There is a dirt oval on WCUSA It is between the Highway and racetrack I think, it could also be next to the drag strip. I am not entirely sure where it is, but I know it is there. --- Post updated ---
I completely forgot about that. I remember going to it when the map first came out but I didn’t play the game between November 2017 and earlier this month, hence my forgetting about it. Still want a small track in ECUSA though.
offtopic but i love dirt racing as well any chance you could send me the UKR map as i am unable to find it on the forums?
ya wanna know what would be really cool, An updated dry rock island. I mean seriously it had dirt tracks, rally, and asphalt courses. The old map still holds up decently to this day and honestly I wouldn't mind seeing a new version. It wouldn't be that hard and would be amazing to see done.
I’ve always had a soft spot for that map, it just has a unique feel. Probably just the nostalgia talking. Every map that gets released, starting with JRI, is so far ahead of the last that all the others just don’t feel right. Even the Automation test track makes WCUSA feel outdated for me. (I’m curious where Italy will fit in with this, being started around the same time as WCUSA but also being on a completely different physical scale from the other maps). I never understood why they decided to replace DRI with a map that takes place in such a different setting. Does JRI even have a gas station? That gas station was important, it was prominently featured in those old official videos.
I'll admit, my heart leapt when I saw the Nodeoline station going into WCUSA. It's something that's just so central to what little lore we have - it shows up on several racing paint jobs from what would probably be very historically significant race cars. I wouldn't mind it if we got a little more Nodeoline-branded content. Nothing too spectacular, maybe just an alternate texture for the tanker trailer, an ad for the side of the bus, a billboard here or there, etc. It's the little details in new content that gets me every update.
I think I've figured out why there is a V10 sound, as well as why the AB isn't ready yet: either an ETK V10 is planned (although I do believe the 800 and K-series are supposed to get V12's), or there may be a vehicle in development that they're not telling us about, which they have been focusing on in secret. If the latter is true, here is my theory as to what that car is: Look at the Barstow's highest-end models, and note that they are named after snakes. Most interesting is the Lancehead, which is named after the critically-endangered Bothrops insularis, or "golden lancehead," a pit viper native to Snake Island off the coast of southeast Brazil. Clearly, Gavril has a thing for snakes. I'll give you a moment to think about this... Note that the Viper is also named after a snake, and also features a V10. So, here is my crackpot idea: at some point in the late 80's or early 90's, Gavril revived the Lancehead as its own model, a low-tech sports car featuring a monstrous (possibly up to 8.6-liter, judging from the Barstow's 6.9-liter big-block, divided by 8, multiplied by 10) V10. Also, it's a Halloween update. What's scarier than a deadly snake? Even if this is not the case, it needs to be done, and it had better have optional side exhaust. *notices rating* owo what's this? I am slowly becoming the Alex Jones of the BeamNG world
V10 sound bank was already confirmed to be there only for future availability and for modders to use.
I think I've said it before, but that V10 is there because we actually had the chance to get it. Sourcing engine sounds is actually far from a trivial task, so we'd rather have one that is not used by stock content than missing out on it.
Long enough to develop a vehicle! Say, what was the source of the V10 sound? Was it actually a Viper?
Long enough to develop a Lamborgini-inspired new Civetta to go with the upcoming Italy map and the humble Autobello, if anything...
Guys, chill down. Please give us the time to deliver a nice career mode. The internal prototype did not work well, we learned a lot, we know what to improve. Please give us time to pull it off. The next update will not be 'only' collecting pumpkins. Please give us the chance to surprise you a tiny bit. We have a lot of talented people who are working on the distant goals: New world editor, Better Mission/Scenario/Career system. It is not always visible instantly and is a lot of work. We spent 3 weeks with some devs to speed up vehicle loading: From 1 second down to 300 milliseconds. Why is it important? Long running goal is to eventually have traffic, and you cannot have a 1 second lag whenever a vehicle is spawning. Sounds like an easy thing to add 'traffic' but in the background, there are so many tiny things that are a LOT of work that needs fixing on the side. We can extend this argumentation to a lot of topics. Next on our TODO list is "scripted AI". Why? Because we need to automatically test all the activities we are creating in the freeroam/Career mode. Nothing the players should see, but is vital to reduce the Quality assurance time from 2 weeks per update down to several days again. There are a lot of topics that are no so obvious right away that are happening behind the curtain that try to make the game 'future proof' in a lot of ways. I know that we should be more transparent with a lot of things - I'll try to motivate the team to post more of their work in the microblogs so you get a glimpse UPDATE1: BeamNG.research is a completely different product being worked on by 1 and a half people right now. It has no immediate impact on the game so far in any way.
So you could say that BeamNG is a game which is developed using help from artificial intelligence as part of your testing is done by AI? That is kinda cool --- Post updated --- Coffee pot removal confirmed!
So... you have two halves of a former employee lying somewhere in BeamNG headquarters? And I thought I was an intransigent employer...
No, we have one guy who works only one day a week for us on that topic, so i wouldn't count that as full time position towards that
Getting half of an employee that still could work would be a good achievement tho! --- Post updated --- Also are there any plans for a tile loading system for maps? It could help with performance with really large maps. The AI traffic system sounds really interesting... Is there going to be a system which checks if a place that an AI car is going to spawn is out of sights of the player? Now onto speculations: Since traffic mode is going to happen some day, could this mean we would get an option to make a jbeamed object not "switchable to by player"? It would make props more usefull as they would not clog up the selection under tab.
If person is an engineer, he is equal to 2 skilled workers, but if he is a scientist that would be equal to 3 skilled workers, that would be same as 6 unskilled workers, which would be already a full time worker. However unskilled workers can only run errands and make coffee etc. Then again I might of played too many games recently On topic though, so they are trying very hard to pull off traffic in this game, oh boy, oh boy, that will be incredible, @Gamergull will be excited for sure! I can tell there is a lot of work to be done until that goal is met though, it will take a while for sure as current graphics engine in 0.13 is really not up to it, so that needs lot of work too. SLRR meets NFS hot pursuit meets Stunts, vibes are intensifying