r/Nr2003 • u/Venk_Cutterman88 • Dec 20 '25
r/Nr2003 • u/racerspeed22 • Apr 07 '26
Mod three cars, one champion! + more piston cup racers
lightyear tires should be the next update
r/Nr2003 • u/MaybeTypo • Nov 06 '23
Carset Following Harvicks last race, all default drivers have retired
r/Nr2003 • u/y0shimiFriend • Oct 07 '26
Physics SOFT BODY is coming.
DISCLAIMER: YoshiMyFriend Inc. not responsible for any damage to personal computing hardware.
r/Nr2003 • u/Mirror_of_Souls • Jul 11 '21
Video Kenny Wallace helps give me my greatest pit entry ever.
r/Nr2003
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u/WastdTrashPanda
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Oct 13 '26
Mod *RELEASED* NR2003 Mod Studio v1.0 - Fire, Fluid, AI Pit Crews, GWC, Lucky Dog, Menu Control Mapping, Free Cam, Orbit Cam, and More.
First of all let me say that this is just a exe patcher that also includes layout and effect files to go along with the patches. It won't create you an exe and doesn't include a nr2003.exe in it.
It's meant to work on a fresh install, however it worked on my Frankenstein install as well. Your mileage may vary. It includes the d3d8-d3d9 wrapper, and the d3d9-DXVK wrapper, you don't need to download those as they are included. It creates a backup folder if it has to replace any files, but don't rely on that, understand the risks of messing up your install. Safest bet is make a fresh install, use the patcher on it, then import the mods and tracks you want. RE-RUN THE 3D CONFIG AFTER PATCHING!
This is version 1.0 and this is what it adds to the game.
PHYSICS AND VEHICLE BEHAVIOR
* Remastered player blowovers/spins.
* TMV3 Tire Model by Sellers Gaming for CUP, GNS and CTS physics, when selected.
* TMV3 + DR Tire Model by Sellers Gaming (Recommended), when selected. Applies
the supplied Drag Reduction tuning and its corresponding TMV3 tire values.
The tire choices are mutually exclusive.
* AI blowovers with Pinkerton's Wind Tunnel 1.0 controls for speed, force, active cars, duration and cooldown in offline sessions included when Pinkerton's Wind Tunnel is checked in the options menu.
* Enhanced Stability Control retains native anti-spin yaw correction below 20 degrees
of sideslip, removes its added drag/linked vertical force, and stops at 20
degrees in either direction. Native eligibility and checkbox are retained.
Included when Enhanced Stability Control is checked. - Designed to help controller users be fast, but still be able to bust their ass.
* Wall Glue Delete
* 34 grouped body-contact offsets in Adjustables.ini. These affect contact
spheres, not the visible model or wheel/suspension geometry.
RACING
* Modern double-file restarts, Lucky Dog with dedicated spotter audio, and
Green White Checkered. Separate controls in Single Race, Championship and
Multiplayer; Yellow Flags must be enabled for the custom caution rules.
* Race Director: manual caution, black flag, penalty clearing and lap changes
from replay controls or driving hotkeys in offline races. The replay screen
also includes Retire for an eligible AI car.
* Viewable 5x simulation acceleration alongside the original acceleration
in offline sessions.
* Full AI pit crews with independent poses and complete-frame display updates.
* Eligible on-track player/AI mechanical engine failures command caution after
10 simulation seconds. Burning cars command an immediate caution, only
when Yellow Flags are enabled.
* Burning AI pull aside, stop and retire. Stopped/crashed AI use a 30-second
continuously stopped timer before towing. Fire emission ends after 60 seconds.
* Independent fuel-use and tire-wear selections, 1x through 4x, across race
modes including Testing. Each rate applies equally to player and AI.
* Mid-season Championship editing for AI strength/visual stance, damage, rules,
weather and race weekend; roster and number of cars remain locked.
STANCE AND SETUPS
* AI visual height -100 to +100, visual suspension travel 0 to 150 percent,
and rake -5 to +5 degrees in 0.2-degree steps. Negative rake raises the front;
positive rake raises the rear. Height displays just the number.
* Player visual height defaults to +40 mm, compression to 65 percent and
extension to 32.5 percent. All player visual settings are adjustable under [Player Visual] in
Adjustables.ini. CUP/GNS/PTA supported; CTS stays regular.
* Expanded 2014+ garage ride-height and spring ranges, independent corner stops,
setup controls and corrected value placement. Calibration still depends on
the selected physics and car mod.
CAMERAS AND INPUT
* Cockpit height and forward position, saved independently; fresh values 0/0.
Driver height zero has no additional camera-height offset.
Forward slider reaches +125 mm, rear limit -75 mm. Cockpit FOV defaults to
78 degrees and is capped at 78 degrees; saved settings take precedence.
* Native-style controller menu bindings: navigation, select/toggle, pause,
escape, change camera, and F1-F9 panels in either direction including off.
* Mappable look left/right/up/down. Chase views orbit absolutely with the stick;
cockpit/roof/bumper look uses a curved response and recenters on release.
Cockpit combined angle is limited to 50 degrees. Time-based smoothing reduces
thumbstick jitter, with adjustable strength in Adjustables.ini. Orbit stays level.
* Full-screen replay free camera: Right Ctrl toggles from the current view.
Mouse looks, WASD moves, left/right mouse buttons raise/lower the camera,
and the wheel zooms from fully wide (0) to 50x. Movement slows with zoom.
Cursor is hidden while active. Right Ctrl exits to the native Pit Road camera
and restores the cursor. Space and Escape are disabled while active. WASD,
including the S lap-info shortcut, is reserved while free camera is active.
A native-style controls popup appears on the first full-screen replay of each
game launch, with a saved Don't show again checkbox.
Smooth movement, mouse look and zoom are separately adjustable in
Adjustables.ini. High-resolution timing avoids coarse-timer movement steps.
Free camera remains usable after the selected driver retires or leaves;
Right Ctrl exits even without a valid target car.
* Maximum available model detail during zoomed full-screen replay, including
cars and scenery. Adjustable through [Replay Camera] ZoomMaxDetail; driving
graphics settings are retained. Higher replay detail may reduce FPS.
* Original camera clipping checkbox in Graphics, enabled by default.
* Particle Count increased from 255 to 500, so smoke and stuff wont get replaced as fast - at the cost of FPS.
EFFECTS AND CONFIGURATION
* Each new player/AI engine-smoke incident has one 50/50 chance to create a
fluid leak. Repeated smoke updates do not reroll that decision. Existing
engine-failure and fire caution rules are unchanged.
* Engine-smoke fluid trails for player and AI: about 14.4 inches wide at 150+ mph,
widening smoothly to 4.8 feet by 40 mph. Leaks emit for 10 simulation seconds
on paved skidmark surfaces. Stopped leaks form a growing puddle, capped at
9.6 feet maximum footprint where pavement allows; growth stops with the leak. Fluid clears
at caution one-to-go without clearing skidmarks or Wall Scuffs. With yellows
disabled it persists for the session. Session changes/restarts clear fluid. Sources more than two feet
above pavement skip deposition and break the trail across the airborne gap.
New saved replays retain trail/puddle events and fluid cleanup; older
recordings do not contain this data.
* Translucent fluid with soft edges and view-dependent wet highlights; its width
follows the spill path even when the car slides sideways. Highlight strength
defaults to 200 percent. Joined trail sections and adjustable decal depth bias
help maintain continuous coverage. Up to 16x anisotropic filtering keeps distant fluid
clearer. Deposition follows the displayed engine bay. Adjust visibility,
highlights, puddles and filtering in Adjustables.ini.
* Graphics chain: d3d8to9 (Direct3D 8 to D3D9) and DXVK (D3D9 to Vulkan).
* Integrated engine/fuel fires and their required authored textures.
* Persistent road marks and Wall Scuffs, replay history, configurable road-mark
capacity and wall-scuff opacity. Either front or rear tire contact can
create a Wall Scuff. Shared spacing and axle selection prevent double stamps.
* Diagnostics disabled by default. Current Adjustables.ini descriptions only.
* valid game data is still required.
OPTIONAL ADJUSTMENTS
Choose one tire option, or leave both unchecked to retain the selected EXE's
tire and drag values:
* TMV3 + DR Tire Model by Sellers Gaming (Recommended; selected by default).
* TMV3 Tire Model by Sellers Gaming.
These five independent adjustments can be unchecked:
* Player ride height and travel.
* Wall Glue Removal.
* Car Setup Configurations.
* Pinkerton's Wind Tunnel.
* Enhanced Stability Control (Recommended for controller users).
With an option unchecked:
* Player ride height and travel uses native player display behavior.
* Wall Glue Removal uses native wall behavior; Wall Scuffs remain installed.
* Car Setup Configurations restores regular NR2003 garage limits, track-specific
restrictions, controls and suspension calculations, regardless of setup
modifications in the selected EXE. Custom stop metadata is disabled.
* Pinkerton's Wind Tunnel removes its AI blowover integration and tuning
controls. Remastered player blowovers remain installed.
* Enhanced Stability Control restores regular NR2003 assistance, including
its original drag and vertical-force behavior and native checkbox.
The five independent adjustments start checked. AI visual controls and other
included features remain installed independently of these choices.
UPDATE 16 - ALWAYS INCLUDED
* Tyler Mallon's large-address support, multiplayer opponent suspension and
collision-presentation changes, full driver names and thousandth-second
standings/export intervals.
* AI-targeted chat commands; server-boss !dq, !eoll, !pace- and !wave commands;
expanded black-flag/yellow command availability; offline driving chat.
* Car-count/draw limits raised to 46, highest texture-quality default and FAST
as the default loaded setup. Track capacity still applies.
* The existing Graphics checkbox controls the OEM/reduced camera-clipping
override. Update 16 remains included with either camera setting.
If you have bugs, please post them in the comments so i can look for a fix.
https://www.reddit.com/r/Nr2003/comments/1x8ei1u/nr2003_mod_studio_v11_release_fixes_linux_source/
r/Nr2003 • u/NR2003_Ryan • Sep 07 '26
Utilities Small update to AI Enhanced Beta coming soon
r/Nr2003 • u/MikuFan80 • Oct 16 '26
Video God, It's The Most Beautiful Thing I've Ever Seen
We have never been so back. At the beginning of the year i thought this game was going to die, and now I don't think I've ever been so excited to play it since the first day i got it.... The NR story is one to remember forever
r/Nr2003 • u/TwelfthQuotient • Feb 04 '21
meta On This Day, 18 Years Ago, NASCAR Racing 2003 Season was Born. Happy Birthday, NR2003
r/Nr2003 • u/Pawshore • Mar 30 '26
Mod Dedicated ARCA Mod Progress - Damage Now Started!
As you can see, flaps and damage have been started!
Over the next few days, all models will have full damage, and after that it'll be onto the (optional) superspeedway bodies! Me and u/Zackthething have been hard at work, and have learned a lot over the past few days, and we can't wait to have our mod out for everyone else to enjoy! If you have any questions or inquiries please send us a PM on u/WetBanditsModding.
r/Nr2003 • u/Whole_Maximum_574 • Apr 12 '24
Help or Question Mysterious man and internet user by the name of “Jim Jack336” using foreign shell companies in order to utilize a small community as a cover for possible money laundering or some kind of operation. Thousands of posts have been made about him and the companies yet Reddit has deleted 90% of them.
I know I am risking being banned by the tyrant mod of this sub or by Reddit but I am willing to take that risk to get the word out about this important information.
While it is hard to provide actual evidence because Reddit admins keep deleting posts that contain the evidence and evening going as far to ban the accounts. I have found the direct links to several posts however it is impossible to view the actual contents of the post, but you can see the comments. There have been posts about this for months and possibly years.
So here are a few:
There also have been tons of posts on r/nr2003 with actual evidence and mature discussion that broke no rules regarding the subreddit and Reddit itself, yet moderators have removed it. There was a post that received almost 200 upvotes in the community which is rare for its size.
I initially thought this was also an ARG at fitst but I spent months looking into all this and realized that it is simply some rich dude who's using NR2003 for god knows what in relation to some foreign business. I am simply just uncovering this for everyone to see. I never spoke or personally knew Jim Jack336 or the guy behind the alias.
Posts like this have been made by various community members from r/nr2003 and yet Reddit has suspended many of their accounts. Some users haven't been suspended so their posts are still out there.
There was another post about a well known NR2003 community member who made a video discussing his experience with trolls trying to harass him about Jim Jack336 and modding groups. He goes over how controversy was going around of Jim Jack336 starting the modding groups and his experience with personally knowing the dude.
The Full Throttle LTD foreign company that I detailed in my post along with what everyone else is describing and talking about is a real company that is located in the British Virgin Islands.
And for those who don't know who ICIJ is, it is an international database of leaked documents complied together to produce diagrams and maps of all the data of offshore trusts and shell companies.
The company was started in 2013 and in still active to this date. It is named "Full Throttle" hmmm sound similar to something? And it was discovered from a leak court document file that was pictured in the removed post on r/nr2003 about an iRacing lawsuit. I do not know how to view removed posts on Reddit so if anyone else can do it for me that would be great because Removeddit is not working for me.
And by the way, it was discovered in the HTML code from one of the Jim Jack336 modding group websites that Full Throttle LTD owned the website. The literal only company with that name and is still in activity is the one I linked. And also it was literally named in the leaked court document of iRacing vs Jim Jack336. iRacing is known to sue NR2003 modders many times
Another post was made by a modding group themselves claiming that some Jim Jack336 conspiracy group hacked his account. Which was an elaborate lie because the person behind the modding group account commented insensitive towards people who knew about Jim Jack336.A user who managed to screenshot it posted it on r/NR2003 but the mods removed it also.
And by the way, the GreenFlagProductions account along with a few other modding group accounts and the JimJack336 reddit account itself got suspended on the same day. Here is the link to the post on r/nr2003 unveiling that the accounts got suspended at the same time by Reddit admins. If you look in the comments, a user by the name of Formal Nerve made a large lengthy comment about Jim Jack336 which is worth reading.
Last but not least, here is the link to an old post with the screenshot of an admin from a popular NR2003 website forum describing the Jim Jack336 controversy and mystery and the details behind it.
There are **tons* more of removed posts that are about Jim Jack336, and me and many others are still trying to find them.
I am not claiming this is 100% not an ARG. But if someone really spent 10+ years making a foreign company and having it stay active in business outside the country and set up modding groups named after his companies and then make 1000 accounts happen to agree that he is real, then it is a rarely perfectly executed ARG. However, I am a real person sitting here typing this out of the interest I have for this weird mystery and I know for a fact that this is possibly something bigger.
If you think this is an ARG or some troll, please explain how they did all this. If it is truly a troll, then it is the greatest troll of all time, and the most expensive one too considering that it costs thousands and thousands of dollars to run something at a fraction of the scale that Jim jack336 has done.
I am not here to start drama or troll or make fun of Jim Jack336 or anyone else. I am open to any discussion about the facts of all this. I have had people claim that the ICIJ website is fake and part of the troll which is dumb considering a few minutes of Google searching shows that it is 100% legitimate.
r/Nr2003 • u/electricwwwyzzerdd • Sep 21 '26
Video I think I downloaded the wrong Martinsville
r/Nr2003 • u/WastdTrashPanda • Oct 04 '26
Mod Who needs FPS when on pit road anyways?
Dips from 200fps to 80fps during the stops, but I think it's worth it.
r/Nr2003 • u/NR2003_Ryan • Sep 03 '24
Mod I'm working on a mod that lets you modify ai parameters while the race is running. For example, you can increase the ai aggression in the closing laps, modify grip, etc. Details in comments!
r/Nr2003 • u/davidkatze • 12d ago
Video where were you when dale jarrett unleashed his level 3 super attack at talladega
r/Nr2003
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u/NR2003_Ryan
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Jul 08 '25
Mod Another demo for AI Enhanced - the upcoming tool that lets you modify ai settings during a race. I've added some commonly requested features on the previous demos!
r/Nr2003 • u/joncashk • Mar 18 '26
Video Finally cracked the code on real time relative standings
It took a lot of trial and error and a whole lot of data extrapolation, but I finally figured out how to get my overlays to output relatives in real time vs having to wait once a lap for updates!
r/Nr2003
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u/MandromLord
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25d ago
Mod [ ALL 3 SERIES ]: NCS26, NOAPS26, NCTS26
Hey everyone! After the last post I made I've been working extensively on getting all 3 series into the game, and I think they're ready for public release.
Cup Series: 343 paint schemes
O’Reilly Series: 240 paint schemes
Craftsman Truck Series: 167 paint schemes
Damage and roof flaps are also included. This should be a much cleaner release than the 2026 cup bodies that were released previously.
Credits to FCRD, SRD, and Om3ga Racing for references with their mods. Credits to Stagger Motorsports
https://www.mediafire.com/file/hj2pohpt0lmmmc6/cup2026_ultra.rar/file
https://www.mediafire.com/file/u6d75dr16k1x28m/oreilly2026_ultra.rar/file
https://www.mediafire.com/file/099yfukvr8ycg47/truck2026_ultra.rar/file
Please let me know any issues that you have.
Edit: u/RockChalk1991 has a fix for any rendering issues you might have with the Truck Chevrolet: https://www.mediafire.com/file/llhpytiwsgg0ulb/chevyfix.rar/file
r/Nr2003 • u/[deleted] • Mar 03 '20
Announcement NR2003 Getting Started Guide - 2020 Update
Some of the most commonly asked questions on this sub are from users trying to get the game installed and working on their PC or laptop for the first time, or the first time in many years. These are exactly the kind of people we need to be encouraging. As without new users, support for the game will eventually dwindle and end. So here are the most commonly asked questions on this sub and hopefully the most useful answers. If anyone has anything they think should be added, whether it's a recurring question or a good answer, please let us know in the comments.
Do I need to buy the CD-ROM to play the game?
No the game is now considered abandonware and you can safely download it for free.
https://www.merriam-webster.com/dictionary/abandonware
2. Where can I download the game and how do I install it?
You can find a detailed tutorial by u/TheBenCrazy, including links to everything you'll need to download, here:
https://www.youtube.com/watch?v=4qxkIfpS83U&t=
Here is a good video on how to install downloaded mods and tracks:
https://www.youtube.com/watch?v=Ecm55kzcwmg&t=
3. Where can I download up to date cars? UPDATED
There are a wealth of mods for lots of different racing series including up to date Cup and Xfinity cars and 2020 paint schemes and rosters. There are plenty of active websites, but as a starting point you're best to start here:
https://nr2k3.weebly.com/mods.html
With that said, Splash n Go, who created the 2017, 2018 and 2019 Cup mods as well as some excellent early 2000s mods, have now shuttered their website. Currently the links on the above site still point to their site, but you can now find all of their work at Stunod Racing:
http://stunodracing.net/index.php?resources/categories/splash-n-go-mods.297/
You can already find 2021 cars, including a great carset by Lefty over at Stunod:
http://stunodracing.net/index.php?resources/2021-cup-series-carpack-part-1.9187/ http://stunodracing.net/index.php?resources/2021-cup-series-carpack-part-2.9204/
and a handful more by Niallo Designs:
http://stunodracing.net/index.php?resources/hendrick-motorsports-mini-set-mencs19.9223/
It's worth going through the latest uploads at both Stunod and NNRacing too as many creators are sharing individual 2021 cars too.
4. Where can I download up to date tracks?
Again there are lots of websites putting out updated real and fictional tracks, the best starting place would be here:
https://nr2k3.weebly.com/tracks.html
5. Where can I download 2020 paint schemes or find a particular paint scheme?
Most of the content being churned out for the game is paint schemes. It's something a lot of community members are in to and the one area you'll see the most productivity in. Once again there are countless websites to find schemes and complete carsets going all the way back to the 1950s. The most popular sites are below:
http://stunodracing.net/index.php?resources/
https://www.facebook.com/NT4Designs/
http://www.simracingdesign.com/resources/
6. Why do I need to create an account on some websites? All I want to do is download some cars/mods!
There have been some instances in the past of spammers and trolls attacking websites withing the NR2003 community, so for that and other reasons, some sites will require you to create an account before you download anything. It's free to do and if you're concerned about privacy I'd suggest using a burner email address and not using any of your contact information on a site you don't trust. Like Reddit, it's possible to be completely anonymous and still abide by the straightforward rules set out by these sites. On that topic, we've had a few users stating they tried to create a new account on places like Stunod and were banned because they already had an account and had forgotten their username or password. Rather than forcing a site to ban you, I'd encourage you to contact their admin team and see if you can update your password or obtain your previous username.
7. The search function on NNRacing doesn't work, how do I find anything on their?
This one gets asked a lot, but it's very simple. Using Google search for whatever you'e trying to find and add the modifier "site: nnracing,com" to the end of your search query. So rather than typing "Greg Sacks 1990 Slim Fast" into the NNRacing search box and getting nowhere, typing "Greg Sacks 1990 Slim Fast site:nnracing.com" into Google will get you there. This trick applies to all sites and all search queries, so if you're ever struggling to find something for the game, Google is your friend!
8. The graphics look fuzzy and with the new mods my FPS is laggy, what can I do?
This is something u/TheBenCrazy did an excellent job of addressing in the following video:
https://www.youtube.com/watch?v=KrqsT4wgqAI&t=
I'd actually encourage everyone to go through these steps, even if you aren't yet having any issues with lag or FPS
9. What do I use to paint my own schemes?
There are lots of different ways to go about painting your own schemes, the simplest way is to download some templates, base schemes, sponsor logos and numbers and use free software like GIMP to put it all together in your own creation. You can download GIMP here:
https://www.gimp.org/downloads/
The learning curve with GIMP isnt too steep, but here's a good video guide to getting started:
https://www.youtube.com/watch?v=_RPDKQro7O4&t=
Most creators will create a special high quality scene, known as a render, to display their schemes when uploading them or just to show them off online. For rendering your own schemes there are a number of good paid softwares, but Blender is an excellent free tool:
George Austria has put together an excellent tutorial video taking you through the basics for rendering schemes on Blender:
https://www.youtube.com/watch?v=2Xe3VMiADVY&t=121s
You can download pre-made render scenes for Blender at Stunod:
http://stunodracing.net/index.php?resources/categories/3d-scenes.1/
10. Where do I find random miscellaneous utility, update, template, base scheme, tweak, thingamybob, whudjamacallit?
Here's a big list of sites with NR2003 resources, listing them here is not an endorsement or recommendation, but they pretty much have everything you could ever be seeking for the game:
http://www.fsbracing.com/Downloads-Archive.html with thanks to u/DeFormed_Sky
http://stunodracing.net/index.php
http://www.simracingdesign.com/
http://bigdonlinemotorsports.com/Downloads.html
http://www.btr.clanbtf.net/Nr2k3/Downloads/
https://kirbyfighter12.wixsite.com/talleydesigns/home
http://murraysimrd.com/index.php
https://www.bigevilracing.com/
https://www.tapatalk.com/groups/nascarfunfacts/
http://n2003replayanalyzer.martingranberg.se/
http://www.hoboracing.com/simracing/
This is by no means an exhaustive list, and I'd encourage users to suggest additional sites where good NR2003 content can be found.
11. Why are Discord links removed so often?
Again due to previous instances of spammers and trolls, we now manually approve all posts on this sub. We also check each Discord link before approving it. If your Discord is a place for racing NR2003 online then it will be approved. If it's negative, exclusionary or contains abusive language or hate speech, it will be deleted and you run the risk of having your account banned from the sub. Hopefully that's transparent enough.
12. How do I edit physics or change the way the cars drive/tracks grip?
This question tends to open a can of worms, but it's an interesting topic within the community. One of our mods u/RaceReady78 is particularly passionate about physics and always happy to discuss. If you're just looking for updates to download, try here:
https://nr2003racingextremes.weebly.com/
https://www.mediafire.com/file/b9qbg2nqh8idvz2/NR2018_v1.0.7z/file
13. I downloaded some cars and they aren't showing up in my game, what am I missing?
You'll need the physics swapper for this. Carfiles will be assigned a physics type (Cup, GNS, CTS or PTA) by their creator and if that doesn't match the one of the mod you've added them to you need to change the carfile. Keep in mind if the carfile wasn't designed for the mod you're using the car will not look right in game anyway. But if you run the MENCS19 mod with CTS physics, you'll need to spend some time swapping your carfiles from Cup each time you download any. As that is by far the most common physics used for the MENCS19 mod. You can download the physics swapper here:
http://rollingthundergaming.com/downloads/nascar/mods_and_addons.htm
The file you want is the second link from the bottom.
14. I can't figure out setups or my car is undriveable. What can I do?
This is a sim, so the cars are not easy to drive, nor are they straightforward to setup. All the original tracks have some default setups built in, but even these may not suit your driving style or your input device. As a starting point here's a good tutorial video from u/noid22 and a link to a setup matrix that should help you figure things out:
https://www.youtube.com/watch?v=tOfwZXPldLg
https://drive.google.com/open?id=1h3K_b_Uj2vk1aFe3eeKXrVyenUkNItJu
There will absolutely be things I've overlooked or missed here, but this will be a WIP sticky post and again I'd encourage any users with suggestions to let us know.
Thank you all for being a part of this sub and the wider NR2003 community, you are what keep this 17 year old racing sim alive and I and many others greatly appreciate it!
r/Nr2003 • u/NR2003_Ryan • Jul 09 '26
Mod Demo of Multigroove and Lap Files upgrades in the upcoming AI Enhanced beta release!
r/Nr2003 • u/hayternal • 28d ago
Screenshot [WIP] RTX Remix for NR2003 Progress Update
Hi everyone! Just sharing a small update to my RTX Remix project I first shared yesterday. I've spent some more time today tinkering with the toolkit, and there are a lot of capabilities in it that I've yet to test out, but I think I've made some good progress and wanted to share a quick little comparison of how it's looking versus vanilla NR2003.
I hope these images are better at portraying the visual difference between the game with it on/off! I think my screenshots yesterday could have been better at highlighting the sheer improvement in lighting, reflections, and shadows, I think this screenshot is much better at doing so. Just a reminder, this is live in real time in a replay in-game, not a render!
Thanks for reading! I'll keep working on this, I really hope I'm able to get it to a shareable, playable state. There is still a good amount of optimizing, improving, and cleaning up to do before it's close to being a finished project. :)
r/Nr2003 • u/WastdTrashPanda • Oct 04 '26
Mod This mod is going to be fire...
WIP