Trackname: Sunshine Speedway
Version: version 1.0
Year of creation:
Racing sim: NASCAR Racing 2003
Author(s): BrianZ and DraftDancer
Email(s): contact stevebtrack@netscape.net and comments will be passed along.  However........ updates/fixes to this version are unlikely.  There may be a version 2.0 later on.
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Type: real - 0.25 mile low banked oval

AI: yes

Mod support: CTS, GNS (see track notes)

Be sure and read the Sunshine_history.txt file too.........

Installation instructions: 
Simply unzip the download to your */tracks folder.  The zip comes with its own Sunshine folder.

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Track Notes:

Given the track type, the CTS physics stanza has been given the most attention, thus focusing on the CTS, ASA, and Aero88 mods.  The cts stanza was developed by trying to hit a happy medium between the AI speeds generated using da'rock's 2004 trucks and the ASA and ASA 2.0 default car sets.  The default aero88 carset runs about three tenths of a second per lap slower. 

The "basic" [ track ] and [ ai_track ] settings in the ini are designed for the BGN physics, inlcuding the Hooters mod.  The ini is not really designed for the high horsepower Cup cars, but setups are included. Again, the ini settings are a compromise between the speeds created by the original GNS2003 carset and the default Hooters carset.

The AI start off a bit slow.  If you qualify up front, you may run off and leave them early.  Don't worry; they'll be back.  If you qualify in the back or take provisionals, they are slow (like most tracks) and its hard to get around them before the leader comes up on you.

The AI are set to run a full 200 lap race without pitting, if there are no yellows.  You can, with a good setup, so they might as well do it, too.  If you want them to pit at about lap 120 (a mediocre setup will have a RF go yellow about then), increase their fuel use in the ini to about 1.5, their left tire wear to 0.40 and their right tire wear to 0.80.  You can play with the numbers to get it right. 

YOU MUST STAY BACK FROM THE PACE CAR ABOUT 100 YARDS; MAINTAIN THE DISTANCE THAT YOU START AT, AND RUN PACE SPEED!!!!!  If you get close, it will get in your way as you start.  When a yellow comes out, the pace car may surprise you coming out of the pits as you go by.  It'll go right thru you, and its a bit of a surprise.

If the end user has a car set with aggressive ratings, they will see more wrecks than someone with a less aggressive car set.  If they are too tame for you, you can adjust these lines in the ini.

ai_line_modifier = 1.0	-- try 1.01 or 1.02; no higher
ai_dlongpad_scale = 7.0 -- increasing it; maybe as high as 15 or 20
ai_dlat_pad = 1.00  -- try decreasing it; no lower than 0.75

If you want to run about 12 cars and have them 3-wide, there is a maxrace_3wide.lp included.  It won't work well with a full field.

You WILL lose a lap under yellow if you pit.

Known Bugs:

1) There is a hidden "bump" in T1 that makes you and the AI bounce.  Its an artifact of other pieces of the track and can't be fixed (or at least none of us know how to it).

2) This track is made with Butters_' principle expanding the centerline outside 0.45 miles.  Under yellow, the AI take some time to get sorted out, but be patient. They do.  Also, be ready to stop on the track if a few AI pit; the AI that stay out, who were behind the pitting AI, will slow or stop in T1-2.  They'll go again as soon as the pitting AI get into their pit stalls.  Pace speed goes up and down because of this.

3)  Because of the way this track is made, a yellow can be hard to come by.  If you spin out, or get spun out, you may not see a yellow.  Even if you try, you can't cause a yellow on occasion (something about needing to cross an x-section... and I guess there aren't many.)

4) The pit configuration and the angle change between the track and the pit entrance caused some AI mishaps getting into pits, but hopefully we've fixed that now.  If not, we're not sure what else to do. 

5)  Some AI may pit on the green after a caution.

 

Credits:  

Many thanks go to the folks associated with Sunshine Speedway, Inc., for agreeing to let us make this track for the game, and for providing the details of the track configuration and other pertinent information, as well as allowing us on the property to take close-up pictures.  Please check out the Speedway's website at http://sunshinespeedway.com.  Read the sunshine_history.txt file too.  For a view of the real track, we've included a sunshine_overhead.jpg of the microsoft terraserver image, or you can go to the following link to see it in different magnifications:

http://terraserver.homeadvisor.msn.com/image.aspx?t=4&s=9&x=3336&y=30856&z=17&w=2

Special acknowledgements are in order to recognize:
Thorsen Rueter for cam files
Chris Haskins for taking a look.
da'rock for lp's and ini edits
steve*b for lp and ini work
ryche69 for providing servers for online testing

beta testers include:  steve*b, da'rock, ajshoe, JR Franklin, ryche69, Ace27, fej83, Brendan McDade, Bruce Beckwith.

Distributing websites: SimRacing Connection - if you find this track on another site, it shouldn't be there.  Please let the folks at SRC know where you found it.
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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.

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authors, with exception of the sites listed above. 

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

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.

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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.