There is a problem with tunnels. I have a 5080 OC. Start from tatsumi and go straight, into that big tunnel i run out of VRAM. 1440P ultra. Pls fix Might happen with other tunnels too. Only occurs on vulkan, in DX11 the cars flicker and i know its prob vram but no stutter in dx11. Ty btw fun map for cutting up my 9950x3d loves 64 cars and weaving in my etk 800 wagon EDIT: Set nvidia scaling to 720p. Still stuttered despite vram showing 8gb/16gb, stutters happen when you have traffic. Run atleast 16 cars or whatever your pc can handle
I found another bug. It doesn't show up in this screenshot for some reason, but the tire marks are bleeding through the truck.
I saw this on a best BeamNG mods video, but I can't find a link to download it. Where is the large greeen buttton saying "Download"??
First post, where it's written "Download (485 mb): OneDrive or Google Drive or Mega or Mediafire" Enjoy
That's for repository mods, this is not posted in the repository because it wouldn't be allowed I think due to copyrights?
i have a experimental version of this map i added daikoku pa and Oi Wharf to it and it is too much fun, planning to add Usui to it so you can drive to it get off the highway and get on the pass. If people want it i can essentially link it here on this thread or make a new one?
OH WOW! Yes, please do link it especially once Usui is added. However, did you optimise the new meshes like the creator has done with Shutoku? If you just copied the whole thing in as one model with no nulldetail it will make the map a lot laggier.
it is experimental, i will try my best to make it optimized as i myself would love to play this map modified in this way, it does run well on Ultra on my rig with both addons on it, plus i had to make some very questionable connections to be able to access these , very place holder kind just to get in and out, specially daikoku, dude who made Dai map messed up the bridge that leads from PA back to Wangan, it has a weird turn that is not there in real life, i had to connect that end to the Mirai alley i call it, but hey it works and it makes a full circuit, small price to pay to have a even better free roam map, its not done but for me and my personal use is more than enough. i can say this, merging a entire togue on top of the other 2 addon mite be reaching. i am indeed adding the maps the way they are minus the smaller things like bus stops and canisters etc. however i have noticed a ginormous increase in fps when i don't use them. i have to replace all the smaller detailed assets like garbage cans, benches, etc. with ones from the game or i will try and find some free models somewhere cause i don't 3D model, that way we can add more detail. for fps sakes i with have it without them, runs way better and still looks good for experimentation, i will add parking spots for the npc's, Usui and Miyogi are the closest to the C1 north that's where i really want to put them or it. also the new "Mira" to Yokohane connection i had to make runs trough few buildings there is nothing i can do about that for now. i have no collisions just drive trough them, is only on that area and this will be fixed in the future, there is also some models missing atm, it is normal as i am just testing what i can really do. i accidently deleted but is ok, also had to delete lots of buildings that where in the DAI do to conflicts with the layout but i am going to add things back in so it don't look bad. it is a nice proof of concept. everything you see wrong, i will try to fix, The goal is to make everything blend perfect, we will see how far we can get. Who knows what the future brings. My pc specs, not great but runs game and this mod on Ultra perfectly fine. There is bugs. When i solve the current issues and limitation workarounds, i then since is not my map, just the addons, i can proceed to release a copy here on this thread. if the original author has a issue with this modification, he can take the link down when i post it or maybe post the link with a brief description on page 1 maybe. that would be up to him. i am just trying to help some folks out that have asked for this to happen and i would actually love if it was done even if not mine. Look forward to a link very soon.
LOL I did the exact same thing years ago with the older version of shutoko. I spent so much time adding details, traffic and road decals... but the decals are all broken now
Not great? That's literally one of the best Ryzen CPUs available and 24GB of VRAM... Since it looks like the creator isn't really doing any active work anymore, it would be interesting to see this rework.
Metropolitan Expressway: Project Japan Update 1Alright guys sorry to keep you guys waiting. Yes i am calling my project, Project Japan. I been working very hard the last few days optimizing, updating, scrubbing, troubleshooting, deleting conflicting models, ripping my hair out, punching my seat, cursing my head off and also having a "great time". this is what i have done and i am very pleased with it so far. I had to change shuto models because the original metro one has so many conflicting buildings, i decided to go with the SRP version and i will just improve it. i also have to do something with the speedbumps because they are actual piranha's. The focus has shifted to a more ambitious project. Stay tuned!
This is looking really good. Nice to see that there will be actual driveable surface-level roads and off-ramps that acually go somewhere and not...off a cliff.
fun map but if I'm gonna be honest it's just not very good of a map there's only highway there's zero city roads or neighborhood roads that would make this map a 10/10 but it just gets boring in asseto a highway only map is fun because the traffic denisty and diversity but in a game like beamng you need offroad stuff, drift places, city roads, other cool stuff.
You can use simple traffic mod by @AgentMooshroom5 to get quite dense and diverse traffic that fits the map.