Version 13.0 Alpha being uploaded some time tomorrow. Lots of road work done and more attention to detail. I'm considering this an alpha because not much is changing besides primarily roads (from almost all mesh to all decals) and terrain work. Proper roads should be a welcome addition
When I see 13.x up I will most surely check it out. This is one of the maps primarily that inspired me to start messing about with the world editor. It didn't take me but 10 minutes of messing about in it, in your map (v 7.x I believe), to buckle up a road like I saw on youtube due to heat, to launch some cars! This inspired me to try and make my own maps, and I did just that... glad I did, so I will be sure to check this out when it comes available. Getting ready to re-release my 'the other leading brand' highway in the desert map myself (Nevada Interstate) - completely rebuilt the highway.
Update posted and awaiting approval! If you don't want to wait, see the first post of this thread for the .zip!
iheartmods updated Desert Highway Version 12 with a new update entry: Version 13 Alpha - The I'm-Sorry-I-Made-You-Put-Up-With-Mesh-Roads Update Read the rest of this update entry...
I got to about 270mph before my rear tyres blew out on me with the Ludicrous 5.0L V8 car I was driving but it was awesome watching the car fly over bits of the map
to be honest.. bump on road can be something in real life... so anyway the decal is 100time better and at the beginning you have almost all decal roads but its changed with mesh roads (i was totally devastated)..but now .... all mesh roads are gone! i will try it right now and give my feedback on this --- Post updated --- sadly..... my game crash right when i finish to load the map
weird ...the crashing is due to memory problem but I have (i7 3.50GHZ 12GB of ram with 2Gvram GTX645) and surely not because my pc but since the 0.8 update the game crashing almost every damn time and another map desert add a kind of crash like that and was fixed by lowering the reflection setting on the map...is that possible?
Also when I was doing 270mph I was screaming "RIDING TO VALHALLA" and when the tire blew out I was like "WITNESS ME!!!"
I like it, no more popping tires! On normal graphics setting I noticed that center line of new black roads is vanishing quite quickly when driving at speed, compared to gray roads it is quite bit sooner, not sure what is causing that, also road seem to disappear quite quickly so when driving downhill you can see road cutoff quite close, but that could be simulation of hot air rising from road effect. I also noticed that next to pavement ground acts as pavement, when locking brakes tires scream, maybe that is related to what Bob posted on content creation topic about Roads? Performance is improved a lot, I think it is very light map as there are no that high cpu load effect that V12 had. GPU is getting easy job on desert maps Those bumps I like a lot too I'm not sure why I got such big fps hit when turning around, gpu load dropped to really low value, so for some reason GPU did not get data to process enough fast, maybe CPU load spike? I'm running BeamNG on one of the fastest Nvme drives with over 2GB/s read rating, so if there is something being read from drive it should be quite fast. I have got such slowdowns when turning around some other maps too, at some it is slow first seconds and then starts to run normally, maybe something to do with buffering/caching and probably not related much to this map. I started with Normal graphics setting, then changed to high and there is bit of difference to how far that centerline is drawn. As you can see map is quite light to run what comes to GPU. CPU 5 is running graphics thread in this clip, which shadows objects etc. seem to be creating more load to.
I love this video! The 'turning-around' lag has been an issue for some time now but I agree, performance has increased by getting rid of the mesh roads. As for ABS, to be blunt, Beam's ABS system is terrible. I often get cars locking up on dry pavement in a straight line and get good Anti-locking on dirt or snow...it's flawed and needs improvement (I'm quite sure they're working on it). The center line quickly fading hasn't been an issue for me as I play on maxed out settings. Unfortunately, there is no setting for me to change unfortunately so I think it's the game. My God you're funny xD
Man pursues impossible, in order to find what is possible: Because map runs so well I though that I try bigger load again, thanks! Now I could drop one trailer off, manage to get on top of that hill, place Etk 800 strategically and see what happens Sunburst has really poor abs indeed, but I think there was something in how decal road is painted that what you get is not what you see, there is 6ft or maybe more of tarmac outside of tarmac.
The technicality of decal roads are as follows. The road part you see is just a picture - a texture. The actual physics portion of the tarmac has to be manually, completely manually hand painted under the road texture/decal road. There's no feasible way to paint only under the decal road and I wish there was a way it could happen automatically.
That sounds painful, hopefully they improve that a bit at some point! Not sure how it could be improved though, maybe physical road would be read from texture somehow.
It would be cool. Maybe they could add a constraint to the decalRoad texture and have it correspond to a ground model. It would definitely save map makers so much time.