The floor has puddles scattered about, i imagine thats why youre getting more understeer. Im not fully sure how understeer assist works tho so it could be something else.
I know the map has less grip. My steering input is not being limited at high speeds like in other maps. i.e having the assist enabled limits your steering angle at 5 degrees when going over 200 km/h no matter what, but here you can go full-lock 45 degrees no matter the speed, causing the types to easily skid and cause understeer.
Ohhh i get you, Im thinking then that there's probably something within the map that overwrites understeer assist somehow. Not sure what this would be or how it would conflict Your best bet is to ask @Car_Killer
,,so understeer works like this you drive down the road you turn but the car goes straight you crash into a tree and you die. now oversteer works like this you drive down the same bit of road but you the car spins crash into a tree and you die. now oversteer is best because you dont see the tree that kills you."
Late reply, but that map is the 2005 Need for Speed Most Wanted port, not the one discussed in this thread. There is a patch to fix that which goes in your mods folder: https://www.beamng.com/attachments/invis-zip.1170258/
Yo, This mod is sick! only problem i have is with the stuff on the ground that catches every car and tire type known to man, basically making some billboards (at least for me) impossible, other that that, the graphics are stunning and driving around here brings back some memories, porting this to beam is what all the nfs games needed, decent crash physics, i love this mod
Hmm, I believe this needs an update. - An option to switch the road surfaces from Wet to Dry. This would change the road’s grip level, as MW 2012 itself had these if you play certain races - Proper collision for the Railroad crossing area, because it flattens your car’s tire when you get on it or wrecks it for no reason, while cars with higher ground clearance can go over it - Dynamic smashable props as mentioned in the first page (I know it’s very complicated to integrate that to BeamNG) - The two Parking lots need fixing - Traffic cars from the MW12 itself (also in the first page)
What in non-Euclidean space is happening here? This section of highway looks like it should be above ground yet it's under a hill. Does anyone have NFS installed to check how it looks in the game?
I'd bet it has something to do with performance optimizations, had to hide some objects from view to make it run on 7th gen consoles but didn't have time to redesign the map so there it goes.
Most Wanted, Hot Pursuit and Burnout Paradise use PVS to determine what to render. Some map chunks contains LOD or slightly changed models of other chunks that are not compatible with each other. I tried to hack around it when porting to get somewhat playable map without implementing the PVS system, with MW 2012 it *somewhat* works but you see issues like here. For Hot Pursuit 2010 it's impossible to go around it and for that port I need to port PVS behavior from Hot Pursuit to BeamNG, so at least you won't see such effects on that port.
Wait, your making a port of 2010 Hot Pursuits map!? I have literally spent days just free roam cruising around that map in the remaster!
Yes, as well as Burnout Paradise, but I got a bit sidetracked with other map ports and ideas this year