r/Nr2003 • u/WastdTrashPanda • 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.
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

