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Update Speculation thread

Discussion in 'General Discussion' started by crazikyle, Jan 26, 2016.

  1. RecklessRodeo

    RecklessRodeo
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    I would love to see if the 2 maps get merged, would be hella cool what'a gonna be in 'em. They'll practically made for eachother. Now, where's my DRI remaster aye?
     
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  2. KrukasKlep

    KrukasKlep
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    lmao bad map no remastor lolle ekis de
     
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  3. lyndon123

    lyndon123
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    dri master = jungle rock island
     
  4. Dothero

    Dothero
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    I heard that a JRI remaster is plan...
    I don't have source so don't anticipate too much
     
  5. EruptionTyphlosion

    EruptionTyphlosion
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    Today's teaser was released, and it was just discord emoji concepts.
     
  6. JowoHD

    JowoHD
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    yeah but the bolide in the emote has a different front end to the normal bolide, it looks more like the bolide gtc honestly
    bolide emote: upload_2020-7-28_18-32-39.png bolide gtc:
     
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  7. EruptionTyphlosion

    EruptionTyphlosion
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    Do note that the D-Series also has a somewhat different front end too, so it could just be a styling thing for the emojis themselves.
     
    • Agree Agree x 1
  8. JowoHD

    JowoHD
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    true, but it still looks mostly similar to the normal pre-facelift d series while the bolide honestly doesnt imo
     
  9. The Gas Station

    The Gas Station
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    I don't believe Gridmap would see a proper remaster.
    Gridmap, unlike the more "serious" maps, is used mostly for testing and messing around. So over the years, various parts were added to it to enable different testing of new features of the game. The rock-crawling areas and the bus stations, as well as the prepped asphalt, were added recently, to name a few. But it really has no need for an actual remaster.

    The question that needs to be asked is: What is the purpose of remastering Gridmap?

    Let's look at the remasters we've got so far, and what they added:
    1. East Coast USA
    -Visuals were updated: trees, vegetation, ground, rocks, buildings etc.
    -New locations: A new town, a new gas station, a forest tower, etc. Also changes to existing locations.
    signs added
    2. Hirochi Raceway
    -Visuals improvements: trees, vegetation, barriers and other models, etc
    -New roads were added around the facility, a few new locations: a gas station, a fig.8, an offroad course etc.
    -Signs
    3. Derby
    -visuals improved
    -A new track
    4. Utah
    -Visuals improved
    -New locations: Ranger house, camping grounds, tunnels, new off-road trails etc. Changes to existing locations
    -signs

    Now, what is Gridmap missing? (BTW: Asking this same question for Port, Industrial, JRI, Cliff, or any other map in-game may reveal answers to the remastering of the other maps.)
    Its' looks are timeless, you can't update them. Or, you can, but it would be either pointless or controversial, depending on how far you go.
    Locations are added every once in a while, but I can't think of something major that is missing. Other than maybe an area for aero testing? I thought of the classic "F1 can go upside down" thing, but it's simple enough for me to do it myself in the world editor, that I can't say it's needed. Also, unlike ECA and Utah, there is no issue with roads that are not interesting and areas that are really empty, that need some point of interest (like the new town in ECA, the new ranger house in Utah, among others). Gridmap is full of interesting things and there are empty areas that are good for testing in high-speed. I don't think there are any "boring" areas in gridmap.
    Navigation around Gridmap is really easy because it's flat, small, and you can drive everywhere. So signs are redundant.

    So other than new additions whenever a new feature is added to the game, a real remaster won't arrive IMO.
     
    • Agree Agree x 7
  10. ARES IV

    ARES IV
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    I am wondering if we will see

    - more driving modes improvements
    - offroad driving mode for EVs.
     
    • Agree Agree x 1
  11. ManfredE3

    ManfredE3
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    Gridmap really just needs more toys added. It's a big sandbox without much to mess around with. Look at the sandbox map Wreckfest had when the the demo was first released, it had all sorts of insane things. I'm not saying we need that craziness in Beam, but some more stuff to mess around with would be appreciated. It hasn't had all that much added to it in years even though the imagination is the limit with a map like that
     
  12. Trophy

    Trophy
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    I think its more of a place that is easy on the computer that you can load easily, that is for testing things quickly and without having to change map every time you want to test drive on different terrain.
     
    • Agree Agree x 6
  13. ManfredE3

    ManfredE3
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    Whenever I just want to hop in a place for 5 seconds I use infinite gridmap. If I wanted to try test driving on different terrains, I would have a better time with it if there was more stuff on Gridmap. Put a working dragstrip on it like WCUSA that goes up to a mile, put a couple test bits on from IRL testing facilities like skidpads, hill gradients, and extreme banking turns. Give us some more terrain features like the off road bits already there, etc...
     
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  14. Trophy

    Trophy
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    I do think that it is a bit empty, but my computer doesn't meet with the recomended specs, it only is around halfway there. so when i want to configure something or test something, thats where i go. More stuff would be nice though
    --- Post updated ---
    no, the abs light doesn't light up, and on the bottom left you can see he is not braking with full force
     
    • Agree Agree x 2
  15. Radoslav Klucar

    Radoslav Klucar
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    I don't see differences on the D series, neither on Pigeon. But Bolide looks different. Yeah, it's just an artwork, but it doesn't mean that we cannot get some improvements on it...
     
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  16. Slugfest

    Slugfest
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    You two are spot on - it is a good map for quick but extensive testing and should be re-worked to include more tests.

    The high speed ring does not work for drag cars as they handle like... well... drag cars. They need something more dedicated than the current "follow the grid into the sunset as best you can".

    A gradient test area would be nice, and the test areas of the ETK performance center are some of the test areas that could be added. (skidpad, circular grip holding test ring, and slip and slide or whatever it's called)

    A ring of offroad paths would go a long way to improving it as well. My preference would be to connect the underground and valley paths with a bridge over that part (the bridge really just being flat and having the path go below the surface of the ground) (1), have it go under the wall to go around the two tube things (2), and take up some of that space no one uses behind the default spawn point (3).
    Gridmap_overview.png
     
    • Agree Agree x 4
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  17. Randomguy12

    Randomguy12
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    Did I miss this from the 0.19 changelog? Possible garage changes?
     

    Attached Files:

    • 2020-07-29.png
  18. FFIVGUY

    FFIVGUY
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    Maybe, only time will tell. Though the level is still in the files
     
  19. DriftinCovet1987

    DriftinCovet1987
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    So, I've done another compiling list - this time, with the power ranges of the 65 internal combustion engines in the game.

    Here's the complete list by engine type. This list does not take nitrous into account, as that is common to all engines in the game. Motors are also not included, as those can't be tuned.

    Pigeon 0.66L L3-D (OHV) 1


    Pigeon 0.6L L3 (DOHC) 1


    Vivace 1.2L L3-T (DOHC) 37



    Piccolina 1.1L F4 (OHV) 139


    Piccolina 1.3L F4 (OHV) 169


    Piccolina 1.5L F4 (OHV) 194


    SBR4 2.0L F4 (DOHC) 686


    SBR4 2.5L F4 (DOHC) 725

    800/K Series 2.0L L4-T (DOHC) 1


    Hopper 2.5L L4 (OHV) 1


    800/K Series 2.0L L4-TD (DOHC) 2


    Pessima (1996) 1.8L L4 (SOHC) 3


    Pessima (1996) 2.0L L4 (DOHC) 3


    Miramar 1.6L L4 (SOHC) 8


    Vivace 1.5L L4-TD (DOHC) 9


    LeGran 2.5L L4 (OHV) 12


    Miramar 1.9L L4 (SOHC) 12


    LeGran 2.2L L4 (OHV) 14


    Miramar 1.6L L4 (DOHC) 50


    Vivace 2.0L L4-T (DOHC) 50


    Miramar 1.9L L4 (DOHC) 65


    Covet 1.5L Blown L4 (SOHC) 131


    Covet 1.5L L4 (SOHC) 192


    Vivace 1.6L L4-T (DOHC) 215


    Vivace 2.0L L4-TD (DOHC) 216


    Covet 1.5L L4 (DOHC) 290


    Pessima (1988) 1.8L L4 (SOHC) 297


    Pessima (1988) 2.0L L4 (DOHC) 431


    Sunburst 1.8L L4 (DOHC) 537


    200BX 2.0L L4 (DOHC) 570


    Sunburst 2.0L L4 (DOHC) 610

    D/H/Roamer 4.1L L6 (OHV) 0


    Moonhawk 4.0L L6 (OHV) 0


    800/K Series 3.0L L6-TD (DOHC) 2


    Hopper 4.0L L6 (OHV) 2


    Pessima (1996) 2.7L V6 (DOHC) 5


    Barstow 3.8L L6 (OHV) 9


    Bluebuck 3.8L L6 (OHV) 10


    LeGran 3.3L V6 (OHV) 43


    LeGran 3.8L V6 (OHV) 50


    Wentward 8.9L L6-TD (OHV) 70


    800/K Series 3.0L L6 (DOHC) 211


    Vivace 2.5L L5-T (DOHC) 363


    I-Series 2.4L L6 (DOHC) 452


    T-Series 10.6L L6-TD (OHV) 466


    I-Series 3.0L L6 (DOHC) 525

    Burnside 5.1L V8 (OHV) 5


    Bolide 3.5L V8 (DOHC) 100


    Bolide 3.9L V8 (DOHC) 103


    Bolide 3.2L V8 (DOHC) 130


    D/H/Roamer 6.0L V8-TD (SOHC?) 346


    Bluebuck 4.8L V8 (OHV) 581


    Bluebuck 5.8L V8 (OHV) 660


    Barstow 4.8L V8 (OHV) 942


    Barstow 5.8L V8 (OHV) 1055


    Grand Marshal 4.5L V8 (SOHC) 1079


    Bluebuck 6.9L V8 (OHV) 1087


    Grand Marshal 5.5L V8 (SOHC) 1145


    Barstow 6.9L V8 (OHV) 1238


    Burnside 6.9L V8 (OHV) 1239


    Hopper 4.5L V8 (SOHC) 1333


    D/H/Roamer 4.5L V8 (SOHC) 1394


    Hopper 5.5L V8 (SOHC) 1396


    D/H/Roamer 5.5L V8 (SOHC) 1453


    Moonhawk 6.2L V8 (OHV) 1524

    TL;DR:

    *V8s occupy the first twelve spots in power ranges, with the Moonhawk 6.2L V8 (1524 hp power range) coming in first.

    *There are twenty engines (30% of the engines) with power ranges lower than 20 horsepower, and sixteen engines with power ranges lower than 10 horsepower. Most of these are L3s, L4s, or ~4.0L L6s, but one V8 - the Burnside 313 (5 hp power range) is down in this "untuneable" area. There are two engines (D/H/Roamer 4.1L L6 and Moonhawk 4.0L L6) that have power ranges of 0.

    *The best diesel engine is the T-Series's 10.6L L6 (466 hp power range), due to its removable turbocharger bringing its base horsepower down to 144.

    *The Barstow has the greatest total power range of any vehicle in the game, with 3,244 horsepower between its engines. The Pigeon has the least power range, with 2 horsepower between its engines.

    *The average power range is 379.8 horsepower, which isn't as much as you might expect with all the supercharged drag V8s in the game.

    I was expecting the tuning situation to be not that great, but it...sort of is? There's huge power ranges on the V8s, but when 30% of the engines are barely tuneable without nitrous, that's a bit...imbalanced, shall we say.
     
    #24619 DriftinCovet1987, Jul 30, 2020
    Last edited: Jul 30, 2020
    • Like Like x 9
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  20. ManfredE3

    ManfredE3
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    Not so much speculation here, but just to follow up on this...

    I really wish engines had more visual customization. The Bluebuck has a good amount compared to most of the roster, but not as much as I'd like to see overall... High rise manifolds, velocity stacks, more options for forced induction setups (different types of (twin)turbos and superchargers, different intake options for superchargers), exhaust headers, and so on.

    I know there is concern with QA for engine customization since the possible combinations get very large quick, but at least focusing on the stuff that makes visual differences would be cool.
     
    • Agree Agree x 6
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