Limits of BeamNG won't allow me to do bumpy roads sadly. --- Post updated --- So i'm preparing the update's files for the release, and it should add a lot of cool new stuff into it. Should show up in your game once i will publish it. --- Post updated --- New update! This time adds new assets and missions, so that's why the size jumped over 700+ MB Download link - https://drive.google.com/file/d/1zmyjJAMzpGc8J5RDNY_uUf2L21pNHqN_/view?usp=sharing (report any issues with the link if you got any) Changelog: -New back alley area in Town -Palm farm near the highway intersection -Cat Tribute Statue texture has been changed so that the is more clear to read. -Added zebras (or crosswalk) in Town. -New race track in Town -Added another 2nd remote town, located nearly 200 KM away from Town spawn point. -Added 13 missions (5 AI Race missions, 1 Chase mission, 1 Marker Collection mission, 2 Evade missions, 2 Time Trial missions, 1 Crawl mission, 1 Hypermiling mission). -Added rocks assets (From Johnson Valley and Italy). -If you use lower graphics, the water is now more blue instead of being very unrealistic crystal white colour. But it still looks bright. Always remember to clean cache and remove old versions before putting new version in, otherwise you might get issues.
Some Distances - topic will be edited if new data is available: Time Trial Highway Run - ca 43 km / 26,88 miles Remote Town - Station Town 80 km / 50 miles - all of it over a sandy road Remote Town - Town = 20 km / 12,5 miles - on the highway Remote Town to Town = 100 km 62,5 / miles with 80 % being over the sandy road End of Remote Town 2 Road to Remote Town 2 Tower - ca 33,2 km / 20,75 miles End of Remote Town 2 Road to Remote Town 2 - ca 39,5 km / 24,69 miles Grand Race - At least 138 km
Grand Race, managed to get to the 41st checkpoint, and drove 138 KM before running out of fuel. Reminds me of the longest race in Test Drive Unlimited. I wonder if there's any way of enabling the service stations to work during the race so we can fill up and keep going.
Making a city now. Just started placing buildings. I started placing them once base road system was made. More stuff will be later on.
is it possible to maybe make the ai not randomly brake while on the highway and to make the ai cars go faster on the sand?
sadly no, you can't have a deal with AI to not brake randomly. They're working for the government (game engine code) i know, it sounds stupid, but if seriously, i don't think i could try fixing it, AI is always stupid to work with.
I dont know much but I would assume that the AI just heeds the speed limit which for a sand road is very low. Which makes sense on a rugged off road sand road but not so much on the flat even one that the map consist of here: Maybe you can change the recommended speed limit for a road somewhere in the map editor?
Holy smoke the chase mission with the mafias chasing you is so hard no joke especially with the narrow lanes and the large vertical difference with the sand and the pavement. Even with a fast car like the Hirochi Sunstorm is hard, luckily it has AWD so in the sand it isn't impossible.
it designed that way so i don't see it as an issue. --- Post updated --- I can't find a way to set custom speed limits for specific roads on the map sadly. But even if i did, it won't work, since even using Script AI tool in Johnson Valley (vanilla map), they would still go slow in deep sand for no reasons at all. I don't even know why devs missed that out. God damn 2 major updates have been released... one of them isn't really major but still.