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NASCAR Racing 2003 Season - PC
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Product description
Amazon.com
NASCAR Racing Season 2003 brings the intensity, grit, and roaring sound of NASCAR to the PC. This 2003 incarnation of Sierras 10-year old series is once again built by Papyrus, the first name in racing simulation fidelity. It doesnt disappoint.
NASCAR Racing Season 2003 features 23 venues including all the real-world tracks in the Winston Cup series, every major driver, and all the licensing NASCAR is famous for. Theres advertising everywhere, from M&Ms to Cingular Wireless and AOL, but that only makes the game look more realistic.
True to the NASCAR Racing legacy, this isnt an arcade racing game. You can crank the realism settings up and expect to race in all the qualifying rounds to determine your place in the opening pack for the race itself. You can set the physics to perfectly model the real world, where you have to fight your car every step of the way. Set the AI to maximum and youll have to battle for every inch of track space. You can even tweak the tire pressure and brakes, and set how your pit crew behaves. Its a race fan and grease monkeys dream come true. Less hardcore fans have the option of dialing down the realism settings. You can add a green line to the track showing the ideal route, let the computer help you with traction, steering, and braking, and even set unlimited fuel and unbreakable cars. Admirably, Papyrus puts you in charge of your NASCAR experience.
The graphics are decent, better than last season but behind the curve when compared with other games. Cars look good up close, and the sense of speed is extremely realistic. The sun glints in your windshield and the smoke effects are impressive. But farther way, even at the highest detail settings, there are problems with shimmering and jagged lines around cars and objects. The audio is perfect, from the pit crew giving advice to the roar of the engines; its all very convincing.
NASCAR may look like a crowd of cars all turning left but in reality its split second timing, daring, and skill. It's not easy riding an oval for 20-200 laps at high speed with little margin for error, or passing a crowd of 10 two-ton vehicles all hurtling along in excess of 170MPH. This game perfectly shows just how hard NASCAR racing can be. One word of caution before you get the green light: the keyboard or a game pad will let you play reasonably well, but youll never take the checkered flag without a good force feedback steering wheel. --Bob Andrews
Pros:
- Fun NASCAR racing for both beginners and experts
- The best racing simulation on the market
- Some long distance graphics flaws
- Confusing menus and interface
Product information
Platform:PC| ASIN | B000077WA5 |
|---|---|
| Release date | February 4, 2003 |
| Customer Reviews |
4.5 out of 5 stars |
| Best Sellers Rank |
#20,547 in Video Games (See Top 100 in Video Games)
#427 in PC-compatible Games |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Package Dimensions | 7.6 x 5.3 x 1.4 inches; 7.36 Ounces |
| Binding | Video Game |
| Rated | Everyone |
| Is Discontinued By Manufacturer | Yes |
| Item Weight | 7.4 ounces |
| Manufacturer | Vivendi Universal |
| Date First Available | October 16, 2002 |
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Customer reviews
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I bought this game on Amazon and it came to my doorstep a few weeks later. I hooked up my G27 and popped the game in my PC. As soon as I saw that Papyrus loo, I knew I was in for a treat. I immediately started up a race at Daytona, and qualified mid-field. When the race had started, I was amazed at the extreme attention to detail and extreme accuracy Papyrus had given this game while making it. Now me, this game is perfect for me because I love 2000-2003 Nascar. It was my childhood. And also the game is pretty spot on for a game from 2003. It beats many modern sims. All the thunder games, inside line, iRacing, and even RFactor are pretty s*** compared to this. I was also amazed with the modding community. Me being an early 2000's nascar fan, I downloaded the cup2000's mod for some nostalgia. The time and effort people have put into modding this game is amazing. The 00-02 Chevrolet Monte Carlo models are absolutely spot-on. They even have that W-Shaped ducktail spoiler that they had before '03. The Pontiac's are great. The spoilers are exact, and that coke-bottle shape they had is there also. The Ford's and Dodge's do need some work though. I found several add-on tracks that I thought would better immerse my experience. I found several tracks such as Daytona, Talladega, Chicagoland, Bristol, and Richmond, that were all recreated to be more accurate to how they were in the early 2000's. The ashphalt was darkened a perfect shade of grey, the AI was updated, the track was more slippery, which is a big welcome because the original tracks are a bit too grippy, and all of the Winston logo's are there. Hooray for cigarette advertising! (Just kidding.)
In conclusion, Nr2003 has and its community has immersed me in my ideal Nascar racing experience, (The 2001 Winston Cup, of course. Gordon was the champ that year. #24ever) and this game has revolutionized Nascar games, and continues to do so one mod at a time.
If you are into racing, you HAVE to try this sim. See you on a track somewhere.
...did I get through to you? Let me try again...THIS IS THE BEST PC RACING GAME EVER MADE! The graphics were ahead of their time but really who cares. If you are a real gamer it is all about the game play. I actually never played the multi-player which I understand still has a dedicated community, but the solo player version is amazing and because it is now 10 years old is very PC friendly, really any PC made in the last 10 years can play this game easily. Quite possibly this is the best racing game ever made, no matter the platform! Still, and I mean still very highly recommended!
NASCAR Racing 2003 Season Graphics Tweaks. This also works the same on NR4 and NR2002.
Open up your "C:/Papyrus/Nascar Racing 2003 Season" directory
(this is the default path, modify as needed if installed elsewhere).
Open your CORE.INI file with Notepad and make the following changes:
[FileLRUCache]
Cachesize=4194304
Just put a 1 in front of the number. It should read:
[FileLRUCache]
Cachesize=14194304
Next, look for the:
[Memory]
Maxblocksize=131072
The amount of RAM you have in your pc will need to be calculated.
Just multiply your RAM by 1024.
(Example: 512×1024=524288)
Then insert that number so it reads:
[Memory]
Maxblocksize=524288
Save the CORE.INI file and close it.
Next, open the REND_OGL.INI (if running in OpenGL) or
the REND_DXG.INI (if running in Direct3D) with Notepad.
Look for the line that reads.
TextureSetSize= "number"
The "number" is what you want to replace. There is a formula for this...
( MB of video RAM) x (1048576) - ( 4 x Screen Width) x ( Screen Height) x
(BPP) Bits Per Pixel, use (2) for 16bit or (4) for 32bit color.
NOTE: 16bit color will be less of a performance hog then 32bit color
HUH! WHAT THE?
The proper settings are listed here. Just look and match up your resolution
with your color depth and you'll find the answer to the formula for your
TextureSetSize.
32mb video card running in 16bit "Don't even try 32bit, it'll be a waste of
your time"
640×480= 31096832
800×600= 29714432
1024×768= 27262974
1152×864= 25591801
1280×960= 23724032
1600×1200= 18194432
64mb video card running in 16bit
1024×768= 60817408
1152×864= 59146240
1280×960= 57278464
1600×1200= 51748864
64mb video card running in 32bit
1024×768= 54525952
1152×864= 51183616
1280×960= 47448064
1600×1200= 56388864
128mb video card running in 16bit "Crank it up"
1024×768= 127926272
1152×864= 126255104
1280×960= 1246387328
1600×1200= 118857728
128mb video card running in 32bit "Crank it up"
1024×768= 121634816
1152×864= 118292480
1280×960= 114556928
1600×1200= 103497728
256mb video card running in 16bit "It'll happen"
1024×768= 262144000------------------------------GeForce 580
1152×864= 260472832
1280×960= 258605056
1600×1200= 253075456
256mb video card running in 32bit "It'll happen"
1024×768= 255852544
1152×864= 252510208
1280×960= 248774656
1600×1200= 237715456
Then look for the,
AnistropicLevel=8
Change the 8 to a 0 so that it reads:
AnistropicLevel=0
Save these changes and close the file.
Then, in your players directory (C:\Papyrus\NASCAR Racing
2003 Season\players\<lastname>__<firstname> is the default).
Open the PLAYER.INI file in Notepad.
Look for the line that reads
[Graphic Options]
texture_quality= -1
Change this number to a value between -1 and 100 for a increase in picture
quality. This will give some performance hit, but the increase in eyecandy
is well worth it.
[Graphic Options]
texture_quality= 100
______________________________________________________________________________________________________
AI Tweaking Guide TRACKS.....Remember to lower the aggression in opponent manager for better racing.
Modify the track.INI file:
Braking
If they brake too early going into a turn, increase the value for:
ai_decel_modifier
If they brake too late going into a turn, decrease the value for:
ai_decel_modifier
If you find the AI brakes too abruptly, decrease the value for:
ai_dlongpad_scale
Turn Speed
If they are too slow through the turns, increase the value for:
ai_grip_modifier
If they are too fast through the turns, decrease the value for:
ai_grip_modifier-----1.5 to 1.0
Straighaway Speed
If the AI pulls away from you on the straights, increase the value for:
ai_drag_modifier'-----------07 to 10
If you blow by the AI on the straight, decrease the value for:
ai_drag_modifier
Acceleration
If coming out of a turn or on starts/restarts, the AI accelerates to
slow, increase the value for:
ai_accel_modifier
If coming out of a turn or on starts/restarts, the AI accelerates to
quickly, decrease the value for:
ai_accel_modifier
ai_dlongpad_scale =
This is what the AI use in braking Zones.--------------- 10.0 to 14.0
ai_inverse_slipcurve_k =
This is how much angle they need while cornering...less of an angle =
decelerated corners
ai_grip changes the AI speed ALL around the track
ai_accel changes the AI speed out of corners and at the restart
ai_decel changes the AI speed into the corners
ai_drag changes the AI speed down the straights. This is more important
at tracks over 1 mile in length, but works for short tracks too.
ai_line_modifier makes them move from minrace to maxrace more erratically.
This is a VERY sensitive value. 1.00 is default and 1.05 makes a mess.
1.02 is pushing it.
Other lines to play with but these are not real speed issues but
agression
issues........
ai_panic_decel - lower number makes them react to problems better
---------------------------------------------------------6.0 to 5.o
ai_dlongpad_scale = lower makes them brake more smoothly and not run into
slowing cars (think of a car having a bubble around it; bigger the number
, the bigger the bubble is in FRONT and BEHIND the car). A real low number
will make an AI on the outside think he can fit his full car length into
a half car length between two cars on the inside.
ai_dlat_pad - same bubble but beside the cars. Lower will make them try to
get tighter and can cause more problems.
ai_squeeze_pcnt = not sure how this works, but increasing the value from
0.0 to 0.5 will make them move more.---------------------0.0 to 0.5
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