When I spawn the map, the road doesn't show up, and the car falls into the water so I can only drive on the top of the bridge thing, above where the road should be.
Really like the map, but when I enabled skidmarks (my doing, not blaming you), the framerate dips to sub 10 when lots of skids happen. Any idea as to why this happens? I've set the decals to visible mesh and enabled the prebuildCollisionData. Anyway, aside from my self-induced problems, this is a great map! Good for testing top speeds.
Hey @Nadeox1, Can you fix the AI? They sometimes constantly put their brakes on, like brake checking. Makes it annoying doing a Police chase.
well east coast usa runs 40 fps 2 cars and there is lots of trees wtf and this has started after the games 5.3 update --- Post updated --- I will try cleaning up the game and check my gpu drivers and 50 is average
This bug is glaringly evident as the entire vehicle starts shaking and vibrating intensely to the point where some parts seem to be leaving the vehicle like Temmie's face in Undertale. Nonetheless, this map is superb at helping me figure out how to go faster, FASTER!!!!!! Darn engine thermal simulations causing the engines catch on fire, now I actually HAVE to be careful about abusing and destroying 80,000 USD cars.
Some pics would be nice. Have you modified the map or something? I'd say to remove the map first (from Documents/BeamNG.Drive/mods & Documents/BeamNG.Drive/levels - look for ssrb folder/zip and delete it) and redownload it if you haven't done already Physics simulation is less prone to those problem. Mainly the visual tend to go shaky.
Hello! I have tested this highway, it's nice but I would like to add a little critic. I think the asphalt texture is not adapted for high speed. Your size (512*2048) is too small and repetitive, which causes a synchronisation with the framerate. At some speed the car seems to be static or comes back... Would you agree that I may do some test on asphalt texture?
Yeah the sync thing is interesting and a bit disruptive when it happens. I think part of the issue is there is very little roadside references for the eye to make sense of the speed. Perhaps some random structure and objects populating the sides of the road would help.
I think it's pretty much the same phenomenon that happens when you look at car's wheels on a video. But here it happens with the rate the texture is moving on your screen and your FPS. I added the turbines to have some reference points, but the as you said, you gonna give the road more attention. Larger textures would help, let's see what DoullPepper comes up with