This map is absolutely amazing! However the radio is really choppy and glitchy. Is there any way to fix that?
I was not aware of MEGA having different bandwidth limits in different locations. I assumed 5 GB because that is the case in the US (and many developed countries for that matter). Thanks for informing me about this discrepancy. In that case, your best option at this point is using the Google Drive download link. If the quota exceeded error happens, then you will have to try downloading at a different time. The download limit will reset relatively quickly within 24 hours though, as previously mentioned.
I'm curious as to how you will implement the in-game AI vehicles to here. Are they going to be included with this map or on a separate thread for "Vehicles?"
I'm on a rtx 3070 laptop at 1080p and get rock solid 60fps in most areas. However, in most tunnels it drops to 45 fps or lower. There are a few spots near the waterfront where when I look away from the city I get 60fps and when I look towards the city I get 30. With the overly aggressive LOD system in Beam I'm suprised it's trying to draw so many distant buildings. There are other areas where buildings are invisible until I get about 5 stone's throw away from them.
Can't you set the vehicle's velocity? Since you can apply forces to nodes, maybe it's possible that way. Also, dumb idea, maybe you could set the vehicle's strength and deform to max after jumping though a billboard so you can keep driving lol
I didn't look into that that much yet, I wanted to maybe make a UI that would show you "Do you want to repair your vehicle" if you stop in the gas station. Map uses an additional chunk-based lod system for smaller objects, you can disable it in advanced settings if you find it distracting, or want to compare the looks. I probably need to rewrite how I play audio there, there is a hitching on song change that I couldn't fix so far :/ No, pls stahp You are probably running out of vram, use low texture settings for now. It's only water effects as @mrwallace888 said mixed with an older asphalt groundmodel instead of perfectly new one which fits the map more, maybe try driving more carefully? Glad to hear that There are still a lot of bugs like that, will take a while to fix all of them. Nice catch, tho in the beginning I had 10k of those
I just wish having better asphalt was a setting. In the original game, the map worked way better since you could take turns (on the interstate for exemple) at pretty ridiculous speed. Wherars in Beam, if i'm over 150km/h, i can be pretty sure that i'm going to crash into the first wall that comes my way. Even on the very long bends of the interstate, I can't take turns over 100km/h, which is kinda ridiculous IMO, when compared with the original game. I believe that map worked so well because if you drove well, you could be practically flat out anywhere, and that was why it was fun. Here, it's just frustrating. Even on a tricked out hillclimb monster, it feels like you're not even turning when entering a turn past 160km/h, whereas in NFSMW2012, you could be at 300km/h and still manage to turn. I know it's more realistic and all, but that's not at all how the OG game used to feel, and honestly, with these types of maps, I don't really look for realism, I look for *fun*. It's your work after all, you do whatever pleases you, but I personally find that decision to be a bit of a disappointment, and it really ruins the experience FOR ME. Again, I just wish there was an option to choose between the two. Also, maybe i'm wrong after all, and it's just an inherent thing with these types of maps in BeamNG.... Maybe i just am too attached to the original game to cope with it in Beamng, which is totally possible.
I think you nailed it on the last bit there, NFS has always been more of an arcade game in terms of physics, which makes the game mechanics very different to BeamNG's. Since Beam's physics are made to be as realistic as possible, I'll say it's pretty accurate - I mean, you wouldn't make a turn at 300kph in real life, would you? Another thing: don't go full lock into a turn like you would in NFS, that could also be why you can't turn well. Tires have their physical limits, and once you go past that limit they lose grip. I can take most of the highway curves at 140kph with slicks but I'm being very gentle with the steering to minimize understeer. BUT if you want to drive like you would in NFS, there is a road grip editor mod somewhere on the repository. Idk if it works on this map but it should, given the roads use a vanilla material.
Then don't expect the map mod to port entire physics from NFS as well. If you want to drive 150 on turns you would need unrealistically grippy asphalt then. You are not meant to flat-out car all the time, or if you want to do it just get the slower car that struggles with altitude changes and so on.
me doing flatout turns on the highway in my picanto because otherwise I cant keep up with the speed limit
That is so fire! Now I really hope and look forward to C1 Shutoku map update. I play it every single day and it would be so cool to have arcade style ui, music and races with ai there. Great work waiting for new releases)
love love love love this map and its beauty holy SHIT!!! one bug though- (in my experience) spawning more than 5 AI traffic cars makes the radio's audio cut in and out in a jittery manner
Literally the only way I found myself able to really drive/race was by using a 50-50 AWD split Vivace Arsenic lol. Everything else was understeer-heavy. I could barely drift unless I was in 2nd gear at a low speed. Every car understeers so bad that I can't even Scandinavian flick the cars into a drift, simply because they don't have enough grip to turn even on race tires. Is Old Asphalt really that much less grippy than regular?
Okay, I tested this map a little more, and I know that it's going to be an unpopular opinion because CK has already said that it's not going to change, but I still don't feel it – the grip settings are too low for what they are. I get it, wet asphalt and all, but I would expect the interstate to be safe at 70 mph even when it's a little wet. Hell, I'd expect it to be relatively safe even at 100 mph in a high performance cars. Instead, driving in speeds near the speed limit is already becoming a challenge, and, ironically, the slower your car, the more stable it is. I don't mind it not being the same as in NFS (because that would be ridiculous on its own), but this feels far slower than vanilla maps, and it's killing the fun – especially when your car becomes extra understeery out of a sudden.