- Oval track instead of square barriers on the map edge -(maybe random generated) drift course styled for LFS drift servers - Quick rally stage with pacenotes as a wooden signs on the roadside (maybe random generated as well) - area styled for Bajarama and gaps between jumps made to fit performance of the new D-series trophy truck -Also a few ideas not related to grid map- Normal maps (noise map from blender would be perfect) appearing on the car body to detail low poly deformation jbeam Generated rally stages with pacenotes prerecorded for each block (think Dirt 4) Make a fun but simple autocross/drift/race stages for online time attack \ scored for drift (single player but the result is visible on a online scoreboard. VR - VorpX works ok after 5 hours of tweeking and setting up the res to 2048x2048 in Nvidia panel but obviously native support would be better.
Hi everyone 1.I would deffinetly add barriers to the oval(or add layout with barriers) and make it possible to race with AI on it. Or just do the crashes inside of it. 2. Ice/snow area stage (snow tires with Nails ) or chains. Tough drive ups for loaded cars. Thats my sugestions. Love u devs&game
- Maybe have a underground testing facility, with all the crash testing stuff there (frontal, side, pole, rollover) If it can be made to look good, lighting, textures, shadows (Thinking of the limitation of the graphics engine here, not the devs abilitys, they have done some great work so far) - And love to see some worn out old road surfaceses cobblestone, or missing asphalt for suspension testing. - And I like the combination of simplistic concrete with some overgrown nature spots (Think portal 2)
Area for testing ESC/TCS, more suspension testing, hills for testing car drivetrain and engine, crash test center. Would be awesome
It seems like a lot of the suggestions surrounding vehicle testing are already covered by the Automation Test Track and Hirochi Raceway maps, though perhaps it might be a good idea to make low-poly zero-texture versions of either of those maps with the same visual style as Gridmap to cater to those playing on Mum's work laptop. As for Gridmap itself. All it needs to do is provide the player with every environment and/or terrain type in one light-weight and convenient place. I tend to hop between maps depending on what sort of driving I want to do. I like Industrial Site for drifting, West Coast USA for track driving, or Italy for either relaxing driving in the countryside or technical driving in the built-up areas. Ideally a map that does all of those things in an easily accessible fashion would be ideal. Edit: To clarify what I mean by "accessible fashion", I mean that the player doesn't have to drive a huge distance or negotiate obstacles/strange road layouts in order to get to an area they want to get to. Edit 2: To provide an example... If I do a few laps of the race track on West Coast USA and then decide that I want to do some power slides around the city blocks in the downtown area, then I have to navigate my way out of the track area, find the exit, drive a few miles, crash a few times in the process, get lost, roll my car down an embankment, accidentally respawn back at the track, drive some more, get to the downtown area and forget what I was there for. My idea for a revised Gridmap would be to remove those real-world barriers and provide a more free-flowing map design that doesn't have to comply with geographically realistic features.
u first should do native anti-lag, working gearknob or paddle shifters, revamp car lights, make ETK I has an coupe version, make all cars has Stage 4 Tuning...
Lots of great suggestions on this thread, but it would help to have some official guidelines regarding the overall design philosophy. It would be easy to let this blow up into an "everything map." The grid map has always seemed like a testing sandbox, so that's what I'm going with. A couple of people have suggested splitting the grid map into two or more separate maps, which sounds like a good way to balance completeness with simplicity: Have one general testing map (Grid Map), which doesn't duplicate what already exists on the other testing maps (like Hirochi, etc.), and a second testing map that's geared specifically to off-road testing. I think progressive test strips are a great idea that could be expanded to all terrain types, and include progressive directional variation (e.g. slalom) in addition to increasing roughness. The off-road testing map should include several progressive crawler strips: increasing rock size, slope variation, side slope, as well as progressively deeper/faster river crossings. I like the idea of keeping it simple, rather than adding too many realistic elements--not because of system requirements (although I know what it's like to try to play BeamNG on a low-end laptop), but to focus on its purpose of a testing area. A town could be made of building-shaped blocks, rather than bloating the map with actual buildings, the purpose being to test how your vehicle maneuvers on streets of various widths (progressively narrower to one corner of a 6 x 6 block area, maybe). One additional set of "textures" that would be useful is billboards at each spawn point showing a mini-map of that testing area. And maybe re-shape the map into a long rectangle, rather than an expanded square, with one "highway" down the middle to travel quickly between testing areas.
Something more off road, more difficult circuit, mud, rock rocks, and something to test the suspension, rock crawling
A 1/4 mile high grip drag strip would be useful for testing super high grip and power for a longer period.