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[Release] ISM 2019 BBMC

Discussion in 'NR2003 General Discussion' started by Rufio2031, May 31, 2019.

  1. Rufio2031

    Rufio2031 Well-Known Member

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    Meet NASCAR’s future championship track. Rebuilt from scratch for NR2003, ISM 2019 BBMC includes all major upgrades from the 2018 $178 million renovation. The raceway includes brand new grandstands with 3d seating, an entirely new infield, and upgraded environment models.

    DOWNLOAD: http://bb-mc.co/
    [Re-Download after 6/12/2019 - Includes enhanced pitting, various graphics tweaks]

    ISM_BBMC1.jpg ISM_BBMC2.jpg

    ISM 2019 BBMC is constructed using satelite imagery, reference videos and photography. It is our goal to provide an accurate representation of the track layout, surface, and environment within the engine limitations.
    The track uses Phoenix_SRA as a base, though track segment/geometry and been completely rebuilt from the ground up. Some 3D objects have been re-used and/or re-purposed. All credits to their original creators.

    - Updated HD texturing throughout the entire track (Huge thanks to Michael Ciarlo).
    - Updated signage from 2019 Ticket Guardian 500
    - New 3d models
    - New Infield Objects
    - Scoretower
    - Victory Lane
    - Garages (x5)
    - Media Center
    - Awnings
    - Restrooms
    - Margarita Stand
    - Inspection Tents
    - Pedestrian Tunnel
    - Fencing
    - Flagstand
    - Frontstrech RV Deck
    - Backstretch RV Deck
    - Rattlesnake Hill
    - Hill behind the frontstretch RV Deck
    - Brand new Grandstands
    - T1 People Hauler
    - Helo Pad / Building
    - Pit walls
    - Yellow Poles
    - Bin
    - Recreated infield lights
    - Turn entry cones
    - 3D Softwalls
    - New yellow pit barrels.
    - CUP setup provided (BB_Custom)

    ====================================

    [2] CREDITS & THANKS

    ====================================

    MC (Michael Ciarlo):
    - Remarkable texture work bringing NR2003 to the world of HD. Also picking up 3d modeling to add more life to our NR2003 environments. Thank you for all of your hard work, attention to detail, and support. On behalf of the whole NR2003 community, thank you.

    JR Franklin:
    - JR has been an invaluable resource not only for sharing his track building experience, knowledge, and resources but also provided detailed feedback and analysis during the beta testing stage.

    Torch:
    - Thanks for all your help and support in our pursuit for better 3D models. Not to mention your own involvement and contributions to our community.


    CREDITS:
    Track Development:
    Bryan Bieniek
    Michael Ciarlo

    Graphics & Art:
    Michael Ciarlo
    Bryan Bieniek

    A.I. Development:
    Bryan Bieniek

    Beta Testing:
    Michael Ciarlo
    J.R. Franklin

    Additional Contributions:
    SBP - Re-texture of Papy Ambulance
    Project Short Track
    - Spotters
    - US Flag
    - Bin

    ====================================

    [3] PERFORMANCE & OPTIMIZATIONS

    ====================================

    BBMC tracks push the limitations of the games engine. We know the tracks will work better for some than others, and some they make not work at all. There are a few things you can try to help performance. The following are tips you can try that will help on any NR2003 track, not just BBMC:

    - No 4K car textures.
    - We've witnessed game instability with 4k cars.
    - Recommend for slower rigs: 2048px max cars; 512px max crews.
    - Compress car and pit crew textures.
    - Compressing cars shrinks file size by over half in some cases. This assists in keeping the memory down while playing the game. You can achieve this simply by learning to use the WinMip2 application.
    - Disable Solar Effects in Options->Graphics menu.
    - Most noticeable on Night races.
    - Reduce Number of Sounds Played in Options->Sound menu.
    - Close all background programs.
    - 4GB Patch - https://ntcore.com/?page_id=371
     
    Last edited: Jun 13, 2019
  2. halfwayglad

    halfwayglad BBMC Tracks

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    This track has taken some serious sweat and tears. Nice to finally get it out there! This track does include an SD texture pack like Charlotte for anyone who might run into issues. I highly recommend the 4GB patch if you haven't tried it yet.
     
    Last edited: May 31, 2019
  3. JeffJordan

    JeffJordan My name is no longer Jeff Jordan

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    I don't have the vocabulary to properly thank you for this. This is amazing.
     
    Rufio2031 and halfwayglad like this.
  4. Skyline

    Skyline Graphic Designer Skyline Customs

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    Absolutely gorgeous! I'm speechless. It's incredible how y'all are capable of stretching the capabilities of NR2003, especially in a way that doesn't blow my computer up. Thank you!
     
    Rufio2031 and halfwayglad like this.
  5. canadienhits

    canadienhits The Dominator, Cup champ.

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    Thank you. My simulation needed this and the ROVAL. Well done guys. Used your Charlotte tracks last weekend, A-1 job on them.
     
  6. Zach3AD

    Zach3AD Well-Known Member

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    I LOVE this track, I really do. But, I don't think 6 AI cars going 3-4 laps down is something to overlook. I've watched all 6 cars (trucks in this case) slide into their stalls sideways from the pit wall, ending up drifting so bad they don't get service, call the tow truck, and then resume the race once the tow and pit stop is done. That leaves 6 unfortunate cars 3-4 laps down and out of the race after one stop. Love the work on the tracks guys, hope you can find a way to fix this issue! :)
     

    Attached Files:

    joeykraus19 and starscream24 like this.
  7. Rufio2031

    Rufio2031 Well-Known Member

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    Damn that pit road! I haven't seen the issue myself and in fact have ran several races without seeing it but I may have not noticed as well. I'll have to take a look though. Thanks for the pic for pointing out which section is problematic.
     
    Last edited: Jun 1, 2019
    starscream24 and Zach3AD like this.
  8. Nathaniel Burnham

    Nathaniel Burnham Well-Known Member

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    Wonderful job! Can't thank you guys enough for all you do for this community. By the way, the 4GB patch seriously helped! Bravo gentlemen.
     
    halfwayglad likes this.
  9. halfwayglad

    halfwayglad BBMC Tracks

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    Thank you - glad to hear the patch helped.

    My theory is that it’s not so much poly counts that cause issues, but memory usage. It’s why we can get away with 3d seating, but still offer SD textures.

    Not too shabby for a 16 year old game.
     
    Skyline likes this.
  10. Nathaniel Burnham

    Nathaniel Burnham Well-Known Member

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    Agreed. Also I saw the same issue as Zach3AD I cut a replay clip to show you guys but I think it might be too big to upload on here to show you the issue.
     
  11. Skyline

    Skyline Graphic Designer Skyline Customs

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    Google drive link sharing OR turn it into a gif
     
  12. Nathaniel Burnham

    Nathaniel Burnham Well-Known Member

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    Link to video
     
  13. Nathaniel Burnham

    Nathaniel Burnham Well-Known Member

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    Hopefully that shows you guys what's happening and hopefully it's an easy fix. It's definitely an odd bug, one that I have personally never seen before. I wonder if it has to do with the size of the stalls themselves or just the speed they carry into the box.
     
  14. Zeypter123

    Zeypter123 Member

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    I love the Track But The A.I Crashes so Much Going into Turn 1
     
  15. Johnnyk1990

    Johnnyk1990 Well-Known Member

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    This track is amazing, love the racing by the AI and the only issue was the cars coming off of turn 2 but that was a simple track ini fix, otherwise kudos and can’t wait for the next track you all make
     
  16. halfwayglad

    halfwayglad BBMC Tracks

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    What A.I. strength and series are you using?
     
  17. halfwayglad

    halfwayglad BBMC Tracks

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    Mind sharing the fix? Rufio and I are doing some investigating.
     
  18. Johnnyk1990

    Johnnyk1990 Well-Known Member

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    It was a simple adjustment to the ai_line it was at 1.0125, I just simple made it 1.00 and out of the 4 races I ran after only had one incident coming off of two
     
  19. Rufio2031

    Rufio2031 Well-Known Member

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    I've had 0 incidents in about 1500 laps. Are you guys using default papy_ai and exe? Which physics are you using? What are you considering "incidents" or "crashes"? Are these AI to AI crashes or HUM to AI?
     
  20. Zeypter123

    Zeypter123 Member

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    110% mencs2019
     

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