If the barriers didnt eat your car it would be genuinly the best map mod of all time Still amazing work!
I was literally looking up an update for an older version of C1 and here this was. Amazing. Absolutely Amazing! So good! I literally put some music on and drove for about 3 hours on it. Simply breath taking. Traffic was a pain, but the fact this supported night lights is amazing! Thank you for this! Time to look for some appropriate cars to ra- I mean drive at a reasonable and safe speed!
This is awesome Big thank you . I brought assettocorsa just so could play the shutoko expressway mod and still play it today. And now its in my favorite car game thank you..One question will you be adding the Daikoku parking area..?
depends on the devs of SRP project, they told us they'd share the dev files once they reach 1.0 release, if its there we will, if not i might look into modelling it eventually (no promises tho)
I've noticed that setting the LOD bias higher also helps with those tiny stutters that come with loading new props – so the few FPS lost isn't a big price for overall smoothness.
Other than the guardrails being an RNG if they will eat ur car or not, another tiny issue I saw was that AI has a hard time staying in their lane, but this might be more of an AI issue than a map issue.
that ia randomness's a real thing tho i don't think it's a problem, it adds obstacles at highspeeds for those who cannot have 10 cars at a time on the road! for the eating walls, let's be patient and i'm sure it will be fixed soon!! it is on the midnight run map so it's clearly possible but it needs some work for the entire map to be fixed
@Car_Killer I'd actually like to report a bug, but it's more of an issue that effects even vanilla maps in Beam & something I've noticed doing AI roads. The AI ignores values over 2 for lane counts, so for example if a single AI road is used for 3 lanes they will only drive on it as it was a wide 2 lane road, which is why the AI has issues staying in their lane, this issue is even larger in West coast USA on its highways. With my Autobahn map I had to use 2 separate AI roads for the 3 lane highways, one road for the 2 undertaking lanes and an additional road for the 3rd lane. Hope this could be fixed at the actual AI pathfinding level as it would improve all the maps in the game, don't think the dev team is aware of this as they keep doing it. Nah this map is way more polished than mine, only problem is that these guardrails are double sided in the original mesh, and the interior face grabs the nodes on the vehicles causing the car to get caught, with mine I just deleted them and remade the physics be extruding the curbs up in a bit of a time-consuming method. there might be a way in a large blender project to select all the internal faces, but idk how. But great work on the map I'm enjoying it.
I must admit i couldn't think it would be even possible to have such a large map running over 60 fps on my middle end comp and over 30 constants fps with 6 traffic cars + 6 unloaded
Thanks I did not notice that, will test that more and hope we will fix that issue in game I will check what's possible to do here, I don't want to spend 100 hours fixing that kind of stuff manually
I solved the 3 lane AI problem by replacing the 3-laned decal by one decal with 2 lanes and one with 1 lane. Now the traffic behaves correctly but it creates another issue: the fugitives/police are stuck on the one lane and will bump into the cars in front instead of changing lanes. I still have to test doing two 2-laned decals with the middle lane overlapping.
Absolutely loving this, played it a ton on AC, but something feels so right on Beam. Probably the feeling of how one wrong move actually will end your run. Anyways, have these two pics I captured playing with the lighting, rain, and doing nothing but using the built in photomode
you put the zip into your steam games directory\steamapps\common\BeamNG.drive\content\levels if you can't manage to find it, right click on Beam into steam and search for a "open the game directory" into it