

NASCAR Racing 2003 season
#1
Posted 25 July 2003 - 00:35

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#2
Posted 25 July 2003 - 02:41
#3
Posted 25 July 2003 - 08:58
racing there is hard


#4
Posted 25 July 2003 - 09:00
#5
Posted 25 July 2003 - 10:22
Originally posted by FlatFoot
Was thinking of grabbing this one myself. How is the multiplayer?
I haven't played multiplayer myself, my connection isn't stable enough at home, although when I get back to college I'll be on a 100Mbit connection

What I've gathered is that you can have an entire field of 43 cars, all human-controlled. There is a "Hardcore Mode", which forces everyone to race from cockpit view, with all realism turned on. The chat system is reasonable, with about 10 pre-stored messages which can be accessed by the number keys, as well as being able to type your own. That's all I know about multiplayer.
#6
Posted 26 July 2003 - 16:06
ive liked the games since the original nascar game come out, and i think the only sim that is better is GPL (funny how its made by the same people too).
sure, its all round in circles stuff, but thats besides the point. 'sim' wise, and 'racing' wise, it spanks every other sim ive seen./.....hard.
even comming into the EA f1 series as a diehard f1 nut, i still think the nascar series pisses upon it form a great height.
as for multiplayer, i cant comment on 2003, but 2002 was pretty nice.
#7
Posted 29 July 2003 - 20:17

I'm almost disappointed when I make it into the lead as a lot of the fun is over. Oval racing really, really tests how you deal with traffic.

#8
Posted 29 July 2003 - 20:58
#9
Posted 29 July 2003 - 21:01
#10
Posted 30 July 2003 - 06:03

Anyone played 2002 and 2003 ? is 2003 better?
#11
Posted 30 July 2003 - 06:05
Originally posted by Cypher
I'm almost disappointed when I make it into the lead as a lot of the fun is over. Oval racing really, really tests how you deal with traffic.![]()
i've never successfully dealt with traffic .. there's always a big mess everytime i run into traffic.. i'm getting a bit better though.
#12
Posted 30 July 2003 - 21:21


NASCAR is addictive as even when it all goes horribly wrong, I want to try it again immediately and do it properly the next time.

I'm sticking with the ovals right now as I've tried Watkins Glen a few times now and I still can't get around it without at some point my car wallowing off into the scenery like a drunken walrus.

#13
Posted 31 July 2003 - 02:16
Here's some sights to check out:
full 2003 cars from here
Jeffs N2003 car ratings
#14
Posted 31 July 2003 - 10:38
Originally posted by Cypher
I'm sticking with the ovals right now as I've tried Watkins Glen a few times now and I still can't get around it without at some point my car wallowing off into the scenery like a drunken walrus.![]()
Don't worry about the Glen...just brake in a straight line where the darker rubber-laden tarmac starts, and you'll be at the right speed for the corner when it comes.
#15
Posted 31 July 2003 - 18:29
Makes any other non papy sim look amateurish and thats not an exaggeration!
If only papy had made an f1 sim.
Id probably never leave my room.
#16
Posted 31 July 2003 - 20:59
#17
Posted 31 July 2003 - 22:43
#18
Posted 01 August 2003 - 01:40
Originally posted by rich42
Before I got it, I saw it a few times in the shops and didn't think too much of it. After all, I'd never really been into NASCAR or oval racing. Eventually I decided "what the hell, it's reduced anyway so I might as well try it". After my first complete race at Daytona, I had a massive grin transfixed on my face. It really is that good, and I'd recommend it as one of the best buys you'll find this year.
Compared to 2002?
I like 2002.. i was wondering if 2003 is even better.. then i would go and buy

As it is, i don't spend much time on the sims i have..


#19
Posted 01 August 2003 - 02:00
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#20
Posted 01 August 2003 - 04:08
Originally posted by Mat
Its definately better than 2002 version!
How so??
#21
Posted 01 August 2003 - 05:51
#22
Posted 01 August 2003 - 15:53
1. Improved track modeling - bumps and dips seriously affect the car dynamics and can be felt with force feedback - brilliant!
2. Better graphic effects - sun flare and transition from day to night (ref. Charlotte night race). Cool oil and debris on windshield effect complete with haze when facing sun. Minor things but definitely adds to the immersion factor.
3. Better sounds - better tire at the limit sounds, better car on car rubbing sounds.
4. Major physics improvement - used much more current REAL telemetry data from Team Jasper. Downforce/tire grip balance feels fabulous. Aero push, tire management, damper/spring rates all just feel better. Jasper even provided setups based around their real-world setups! The new patch from Papy will further tweak the aero/tire model based on current data which is being collected by Jasper race-by-race!
5. Improved session options - as much as I would love to run a 100% race, I simply don't have time. Papy finally implemented multipliers to the tire/fuel usage. You can run a 25% race with 4x tire and fuel usage so you could run a realistic tire/fuel pitstop strategy.
6. Better AI - the AI seem less robotic. They definitely race hard, but don't seem as prone to taking me out. Sometimes it seems that an AI car takes me out, but when I watch the replay from various angles I can see that is not the case.
7. Multiple physics models - N2003 has physics models for the Busch series car, Craftsman Truck, and even the tube framed TransAm cars (complete with 6 speed tranny). Papy are "unlocking" these physics models for the mod community - check out www.projectwildfire.com. The future mods should be incredible.
8. N2003 supports long tracks - this means that you can run The Ring and Spa (courtesy of the GPL track converter by David Noonan).
Overall, N2003 is vastly improved from N2002 - highly recommended for any racing sim fan!
#23
Posted 01 August 2003 - 22:45
Originally posted by Bennett
8. N2003 supports long tracks - this means that you can run The Ring and Spa (courtesy of the GPL track converter by David Noonan).
Ricky Rudd at the 'Ring.


#24
Posted 02 August 2003 - 01:17
can you save mid race?
its fine to increase tyre/fuel consumption 4 times in a 25% race and all, but i miss doing a full season at 100% distance.
all you need is an option to save under yellow or something.
#25
Posted 03 August 2003 - 06:46
#26
Posted 04 August 2003 - 21:58
#27
Posted 06 August 2003 - 02:24
#28
Posted 07 August 2003 - 19:51
Papyrus has also included a very cool bonus track pack which includes a very high speed road course with the banked turns of ovals. The track pack also includes a figure-of-8 oval.
I imagine that free 3rd party downloads will be available in due time.
#29
Posted 10 August 2003 - 13:55
#31
Posted 10 August 2003 - 21:02
#32
Posted 11 August 2003 - 13:02
i dont see the point of it being just the same ovals,you wont be able to tell it apart from nascars then.
#33
Posted 11 August 2003 - 17:10
Originally posted by Arrow
Will that truck series be a road track series or more boring oval crap?
i dont see the point of it being just the same ovals,you wont be able to tell it apart from nascars then.
Well considering it's a physics patch...I suspect you will be able to tell a difference.
#34
Posted 12 August 2003 - 00:59
In other words you cant fully taste them by driving around a highspeed oval.
Im sure we will be able to tell the difference but not enough to jusify a whole new mod!
#35
Posted 12 August 2003 - 12:09
Ovals are a waste of physics in my opinion.
Unless you have driven ovals for real, I really have to disagree with that comment.
#36
Posted 12 August 2003 - 12:30
Originally posted by Linus27
Unless you have driven ovals for real, I really have to disagree with that comment.

I agree, there are just as many differences between ovals as there is in road tracks.
#37
Posted 12 August 2003 - 13:06
Originally posted by Linus27
Unless you have driven ovals for real, I really have to disagree with that comment.
Thats not nothing to do with it.
Im talking from a gaming point of view.
Ovals limit the useage of the car compared to driving road courses that involve braking,acceraration and constant cornering.
How do you drive on nascar ovals?
Flat chat most of the time only backing off and leaning the car into left hand corners.
Yawn.
The car offers so much more scope but the nature of oval racing nullifys it all.
#38
Posted 12 August 2003 - 16:54
#39
Posted 14 August 2003 - 09:20
Previously: Athlon 1.2GHz with 256MB RAM and nVidia Riva TNT2 32MB card
Now: AthlonXP 2600+ with 512MB RAM and nVidia GeForce 4 MX and nForce2.
Crank all the settings to max...and it looks beautiful. Now to sort out the problem of the cars sounding like large bees...
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#40
Posted 15 August 2003 - 15:20
2002 had the same problem, and someone made a patch for it (dont forget to check www.theuspits.com for all sorts of **** for all sorts of race sims), and after i installed it the cars just sounded kick arse...they were all angry sounding and feisty....like youd expect a real nascar to sound
as for ovals being a waste of physics......ive spent more time getting some ovals in the nascar series perfected than alot of tracks in f1 sims (gpl excluded).
ovals really are about absolute perfection/consistancy.
most racing rims (f1 sims etc) its a matter of getting on the breaks in pretty much the same area...give or take, and turning in.....if you are slightly off..its ok...no drama.
some ovals......that slight bit that you are off braking or lifting or turning in can be the difference between nailing it, and bitchslapping the wall on exit
#41
Posted 26 August 2003 - 13:05
#42
Posted 26 August 2003 - 14:30
Originally posted by Jason
£10 is really cheap for NR2003. Was it some type of special deal?
I just found it in GAME, originally priced £15, but 30% off on top of that. A very decent bargain, probably because there aren't too many US motor racing fans in Britain...
#43
Posted 27 August 2003 - 00:10

#44
Posted 27 August 2003 - 03:27
I ordered my copy a couple weeks ago from amazon.com for $33 (free shipping and no tax). At the time, I thought it was a good price. Apparently it wasn't.Originally posted by FlatFoot
It's still $40 USD everywhere I see it here in the states.![]()

#45
Posted 27 August 2003 - 04:46

Do not pretend NR2003 to replace any F1 car sims. NR2003 can simulate only one kind of cars per series, no matter the skin. So any Winston cup car will perform as any other Winston cup car, no matter the skin shows a Chevrolet, a Ford or a Dodge. That is Nascar ... take it or leave it.
#46
Posted 27 August 2003 - 07:54

#47
Posted 27 August 2003 - 22:35
Originally posted by FlatFoot
It's still $40 USD everywhere I see it here in the states.![]()
If you are prepared to wait a while to get it, you can order from www.amazon.co.uk. It's £15 (plus a couple of quid for airmail)...
#48
Posted 29 August 2003 - 01:21
It was named TransAm as it could have been named CanAm, F1, Sport Prototype, WRC ... whatever

#49
Posted 02 September 2003 - 01:46
Originally posted by Mat
btw, make sure to check out www.theuspits.com for the unofficial patch, and addons such as Busch, Crasftsmen Truck and TransAm updates from Project Wildfire. They also have a damage model update which ads scrapes to the side of the car when you hit the walls!![]()
yeah, as with most games, theyre ok as is, but once you get some patches/addons theyre better.
theres some pretty spiffy sound 'addon' things for n2002 atleast...actually make the cars sound like theyve got balls. and the no-cd patches are always worth the download.
i always use theuspits.com for my nascar stuff....theyve got stuff for GPL and f1 games etc there too from memory
#50
Posted 16 September 2003 - 05:03