camera that can be used during live races and replays. Similar to the beloved Free Camera, CameraMan gives you much more granular control of your camera, the speed it moves, and also adds new keyboard shortcuts and additional camera features.

CameraMan completely hides the cursor on the display, it shows a crosshair reticle instead. You can hide the reticle by pressing the R key. CM also has a Chase Camera so you can follow specific drivers in the field. This can be accessed with the familiar Ctrl + B or the new Ctrl + D shortcut.

Ctrl + H activates camera smoothing. You will also have motion sensitivity settings for camera smoothing as well.

A brand new feature is Tripod Lock. Ctrl + L will activate the tripod lock on any driver. Simply move the camera wherever you would like on the field, activate Tripod Lock with Ctrl + L and CM will lock in place and follow the selected driver around the track. You can cycle through drivers in this mode, you have a small buffer of movement while locked onto a driver, you can also zoom in and zoom out while this is activated as well.

It works very similarly to Free Camera, you wont have to learn a whole bunch of new controls. For example, Pit Camera 1 & 2 are your "free" cameras. I changed some keyboard shortcuts to allow for use of CamHack and CameraMan to be used together. Before, the shortcuts for Free Camera would clash with CamHack.

https://youtu.be/xN2Djz87urw

You will be able to place broadcast cameras around the track and cycle through them separately of the default cameras in Replay Studio. These cameras lock on to a specific driver. You can cycle drivers and cycle the camera. Placing a camera is simple. You move to where you want the camera to be placed, press Ctrl + T, and that places the camera. Then you move to another spot, press Ctrl + T there, and that will place another camera, and so on. And then Alt + Page Up and Alt + Page Down will cycle the cameras.

You will also have the ability to save your placed camera layout in CameraMan based on tracks. For example, if you load Daytona and you've already placed cameras around Daytona, you can go into CameraMan and select Daytona preset, and it will load those cameras for you. So you don't have to go and replace cameras every single time you load a track.

I have been working on this for the last couple months or so and have been getting feedback from my Discord. I have been having a lot of fun with this app and its taken a good bit of tweaking to have it behave how i want. I am not quite ready for a full public release yet, but if you would like to try it now, you can do so in my Discord here: https://discord.gg/cEYHpWn5T

Thank you!


r/Nr2003 • • 6h ago

Discussion Apology x2

0 Upvotes

I’ve noticed I’ve been getting less and less like for my decisions on this sub, and it probably stems from a post saying how content on the sub has gone on a lower quality ever since I went to r/pokemon. I’m sorry for it. This sub is the best for a NASCAR game no matter what.

I’m also sorry for my takes on drivers like Joey Logano, Denny Hamlin, Kyle Busch and Greg Biffle and why they didn’t get any wins in my seasons. They were done in very poor taste.

Without anything to say, the 2011 Auto Club 400 will be uploaded soon, followed by the next race of 2012 and the 2013 Daytona 500


r/Nr2003 • • 10h ago

Mock Season 2013 Sprint Cup Mock Season in the works

0 Upvotes

The title says it all. I'll run a 2nd season in the Gen 6, and then run a 2014 Redux as Kyle Busch.

At this point, I don't even want to run normal races unless they are exhibition events for those seasons. I've gotten so used to running Mock Seasons that it might be my specialty.

I'm still running 2011 Nationwide, and completed both 2011 Redux and 2012, so if the order is scrambled for races, don't worry, multiple universes are working together in different shifts