For those of you who may play the PC game Nascar Racing 2003 by Papyrus, we’ve released another old Florida track for the game. The group I work with has released many of the old and existing FL tracks over the last few years. I won’t list all of them 'cause if you play the game, you already probably know that. Bronson is still on the list; road trip time, I guess!
Type: real - 0.33 mile moderately banked oval. Track layout tries to mimic (given what pix we could find) the 70s configuration during the track’s heydays – some editorial license has been taken with the way it looked. The 60s layout had guardrail right along the edge of the track from T1 thru T4, and a wall along the front grandstand stretch. The guardrails were removed and that scary cable was put up, and when grandstands were added to the back, they put a wall in front of them, but off the track. My “advisors” who ran there say you could nearly get stuck in the sand if you ran off the backstretch into the “grass”.
Pits are fictional… of course.
This track was a real short track in Tampa, FL, which was open from 1962 to about 1982. In 1963, NASCAR came to town with 24 drivers, including Buck Baker, Ned Jarrett, Buzzie Reutimann, Richard Petty, Fireball Roberts, and Possum Jones. Three finished on the lead lap; Richard petty won after leading 158 of 200 laps, being paid 780 bucks. I guess this could be called Buzzie Reutimann’s home track.
Golden Gate was the annual (with a brief respite) host of the “Governor’s Cup”; a 200-lap feature. The Governor’s Cup was presented annually to the winner of the Florida State Late Model Championship Race held at Golden Gate Speedway. This handsome trophy is a tribute to the late Al Keller who contributed so much to Florida auto racing. When Golden Gate closed, the Governor’s Cup moved to New Smyrna, I believe. Don’t know if its still awarded or not.
More info on the Governor’s Cup can be found here (with a post from our old friend and sim racer, Jimmy McKinley): http://www.karnac.com/floridahistory/governorscup/letters.shtml
Comment: AI carsets vary so much now… its hard to make competitive AI that will match them all. Less aggressive carsets may go long distances without a yellow. For example, the default hobbystock mod carset, with every car rated 90/60, will give you the most boring race you can imagine, as will the default aero88 carset, and the default short track set for the new GN70v3 mod (all cars in the latter 2 sets are rated 60/40). Carsets like these do not cause cautions. Conversely, if you have an aggressively rated set, like my 2004-05 PWF CTS truck set, you will have to tone down the AI by lowering the line_modifier and squeeze_pct values, and increasing the drafting distance.
The GNS stanza is a “balance” of AI performance between the quite different default PWF GNS carset, the default LMV2 carset, default whelen carset, and the default latemodel90_gns carset.
The CTS stanza will give much more variable results, depending on carset. The stanza is a compromise of results achieved with my agressively rated 04-05 PWF/da’rock truckset, a rated 2008 trg CTS truck set, the default CTS09 trg set, the default Outlaw carset, the default skmodified carset, and the default ASA90_cts carset.
Cup support in a generic setup only.
Known Bugs:
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This track is made with Butters_’ principle expanding the centerline outside 0.45 miles. Under yellow, the AI may take some time to get sorted out.
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AI that pit on the left side speed on the front end of pit road and MAY serve a 5 second penalty. Dang if I know why they do it. I suspect it is because there are no pit stalls on their side early along pit road and they must need to “see” pit stalls.
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This track has NOT been tested for long green flag runs to a green flag pit stop to compare AI times to human times over the course of a tire run. Consequently, you may need to stop sooner or later than the AI do. Given the high degree of diversity in various carsets, I’m not sure this can be matched anymore with any accuracy that would provide a similar result for everyone… so I just didn’t do it. This is one of those tedious tasks that really have made me stop making tracks; I hate doing it!
credits (trackmaking, objects, setups): riviera71, steveb73, amtronic, BOWTIE, waynef and co., dcoral, and last but not least, bobby, who asked me to make this one and who provided a lot of feedback all along the way.
Extra feedback from the rest of the nr2k3tracks and simthunder crew, including JR, Draftdancer, Wrangler, Bill, and others who’ve I’ve now forgotten and old posts are long gone. Thanks to all for all their feedback and help.
its here at nr2k3tracks.com on the SRCtracks page