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'Developer Section' Response Thread

Discussion in 'General Discussion' started by iheartmods, May 3, 2016.

  1. fufsgfen

    fufsgfen
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    Drifting with a tractor of course :p
     
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  2. tdev

    tdev
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    BeamNG Team

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    aye, known problem, will have a look now.
     
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  3. tdev

    tdev
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    BeamNG Team

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    and fixed, that was a lot easier than i thought :)
     
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  4. YellowRusty

    YellowRusty
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    What if Italy was designed with a railway system?
    italy_railway.jpg (Click for Larger Image)

    While a railway line requires carefully planned and prepared geometry, the finished product remains mostly stationary. Even if official trains are far off or not planned at all, there is still the fun of driving over a level crossing at high speeds!

    As the first large official map to be set in Europe, Italy be a fairly logical place to introduce a railway. The proposed map above depicts a rail line originally constructed during the steam era to transport materials from the mine to the harbour, then gradually expanded to create connections between the city and two of the towns. Note that the building currently marked "Something" would become a passenger terminal.

    Chances are that a railway system would require considerable effort to create, and could possibly result in delays or cuts to other areas of the map. Would players consider it worth the potential trade-off?

    Note - Just after I finished drawing this, I realized that the switchpoints shown on the above map would require either the Map Editor or some form of dynamic environment object to operate. A single point-to-point or circuitous railway might have to be considered.
     
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  5. bob.blunderton

    bob.blunderton
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    Yes, there's lots of fun to be had careening over my not-always-so-level crossings in Tennessee USA map mod. It's on the mods page. Happy flying.

    ...

    That aside, want to thank the devs (as this is a response thread), for laying the groundwork for the AI lane-minding in the editor and in the AI "brain".
    Mentioned this stuff last summer, and was VERY pleased to see it added in (or the beginning of such, as mentioned) in 0.8.x. I am currently updating my Nevada Interstate map to use this as I go about banking the corners and such (most of the corners in Nevada were previous to game-ver 0.6.x and hence, flat; no editor tools).
    Very pleased at the editor usability upgrades, that have come since 0.6.x and as always many thanks.
     
  6. coolusername

    coolusername
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    Hope this will have a use someday
     
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  7. j2305432

    j2305432
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    Some nice new screenshots of the WCU development. This map will definitely add so many possibilities for the campaign/story mode, however Im little bit worried about the fps cause it looks huge and thus demanding.
     
  8. CreasingCurve

    CreasingCurve
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    That photo brings back some GTA IV memories. Looks so similiar to the garage you blow up in south bohan.
     
  9. Confused_Deer43

    Confused_Deer43
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    The city looks amazing, I hope some day traffic spawning will be a thing in this, if the game were to spawn random AI from now, then despawn when out of your view and distant, with a slider for how many vehicles to be on screen at a time, this would add so much life to the city, generally the game too.
     
  10. DD-Indeed

    DD-Indeed
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    West Coast looks amazing already, but obviosly, it needs a ton of little details and items to make it feel lively.


    I've been thinking about this many times. Could it be about the weight of the cars ? Because most of the time, they feel pretty light to me, so even the lowest output engines on every car can wheelspin way too easily. But, if they would add more weight, they would also need to strenghten up the stuff too.
     
  11. fivedollarlamp

    fivedollarlamp
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    I was thinking @B25Mitch could add a sort of shoddy diner. Maybe there could be an easter egg, like a brick diner with a blue sign that says "Diner." :cool:

    (That's a nod to my Roblox game, Blue Diner)
     
  12. BowlerHatJack

    BowlerHatJack
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    I really like the progress on wca. Looks awesome! I can't help but worry about the fps though. Maybe @B25Mitch or someone else can enlighten us on the fps on the map compared to the current official maps?
     
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  13. Josh

    Josh
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    WCUSA gonna need 2 1080s in SLI for 60 FPS? lol :rolleyes:
     
  14. Modem

    Modem
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    good thing im getting a gpu update soon... this looks amazing!
     
  15. enjoyinorc6742

    enjoyinorc6742
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    still stuck here with my GTX750ti and my i5 @3960k and 16gb of ram
     
  16. B25Mitch

    B25Mitch
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    What's with all the fps freakout speculation? It's currently running 75-90fps on a GTX970 at 1080p. It's not like we're going to release a map that doesn't run on the recommended specs.
     
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  17. Modem

    Modem
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    awesome! i was worried my little old gtx 660ti was gonna suffer :p

    im upgrading to a 1070 soon anyways, so i should be fine
     
  18. JZStudios

    JZStudios
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    I don't know what the vehicle weights in this game are actually clocking... but it is fairly easy to wheelspin cars. It's all down to the tires. I think at higher speeds all the calculations make it freak out a bit.
     
  19. fufsgfen

    fufsgfen
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    Weights are fine, tires and how much torque there is on part throttle would be my bet, especially with turbo cars you get bit more power than what you would except, modern ETKi's are perhaps bit better, but still even on them, 1-20% throttle seems to give quite bit of torque as boost comes quite easily.

    It might change if they will rework engine model at some point, currently that is because of no throttle butterfly in model, or that is what I believe it being.

    I guess it affects NA cars to some extent too, more powerful cars seems to have more of this, what I have tested is two engines with different output, same car, same speeds at same places, at corner I drove so that speed did not increase, stronger motor wanted to cause more wheel spin easier, it was harder to get enough low amount of torque and I ended up slowing speed to get similar amount of wheelspin.

    I'm quite sure there are going to be some changes that change this behavior as side effect in future.

    Update:
    I think that on post about new work done to camera lua, they had shadows on, while having graphics on low setting, there was mentioning about getting only 15fps, for me shadows, dynamic reflections and SSAO are settings that affect most to framerate, so I easily turn shadows off, but perhaps in developer builds they have so much other things going on that shadows will not be big hit compared to rest of things.
     
  20. Josh

    Josh
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    That's good news, I have a 380X so I fall alittle behind the 970.

    It was more or less a joke lol.
     
  21. DD-Indeed

    DD-Indeed
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    Well I just tested again with my default car, Miramar with this engine pack concisting N/A tuned 1.9 DOCH from Ibishu, around 160 BHP and 200 Nm torque. It has old worn out tyres alongside lim-slip diff and the car is lightened somewhat, since I removed a lot of parts from it, including the interior. Now, it's propably the most difficult car to handle by far, since it's VERY tail happy piece of machine, but I began to think, that if it's not about power, weight or the tyres, what a about the controller acceleration trigger curve then ? There's no adjustment for that and it's very sensitive. Things might be better at some point, since I saw that one picture about controller settings, that they're apparrently being improved at some point and thus, you propably are able to smoothout the acceleration trigger curve a lot more, since now, it's basically like On/Off switch. :D
     
  22. fufsgfen

    fufsgfen
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    Actually there is setting for that, hit your controller's throttle axis in game controller setup and change sensitivity to different value, there was balloon describing which way to set if you want less sensitivity at beginning.
     
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