rFactor
TPSCC Released!
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Tim McArthur
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Posted by Tim McArthur at 01:26 PM on Feb 09, 2007
Post #1

Original USPits Download:
Please visit the USPits files section for all downloads

Tim McArthur
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Posted by Tim McArthur at 01:27 PM on Feb 09, 2007
Post #2

Readme.txt

The Pits StockCar Challenge

Welcome to The Pits Stock Car Challenge!

This mod is for rFactor (http://www.rfactor.net) and is a simulated stock car championship based on real stock car racing series. Please note that this series is based on real information gained from those actually in the business, weeks and months have been spent insuring that car physics represent the real thing as closely as possible.

This mod contains fictional cars at a low-res (1024) setting, for high-res cars, please see The Pits for other downloads. Tracks that have been specifically taylored for this mod will also be available.

There will be numerous notes and some setups release with the game, please make sure that you read ALL the setup notes before complaining. This mod makes use of real setup techniques of real race teams (such as "coil-binding"), you can't just drop in an old N2003 setup and drive away. Drafting and side-drafting has been much improved over previous versions of rFactor thanks to ISI, and tire wear, grip and aero-push should replicate real stock cars very closely.

Due to this, we only suggest that leagues use tracks that have been taylored for TPSCC. We cannot guarantee the racing performance of cars driven on other tracks.

We will NOT be releasing 3dos of any type for this mod.

Version Information:
0.95b
1) Updated LoDs for Monte Carlo
2) Updated Physics
3) Updated vehicle files
4) Added special credits to mod
5) Modified setups and talent files
6) Updated spec, bump and paintschemes
7) Updated damage

0.21b
1) LoDs for all cars
2) Updated Sounds
3) Increased & modified drafting ability
4) Modified Physics
5) Modified Damage (lowered due to wall stick)
6) Bug fixes

0.20b
1) Increased caution sensitivity for full course cautions on both ovals and roadies.
2) Updated Sounds
3) Support for Spring Rubbers added.....You will start the race without any and have the ability to add them during a pitstop as well as removing those added later in the race. CUrrently there is no way to start the race with any spring rubbers already in the car. They are only part of the pit menu option screen available just as you would change air pressure, wedge, grill tape, etc before a pitstop.
4) More cars
5) Tire adjustments for both tire wear as well as tire pressures.
6) Wedge adjustment--The adjustment is now 0.50 turns instead of the old 0.48 per click. Each "click" is approx equal to 0.1% weight change in crossweight of the car. EX. 10 clicks or 5 rounds of wedge is approx equal to 51% crossweight.
7) Initial damage input from jtbo
BGN physics & car from Brian
9) added uninstaller for beta testing

0.10b
Initial beta build

Bugs:
(will be supplied later)

Credits (in no particular order):
Brian Ring - physics expert, mod main guru, firetruck drafting expert
Scott (Tigger) Stockton - 2d and 3d graphics, file structure, primary monkey coordinator
Jim Kerekes (DT99) - Templates, LODs, Painter, 2D and 3D graphics, understudy to the chief monkey aerospace engineer
Jan Kohl - graphics, installer, source photography, firetruck wrangler
Randy Gross (Pitchshifter) - Template Designer, Beta Tester, Asst. Monkey Groomer
Scott Hensley (MethylEthyl) - Audio
Jerry "Callihan" Eldred - Painter-AI-General abuse
Joe B. Jr. - Main track converter, updater, coordinator
Jarkko "Jka" Kauppi - Track modeller
Gary Champagne - "Track Maker" - "Graphics Guy" I wrangle with AI too
George Gator Jorgensen - track helper
Greg Carrier - physics tester, resident relic and curmudgeon
Scott Ryerson - Window Templates, 2d Graphics, Painter, Dirt Layer, Pace Truck 2d Graphics, Physics Tester (Brian's Flying Monkey)
tat2s4uido - Templates

Painters:
Don Mullins (Drake)
John Simmons - cynic, patriot, redneck
AJ Shoemaker (ajshoe)
Duke Mayle (DukeM) - Resident Hillbilly
James Fritz (FMC) - Purveyor of the worlds finest sarcasm
Sheldon Beddow (BossCaper)
Joel Edick (Joel_71)

Beta Testers (all the above, plus):
Steve Madurski (Procketus)
Jason Inch-AKA (Booskilla)
Randy Chamberlin (RCR)
Bill (oldasdirt) Williams
AJ Shoemaker (ajshoe)
Sheldon Beddow (BossCaper)

Posted by Rj Anderson at 10:18 PM on Feb 09, 2007
Post #8

Saaaweeeeettt!

Posted by Brad Townsend at 10:55 PM on Feb 09, 2007
Post #9

Got it downloaded, can't wait to give this thing a spin!

Conor
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Posted by Conor McCarrell at 12:10 AM on Feb 10, 2007
Post #11

Bravo guys! Very well done :)

Now I need to figure out how to drive these things ;)

Posted by Dave Henrie at 01:08 AM on Feb 10, 2007
Post #12


Bravo guys! Very well done :)

Now I need to figure out how to drive these things ;)

That is easy...just turn LEFT!!!

:)

dave henrie

Posted by Francesco Zargani at 04:57 AM on Feb 10, 2007
Post #13

Superb job, F A N T A S T I C !!! I just did a few laps in Florida and it was amazing. I will need to train real hard for this. Can't wait till there is something on r2p.
I am going to have a very hard time combining TPSCC, F179, F12005, and Meganes (elsewhere) on a weekly basis. Help!!!
Back-to-topic, congratulations to ALL involved on TPSCC and a big thank you from an appreciative user.

Posted by Andy Wise at 07:18 AM on Feb 10, 2007
Post #14

Disappointed :(

AI cars are glued to the track. I tried to take some out on purpose and nothing. I even did the old "days of Thunder" trick by coming out of the pit lane at speed to hit an AI car in the rear and it barely twitched.

Hopefully it might be a little more realistic on the grip front when playing online with no AI involved.

The drafting and everything else seems to work well and it looks like a well polished mod.

I can't see many of the Nascar Racing 2003 drivers converting. I'm not really a stockcar fan and only play for a giggle now and again offline but when I do it won't be with TPSCC.

Anyway like I said it might be different online with no AI and I hope this is the case as I know lots of you were looking forward to this mod.

Posted by Jay Warren at 07:27 AM on Feb 10, 2007
Post #15

i havnt tried it but il give it a go after my races today...
about the ai i really dout they spent to much of there time with it.im sure everything else took up pleny of time to also worrie with an ai dosent make since . the ai shud be a 2nd thought at this point around most places its all about online racing. i dont know to many guys lookin for another offline stock car sim. kinda silly to not try it any more just because you cannot wreck the ai? lack of better words that dosent make since as a sim racer to first test how well the ai can be wrecked?

id like to here more about how it feels on a solo laps but like i said il run it some l8r today hopefully

Posted by Andy Wise at 07:42 AM on Feb 10, 2007
Post #16

True Jay and very valid points.

My concern though would be how is one meant to learn the art of oval racing and/or prepare for an online race if the AI doesn't behave at least a little bit, (grip-wise), like human drivers.

If you practice for a race, get your set-up sorted, work out the amount of fuel/stops etc. and everything is going well but then you go online for the big race and then find out that the slightest touch sends another driver screeching across the track and takes out half of the field your gonna feel pretty bad.

Anyway like I said online it might be perfect and I hope it is. Offline, apart from running solo laps and working on your set-up, it is lacking imo.