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Ramp suggestions? Creating a time attack for D15 V8 4WD

Discussion in 'General Discussion' started by NGAP NSO Shotgun Chuck, Nov 5, 2020.

  1. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Joined:
    Mar 6, 2015
    Messages:
    1,407
    I've once again begun messing around in the world editor trying to make a time attack specifically for the default truck. It would be a whirlwind tour of Grid Map, visiting sites like the offroad test area, the giant BeamNG logo, the jungle canyon, and the marsh. The problem is, it crosses over itself several times, and in some of these areas I realized it might be helpful to sort of "tell" the player which way to go. For a solution, I hit on the idea of using ramps, which would locker the player into a certain path from both directions. The first such point is almost immediately after the start and has the player jumping over some haybales as well as the crossing road.

    The problem is, the D15's front-heavy weight distribution means it does not like to land easy, even off an extremely low ramp. I'm using the one of the taller "rhythm jump" ramps from nearby, copied as necessary to fill the width of my road, and even with the ramps pulled down and rotated so that the top of the ramp is lower than the top of the haybales, the truck still lands hard on the nose and bounces around horribly on landing.

    Is there a ramp design somewhere within Grid Map which can mitigate this effect somewhat? I'm trying to make this course difficult but not a "car killer"; you should be able to hotlap it if you know how to drive. Having a jump right off the starting line that may or may not flip you end over end is counterproductive here.
     
  2. Harkin Gaming

    Harkin Gaming
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    Joined:
    Jan 17, 2016
    Messages:
    551
    I think this is caused by the D-Series' suspension tuning. It is a truck designed to carry things and handle safely with heavier loads, so the rear suspension may bounce more or is too stiff when unloaded. May I suggest using a different config of the D15? I know it wouldn't be the default truck then, but it may be the best option. The other thing that comes to mind is using a landing ramp. I would test out all of the different jumps and doubles on gridmap and copy/paste whichever one works best.
     
  3. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Joined:
    Mar 6, 2015
    Messages:
    1,407
    The problem is, I can't use a landing ramp because uh... there's another crossover point it would get in the way of. One part of the track comes off the rhythm ramps, has a hairpin around another small ramp, and then heads for the offroad tests, while the other part (the part with the jump I'm trying to set up) goes straight from the default spawn area around behind the offroad test area.

    Probably, I will have to just not put a ramp there, and just use checkpoint positioning to tell people where to go. (The new style of checkpoint is much better for this.)
     
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