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Trackname: Riverside_1970
Version: V1.1
Year of creation: 2004
Racing sim: NASCAR Racing 2003
Author(s): Dan Olbuck & David Noonan
Email(s): olbuck@tds.net
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Type:	Fictional
AI:	CUP, GNS, PTA, CTS
Name of original track:	Original Version


Installation instructions:
 - Unzip into your Papyrus\NASCAR Racing 2003 Season\Tracks folder.


Description:

Two tracks were built in 1957:  Lime Rock Park and Riverside International Raceway.  Coincidentally, these are my first two track projects.

This is an original version of historic Riverside International Raceway in California.  It is not intended to be an exact replication of the (then) existing track.  Riverside went through myriad changes from 1957 to its dismantling in 1988.  This is a '1970' version of the outer circuit used by NASCAR stock cars of that vintage.

There are bits included from pre-1970, such as the Motor Trend banner.  There are bits from post-1970, such as the classic speedway entrance sign (yes, it was that big) and the trackwin screen adapted from Autoweek, both hauntings of Riverside's closure in 1988.

Signage changed even more often than the track surface, but I have tried to include typical signage from that era.  The landmark entrance sign, the famous Champion bridge, the excitement of the painted walls and lane stripes down the long backstretch - all are reminders of the legacy of Riverside.

Memories of the demise of Riverside are presented as a jagged tarmac loath with neglect, including cracks oozing tar and slightly earthquaken bumps and grinds.  Grass and dust invades the edge of the pit stalls and peeks through the concrete and at the bottom of the walls.  A close inspection of those walls reveals nicks and scrapes, battle scars from wars of racers.  Dan Gurney.  Mark Donahue.  Richard Petty.  Dale Earnhardt.  Yeah, they all had a love-hate relationship with Riverside.

Where I have spent the most effort is on the track itself.  I imagine it was a challenging, rewarding and exciting track to drive.  I have included some special features to bring the feel and the excitement back to life.  Turn three, most of the esses and the galloping six-to-seven straight are vintage stuff.  Turns six and seven, the kink and turn nine are new era pieces, as well as the pits and homestretch.  The result is the magic of a track long buried, but not forgotten.  Treat her carefully.  Be extremely precise in hitting your marks.  Always be in control of your racer.  Then you may enter victory lane.  Miss your marks by an inch and you will see little wisps of dust curling up behind the racer.   Step off the edge (which you will) and you will pay the price Riverside paid:  the race will fade into the desert.

So go chase a sidewinder in the desert: Riverside_1970!


Changes since last version:
 - Ver 1.1  track.ini update to correct AI pitting bug June 12, 2004


Notes on the famous "Pass in the Grass":
 - This track feature is included in turn 1 and turns 2 through 5 - all the way through the esses.
 - The late, great Dale Earnhardt made the pass in the grass a replay classic by cutting through the outfield section in a bold move to gain track position.
 - Sim racers tend to cut corners to gain similar advantage, especially in the heat of battle or when first learning a new racetrack.
 - Although the fastest way around Riverside is on the tarmac, I have allowed cutting the grass to a certain degree.  If you see wisps of dust kicking up, you'll know you've touched the edge of the road.  However, if you hear rocks bouncing off the bottom of your racer, you've gone too far and will lose time or spin out.  Practice and prudence will prevail.


AI Development Notes:
 - AI was developed around typical 1970 speeds for the CTS model.
 - AI strength was set at 100%.
 - Random weather was used throughout development.
 - CTS AI development:  With very aggressive vehicle ratings CTS AI lapped at ~116.5 mph and provided very competitive racing.  With all vehicle ratings set at 40 min and 60 max CTS AI lapped at ~114.5 mph and were relatively docile.
 - PTA AI development: PTA AI was developed using the Version 1.3 TPTCC mod.  With PTA AI ratings set at 40 min and 60 max PTA AI lapped at ~127 mph.  This AI is aggressive and challenging to race.
 - Track.ini can be adjusted primarily with "ai_accel_modifier" and "ai_decel_modifier" lines in the respective vehicle class.  An alternate to adjusting the track.ini is to alter vehicle ratings within the sim.  A note of caution is advised when increasing "ai_inverse_slipcurve_k" values, as this caused eratic AI behavior during development.  (AI could not handle the whoop-dee-do's in some turns.)


Known Bugs:
 - No major known bugs at this time.
 - AI may pit abruptly at times.  (Do real drivers do that?)
 - Track distances varied at Riverside, 2.620 miles, 2.631 miles, etc.
 - Please note that the polesitter starts on the left.


Credits:
 - Reb Wheelspin for BETA testing and his usual eagle-eye.
 - David Noonan for MipExplorer and for many of the 3do files.
 - Jan Kohl, Thorsten Rueter and The USPits for their continued support of NR2003 and inspiration for this track.
 - PWF for innovation and their great role in helping to unlock some vital tools, like sandbox, and for their introduction of the CTS model.  The 3D crowds also are from PWF tracks.
 - Papyrus for commitment and excellence in providing the best sim in motor racing.
 - Klaus Hörbrand for WinMip2.
 - NASCAR, its teams, sponsors and fans everywhere.
 - All the folks who build the tracks we race on.  We all love to race, but using these cyber-bulldozers is a special thing.


Distributing websites: theUSPits


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			    AGREEMENT OF USE
Storage or 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 the original 
author, with exception of the sites listed above. 

3) This track cannot be modifed without written consent of the original author.

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 original author 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 author.

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.


