Works with version 0.10 as of 8/12/2017. Bridge pillar supports (the verticals) are invisible as of 0.10 game update. They're still surely there, and you can hit them, but my bridges (most of them), are floating at the moment. I'll have it fixed around the end of the month, hopefully. The map still plays/runs/etc fine, and an FPS update will come out in a few weeks the way things look.
The sequel to Nevada Interstate is here!
126 miles of realistic highway and surface roads.
FULLY FUNCTIONAL AI - THAT STAYS IN LANE
AI WILL USUALLY KEEP LANE ON HIGHWAY!
AI WILL AVOID DEEP WATER SPOTS IN MOST AREAS!
A little something for everyone - see features below!
40~42 miles of highway with several realistic interchanges
Interchanges include full and partial cloverleafs, 3-y interchanges/ flyover/under interchanges, diamond interchanges, and more.
Realistic banked ramps and viable merge aprons, full road striping, etc.
60~something miles of surface road, from calm and boring wide roadways to winding, twisty, make your spouse sick to her stomach snake paths that make your suspension and tires beg for mercy (especially if you fall off one of the ever-present cliffs).
Speaking of cliffs, they are EVERYWHERE. There's plenty of guard rail, but there's plenty more cliffs. Most turns are banked, but going too fast or finding a side-road that may not be could end you up in the drink.
Jumps, they're everywhere, both man-made and natural ones.
Lots of the mountains can be driven right up if they're not too steep, possibly even at great speed, if you're bored enough anywho... so do have fun mountain jumping - yes, it's intentional!
There are three 'loops' of roads in this map, interspersed with other misc side roads, trails, etc:
*Innermost loop is like a boulevard, 5 lanes, great for drifting or jumping the water ponding on portions of the roadway in low-spots (should NOT drown the vehicle even if you don't jump it, with modest momentum). This is around 8~10 miles long.
*Middle loop is two long straights of highway, interspersed mostly at the ends with curves, this is around a dozen or so miles.
*Outermost loop is the longest, this has OVER TWO DOZEN MILES of twisty turns, banked long sweeping curves made for speed, a few straight-aways, many not-too-steep hills as it climbs up and down, and sometimes through the many mountains and hills around the map.
Other surface roads:
There's also a four-lane highway that hugs parts of two sides of the map, goes through a tunnel, etc, fairly wide and predictable. This goes for about 10~12 miles. There's a few of these 4/5 lane roads around.
There's also several dozen miles worth of winding, mountainous curving 2-lane roads that will be loved by sports-car drivers everywhere. Some hills may be rather steep, but this is California, after-all.
Last but not least, There's OVER A DOZEN MILES OF TRAIL (IIRC 15+ miles of it). Do enjoy!
Again, everything is fully waypointed/navmeshed for fun with the AI.
No signs, traffic lights, or buildings *YET*. I will have signs and traffic signals in the next version, along with working lane-splitting features.
This is a beta so please don't mind a few imperfect things. The roadways are done, there are no buildings/lights/trees/etc/other-unnecessary items.
99.8% of all roads have been smoothed to perfection.
AI is in full working order and will even stay in lane most times on the highway. Don't use the 0.8.x lane splitter feature for the AI yet (in AI control panel app), or it may drive off the side of the highway/cliffs/etc. While it works fine on back roads, it could cause an issue on the highway routes which pre-date this rather-super-duper-awesome-and-i-did-ask-for-it game feature I love you, Beamng.drive developers and moderators. I could not ask for a better group of people.
Extensively tested by me for 3 hours+ on the new game version 0.9.x
Interface left on for the mileage down there @ bottom of shot.
The following videos are of the OLD version but give you a hint.
WhyBeAre did a partial review here (too big for a full review in one vid) :
1MBStudios did a quick run-through of 10~12 miles of highway here:
As always, thanks for the video coverage guys. Very helpful!
FPS is GOOD for a map of this size and detail, though it could be better.
A radeon 7850 2gb will get approximately 27.5~55fps on this map while moving depending on where you are. This is at STOCK clocks. This system that I tested this on is GPU-limited, not CPU limited. If you have a better video card and a recent intel cpu, expect 30~60fps or better.
An RX 480 8gb with a modern CPU should do well here though there are some random spots with fps drops for no reasons, like looking out to sea.
CREDITS: While I have done the lion's share of the work here, everything that is here would not be possible without Ouerbacker's assistance with kindly letting me use his one tunnel mesh, rock facade, and a few select textures and models (most models not yet in use here).
Level production, bridge creation, road placement, pretty much most everything you will see, is what I've done. It's 100's of hours of work, doing something I enjoy very much, and am rather good at. 20+ years of game mod-design starting with Doom mods and ending up here, been modding pretty much since the Pentium's came out circa 94~95.
Version 8 fixes all the annoying bugs and works with game version 0.8x
No serious bugs with this map, if you find some, head on over to the discussion forum. If you can't run this for what-ever, go there too.
As PC's advance, and this game advances, and I get access to more building models, there may rise a city from this map one day.
If you would like to donate building models with working collision, that I can use in my future versions of this map, you will receive credit and my gratitude (and the gratitude of many, many others).
Pics are current and of 0.8 version. Lots of highways for speed!
Beta So-Cal Interstate Highway (126 miles of road & path) 0.8
42.4 miles of expressway, 63+ miles of surface road & 15 miles of jeeping trail & then some
- words Jan 4, 2017
- All roads are now .DDS Textures, 121+ miles of road total, FPS up 50% on average. Jun 9, 2016