WIP Beta released Trial Mountain 3.1

A scratch built version of this famous fictional track, exclusivly for BeamNG.

  1. Florian Hofer

    Florian Hofer
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  2. synsol

    synsol
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    QA Lead
    BeamNG Team

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    Sorry the update is not online yet , the update message shouldn't be showed it's my bad ;)
     
  3. Florian Hofer

    Florian Hofer
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    OH ok, no problem
     
  4. Pazzi8

    Pazzi8
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    When it'll be online? :)
     
  5. Ewanc

    Ewanc
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    It was held back due to a problem on my end and I only fixed it a few hours ago, so please be patient. Should be up soon, but I think they only test mods once a day. It will be worth the wait.:D



    :D
     
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  6. Pazzi8

    Pazzi8
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    I've read the update and i'm sure that will be worth the wait!
     
  7. mumboking

    mumboking
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    Hmm... I was playing Gran Turismo 3 yesterday. This will be interesting.
     
  8. Ewanc

    Ewanc
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  9. Florian Hofer

    Florian Hofer
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  10. synsol

    synsol
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    Yes ;)
     
  11. Florian Hofer

    Florian Hofer
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    nice thx
     
  12. Pazzi8

    Pazzi8
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    No AI scenario? :( however I really like that terrains now work right!
     
  13. Ewanc

    Ewanc
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    This track is so twisty, you would need to be in a sparrow for them to keep up. I need to fing out how to throttle them up around corners, then it would be a race.
     
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  14. BowlerHatJack

    BowlerHatJack
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    I feel the road is a bit bumpy. Also the white lines at the sides are a bit higher up than the actual road. Otherwise awesome update!
     
  15. Ewanc

    Ewanc
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    Id like to replace the mesh lines, they do look bad and some even have shadows, which cant be good for performance. I used decals for my other track's lines to get them tight against the road surface.

    The bumps are just a weird bug with this track. My other tracks came out fine, but this one has been bad since the beginning. I used the align with mesh tool to create the terrain. The align down tool worked really bad and left large bumps everywhere almost flipping off road vehicles. Then I tried the align up tool and it worked better, but still has small bumps. I might try flattening the track surface out and redoing the aligning process.
     
  16. 1185323118

    1185323118
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    Any idea on using some official road textures and tune the sky colour a bit? The present one is a bit cold-colour theme
     
  17. mumboking

    mumboking
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    I just managed a 2:00.03 with the Sunburst Racecar.
    16_09_08_Trial_Mountain_Sunburst_Racecar_Time.jpg

    2:10.71 with Custom 200BX
    16_09_08_Trial_Mountain_Custom_200BX_Time.jpg

    2:01.66 with Pessima Racecar
    16_09_08_Trial_Mountain_Pessima_Racecar_Time.jpg

    2:06.10 with Sunburst Sport-S
    16_09_08_Trial_Mountain_Sunburst_Sport-S_Time.jpg

    2:12.97 with Type-LS 200BX
    16_09_08_Trial_Mountain_Type-LS_200BX_Time.jpg

    BTW, I'm using a keyboard to drive.
     
    #77 mumboking, Sep 8, 2016
    Last edited: Sep 8, 2016
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  18. Dagalufh

    Dagalufh
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    For some reason the FFB on my G25 works overtime on this map. Right from spawning in and then when driving it twitches. Not sure if it's many tiny bumps in the road?
     
  19. Ewanc

    Ewanc
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    I had to turn off FFB for this map too because it was aggravation my carpel tunnel. I'm working on the problem right now; it has to do with the elevation accuracy of the height map. On my other maps I used a Set Height equal to the total elevation of the track to increase the fidelity of the elevations and forgot to do it on this one. Unfortunately I have to redo the elevations of the whole track to get it smooth, and its a tedious process.

    Did a quick test using the new set up and its very smooth and isn't messing with my FFB.
     
  20. CarBro74

    CarBro74
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    Are you going to put any a.i paths? Just wondering. I would love to see the a.i just mess around here.
     
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