It's really enjoyable to ride at the time!! feels wild but not empty thank's to the bunch of little details! nice map to test offroad mods that came out recenty
Grass render fix "update" in the 1st post. Changed all groundcover shapeCullradius values from the default 75 to 400. I've no idea what the DTS element cull out distance means but increasing it seems to lessen their pop-in eyesore. Added some guard rails to tunnel portals. Not that many though, only like 50 metres. This might be the lamest map update ever. There's no reason to re-download all the 971 MBs, unless you are some kind of grass loving guard rail enthusiast. Let's all enjoy African themed music instead. Here's Karl Denver
it sounds great, I think the song is quite old and there will be no copyright problems if you make a radio and add this song there
Denver's rendition of the song is my favourite as it sounds like an unintentional trololo version of the original(s). And the guitarist is so on fire having the time of his life. Can't watch that without a smile. Sure I'd like to add some local chatter, music, and background sound areas to the map. But if you meant an in-game-in-map radio station, it's a no. Even if there were 1000 songs on the roster it would always just play the "Johnny Guitar" that everyone hates. (Fallout NV reference)
The .28 game update wrecked the fuel pit functions. Console error said the garages.sites.json was missing. It really wasn't, just resaving the sites file with the editor fixed it. Some lazy work was done by the tracks and slum area. Built a few crossings and a junction house. I tested the track back and forth only with the "Big Three" locomotives we have. Let me know if there are problems rollin' with various railway carriage.
I think if you replace the mountains on the edges of the map with a fence, like what we have on the johnson valley map, there would be a feeling of a much larger space
It's too late for that kind of change, and I'm not sure about what it would benefit. The mountains are the "fences". You'll just have imagine there's a whole African continent behind them. Also removing them would ruin the cave and make the tunnels unnecessary. It would be better to start a new map.
Added night lights to the railroad junction. Did some lighting rework at the dockside gambling house.
This map is pretty sweet! Even though it is really sparse (it's the African desert, duh), there are quite a lot of things to be done and I even came up with a few ideas for BeamMP challenges with friends, stuff like 60's themed endurance rally, drug runs (which I think that the one hangar filled with leaves near the seaside was made for exactly this purpose) etc. Like almost anyone else here, I wish that the "squareness" of it wasn't made so obvious by the mountain walls. Would be cool if you added some oil infrastructure as well, maybe a couple of oil wells, some pipes, maybe extend the map a little bit to add a modern-ish refinery. Or maybe something that has to do with mining, maybe like a mining pit for cobalt and stuff and a small mining town with some really good asphalt infrastructure coming in and out of it.
I just dropped in to say that I love this map. It has fast become my fav. It is perfect for high speed trophy truck runs.
Hello, I found a small bug, the awning ate my van near the water plantations, it seems to me that it would be better to take the harvest away on it and also this strange underwater river is located near the port
You can turn the visible collision off in the editor (collisionType, Visible Mesh Final to None). Or just use the other trail I made it so you can fit a cement truck under the tent frame. The river is part of the experimental ocean current. https://www.beamng.com/threads/african-trails.86026/page-2#post-1462645
this map is based in south africa there is a winch mod here; https://www.beamng.com/resources/sp-winch.25284/ 4an african license plate mega pack, south africa is coming somewhere in november ; https://www.beamng.com/resources/african-license-plate-mega-pack-5-56.28690/ and a south afrian taxi skin https://www.beamng.com/resources/south-african-taxi.28390/
how did you add the fuel stations? I'm trying to add them in my map, but I do not understand how they work
I made a quick fuel tutorial mod for the Small Island, USA. Drop the .zip in the mods folder. You can also use the facilities.facilities.json in facilities folder as a template on your map. It is written for two fuel stations: The first has two fuel pumps. The second is an EV-charging station with one charger. One fuel pump/recharger is made of one area (BeamNGGameplayArea) and one icon (BeamNGPointOfInterest). I placed a pair of those on the map (Create Object - BeamNG -) and renamed them to fuel_area_1 and fuel_icon_1. So the first fuel pump feature is ready. You can see them at the bottom of the SceneTree. If you open the big map (M-key) there is a fuel station marker and when you drive to it the refueling option opens. Now you can make the second pump by creating fuel_area_2 and fuel_icon_2 somewhere near the the first pump. Reload LUA (Ctrl + L) to test it. There should still be just one fuel marker on the big map. Now make the ev-charger by creating fuel_area_ev and fuel_icon_ev anywhere on the map. Reload LUA and its fuel marker should show on the big map. -end of tutorial- some notes: - fuel zones made with the Sites Editor are not needed anymore in v0.30 - area marks the spot on the big map, icon can be placed out of sight if you don't like floating arcade markers ruining the immersion. Setting an icon hidden won't hide it. - other big map markers may block fuel icons if they are too close Hope this helps, feel free to ask more.