WIP Davidbc's test facility (+ random stuff)

Discussion in 'Community Mods - Archived' started by Davidbc, Apr 29, 2013.

  1. Zorin-Ind.

    Zorin-Ind.
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    Re: Euroncap facility for Beamng

    The map looks pretty awesome, lots of details and very nice quality textures!
     
  2. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    I had a dream last night about beamng being released in July 14th ahahah, let's hope it becomes true :D

    Back on topic, I'll post a picture tomorrow about a brakes testing track.
     
  3. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Yay, let's test our brakes performance :D I'll post another picture when I finish ''painting'' all the lines.

    braketest.jpg friction_large.jpg

    80 meters are enough to stop a car at 110-120km/h (75mph), so it's fine because usually the tests are performed at 100 km/h (60mph).


    Edit:

    braketest2.jpg

    The measurements are 100% accurate. I will add a wall at the end in case you go too fast :D
     
    #103 Davidbc, Jun 22, 2013
    Last edited: Jun 22, 2013
  4. Kamil_

    Kamil_
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    Re: Euroncap facility for Beamng

    Where is that picture from because it spelled braking wrong :p

    On topic, I really like it, looks nice. Can't wait to crash some cars there :D
     
  5. chainsaw

    chainsaw
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    Re: Euroncap facility for Beamng

    I think it should be much longer to be honest so you could test out the friction in just driving. Say you get the car to go 50mph and then just leave the pedals and let it roll to a halt. Also with a longer runway you could test out trucks braking. Last of all there definitely needs to be more space at the end so you can turn around.
     
  6. eletricmano

    eletricmano
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    Re: Euroncap facility for Beamng

    Wow, this map is awesome, I can't wait to have it in-game!
     
  7. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Google images --> braking distance hahaha :cool:

    stopdist.gif

    Just enough for trucks too. Anyway I might make it a bit longer as you say, maybe a tunnel under the road, I don't know, but for now I'll go on with the rest of the map.

    Thanks :D
     
  8. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    In case your car is too slow for the brake test:

    speedup.jpg

    And you can also do what ''chainsaw'' said:

    You place the car at the top and just let it roll to a halt :D. I will make some sort of platform up there.
     
  9. dewasha

    dewasha
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    Re: Euroncap facility for Beamng

    any news of the eutroncap facility???? is wreat idea, please no abandon the project
     
  10. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Don't worry I won't :D I'm still working on it.

    P.D: Espa?ol :D
     
    #110 Davidbc, Jun 26, 2013
    Last edited: Jun 26, 2013
  11. Rocking_Star

    Rocking_Star
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    Re: Euroncap facility for Beamng

    If the car is too slow, how would I get it up there? :p
     
  12. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    I will make a realistic road up there.
     
  13. Superman

    Superman
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    Re: Euroncap facility for Beamng

    Davidbc posts updates on a regular basis :p This map is starting to take shape I can see.
     
  14. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    New test coming soon (idea from GTA IV): Stairs suspension test!

    GTAIV 2013-06-26 13-02-51-28.jpg
     
  15. aljowen

    aljowen
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    Re: Euroncap facility for Beamng

    On a side note , have you tried ice enhancer for gta4. It changes the shaders to make the game look epic.
     
  16. Rocking_Star

    Rocking_Star
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    Re: Euroncap facility for Beamng

    *sigh* If only my laptop could handle that .....
    On-topic: A stairs suspension test would be awesome.
     
  17. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    YEEEEEAAAAAHHHHH. I fixed a problem I had with my decals that were not rendering on mesh roads. Thank god, after 2 days.... In case it happens to anyone else, I'll just explain how I fixed it. I created an invisible mesh that is just sitting where the road mesh is, so the decals render on the object and not in the road, and you can't tell the difference :cool:. Now I can go on with the map, I was stuck there tying to fix it omg ahaha.

    P.S: Next test coming http://www.applusidiada.com/es/service/11_Pista_wet_circle-1340212767372?selectedtrack=13
     
    #117 Davidbc, Jun 26, 2013
    Last edited: Jun 27, 2013
  18. moosedks

    moosedks
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    Re: Euroncap facility for Beamng

    woot a skidpad

    - - - Updated - - -

    lol you map reminds me of one of those rollercoaster tycoon games for some reason
     
  19. Davidbc

    Davidbc
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    Re: Euroncap facility for Beamng

    Yep.

    lol eheheh.


    Ok here it is:

    skidpad1.jpg skidpad2.jpg 1340217761494-image.jpg


    What do you think, close enough? It may seem smaller, but it's exactly the same size and proportions, it's just that the real image is panoramic. I'll probably change the location, I don't like it there.

    By the way the first image are the references I used for the size, inner/outer radius and the circle size.
     
  20. aljowen

    aljowen
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    Re: Euroncap facility for Beamng

    Did you use the image for size reference or actual written sizes underneath it on the source image?

    Just checking you didn't miss them :p
     
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