i now tried it and i now get 60 fps ill check later when my pc was running for a while if the frames drop which would indicate thermal throttling
My temps seem OK. I did create a thread here if you are interested: https://www.beamng.com/threads/my-n...o-randomly-drop-on-certain-beamng-maps.57071/
Yes , I know is a super old thread. Yes , I know the mod could be long outdated. But for people who still use this map as a test track(like me) or just like to watch cars run on empty road w/music(also me). I decide to say : This map has started to have probelm with the recent update of the main game. The AI driver always flip the cars off the road(in to deep water below) at around 20km away from the default spawn point. (At the Y-shape intersection , when try to go to the left lane.) Burn me if you like.
I've been working on an update for this in my (little) free time. Including adjusted lighting, a new 2-lane narrow road (fun for filtering traffic) and some other changes. Will be coming in the future whenever I have time to dedicate to it AI paths were made long time ago, and are weird as the checkpoints are several KMs away from each other, this is kind of a particular case for the AI system.
With the Sherman Square map being released, is there a possibility that teleportation could be introduced, making it virtually infinite? (Sherman Square is 96 x 96 using teleportation to make it infinite)
Yes, it should be rather easy, but I'm not sure it's necessary since it already takes a while to reach the end
Fantastic, thank you! This has long been my favorite map for sand-boxing. I'm wondering, is there any solution to the problem on maps like this, where traffic spawning can't keep up once you're in a JATO car going one hundred septenvigintillion miles an hour? Thanks again.
Well..... after few try. I finally figure out how to add waypoint. and this is my attend to at least make AI stay on the road , instead of flip over into water. ( until Nadeox1 have time to revisit this map.....as I despairingly need to set the AI car running so I can pretend I'm driving on the open road to release my stress.) Unzip the file , and put that "ssrb" folder into : C:\Users\user\Documents\BeamNG.drive\levels (I hope it works for everyone.......)
Here's a challenge for you all if you're still off work bored: which vehicles can do the entire distance to the end & back on an entire tank of fuel (or equivalent)?
As for today , due to the the programing of AI had been changed , and the waypoints put on this map are too old. Every car will flip into the water at around 20KM mark of the map. So there is no car can go all the way around in this map at the moment However , here is How Hopper's score look like back in 0.11.0.3 (AI set on random , speed set on 60MPH , start with full tank and used up every drop of it) Ibishu Hopper XT-4(M) 285.9mi 15.85gal Ibishu Hopper XT-4(A) 338.5mi Ibishu Hopper XT-6(M) 291.2mi Ibishu Hopper XT-6(A) 353.8mi Ibishu Hopper LXT-4(M) 292.2mi Ibishu Hopper LXT-4(A) 339.5mi Ibishu Hopper LXT-6(M) 296.2mi Ibishu Hopper LXT-6(A) 343.3mi Ibishu Hopper ZXT-6(M) 299.9mi Ibishu Hopper ZXT-6(A) 392.5mi Ibishu Hopper Classic(M) 297.6mi Ibishu Hopper Off-Road(M) 301.0mi Ibishu Hopper Custom(M) 322.2mi Ibishu Hopper Dune Edition(M) 318.4mi Ibishu Hopper Dune Edition(A) 322.9mi Ibishu Hopper Sport Special(M) 291.8mi Ibishu Hopper Sport Special(A) 321.8mi (Back in the days , I used to do this challenge all the time , and had finished testing all the cars(beside T-series) in game(as for version 0.11.0.3).)
I found the end when the mod first came out... granted, I kinda cheated by using the Avro Arrow at Mach 2.
Here is the link: https://beamng.com/resources/avro-arrow.2570/ One of the few vehicles that can outrun the free camera
I wonder if there is a way to fix the :AI flip the car into he water below" Bug........(my attend to add more way point myself didn't work in the long run) And I assume Nadeox1 is busy working on the official updates.
What's the issue exactly? Can you please give more information? And yes, I'm pretty busy and don't have much time to focus on mods currently. I do have some new stuff done for the level, but waiting to finish it before I push any update to it.
Uh wow. The AI paths are pretty old, prob do not work fine with the latest AI changes. Will check them too for whenever the next version of this mod will be.