I want to make it very clear that I half made this to inspire others to do the same, feel free to look over and copy parts of my work. Even if you just change the Terrain and put in a new decal road and just move the waypoints and AI, I just want to people to have easier access to make AI races in BeamNG!
Also, if you review this would people please tell me what they think I can improve on and what they did and didn't like when they make a review. Please consider reviewing it again when I have released an update, thanks. A REVIEW IS A REVIEW not a one line comment. Please consider posting intelligently, thank you.
This mod contains 5 tracks that are used for the Sunday Cup races and multi race campaigns with 7-16 AI cars in each race. There are 38 scenarios in which you will be put in one of the stock cars from the game and you will race with other cars controlled by the AI. It is easy to win in most groups of cars but surviving is the fun part. If you have a boring race, the next race could just as easily be the most exciting. Sadly the AI won't go very fast but they are improving.
The dirt track is called Tanner's Gulch. It is meant to be rough and punishing to the cars, it will be hard on everything.
The second track is called Wrong Turn Raceway, an asphalt multi route raceway with humps, drops and two crossovers.
Garrison Autopark is as a complex of mainly flat, tarmac routes based around the outside of a small lake. There are many intersections and course configurations.
Terror Hawk DD is a large figure 8 with a large hill on both side that pits the field down a steep hill before they go through the crossover. Careful as it's a slippery climb.
Circuit of the Champions is a mini asphalt figure -8 that is used for the Multiseat race with the AI.
A few people have said that they think that the races (4 laps) are a bit long. I am a sim racer who is used to running 20-70 lap races, I was happy with them at 5 laps but I did 4 just for the short game lovers. I think that even 4 laps is too short in order to give the cars enough time to have to worry about intersections. I want cross/oncoming traffic to be an issue.
I am hoping to implement a way to choose how many laps you want to do at the start of the race, along with amount of AI and which car you start in.
Tanner's Gulch and Terror Hawk are made with economy in mind as far as system performance goes, hence why they are quite bear. There is a depth.map on the mud speckles to give an uneven surface.
Make sure you use anything force feedback that you might have as the ground on the off-road venues feel very interesting as I intended.
After I extracted Gridmap and started from scratch using it's assets, this track was made by myself.
I have used the AI .lua from Crazikyle's Figure 8 mod. Thanks again Crazikyle.
Thanks to WhyBeAre for suggesting oncoming traffic.
Thanks to CodeSmasher for his help.
Thanks to Colin for putting up with me uploading about 25 updates in one day to be authorized.
If you would like to buy me a coffee or something this is my Patreon account, thanks very much.
Some of what you see in these videos has changed since recent updates.
Beta Demolition Derby Sunday Cup. Vol 1. 4x Campaigns and a Multiseat derby with AI. v0.9.4.8
A multi mod for racing and crashing using the vanilla cars with less body parts for CPU performance.