Maybe a racetrack with tons of elevation change and stuff going around the map. Edit: Not something like the sky curve with ultra banked corners and stuff like that, a race track with fun corners and challenging bits, with lots of elevation change but not 45 degree drops.
I want the redesigned Gripmap to have the look and feel of Nadeox1's simple_map. There should be more testing areas for different types of terrain, but it should be a surreal map with not too many real-world elements. If a small town area is introduced, the buildings should look like a film set, with just building fronts and a frame holding it up. The distance between the different areas should be vast, and they should have simple AI-enabled roads linking the other areas. There should be a few massive monoliths that mimic the style of brutalist architecture and act as a platform to drive the car on. The AI should be designed to test the car's abilities but not make them completely un-navigable. I also like Nadeox1's idea of having a central area that contains portals to the different places on the map.
I think there should be a constant wave-pitch test, designed to mess with ECUs and driver aids, whilst also testing suspension dampening.
For me, to bring about nostalgia from Rigs of Rods players, perhaps something akin to Small Track. That was the peak of my childhood or perhaps anyone here that played Rigs of Rods before they migrated to BeamNG. Nostalgia can be a dual-edged sword, but damn is it nice to be able to look back on the game through rose-colored glasses.
A destructible building so I can recreate the scene from Top Gear where they drop the Toyota from a building in Killing a Toyota Part 3 with the D Series
Bruh. First of all, that would be a prop. Second of all, not many ways other people could use it other than crashing into it. Third of all that would favor those with high end pcs rather than those without.
Definitely focus on adding areas for debugging and testing things. Grid map shouldn't be too hardware intensive as the basic idea is to use it for testing vehicles.
I've always felt like having the crash test wedges, ramps, etc. at the end of the suspension tests was a bit cluttered, moving things like them over to be parallel with the big tubes would really help. as some other people have said, a drag strip, perhaps with full length prepped asphalt and 1/4,1/2,full mile, and KM markings could easily be fit along the left side. things like an area with incrementally increasing local crosswind, or wading through water which increases in current could also be interesting. of course, all the natural areas could do with some reworking, primarily the offroad trail and the cave. As far as actual appearance goes, I think it shouldn't stray too much from the current aesthetic, but it could do with some more "real concrete with lines spray painted on" appearance, strengthening that sort of "realistic but not" feel.
I would be pleased to see more suspension testing, terrain testing, ect. Oh and maybe change the ground texture?
Adding to this: -Alongside the existing surface tests there should be potholed, wet (not ice) roads and an uneven cobbled road (Belgian Pave for those in the know-how) -Hilly handling course next to the drag strip, which is a good halfway point between the existing skyloops on Grid and the handling course in the Automation track -A mountainous switchback-hairpin course with a lookout point/jump at the top -Shock absorption, ECU and torque converter test in the form of a pitching track (a long but shallow series of rises and falls) at different intervals -Random idea of a humpback bridge, wouldn't know where to put it -Steep incline test, further than 33% grade
if they would just raise the minimum specs to something higher the game would be SO much better. i mean nothing crazy, maybe like a 1060 and some mid range i7 or ryzen 5
Did you know? If you, let's say... double the processing power required to play a game, and increase the graphics card by, lets say... 14x, that will make the game have a lot better processing and graphics?
Grid Pure Small (Infinite Grid map): Option to have asphalt textures on it so you can really have that speed sensation of 370 km/h while still having infinite space all arround. Option to alter the entire surface grip.... right now it simulates just asphalt... why not add the option to have it act like all the other surfaces (dirt, snow... ice... ect...)--> https://www.beamng.com/resources/road-grip-editor.15350/ Allow to manually set height level (for example 0 - 10000m above mean sea level to allow accurate tests of air density and its effect on internal combustion engines. Keep the infinite grid map please... it is perfect for vehicle testing without space contraints. People who dislike the infinite grid map are missing the entire point about it. Allow free setup of environmental temperature. For example: Air temperature -200 + 200 C Grid Map : Add a several km long straight road for any of the used surface properties: - Prepped Asphalt - Asphalt - Dirt - Sand - Snow - Cobblestone - Ice.... you get what I mean. - Water (think ETK testing map but straight line and much longer) - Water (Aquaplaning?) Create an scripted crash test area: - All crash test run automatically with the prior selected set up (no human interaction to have comparable results) - Check NCAP or US crash tests for required map objects - Allow change of settings BeamNG crash physics are amazing.... they deserve to be tested with utmost precision and make differences between vehicles visible. - Sideway impact - Sideway pole impact - Rollovertest Brake Test Area (combined with different surfaces) - Automatically records - braking distance - braking g (Min/Max/AVG - Total Energy transfered to all 4 brakes. ABS testing area ESC testing area TCS testing area 2WD/4WD (rollers) testing area with results displayed for screenshots Side/Cross Wind test ( ) Upward ramp with angle indication (Test how far a vehicle can go) Downward ramp as above
How about a sort of test track that has suspension tests, tight curves, a salom area for seeing which suv's tip over when cornering at speed.