Hi, you might need to let go of the controls after entering a ladder. This is one of the few issues BeamNG has; inputs are kept when the character is respawned/teleported. I have tried to mitigate this issue as much as I could, however it might still occur. A controller or any other input should work fine however Hi, Small Island is 1024x1024m, too. While Kardu Point is one square kilometer in size on a 2D plane, it reaches down to 140m in depth under the terrain. Furthermore, Kardu Point makes better use of the available terrain space due to its density in points of interest, and simply because it is not an island. I understand that from purely numbers it might seem small, but it does not feel small.
Ok, is there any plans to make it bigger? Cuz I really love the map, but the size is just too small for paying imo. Yes If I’m not satisfied I’m not gonna buy it, thanks for not replying to this message for that
v1.1a is another hotfix. I did not call it v1.2 because it really was just that one change. There should be a notification in your email inbox
I can't tab to another vehicle, the game crashes, the only way to switch is by using the radial menu, am I the only one?
I just got this and it’s good, however I have only got 3 little additions that I think would spruce up the map just a tiny bit: one is a map controller UI so you can reset all props to where and how they would be if you had just loaded up the map, and maybe even control the weather, time, etc. The other recommendation is not necessary (neither are the other ones however), but I think adding more props like barrels and other objects scattered around the map would greatly improve the realism and would make it very fun to drive around in. My final request is more small buildings (e.g. little shelters and posts) put by the roadside and stuff like a single fuel pump with a tiny hut in the middle of nowhere next to a road would be very cool to add! These are just little additions that I just thought of, don't feel like I am going to give this a bad review just because of those, if that makes sense (in fact it is quite the opposite) My overall review: 9.2 / 10 What made it good: The quality of the map (e.g. the detail, the fun functional additions like the elevator, etc.) The size of the map, there is plenty of space to play around in The fact cars actually sink in to the snow The fact the icy roads are actually slippery NO MISSING TEXTURES (for me at least)!!! Worked well with my computer, even though it isn't the best spec The detail inside buildings (although that could be even more improved with more interactive props scattered in and about the facilities) What knocked it down by 0.8 of a point: The blend of the road to snow, in some places, is not entirely realistic The way you made the users not able to go off the map with the force-field kind of effect, this is a bit iffy and can spoil the realism a tad, what would make it better is if the road itself loops around and if someone were to venture off the road, then that effect would push them back onto the map. Instead of the current system.
I used an alternative method to work around this problem. I put the teleport trigger 2 metres above the door. So you have to walk right in front of the door/ladder - and then press the jump button to activate the teleport trigger. You can see it here at 9:20
Ah, thank you! That is a much better way to handle it. Would you be alright with me implementing this into Kardu Point?