Is it possible to import a new car texture and export a new asset file? The .exe's are giving me fits and I can't find a way to get them to work.

Maybe. The .rab files are actually just compressed .assets files, but I don't know what compression they are using. 7z is likely, but I don't know for sure. Obviously AssetBundleExtractor can unpack them, so there has to be a way, I just haven't felt like reading the code to be honest.
 
NASCAR Heat Evolution 1.jpg

On Friday NASCAR Heat Evolution developers Dusenberry Martin Racing and Monster Games released a second patch for the Xbox One version of the game, bringing with it several fixes to some outstanding issues experienced by console players.


The latest patch, as can be seen below, brings with it a number of fixes and improvements to the title, not least of which are several improvements to the online experience and various substantial AI enhancements on several of the tracks in game.

NASCAR Heat Evolution has received a rather mixed reception since its release on the 12th September, with a generally disappointing experience greeting long suffering fans who have been awaiting a solid replacement for the once legendary NASCAR Racing 2003 game. With patches coming out on a fairly regular basis, perhaps all is not yet lost for the game... it will be an interesting experience to see how development continues over the coming weeks.

NASCAR Heat Evolution 2.jpg


The full patch 2 changelog for Xbox One can be seen below:
  • MPH and gear added to cockpit dash
  • RPM display fixed for non-restrictor plate tracks
  • Significant improvements to multiplayer interpolation issues
  • Fixed many multiplayer synchronization issues
  • Added the ability to change events in multiplayer races
  • Martinsville wall riding no longer beneficial
  • Wall collision improvements at Atlanta, Bristol, and Darlington
  • Improved the driving feel at the following tracks: Autoclub / Charlotte / Chicago / Darlington / Daytona / New Hampshire
  • Significantly improved the AI pitting entrance/exit behavior at the following tracks: Charlotte / Chicago / Indianapolis / Las Vegas / Phoenix / Pocono
  • Improved the AI driving behavior at the following tracks: Darlington / Indianapolis / Phoenix / Pocono / Richmond / Texas
  • Fixed Chase Bonus Point calculation issue
  • Display penalty message when the player has earned a penalty (ex: at Watkins Glen)
  • Adjusted the Turn 1 penalty wall at Watkins Glen
  • Trophies Added - New Hampshire 301 / Pennsylvania 400


Check out the NASCAR Heat Evolution sub forum here at RaceDepartment for more of the news and discussion regarding the PC, Xbox One and PlayStation 4 version of the game.

How are you finding the NASCAR Heat Evolution experience on Xbox One? Does the patch bring a noticeable improvement? Are you happy with the game so far? Let us know in the comments section below!
 
...exit to the menu. In the bottom corner of the title screen lies your answer. See that Unity logo? Right. It's a racing "sim". Made with a game engine designed for college students at best, known to be one of the most inefficient pieces of code ever written. A serious racing title (official), done in Unity by scripting? Well, this is bad. Shame. Real shame. Next time, please return, but bring a real game engine, some actual skills and for the love of whatever deity, fire the graphics guy. Now.
Isn't the "The Uncertain: Episode 1 - The Last Quiet Day" done in Unity. For example. And that game (here, don't take my word for it - http://store.steampowered.com/app/406970/), looks and feels great.
So I just wondering, isn't then all this anti Unity crusade was perhaps a little bit too much.
But NHE game has it's own problems for sure.
Just... it wasn't Unity.
Imho.
Just look for cheat engine and download it,and there is a youtube video of a guy showing how to do it.
I try to follow his "how to do it" but it just was too complicated. For me at least. :D
I think I'll try to unlock new tracks on old fashioned way - by actually playing it.
Unlocking stuff could be fun. I remember it from never ending Dirt saga. :geek:
 
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It can be fixed if they actually address all the issues. Problem is they put out a very unfinished game.

Many companies do now, it seems. Although many can be forgiven as they do release them as 'Early Access' or similar.

This seems like a really hefty cash grab. Not played it myself but was hoping it would be somewhere decent so I could rekindle the Nascar glory days. But no . . .
 
I think a lot of it comes down to NASCAR's Cash grab for their official licenses. Less we forget it was that that ended the most successful franchise of NR2k3 as they sold the licenses to the highest bidder, EA who eventually drove the franchise into the ground by 2009. I owned all the Papyrus Titles and it actually took them several (4) years (NR1999) to get the game right on PC, but no one else wanted it until NR2k3 was such a hit.
 
Well I hope they take all the comments on board and try to drive the brand back to the success it eventually had with Papyrus.

Who knows, maybe the huge profit they must be making (or recovering for the license) will be ploughed into improving the game where it counts.
 
Honestly the changelog I'm reading here feels like something off an Early Access title. I still have some hope that the devs will make a much more refined sequel but now I feel no incentive to buy this game.
 
Thanks for NHEAT Evo mod forum -- can you reopen http://www.racedepartment.com/threads/modding-forum.126409/page-2 as a "WIP Mods" thread like the F1 2016 has so we can continue discussions and help with tools in there?

I'll get some cars posted here soon to kick off the downloads section!

I plan to release ONE carset that updates all of the default in game paint schemes to have the Coors Light Pole Award (or Pole Winner, in those cases) decals as well as adding Busch, Miller, and 5-Hour to the #4, #2 and #15 cars.

Are there any other "censored" cars that I'm missing at this point?

Here are some previews!
paint_brad_keselowski_primary.png

paint_clint_bowyer_primary.jpg

paint_kevin_harvick_primary.png
 
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aowzone can you help me with the stand alone mod maker?The final step is to use the "File" > "Mod Maker" option to create a standalone EXE file for your modded texture. I will cover that in a different tutorial, but really, its pretty self explanatory if you just give it a try. I got it on my first attempt. You just need to point it at the location for your "steamapps\NASCAR Heat Evolution\NASCARHeatEvolution_Data" and it will detect what changes need to be made and generate the EXE for you to install your mod I Don't know what i am doing wrong thanks.
 
I'm not entirely confident in the "Mod Maker" EXE's at this time. I began to see problems as I made more and more modifications. That is why I plan to release an updated 2016 carset as a full on .rab file that you will replace over your existing cupcars2016.rab or cupcars2016_4k.rab.

Once I have more understanding of how the utility can work, maybe I'll release mods with it, but for now I think I plan to steer clear.
 
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