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?
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: bolide gtc:
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.
true, but it still looks mostly similar to the normal pre-facelift d series while the bolide honestly doesnt imo
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. Spoiler: why I think so (longer version) 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.
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
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.
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...
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
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...
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).
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. Spoiler: Engine Power Ranges Spoiler: L3s and F4s 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 Spoiler: L4s 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 Spoiler: L5s, L6s, and V6s 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 Spoiler: V8s 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.
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.