No
restricter plates at Talladega: Note: This procedure involves editing a game file; create a
backup copy of the file before proceeding. Use a text editor to edit the
"taladega.txt" file in the "tracks/taladega/" folder in
the game directory. Locate the line that starts with "SPDWY" and
change the first number from "1" to "0". Speeds over 230
miles an hour may now be obtained.
Hint:
Easy win: To win easily, turn off damage and put the laps and the cars
down. You can now go backwards and take out the rest of the field. Then,
just finish the race.
Hint:
Competitive races: Note: This procedure involves editing a game file; create a
backup copy of the file before proceeding. Use the following trick if you
ared tired of having to change the opposition strength (OPPS) at the race
menu every time you race at a different track. First, set the OPPS within
the game to 100%. For example, if you are racing at Atlanta, go to the
Atlanta track folder (/nascar3/tracks/atlanta) and create copies of the
"atlanta.txt" and "records.txt" files in the same
directory. Open the "atlanta.txt" file, then scroll down the
arcane capital letter words such as "TNAME", "SPEEDW",
"LENGT". There are only a few lines that you can change without
crashing the game:
LAPS: How many laps are in a
full length race.
QUAL: How many qualifying
laps there are. Do not change the first number. There should be two. The
first number is only a place-holder.
BLAP: The average qualifying
time for the computer cars, x 1000. For example, if the time is 23.456
seconds, it will appear here as 23456. Find your average qualification
time and enter this here to qualify near the middle of the pack.
RELS: Same as opposition
strength. If you have both RELS and OPPS at 97%, the cars would travel at
97% of 97% (or 94%) at that track.
Hint:
Edit files: Note: This procedure involves editing a game file; create a
backup copy of the file before proceeding. Enter a track folder. There will
be a text file for each track in the format "trackname.txt". Open
it with a text editor. Look for the line that reads "CARS". Change
both numbers to 44. This will give you 43 cars, which is the maximum for
that track. You can now have 43 cars at every track. Also, if their are two
pits on the track there will also be a "PIT" and "PIT2"
entry. Examine them and you will see a single double digit number. Change
these on both lines to 22. This will even out the pits for the track. If
not, all the extra cars will pit on the back pit. This makes your pit nice
to pit in, but can cause cars on the back pit to jam up. If a jam happens,
the race will not end.
Hint:
Create your own seasons: Note: This procedure involves editing a game file; create a
backup copy of the file before proceeding. You can also create your own
seasons by editing the ones provided by the game. These will be in the main
folder called "nascar3". Look for a file called
"nascar.cal". Open it in a text editor. You will see five numbers
for each track, for example: 1 3 7 0 0. The first number is the race number.
In the example, this would be the first race of the season. The second
number is the month of the race. The third number is the day of the race.
The meaning of the fourth number is unknown. The fifth number is a
"0" for a day race or "1" for a night race. After the
number will be the name of the track in all capital letters. Then, the event
name appears twice, followed by how many laps you will race in it. Whatever
the laps is defined here overrides what is in the .txt file for any track.
Then there will be the two image files for used for track information when
starting a race.
Hint:
Odd number: Create a new car or repaint an old one. If you make the number
"00", it will list the car's number as #100.
Please
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: