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These are the complete rules to the 2003 Bullrun 1000, including downloads and the event schedule. Please insure that you read the rules carefully, and get all the required files. Any possible rule changes will be announced on the news page, so insure you check back there frequently.
SCHEDULE
Registration - open
Practice: every Saturday at noon Eastern
Race: November 13th, 12:00 pm EST 2004 Bullrun 1000
REQUIREMENTS
  • NASCAR 2003 1.2.0.1 patch
  • NR2003 Bullrun 1000 track
  • TPTCC v2.3
  • TPTCC v2.4 patch
  • N2003 Kill
  • TPTCC touring physics (for TC drivers only)
  • Bullrun 1000 lo-res carset
  • Bullrun 1000 hi-res carset
  • lo-res carset final update
  • hi-res carset final update
  • EXTRAS
  • Bullrun 1000 graphics
  • templates for TPTCC
  • 131.925 qual lap (T/A)
  • update for NRTV
  • Registration

    Each car must must be registered with two drivers. Once registration has closed there are no changes to teams, drivers, cars or class allowed. Registrants must submit this information to compete:
  • Driver names (both drivers) and Location (city, country)
  • Team name
  • Car number (first come, first serve)
  • Car manufacturer and model
  • If both drivers will be competing from the same physical location Drivers must post their .car file in the Bullrun 1000 mailing list. Please note that we have spots on the grid for 40 cars, and the grid will filled only with "full" teams submitting two drivers. Extra teams may continue to sign up until registration closes, but will only fill a spot on the grid when other teams fall out.

    Drivers must also sign up for the Official Bullrun 1000 mailing list. This is mandantory because all discussion as well as official notices will be sent out on that list, and while rules will be here on the main Bullrun 1000 site, last minute notices pertaining to the races and race schedules will be sent out on the mailing list. Messages from the race administrator with "BR1000 Official" in the title should always be read, if someone responds to an email with that subject line, please remove the "BR1000 Official". Yahoo groups signups should never check the 'recieve special notices' option on Yahoo groups, as these messages are not sent in that format.

    How to run the Bullrun 1000

    1. Download all the required files and insure your information on the website is correct. Insure you have the Papyrus 1201 patch installed.
    2. Install TPTCC 2.3 and 2.4 patch
    3. Install the Bullrun track
    4. Select TPTCC v2.4 from your mod selection screen in N2003
    5. Create a New driver. Use your team name as the driver's name (insure that the main part of the name goes in the "Last Name" block so other drivers can see your car name online).
    6. Copy all of your "pta" setups to your new driver's \setups\bullrun folder.
    7. Zip up your new driver's folders (insure the box with "include subdirectories" is checked) and email it to your teammate. If you are unsure how to do this, just zip up your N2003\players folder, and tell your teammate which one they need to extract. Always insure you synchronize the folders any time you make a change to setups and so on. Do NOT change any of the driver information.
    8. Paint a team car and submit it to the Bullrun 1000 Yahoo groups file area. Insure both members of the team have and select the SAME car.
    9. Install the N2003_kill program as per the instructions on the readme inside the zip file. Test it out to make sure that it works. Driver swaps must ALWAYS happen in the pits, never on the track.

    Team Racing

    The team drivers will need to make smooth transitions, as they will actually be swapping out during pitstops. First, both drivers need to decide on a means of communication (phone, voice-over-IP). Next, they need to decide on a strategy for when they will swap out. They MUST swap at least once during the race; no driver can drive more than 60% of the race (102 laps) total. NOTICE For the 2004 Bullrun 1000, it will be required that ALL teams must disconnect and reconnect to the server TWO times. This is because in 2004 we are running 3 driver teams, and this will insure that all teams are able to compete fairly when laps are dropped by the game. The other modification to the rule is that in 2004, drivers may not race more than 71% of the laps (120 laps), as opposed to the previous rule of 60%. These rules (2 disconnects, not more than 120 laps) supercede the 2003 rules.

    Drivers racing from the same physical location still MUST exit N2003 when the drivers swap, using N2003 kill or whatever method works.12

    Here is how the swapout will occur. When the 1st driver pulls into the pits, they will communicate to their other driver that they are ready to change. As soon as they get the acknowledgment, cut network communications in whatever fashion you decide on (N2003_kill, pull the cord, use a "lockdown" firewall, whatever). Do NOT exit from the game and "retire". What you are doing is fooling the server into thinking your connection dropped momentarily. Your teammate should then immediately initiate connection to the server from their multiplayer menu. The server will think this is the same driver just resuming the connection, and the new driver takes control from there.

    Touring Car physics

    For the drivers who have elected to race the touring car physics, they MUST use the TPTCC Touring Car physics exe file downloaded from here. Extract it to your main N2003 directory, and whenever you run practice or the official race, double click (execute) this file (NR2003_TPTCC_Touring_Series_v1.0.exe or NR2003_TPTCC_Touring_Series_v1.0_noCD.exe) to enter the game. Do NOT enter the game using the normal N2003.exe file or others, as you will not be running the correct physics, and will be disqualified in the final results. Drivers should note that nothing else needs to be done to run these physics (except to select "TPTCC v2.4" from the mod selection screen in N2003) and that it will not effect any other installs, tracks or mods from your game.

    Race Conduct

  • Two tires must remain on the track *racing surface* at all times. Mistakes will happen and cause you to go off track, but continual and/or intentional shortcuts are not allowed.
  • Intentional ramming, punting, or pushing other cars off-track are not allowed. Again, mistakes will happen, but if an incident is deemed to be intentional or just plain idiocy, that driver will recieve a 7 lap penalty per incident.
  • Drivers must signal clear intentions if they intend to enter the pits, exit the pits, or go off track in an incident and are rejoining the racing surface. Incidents caused by drivers not properly signalling their intent to rejoin the race could recieve a penalty.
  • If a driver's car becomes damaged beyond the point that they can safely make it back to the pits without causing problems for other drivers, they should hit the (ESC) key and call for a tow truck. Again, do NOT jeopardize other driver's races by pulling a stupid move.
  • Drivers who get disconnected may rejoin the race. Unfortunately, due to internet lag conditions, your connection is your own affair, races will not be restarted for drivers who drop, unless there is a massive failure that ejects most or all of the drivers.

    The Races
    This is a long race, so be prepared. It will be a total of about five hours, the only break that anyone gets is in the pits! Due to the length of the race and difficulty of the track, as well as wanting to keep as many drivers in as possible, the damage will be set to moderate. The settings for the races will be:
    simulation driving mode
    full pace lap
    no yellows
    moderate damage
    forced smoke
    hardcore mode (for driver's aids only)
    realistic weather
    open setups

    Be Prepared

    Be prepared, do some testing to work out the team strategy. How many laps are we going to run between each pit stop? Don't leave any questions until the last minute. If you're not sure about anything post a message to the Official Bullrun 1000 mailing list.