Grooved Test Range is a restricted military installation located somewhere in the Nevada desert. Many of the new military aircraft are tested here. It's the perfect place to fly aircraft, with a huge runway, and plenty of space to do manoeuvres. But if flying is not your thing (for whatever weird reason), Grooved Test Range and it's surroundings feature many kilometres of both asphalted and non-asphalted roads for you to drive in. Oh, and don't forget about the runway, it's a perfectly safe place to put your cars to the limit. Runways are some of the best places to do drag-races and such. Please note that the map is WIP, so there is some unfinished/unpolished stuff. Anyway, enjoy the map . Old content [v 0.2] description and images (saved for historic purposes) in the spoiler below. [Check the "Overview" tab for images of the current version] Spoiler I didn't want to release this map at this "early" stage, as I think it still needs way too much work. But because I think I won't be able to work on it for some time, I'm releasing it now so you can at least enjoy it in it's current state if you want. The map is pretty Huge, though kind of empty at the same time. In the future I would like to add more life to the map. Adding more roads, "villages" and stuff. There's plenty of space for all that and much more . The map is obviously unfinished, it also lacks many of the "airport stuff" I would like it to have. These will come eventually. Atm, it only features very basic stuff. Texturing and modelling of the current static objects is not finished. And the terrain needs work as-well. Also, keep these things into account: -Possible Performance Issues -No custom collision meshes for static objects. -No different LOD's for meshes. -The runway and taxiway's asphalt might get blurred and "mixed" with the dirt surrounding when viewed from oblique angles in the distance in some computers. -Extreme bumpiness on some roads sections that might leave them impracticable. Terrain needs to be flattened. **Use the roads at your own risk** -Grass/bushes "under" some roads. Causing some weird results. -Flickering grass/bushes & they are too big. -Some roads behave like dirt. -Many other problems Installation: Copy the zip directly to (user)/Documents/BeamNG.drive/mods . No need to extract. Screenshots, the good stuff : (imported from here) (imported from here) (imported from here) (imported from here) (imported from here) Also, the map is the one featured in this video (though a slightly older version): The release is supposed to contain problems and a lot of unfinished stuff, but feedback is very welcomed anyway. Have fun! It's really enjoyable to fly the B-25 here . ONLY WORKS ON EXPERIMENTAL VERSION If the map crashes when loading, check that your Mesh and Texture settings are set to "High". That is most probably the problem. Hope it helps! And sorry for the inconvenience, I don't really know how to fix that. PD: The name might change in the future. PD2: I suggest you set your Anisotropic filtering setting to 16x for sharper runway markings. PD3: This map is not only for planes, is also fun to explore it from the ground. PD(3!-2): Yeah, the zip file name is missing an "r". But I'm too lazy to re-upload it just for that Do NOT re-upload to any website.
Re: Grooved Range Desert w/ Airport Very cool, I've seen all the screens with that awesome runway in it. Thank you! This map will surely get used by future aircraft makers and I already think of it as a sort of BeamNG "area51". EDIT: Does this map have a particular affinity for experimental or stable?
Re: Grooved Range Desert w/ Airport Thanks for the comments! An Area 51 or similar air force base in the middle of the desert was exactly what I had in mind. And I've only tested it on experimental, I hadn't thought about that. Are you having problems on stable? I'm going to try it there now anyway.
Re: Grooved Range Desert w/ Airport Haven't downloaded yet but figure the question is certainly relevant these days....lol. Will download right now. Okay this is what I've got: Vehicle and objects spawning at original map co ordinates? I moved terrain down to match spawnsphere and buildings but decals stayed at terrain height. This is stable build. Seems like a quick fix though. I'll try it in my experimental back up.
Re: Grooved Range Desert w/ Airport Ok, just checked it. Works fine in both versions for me. There shouldn't be any problem. Edit: Just seen your posted problem in the stable version. That's some weird sh*t. I'll take a look at what might be causing it. Though, as I said, works fine for me in the stable version.
Re: Grooved Range Desert w/ Airport That's bad Did you install it like I said in the first post? Are there any error messages appearing? Could you post your torque.log file? (found in your cache folder) Is it working for everybody else? Enough questions already.
Re: Grooved Range Desert w/ Airport Experimental shows up good. I will keep looking into my stable issue. For experimental I had to take the Grooved Desert folder out of the levels folder and place it with all the other levels. - - - Updated - - - heh heh heh
Re: Grooved Range Desert w/ Airport Im pretty sure its not going to be released, IIRC, its another private project
Re: Grooved Range Desert w/ Airport 1. Yes I did, I put the .rar inside documents>beamng>mods 2. Only the crash report. 3. Ofcourse, here you go
Re: Grooved Range Desert w/ Airport No sir, just a .dae static. It could probably be made to operate in Blender I imagine. - - - Updated - - - Is anyone else having issues running this map in stable?
Re: Grooved Range Desert w/ Airport This is a very ambitious project. Looking forward to what it will be in the future.
Re: Grooved Range Desert w/ Airport Pretty nice map if there was a multiplayer in beamng you could make awesome drag races
Re: Grooved Range Desert w/ Airport Yeah, me. I was wrong. The thing is that my second installation of BeamNG wasn't really the stable version as I thought, but was rather an older version of the experimental, so I tested it there thinking I was testing on stable. It turns out the map doesn't work as expected in stable. I'm experiencing the same problems as you. So, in the meantime, I'm going to put a warning on the OP until I can find a fix. I'm sorry you'll need experimental for now. So, question for the devs or anyone else who knows: Doesn't the terrain's MaxHeight value work in the stable version? That seems to be the problem, that value seems to be ignored/not recognized on the stable version. Any possible alternatives? I'll need to look more carefully the log, but for now, can you try clearing the game cache and seeing how it goes?