Road Atlanta - LIDAR Edition 1.01

The LIDAR version of this beautiful US race track

  1. Ewanc
    Road Atlanta is a 2.5 mile (4 km) road course located just north of Braselton Georgia. Home to the Petit Le Mans, as well as AMA motorcycle racing, and smaller events throughout the year. It has 12 turns, including the famous "Esses" between turns three and five; and Turn 12, a downhill, diving turn.

    Now you'll get precise apples-to-apples dings in your pickup with super realistic terrain based on LIDAR. Re-imagined with BeamNG.drive in mind, so it looks and functions great and runs fast. The graphics are new and optimized to run nice at below the game's minimum hardware specs, but a budget gaming setup is still recommended for some features.

    The AI has also been "persuaded" to follow the best line around the track and will cut across curbs and travel realistically as possible; no guarantee for their driving quality but 0.11 and future AI updates should make this concept even more functional.

    Cinematic preview by: Gigawert


    Silky smooth pavement overlaying the hilly real life terrain.
    1Essesold.jpg

    All new detailed 3D elements; mesh curbs, walls and crash fencing.
    2closecurb.jpg

    Miles of paved service roads frame the venue.
    3RoadAtlantaAmbulance_sourceimg.jpg

    Includes additional track side objects from past past rFactor releases and many improvements to mine; including crossable bridges and detailed platforms.
    4overbridge2.jpg

    Dynamic night lighting, for 24 hour racing.
    5RoadAtlantaEndurance_sourceimg.jpg

    Plenty of me trial scenarios with reverse and rolling starts for limitless possibilities.
    6RA_Rally1.jpg

    An exciting campaign and scenario pack by RyvyLo
    7RoadAtlantaBarberSkill_sourceimg2.jpg

    Here's an add-on for real world banners, for a more authentic look.

    Next up:
    • Around the release of 0.12 I will redo the AI paths, especially at turn 6 (the stop bug) and 9 (slow)
    • some graphical improvements.
    • Longer "race season" campaign

    Credits:
    Level building, new TSOs and textures: Ewanc
    Scenarios, campaign, and initial lighting setup by: RyvyLo
    Beta Testers: RyvyLo kllf70, and Daniel W. (MJ4Lyfe)
    Original TSO's and textures (I'm using a handful of old assets) by my buds from rFactor: Thunderchild, Pandamasque, and any others may have forgot.
    Def2004, MrAngry, Temsku and 12 others like this.

Recent Updates

  1. Fixes

Recent Reviews

  1. rexregum93
    rexregum93
    5/5,
    Version: 1.01
    Wow, I've played this track is Forza and it looks spot on.
  2. Holiace
    Holiace
    5/5,
    Version: 1.01
    Fantastic.
  3. Aldibar
    Aldibar
    5/5,
    Version: 1.01
    This is fantastic!
  4. User_229644
    User_229644
    5/5,
    Version: 1.01
    Even better than the earlier version!
  5. DinoTrollerino
    DinoTrollerino
    5/5,
    Version: 1.01
    you did an amazing job on this one, the track feels just like it felt on Forza. There are a couple of curbs in the last section of the track that sometimes pop the tires, otherwise it is basically perfect.
  6. Clippy With A Gun
    Clippy With A Gun
    5/5,
    Version: 1.01
    wat does lidar mean?
    1. Ewanc
      Author's Response
      LIght Detection And Ranging. Basically, its a landscape map made from a 3D point cloud . Its a free resource; check out my forum signature for a link to my LIDAR map building guide. The data is acquired from an air plane at high altitude, so there is some noise and its not perfect and it creates rough bare ground at best. I still had to combine it with my 3D model of the race track to get even banking, curbs and walls.

      It's also called as laser scanning; the big game companies use specialised LIDAR equipment to record replicas of roads, cars people, etc at very high precision.
  7. Spec Racer Z
    Spec Racer Z
    5/5,
    Version: 1.01
    Excellent job on this. I haven't been to this track in real life, but it looks authentic and on par with the most up to date versions of it in iRacing and Forza Motorsport 5 onwards. Only minor issues I had, the curbs around the back straight and last esses can eat tires sometimes, especially if you go past the edge into the grass at all. The track lighting at night also tanks performance, though not sure there's anything you can do to optimize that more. I see you have plans to upgrade the textures, would love to see that.

    I made a showcase video of all of the scenarios plus a separate video for the endurance race.
    https://youtu.be/ypc9pbJX86c
    https://youtu.be/648twxD6ZjM
    1. Ewanc
      Author's Response
      I was surprised how well it turned out too. Not having to engineer every bump is nice. Yep, the tires in this game are amazing but they hate curbs. I've designed them to be tire friendly and still give FFB a neat buzz. It's a bad spot because your car is skidding constantly through the chicane.
  8. Firepower
    Firepower
    4/5,
    Version: 1.01
    This is really cool, the turns feel just right, even though it took me a few seconds to recognise them from FM7. The ground textures aren't great but they work.
    Nice job :D
    1. Ewanc
      Author's Response
      Thanks, glad your enjoying it! For me, any comparisons to the big name titles is the best type of compliment. Just to be clear; I took no inspiration or designs from Forza - never even played the series, hehe. The textures and material settings are all stock assets which I'd like to upgrade soon, along with most of the antiquated graphics. It's all in the pipeline for sure, just taking a little rest from race circuits.
  9. Jack_$parrow_98
    Jack_$parrow_98
    4/5,
    Version: 1.01
    Not for very low pc
    1. Ewanc
      Author's Response
      I have a very low spec computer which is below the suggested minimum system requirements to run the game and it still runs great. I assure you, I worked very hard optimizing everything to ensure everyone could enjoy this level.
  10. audi4141
    audi4141
    5/5,
    Version: 1.01
    Beautifully done nice work
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