=========================================================================
                            ADVANCED.TXT

                         TABLE OF CONTENTS
=========================================================================

SECTION ONE:    Version 1.1 change list
SECTION TWO:    Multiplayer changes overview
SECTION THREE:  Force Feedback support
SECTION FOUR:   Editing the driver list
SECTION FIVE:   Changing the location of the config directory





=========================================================================
                           SECTION ONE

                      VERSION 1.1 change list
=========================================================================


GAME
- optional drivers.txt allows users to rename or add drivers
- "43-car victory at Daytona" crash fixed
- No restart option in qualify

GFX
- Trilinear can be disabled for performance: option "force_trilinear_off"
- Aesthetics: option "desaturate_textures"
- Ensure CPUID is supported before checking for MMX
- Optionally try texture compression: "try_texture_compression"
- Enable 1024 sooner for V3 users 
- optionally disabled steering wheel: "draw_player_wheel"
- look for custom paintjobs in config directory
- give dashboard textures priority when derezing

SOUND
- optionally enable hifi mixing: "hifi_pitch_shifting"
- optionally disabled click sound: "enable_ui_click"
- better car-to-car collision sounds

QUALIFY
- No restart in qualify
- Show correct popups for 2 lap qualifications
- Don't show lap display on 0th qualify lap
- Correct # and accounting of qualify laps at Talladega, Martinsville, Bristol
- Qualify laps for AI cars are set properly at superspeedways

MISC
- Improved memory allocator should make Windows happier
- Disabled lanes are much much closer to apron
- Ctrl-V pastes from clipboard to inputfield again
- Can use numeric keypad in inputfields
- Don't show "Get Ready" if not riding in player car
- For overlay postrace results, use real driver name in MP, not WC driver name
- Optionally disable speed overlay: "no_speed_overlay"
- Don't draw big messages if escape menu is active
- Adjust wedge by .1 increments, not .5
- Damage display: include body damage
- Enable chat during postrace overlay
- Output race results to a text file for offline tournaments, etc.
- Flagman now works in replay mode
- User can use custom directory for most of configuration by deleting options.cfg

CAREER
- "Dale Jarrett" bug fixed
- Talladega: second event has correct number of laps (188)

MULTI
- restarts, rolling starts, significantly improved
- abandoned cars do not get thrown up in air
- abandoned cars are sent to pit area
- abandoned cars do not bewilder AI
- latent cars (>400) are transparent
- min/max ping settings work now, bogus ping calc was culprit
- The Panic pool allocation failure should no longer occur, was victim of bogus ping calculator
- -server:###.##.##.###:PORT supported
- Server browser contains more interesting server info
- Spectator mode: can join server at any time, even after race begins
- Optionally set port via options.cfg
- Server "info" port provides interesting server info for various purposes
- Dedicated server: overhaul
- Dedicated server: mailto logs are significantly more usable
- Dedicated server: optionally read addl params from ded.cfg
- Dedicated server: optionally terminate after one race
- Dedicated server: config via chat: commands are more intuitive
- Dedicated server: config via chat: server provides confirmation/errormsg
- Dedicated server: config via chat: can change cfg key from "server" to any string, providing defacto admin passwd
- Dedicated server: report bandwidth requirements
- Dedicated server: Can force into "fat" packet mode
- Dedicated server: use "server ?" for doc of chat-commands
- Display loading bg during synchronization phase
- AI qualify times are faked plausibly
- Support significantly more players/bw in "thin" mode

PHYSICS
- Damage is improved, and is retuned for Expert mode
- Pitstop repair times are longer and reflect amount of damage sustained
- Tires can be knocked off in severe impacts (but cannot go off track!)
- Added "impact" effects to force feedback (tweakable by ff_jolt), increase range of strength slider
- Take somewhat less memory for replay
- options.cfg: "max_replay_mem_mb" sets maximum memory available to replay system
- options.cfg: "speed_sensitive_steering" optionally disables speed-sensitive steering
- options.cfg: "low_speed_steering" optionally disables low-speed wheel-lock boost
- options.cfg: "show_trim_adjuster" enables steering trim garage option
- Ensure setups contain reasonable values
- Player-driving in pits at start of practice has speed-restricto

RULES
- Correctly set AI results when some cars have finished
- Disabled cars can be passed during yellows

AI
- AI cars do not recover quite so easily from inter-car contact
- Daytona, Talladega, ai cars leaving pit area do not confuse racing ai cars
- AI cars do more sensible pit decisions during yellows
- Disabled AI cars will drive on apron during yellows
- Pacecar cannot be trapped in pit area
- Pacecar cannot run out of gas, lose tires, etc
- Pace and AI cars no longer slide down hill in Watkins pit area
- "AI cars stuck at pit exit for no reason" bug fixed
- "Pits closed for no reason during green" bug fixed

YELLOWS
- Throw them more easily, esp in sim and hardcore
- Player-drive yellow flags: give player more room
- Player-drive yellow flags: do not jam on brakes when crossing s/f line in certain cases (eg freak)
- Reduce maximum pack acceleration to make it somewhat easier for self-drive player
- Ensure yellows will always terminate, even if everything is hosed.













=========================================================================
                             SECTION TWO

                     Multiplayer Changes Overview
                               Sep 2000
=========================================================================



======================================
 GENERAL FIXES
======================================

 ABANDONED CARS

 Abandoned cars previously would be thrown up in the air and turned
 transparent. They are now sent to the pit area.  As a result of this
 and other changes, these abandoned cars no longer confuse the
 computer opponents.  A car is declared "abandoned" when HEAT has not
 received data for that car in more than two seconds.


 ROLLING STARTS

 Rolling starts, which previously were extremely unstable, are now
 significantly improved.  There should be very little zippiness
 during the rolling start.


 POOL ALLOCATION FAILURE (Reliable Data Pool)

 This crash has been fixed, it was a side effect of the "ping bug".


 COMPUTER OPPONENT QUALIFY TIMES

 The computer opponents now have somewhat plausible qualify times,
 rather than always qualifying at the front of the pack.


 SYNCHRONIZING SPLASH

 Previously, HEAT would appear to "lock up" during the
 synchronization phase, because the code to clear the screen and
 print "synchronizing" had been long ago disabled.  Now you will see
 a pretty loading screen, with the words "synchronizing" proudly
 printed at the bottom.


 PING RESTRICTOR

 The optional ping minimum/maximum restriction has been fixed;
 an unintended lockout of the multiplayer subsystem during "Find..."
 connections was adding about 2 seconds to the estimated ping time.

 You can enable the ping restrictor by editing your options.cfg
 variables "srv_min_ping" and "srv_max_ping".


 AUTO DRIVE

 Pit auto-drive is now set by the server, for all clients, by the
 single-player auto drive option.  This should keep everyone on the
 same playing-field pit-wise.


 FORCE LEGAL SPEEDLIMIT

 force_legal_speedlimit is always on in multiplayer, which should
 provide some relief for users that had it turned off and found
 themselves at a disadvantage.

 
======================================
NEW FEATURES
======================================

 LATENT CARS

 When HEAT has not received data for a remote car for more than 700
 msec, HEAT will turn the car transparent, which should make them much
 less hazardous.


 COMMAND-LINE CONNECT OPTION

 You can connect directly to a remote NASCAR Heat server by using the
 -server:###.###.###.###:port command-line option.  The port spec is
 optional.  This should be useful for third-party matchmaking
 applications.


 SERVER BROWSER INFO

 The Server Browser contains more interesting information about
 the remote game.


 SPECTATOR MODE / "ALWAYS OPEN" SERVER

 You can now join a server at any time; "Close Entry" no longer
 closes the server.  If a user joins after the Approval phase, no
 problem.  After qualify, no problem.  After the race begins, they
 are a spectator.  The server browser lists the current status of the
 remote server, so that you can tell whether the server is
 qualifying, racing, or whatever.  Keeping the servers open all the
 time makes it much easier for them to be listed with a third-party
 matchmaking service.


 PORT SPECIFIER

 The default multiplayer port is configurable via options.cfg by changing
 "port".  This affects both client and server.


 SERVER INFO PORT

 A new "info" port can be enabled by setting the option
"srv_info_port" to the port number on which you want the HEAT server to
listen.  The info port provides some additional information about the
server, including qual times, best lap times, and laps remaining.  By
default, this port is only open to localhost, but remote access can be
enabled by changing the option "srv_info_local_only".  This info port
should be useful to third parties who wish to pull information from a
HEAT server and push it to the master browser of a matchmaking service.
The format of the data available from this port is available from
broske@mgiracing.com.


 INTEGRATED BANDWIDTH CALCULATOR

 Choosing Cable/DSL and creating a server brings up a special "Name
 Server" dialog that also permits you to choose the number of players
 that you will accept.  As you choose different user limits, a
 bandwidth requirement is shown, so that you can choose a user
 limit that is appropriate for the upstream bandwidth of your
 connection.


 "THIN" SERVERS

 In order to provide larger pack-sizes for multiplayer over
low-bandwidth connections, a new "thin" mode is enabled for HEAT
servers.  This mode is enabled by default when you choose a bandwidth
setting other than LAN.  The upstream bandwidth requirements have
been substantially reduced, and the downstream client requirements
are extremely low.  Modem users will be able to participate in 20-car
races.  Appendix 1 contains a complete bandwidth requirement listing.
Thin servers are experimental, but considering the short time we've
put into it we're pretty satisfied.

 Thin servers are indicated by "(thin)" in the server-browser.

 If you prefer old-style thick servers, you can force non-LAN servers to be
thick by setting "srv_force_thick" in the server's options.cfg.


======================================
DEDICATED SERVER
======================================

 Due to overwhelming demand for a better dedicated server, and an
 equally overwhelming stink wafting out of the current one, the
 dedicated server has been overhauled.  More or less.


MAILTO LOGS

 The results automailer produces lap and race results that are quite
a bit more useful.


ONE RACE ONLY

 Optionally, the server will terminate after running one race.  Set
 the "ded_one_race_only" option to enable this feature.


CHAT CONFIG

 The infamous 5% race length bug is fixed.  Generally, the
 chat commands are easier to use and more intuitively named.  A full
 listing is in Appendix 2.


CHAT CONFIG IS PRIVATE

 Chat config is not echoed to the chatroom.


CHAT CONFIG FEEDBACK

 The server will privately confirm/errormsg chat config commands.


CHAT CONFIG PROTECTION

 The dedicated server detects chat config commands by checking the
 first word of the chat message, and comparing it to the server
 "key".  By default, the server key is "server", which is why
 commands like 

 "server ai 10"

 will change the race configuration.  Optionally, the server
administrator can set the server chat key to any word,
effectively providing an admin password to the configuration.  Change
the option "ded_srv_cfg_string" to give this feature a try.


NO PROMPTING

 The server is configured entirely through options.cfg and ded.cfg;
 the initial prompts for server name and password have been removed.
 Instead, set "ded_srv_name_32" and "ded_srv_passwd_16" to change
 these values.


OPTIONAL USER LIMIT

 Set a userlimit through the "ded_srv_max_users" option.


OPTIONALLY FORCE FAT

 Force old-style "fat" packets for your LAN event by setting
 "ded_srv_force_fat_bad_idea".


REPORTS BANDWIDTH REQUIREMENTS

On startup, the server reports the upstream bandwidth requirements.


PASSWORD-PROTECTED KICK

Set the option "ded_srv_kick_cmd" to a secret word like "boink".
Now, you can kick people remotely by using the chat cmd

server boink <username>

This _will_not_work_ if the kick cmd is set to "kick"; the idea is to
keep kick-power in the hands of the admins.

You do not need to type the entire username; the server will just
kick the first person to match the substring.  Type carefully.

You cannot kick yourself.


IDENTICAL CARS

This works the same as before.  The setup that is used comes from the
user who chats the "identical" config command.


LOAD PARAMS FROM DED.CFG

 If a file named "ded.cfg" is present in the same directory that
contains race.bin, then parameters will be loaded from this file,
after options are loaded from options.cfg.  

======================================
APPENDIX 1
======================================

Bandwidth requirements for THIN dedicated server, no AI
non-dedicated upstream reqs are approx 3% less @ 43 cars
Units are bytes/sec. (Modems usually use 10 bits per byte,
so 100 bytes/s = 1K bits/s)

CARS   SERVER IN     SERVER OUT     CLIENT IN     CLIENT OUT
  1         555             0              0           555
  2        1110          1110            555           555
  3        1665          1935            645           555
  4        2220          2940            735           555
  5        2775          4125            825           555
  6        3330          5490            915           555
  7        3885          7035           1005           555
  8        4440          8760           1095           555
  9        4995         10665           1185           555
 10        5550         12750           1275           555
 11        6105         15015           1365           555
 12        6660         17460           1455           555
 13        7215         20085           1545           555
 14        7770         22890           1635           555
 15        8325         25875           1725           555
 16        8880         29040           1815           555
 17        9435         32385           1905           555
 18        9990         35910           1995           555
 19       10545         39615           2085           555
 20       11100         43500           2175           555
 21       11655         47565           2265           555
 22       12210         51810           2355           555
 23       12765         56235           2445           555
 24       13320         60840           2535           555
 25       13875         65625           2625           555
 26       14430         70590           2715           555
 27       14985         75735           2805           555
 28       15540         81060           2895           555
 29       16095         86565           2985           555
 30       16650         92250           3075           555
 31       17205         98115           3165           555
 32       17760        104160           3255           555
 33       18315        110385           3345           555
 34       18870        116790           3435           555
 35       19425        123375           3525           555
 36       19980        130140           3615           555
 37       20535        137085           3705           555
 38       21090        144210           3795           555
 39       21645        151515           3885           555
 40       22200        159000           3975           555
 41       22755        166665           4065           555
 42       23310        174510           4155           555
 43       23865        182535           4245           555


======================================
APPENDIX 2
======================================

This list is produced by typing "server ?" at the console.

   realism: Set realism (eg Normal, Expert)
     rules: Set rules (eg None, Black)
 autodrive: Set auto-drive (eg "yes")
    length: Set race length (eg 10%)
      time: Set race time (eg Night)
     skill: Set AI skill (eg Pro)
    custom: Set custom strength (eg 102)
      wear: Set wear multiplier (eg 4)
 identical: All cars use same setup (eg "yes")
   qualify: Enable qualify Round (eg "yes")
     track: Choose track by name, abbrev accepted (eg "Bristol", "Watk")
        ai: Set AI car count (eg 10)
       end: End race
   restart: Restart race
    cancel: Cancel track selection
     close: "Close Entry", obsolescent: will close automatically in 10s
      kick: Kick user; will only kick user if custom string is used
example: "server skill Pro"
Identical cars will use the setup of the user who issued the command












=========================================================================
                           SECTION THREE

                      Force Feedback Information
=========================================================================


NASCAR Heat calculates steering forces based on the forces that are applied
by the tires to the front wheels.  One significant force in this case is
"pneumatic trail" or "self-aligning torque", which is the tendency of a tire to
want to turn to face the direction of travel.

So the force on the wheel is a combination of pneumatic trail torques, plus
torques generated from mechanical trail (which is the "caster wheel" effect of
having the tire pivot slightly in front of the contact patch) as will as scrub
radius (the same thing, but side-to-side).  This allows you to get a pretty
good feel for what the front tires are doing.

This is done by sending a continuous stream of forces based on outputs of the
physics model.. e.g., "1 lbs to the right, .9 lb to the right, .3 lb to the
left," ... etc. Many games use the force feedback in a more standard way, where
they create "canned" effects, like a rumble or collision effect, and just
play them as needed.  (e.g., if the car is on gravel, start playing the gravel
effect, hit a wall, play the "hit wall effect")   Most games also use a
"centering spring" effect, where the wheel uses it's motors to simulate an old
fashioned spring-based wheel--some games may adjust the strength of the spring
dynamically, to simulate "losing grip" effects.

I chose not to do it this way, because I felt that using the true forces
from the physics model is the only way to get a really good, subtle feel.  The
problem is that this method is much more sensitive to small differences among
different wheels, which makes some tweaking on a per-wheel basis necessary.
Sometimes even two wheels of the exact same kind require different settings,
based on how much friction there is in each wheel, etc.  Plus, most FF wheels
come with a little "tuning" control panel, so every user will adjust these
differently.

Another problem that comes with this method is self-oscillation.  When you
turn the steering wheel, it takes a little while for that signal to get sent
to the computer, read by the program, and then affect the physics.  Then the
physics adjusts the force on the wheel, which takes a little while to get back
to the wheel.  So there is a delay between when the wheel moves and when the
force that corresponded to that same "instant" of time is felt.  So the problem
is that when the wheel is held loosely, or the forces are very strong, you can
get a feedback loop where the wheel is to the left, the tires bite, apply a
force to twist the wheel to the right; then the wheel gets the force, and
starts to jerk over to the right.  After a little bit, the physics gets the
message that the wheel is straightened out, but by this time, the wheel is
still moving to the right, and it can overshoot, turning the car's wheel to
the other side, causing an opposite force, and so forth.

A solution suggested by Randy Magruder was to introduce a "deadband" area where
as the wheel approaches the center position, the forces smoothly scale down in
magnitude, and are gradually replaced by the standard "centering spring" effect.
The idea is that you still get the subtle feelings of understeer at the limit
while in a turn with the wheel hard over, but you avoid the "waggling" down the
straight.  However, to allow some people to tweak the effects, I made most of
the variables "tweakable" in the options.cfg.  Here they are:

1) ff_deadband_width:
this controls the width of the deadband (the deadband is shaped like an upside-
down trapezoid):  (pardon my ascii)
~~~\___/~~~
the ff_deadband_width is the width of the flat bottom part, plus there's also
a "sloping" region where the effect is blended. Therefore, to have no
ff_deadband (not to be confused with the controller's input deadband) at all,
you have to use a negative number to also make the sloped regions disappear....
~~~~~~~~~~~~
that is, merely setting ff_deadband_width to zero would yield this curve:
~~~~~\/~~~~~
Oh, and the units here are -1 = full left, 1 = full right.  So
ff_deadband_width = .2 would mean that 20 percent left to 20 percent right
would be in the full deadband, roughly the next 10 percent or so are in the
transition zone, and then the last 70 percent are in the "outband".

2)  ff_inband_spring:
  this controls the strength of the centering spring while in the deadband
(near center).
3) ff_outband_spring:
  this controls the strength of the centering spring while outside of the
deadband.  When in the transition zone, the centering spring strength is a
combination of the two.

4) ff_torque_gain:
  this controls how the "physics torque" effect's strength (as opposed to the
centering spring) corresponds to the physical steering torques.  Turning this
up will increase their strength, but also mean that at some point, the effects
will "max out".  This gain parameter is controlled by the deadband--while you're
completely in the deadband, the effective torque gain is zero.  This is why
when the wheel is straight you don't feel any collisions.

5) ff_inband_damping and ff_outband_damping:
  these don't do anything at all.  Set them to any value you'd like, it's all
the same.


So to get the "raw" physical effects, you would want to set your deadband width
to a negative number, set your spring settings to zero, and then adjust the
ff_torque_gain as needed.  Depending on your wheel, garage setups, etc., you
may be able to drive this with minimal or no oscillation.  I like to use this
mode with a pretty light effect--that way I can "read" the road surface, but
don't have to fight the wheel.

Using the sliders in the game:
because it seemed a little excessive to put 4 sliders in the control screen,
I made the centering spring slider control both inband and out_band centering,
with the one wrinkle being that the inband_spring will always be at least .3,
even if the slider goes below that.   To keep the unified spring slider from
messing with your settings, set "ff_dont_trash_inband_spring" to yes.  (This
is true only in the patched version).


Changes to FF in the patch:
  The most common complaint (after we had reduced oscillation), was that you
couldn't "feel anything".  This usually meant that the user couldn't feel
impacts and gravel, and didn't notice the subtle weight transfer and grip
effects (perhaps indicating that the NFS-style approach is better for most
people!)  This happened because when the wheel was centered, all the physical
effects were zero.  Furthermore, if the "impact" happened on a time-instant
where force feedback was not being sent, the jolt could get "lost".

So to address this, I handled impact forces independently of the steering
torques, so that even in the deadband position, you can still feel impacts, as
well as "remembering" jolts until the next FF command to avoid misses.

Just in case you don't like this effect, it too is adjustable in the options.cfg,
it's called ff_jolt.  Setting it to 1.0 is the default game effect.  Using 0.0
turns it off, .5 sets it to half-strength, etc.

So your old settings should work in the patched version as well, with the only
difference being the impact effects.  If you don't like them, set them to zero.


Good luck tweaking, and may your laptimes fall!

-Dave P.
 MGI










=========================================================================
                           SECTION FOUR

                Changing drivers using drivers.txt
=========================================================================

A change to the patched (1.1) version is that the program will optionally read
the driver list from a plain text file instead of using its internal data.
This allows a skilled user to modify the driver information and add new drivers.
You should be familiar with using Notepad, and be skilled at moving and renaming
files and extensions.  It often helps to configure "explorer" to show file
extensions, so that "car116.tex" and "car116.cvs" don't look like just "car116".

WARNING: Any changes you make here are "at your own risk"... it is possible to
cause the game to crash by improperly modifying these files.  Consider yourself
duly warned!

Drivers.txt should go in the "config" directory where options.cfg is stored.
It is important to use a plain-text editor such as notepad when editing this
file, because full-fledged word processors such as Word can turn it into a
binary file incompatible with the program.  When changing the drivers.txt,
you must be very careful not to mispell a command word, leave out a statement,
or make other small errors.  It is a good idea to make a backup copy of the
drivers.txt file before doing any editing, so that if you screw up, you can
always get back to where you were before!  When you run the program after
editing drivers.txt, it will attempt to read the file in... if there are errors
that it can detect it will use the built-in defaults instead.  Check the heat.log
file for information pertaining to the error found.

The file drivers.txt contains a bunch of "Driver tables", each of which defines
a driver.  One such table looks like this:

table Driver
        number 6
        name Mark Martin
        chassis Stock
        rank 5
        ui_image MMartin.img
        race_image 12
        body_style fcar
end

Each driver table begins with the line "table Driver" and ends with the line
"end".  It is important to note that after the last table, there is another,
additional "end" line to signify the end of the file.  In the body of the table,
there are a number of lines that define attributes of the driver.  These can
be listed in any order within the table, but they all must be listed, with
some exceptions noted below.

You can also add blank lines, or comment lines that begin with a semicolon (;),
to help make the file easier to read.

Here are the statements that define the driver:
 "number 6" :
   This means the driver will be the "6" car. This also means that the driver
  will use the texture-map file "car6.tex". If it doesn't exist in paint.res
  or paint256.res, it will look for the file in the config directory. If the
  file doesn't exist there, the car will be plain white.

 "name Mark Martin" :
   The driver's name will be "Mark Martin".

 "chassis Stock" :
   The driver will use the "stock.car" chassis (this is the only option)

 "rank 5" :
   This driver is the fifth-best driver, and will be very likely to show up
  in small AI car packs.

 "ui_image MMartin.img" :
   This will use the built-in picture of Mark Martin in the "Choose Driver"
  screen.  If you are adding a new driver, you should delete this line,
  because you won't have a built-in picture.  If the line is removed, the game
  will look for the file "car6.cvs" in the config directory.  If you paint your
  car in the Paintkit, it will also create a "picture" of the car in the config
  directory as head0.cvs (or head1,2, or 3 if you are player 2,3 or 4).  You
  can copy this file as car6.cvs if you want to use that for this driver.

 "race_image 12" :
   This will use the 12th small headshot for the in-race displays.  Unfortunately,
 there's no way to add or modify these images.  To use the "empty" face, choose
 100 for this value.

 "body_style fcar" :
   This will use the fcar body-style.  The paintkit only has a template for the
 "ccar" body style, so to paint other styles you must use the Restools, available
 on some fan websites.

This should get you started.  One thing to note, is that each driver must be
matched up to his or her paintjob.

Example:

Let's add a new driver, named "Doctor Foo".
We will add this to the drivers.txt, at the top:

table Driver
        number 616
        name Doctor Foo
        chassis Stock
        rank 20
        race_image 100
        body_style ccar
end

Then, take the .tex file that you've made in the paintkit (which may be called
paint0.tex, or paint1-3.tex if you are player 2, 3, or 4).  Make a copy of this
called "car616.tex" in your config directory. Copy the head0.cvs file as
"car616.cvs".  Now, start the game.  You should be able to select your new car,
and it should have the correct paint-job.

If you want to race against your friends using your new car, you must send them
the texture files so that they can see your new paintjob, instead of a plain
white car.  However, they don't have to change their own drivers.txt.  So you
would send your friend "car616.tex" and have him or her put the file into his or
her config directory, and then go racing!







=========================================================================
                           SECTION FIVE

           Changing the location of the config directory
=========================================================================


When you do a full install of NASCAR Heat, the game prompts your for a "data"
directory on your hard-disk, which is where the track and other game data files
are copied to.  However, regardless of where this is, the game will always use
the directory   c:\Program Files\Hasbro interactive\NASCAR Heat
to store configuration information (options, replays, setups, custom paintjobs).
It is now possible to move most of this usage to your "data" directory by moving
your options.cfg file to that place.  For example, if your tracks are stored in
"d:\games\NASCAR Heat\Data", you can move options.cfg to
"d:\games\NASCAR Heat", and then the game will look there instead for paintjobs,
replays, etc.  HOWEVER, you still must keep your c:\program files\...\NASCAR Heat
folder, because the file "patch.bin" as well as some other small files must
be there.  If you remove the patch.bin, it will not work.
