Trackname: Martinsville 2011 SDT
Version: v 2.0
Year of creation: 2011
Date of Release: 30th October 2011
Racing sim: NASCAR Racing 2003 Season
Author(s): Ian Smythe

All tracks from Smiffsden.com will now have the SDT post tag to avoid confusion with other trackbuilders who may be working on similar, but seperate projects.

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Type: Real

AI: Yes

Mod support: CUP, CTS, GNS, OWR, OWSC (no AI for OWR/OWSC)

Details:
This is a fully updated Martinsville track for NR2003 scratch built from the original.

Features:
Updated to 2011 specification (safer barrier, concrete patches etc.)
Adjusted the banking in the corners to be more realistic.
Added multigroves to allow for lots of side by side running.
Many TSO's have been updated or improved.
Pink curbs have been added as per the fall race.
Caution & Pacing rules tweaked.
Added the Martinsville hills around the track and some additional far distance objects.

A.I. has been tweaked by myself and JRFranklin, they were rushed so may not be perfect.

WARNING: The track is very CPU/GFX intensive, only more modern machines will be able to run it, if you can't run it then sorry, nowt I can do, however....

Inside the FPS_SAVING folder are 6 3do files which may go some way to improving FPS, especially on older machines, they will remove the video screen and make it a static object, and remove the track surface detail.

The track surface detail is only viewable on ALL trackside objects, but it's quiet FPS intensive so if you are borderline, disabling these by using the alternative 3do's may help a lot.


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Notes:
On All Trackside Objects the entire track, including grandstands, infield objects, people etc. etc. is dynamically lit.  This means the items are lit from the Sun (like the cars and track surface/walls), so if they are not in direct sunlight, they will have a shadow either cast on, or casting from them, this may take a while to get used to, but it's worth it.

The Sun and lighting of the track has been adjusted to make the track feel like a late afternoon race, the sun is quiet low in the sky behind the main grandstand that in turn casts a huge shadow over part of the front stretch, this shadow has been made up of textures and shadow maps so depending whether you have shadows turned on, will depend how it looks.  If you experience low fps, first of all try turning down trackside objects to Some (which will turn off the dynamic objects), then if things don't improve, turn off ground shadows from everything apart from cars, that should be enough, if not, turn all shadows off, you'll loose a lot of immersion, but at least you'll be able to race.

Pace Car & Cautions:
The Pace Car is located in pit stall 8, this is normal and the stall is unused by player/AI.
This was done to fix the many bugs that effect the original track, including Pace Car deployment and when/how he picked up the leader.

When the caution comes out, 99.9% of the time the Pace Car will wait for the leader to finish the lap he is on before going out, instead of flying out randomly like he does on the original track, hopefully this should avoid the check up wrecks that have happened previously when we raced here.

The track has had it's caution sensitivity reduced, like Mallory Park had, this means that depending where a car is spinning, it may not automatically throw a yellow, you can override this by adding !yellow$ to one of the quick chat messages but it's generally pretty good, single car spins won't bring out a yellow unless they are on the racing line.

Pace Speed is 35mph, same as Pit Road speed.


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Known Issues:
There are some landmines in the infield, notably around the center section, if you hit one just right you can do 3000mph but be warned they may crash the game - they can be fixed but I didn't, yes I'm evil.

There are a few signage issues, mainly that they are best guess, this track is being used the week after the actual race so most of the trackside signage is estimates based on photo's posted on the Martinsville facebook page in the weeks leading up to the race and Cup practice.

Depending on machine specification, sometimes the far trees will bleed through the nearer ones, this only happens on some PC's and appears to be a bug of the game rendering engine or GFX card.

Distributing websites: www.V8Thunderonline.co.uk & www.smiffsden.com


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CREDITS:

JRFranklin - for his work on the AI.
Revamped Reloaded - some textures, and the LP files/original AI settings, were nicked from their 2009 track. 
The caution lights and infield haulers are also originally from Revamped Reloaded's Shared Folder Update with some updates/tweaks by myself so they would work with the dynamic lighting.


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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 modified, or converted to another game/platform without written consent of the 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 Smiffsden 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 itis 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.

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