I've asked this question to myself many times. It is maybe on an exoplanet where they have a complete BeamNG hype since two decades. Or maybe it was just a dream I had? Uh! Sorry, to be honest: I actually don't know it at all! OMG! I had some days on refining the race track. Pictures will follow soon!
this seems nice, i like the fact that there are train tracks, beamng needs more train maps/trains overall
Time goes by with lots of progrss like a virus spreading over the landscape . Time now to introduce: Airtona Raceway In december last year I decided to build race tracks in Homerange because there is plenty of space for plenty of fun. One is the recently completed “Airtona Raceway”. The name melts together two completely different but legendary motorsports terms: Ayrton Senna and Daytona. In the evening I had the opportunity to do two gentle laps and enjoy the racing atmosphere. It was great after so much work! (See video below). The racing facility has three different loops: The main eight has a total length of 8.4 km. It allows terminal velocities up to 400 km/h. It has no curve banking at all so this will surely entice also high speed drifting enthusiasts. The short loop, 2.1 km in length is the funny one and can also be used as a optional return-to-pit after the big race is finished. It has well banked curves and a direct connection to a scrap yard because... well. The very short 1.2 km oval "hot oil'n brakes" let you full throttle 500 m with the need of full braking afterwards again and again. Is also used by services . All three loops share the same start/finish line. The functional pit has 6 boxes and has two parking decks above, which are connected with a large underground helix where teams arriving with semis fit through it. Getting from public areas onto the racetrack is only possible through the pit or through laser guarded gates . I have decided to design the track a bit away from realism in two points: There are no run-off areas: We live in a game. Flying off into the nature or into some gravel zone makes no difference at all cause we do not have to prevent any injuries. It is the same reason why there are no guardrails nor tire-stacks. Let them crash as brute as they like. The race is over anyway. That's fun and I don't have to place more and more objects. The map should run on mid PCs! Every pit stop lane has a speed limit. Exceeding it in reality means a prompt disqualification. In game this is a anoying consequence. So I decided to gate the pitlane with a crest, which can only be driven with a nearly exact maximum of 80 km/h. So exceeding the speed limit in game has the consequence of the risc to damage the car. This makes you avoiding to drive too fast and it keeps the fun. In reality this would be very dangerous for sure. I shot a simple video from my amateur practice rounds. Uncut. Enjoy&Like! As always happy riding and enjoy everything
Ok I think this might be one of the best maps in Beamng but… how does it run? I have a GTX 1650 and 16 GB of RAM (don’t mind the 210 Mods i have installed). Will I be able to run the map at Normal/High Graphics at 50/60 FPS?
If I take example of a non-optimised BeamNG map, Car Jump Arena 2024 runs between 20 to 30 fps: with GT 1030 - 16GB of DDR3 memory - a i5-4590 (I don't want to know anything this is good enough for me). So I don't know how this map will run, I hope it is optimised.
The Big Hardware Question One of my main goals is to make this map accessible to as many of you BNG friends as possible, so you can experience it as I do. It's a true joy to construct this expansive landscape while simultaneously enjoying the freedom to play, drive, and have fun on so many different features. I strive to optimize the map on all levels as best as I can. I avoid overloading with details and always delight in crafting something that doesn't require additional processing power. I use PBR only where necessary, which additionally saves on memory. (I think that's true cause of less bitmaps) The map will be optimized to the fullest extent possible for PCs with moderate performance. However, what will be necessary is RAM! Please consider the hardware specifications recommended by BNG. That means 32GB of RAM would be good . The graphic challenges won't be as demanding. I work with an NVIDIA GTX 1650 and achieve 60fps at many times, but never below 30fps. We'll see what's feasible! Happy riding to everybody See you soon...
OMGWTFBBQ The pre race show has begun... After crafting another 10 kilometers of beautiful overland roads I was in the mood to have some action. So I installed a LUA-Trigger and some gaz flames (particle emitters) spitting fire when the vehicle is airborne. Big sound! If someone likes to grab the LUA snippet to activate particle emitters: Code: scenetree.findObject('NameOfEmitterObject').active = true Have fun testing the new BNG update
Wow, how did I find this only just now...looks bloody amazing. Almost looks like the classic Altitude map but bigger. Does it support PBR roads or decals? From the photos it's a little hard to tell. Keep it up!
Hey! I keep it up with pleasure! If you say, it's hard to tell whether I use PBR, that is exactly what I wanted. I use PBR only where needed (e.g. some forest paths' furrows, tire tracks, special object materails e.g. the snow fields come with PBR reflections und ultra decent UV-glow). I fake where I can . Read above why... Tell your friends 'bout this project if you like
Instantly liked and watched Looks very detailed and realistic! The road system looks highly driveable with no weird dead ends and unrealistically steep or bumpy roads. Good work!
The BeamNG hardware specifications aren't up to date, these are the hardware specifications from 2017. According to MuYe, and from my experience I totally agree with him, here are the current minimum specifications:
Hey , thanks for your information - but this makes no difference to my above statements about what will be needed to play on "A Homerange". The updated minimum specs you show us, are way too low and do not make things better. They are ment to make vanilla content just about playable. Imagine completely decorated 70km²! Imagine I am far away from finish! I permanently check out what is possible on weak hardware. I intentionally work and test the map on non-high-performance hardware—that's your assurance. I have to estimate. Please let things roll - we'll see, ok? But: If BeamNG lowers the min. specs over the years, that's also because they have highly optimized their code. That is good for us all and everthing! Especialy that I can make this mega project available for most of you... Some more impressions coming soon. I have plenty of progress! CU
Just to precise, I play with a GT 1030, a Intel i5-4590, 16 GB of DDR3 memory, and for example West Coast runs between 30 to 45 fps. So if I do some modifications in the world editor I sould have a playable map.
Cars in their element ......o=\o Hi again! Over the past few days, I've been able to make huge strides in further developing the map, refining areas, and bringing in lots of new ideas. I try to experience the endless work playfully and use a variety of cars for testing. This map is clearly tailored to the cars. Finally, plenty of space and endless possibilities to unleash their true character. I somehow feel like they love "A Homerange"... Important note All images shown in this thread, unlike what is often the case, are not particularly designed landmarks or perspectives. Instead, they serve as representatives for their respective regions. There are hundreds of kilometers of roads, scenes, and places similarly designed! I'm seriously considering moving into this treehouse. Then you all could come visit me there . Here's only left to wishing you a stellar day and smooth sailing wherever you go!