I could make a hundred different versions with different combinations and configurations of cars but I'm not going to. If you want to adjust the cars, you can change the prefab yourself. I chose the Covet because A) it has relatively few beams of all cars, which is good for FPS and B) it's actually one of the best cars at surviving this track.
Either with a text editor (it's a text file) or using the level editor (F11 when in-game). Have a look at the scenario tutorial for a more in-depth explanation.
Scepheo updated Jump Derby with a new update entry: Fixed barrier placement Read the rest of this update entry...
looks amazing but it aint working for me :c iv been having a LOT of problems with scenarios but this one is just showing up as unindentified in the ingame mod manager. i have tryed clearing the cach and re installing the mod but without any luck :/ not sure whats wrong to be honest
This is the most fun I've had in BeamNG for a long time. I LOVE it! I'm getting 40-50 fps on i7-4790k.
BeamNG currently won't automatically activate the mod, even though it shows up that way in the mod manager. On the home screen in BeamNG click on "Mods" to bring up the "Mod Manager" and next to this mod click on DEACTIVATE and then ACTIVATE. That should cause the scenario to appear in your Scenarios selection screen! I just created a thread on this subject and a workaround over here - Here is how to get a scenario only mod to automatically load That's a tad over 2.5x the framerate I achieve with an i5-4670K at 3.8Ghz. I get no lower than 15fps and normally up to 19fps, maybe 20fps. I wondered how much more threads would help this game, but I never guessed that moving from "4-cores / 4-threads" to "4-cores / 8-threads" would give over double the performance?! Our clock speed difference amounts to only ~5%, so between those two factors I'd have expected you to run closer to 30-40fps than 40-50fps. Maybe this indicates that there are BeamNG tweaks I need to do? Or that BeamNG performs poorly under a minimum number of threads which is >4?
Well, my fps does occasionally drop to 35, but mostly it stays around 40. When I look away from the vehicles, it may even climb up to 50. Also, (don't quote me on this), but when you're running 6 cars with less than 6 cores or threads, it's going to have a great impact on your performance. The optimal amount would be 1 core/thread per vehicle. You'd probably get a much bigger fps boost than me from reducing the vehicle count to 4.
This is a fun scenario. You could do this with almost all the cars and probably make a pretty Damn fun race out of it! Edit: I see that you said you aren't going to do any different combinations. It just reminded me of derbying or dirt track racing where you had compact heats, Full size heats, mod heats
Yeah, sorry. I'm already not exactly fond of my current Demolition Derby solution (three different scenarios) as it's annoying to maintain, more work to update and clutters the scenario selection screen. If people are generally okay with this mod actually containing a bunch of different scenarios (with different cars) and can reach a consensus on which versions I should do, I'll reconsider. No promises, though.
This scenario is a ton of fun, but I think aw it is it's too easy. I usually get ahead after the first turn, and after that it's just a normal race. It would be awesome if there was an endurance version, where if you stop moving for 30secs (like in the other derby mods) you are eliminated. That way would encourage combat for the player, making the mod that much better. I'm glad someone else finally realised this. Beam does a really good job at simulating multiple cars simultaneously, but a very poor job graphically. When I can see all the cars I get about 20 fps. Simply turning the camera away, so they are not being rendered, I get 60 fps. Turning my graphical setting downs also increases my framerate. When complaining about framerates with multiple cars, talk about graphics cards and settings, not cpu / clock speed. I'm a strong believer in a graphics engine overhaul, as currently it is very poor.
Thanks. I see now that BeamNG spawns a new thread for each vehicle, so that seems to make sense as the performance bottleneck on my system (and the most systems I'd think). See, this is where comparing performance gets complicated. I have just verified that while physics are running looking away from the cars does nothing for my setup (at all). My GPU is not my bottleneck with physics running. If I pause physics (press the "j" key) my FPS jumps from <20 to >40. With physics still paused, if I pan my view away from the other cars I go from ~40fps to ~60fps. For most users with a GPU originally costing $200 or more I think the CPU is the relevant concern. Gaming rigs are often built with a slightly underpowered CPU relative to the GPU - this game takes them to task over that. Most users here probably have 4 threads, a decent few folks may have 8, and a rare few have 12 as you do. xboxkyle735, I (strongly) suspect that you may need to disable SLI. I can't see why else you'd be getting lower FPS than mtslittow and from your post it certainly sounds like you are GPU limited when you shouldn't be.
I was thinking of pointing that out, but I didn't for some reason. I probably couldn't think of a good way to put it. Beam can simulate as many cars as that your cpu can support without dropping frames, but the graphics engine sadly cannot do the same. I always have sli disabled (looking to trade up for a 980ti) due to temps being so high on my top card (80+) except when running surround displays. Besides, we don't know mtslittow's game settings or gpu clock speeds. I have everything set to high, with dynamic reflections, ssao and light rays on, and AA and Anisotropic filtering off. See, this is where comparing performance gets a little complicated. We can't know each user's gpu clock speeds or game settings. Oh, and the only times I've played this scenario, I'm also running another game that eats up 10% of cpu, and almost half my ram, and who knows how much gpu. So there's that as well. Just did scenario without other game, got 30+ fps all the time.
Could I use your .lua (with credits, of course) in order to create a custom race against the AI? I was thinking about making an illegal road race, except with the opponents' cars being heavily overpowered compared to yours to ensure fair gameplay. If I understand right... I can make a seperate DecalRoad and somehow save it for the AI to use it?
You're welcome to use the Lua script for your own scenarios, though I won't guarantee it will work like you expect it to. The custom DecalRoad in this scenario is only because the existing DecalRoads don't have their drivability set, which is necessary for the AI to use them, so I duplicated them with drivability and made the duplicates invisible. In regular maps (like Hirochi Raceway or East Coast USA) there shouldn't be any need to create your own DecalRoads.
FWIW I always assume that we have everything cranked all the way up. Frankly, if the game runs smoothly and I don't have to turn settings down then it's hard for me to complain about graphics performance. Before recommending a graphics engine overhaul you must consider that the physics engine is both incomplete and slower than many want/need it to be. If we take a look at the CPU-limited FPS numbers that have already been posted by users with typical machines... I think it's clear that overhauling the graphics is probably a secondary concern for the devs.
Scepheo updated Jump Derby with a new update entry: Added workaround for scenario mod detection bug Read the rest of this update entry...