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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

  1. bob.blunderton
    New version 0.8 for game version 0.8.x!
    Make sure if you downloaded RC6 or RC7, delete those before you play from mods directory, otherwise, the game may confuse this for that, etc. If you still see v 6 or 7 you know to do that.
    If it says version 8, on the level select, you are fine!

    The sequel to Nevada Interstate is here!
    126 miles of realistic highway and surface roads.
    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.

    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!


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Recent Reviews

  1. menthol1023
    Version: 0.8
    I have an i3-6100 and a GTX 1080 and it runs very well, but I have noticed a few fps drops here and there, but it's no big deal :)
    And my CPU is temporary if you were wondering why I have it paired with a 1080.
    1. bob.blunderton
      Author's Response
      Your cpu is just fine for the task at hand. Only more simultaneous cars would benefit from having a more multi-core cpu like an i5 or i7, aside of the GHZ speed increase that comes with the upgrade. I am currently thinking it's more game-engine related at the moment, but I am still tinkering about with it trying a few things. This map does use over half of the alotted objects total allowed per-map so it's up-there in 'work load' for the game engine. Thanks for writing in and glad you enjoyed it.
  2. VocalCloth
    Version: 0.8
    1. bob.blunderton
      Author's Response
      Nice review. I saw your CPU is overheating. Try and see if you can UNDERCLOCK the PC's processor by a few hundred megahertz (like put it to 3.2ghz instead of 3.5ghz, or disable turbo mode in the bios). Also, try taking the side off (if you don't void the warranty in the process, IF it's under warranty yet), and aiming a desk fan at the PC.
      The INTEL stock cooler that many OEM's include with the chips themselves in the PC isn't nearly good enough to do it's job when running this game. My i7 4790k barely keeps cool at it's turbo speed with a 100$ air cooler, where the stock cooler couldn't even hold it's stock speed, and almost never the turbo speed. A hyper 212 by cooler master is a good cheap cooler, that should fit in most PC's but I'd recommend taking yours to a PC shop, and getting the cooler upgraded. Get the bolt-down kind, not the push-pin kind. Maybe a knowledgeable friend can help you here.
      Please make sure your PC is also dust free. A good can of compressed air can help this but best to do this outside or in the garage.
      Disabling car collisions also can help reduce cpu usage to keep it from overheating. If you're on a laptop a cooling pad can help a LOT.
      --Good luck and glad you enjoyed the map.
  3. ThatRandomGuy!!
    Version: 0.8
    Great map completely bug free for me this runs in 60 fps for me on intel i3 and gtx1060
  4. CanRocker5
    Version: 0.8
    This map is amazing if you just want to drive around and have some fun. It runs flawlessly on my system and i have a i3 6100 and a GTX 1050. its also great for police chases since you have so much road to run on.
    1. bob.blunderton
      Author's Response
      Glad it's running well on your system. There's been a performance issue with the water on the map (which I reduced slightly in detail, though the water 'looks' better / more realistic this time around, I did make the reflection less taxing to the GPU), a performance issue I've only been able to attribute to the game engine itself. Welcome to pre-release software + ever-in-beta maps :) Thanks for posting system specs, performance info/feedback, and taking the time to write in. This is a map for 'just cruising' or when boredom inevitably DOES occur, there's *PLENTY* of jumps to go around for hours on. Most all can be conquered with a livable car, and some cars can do the same one multiple times :) The results can be downright hilarious at times...
      If you have any trouble landing it, remember that while airborne, revving the engine can help keep the nose up, brakes make the nose dive more, but some cars cannot be helped at all by this, so do give it a try.
  5. Stickee76
    Version: 0.8
    Best scenario ever!
    also, can you add cars's doors for more realism ?
  6. nobadesuuchan
    Version: 0.8
    I love going on a road trip with about 3 Ai and trying to keep up.
    fantastic map
    Oh yeah, and there was that one time where i sent a H series with a caravan on the back sailing down that huge hill and it ended badly.
    1. bob.blunderton
      Author's Response
      Another fan of the AI (and it's penchant for a quick death) and it's unhappy endings... Yeah, about that - Well, goes a little like this:
      Give the AI some regular cars with souped-up engines, transmissions, but just basic suspension and brakes.
      Let them cruise for 10~15 mins. They should have sufficiently overheated and glazed their brakes by this point. They should readily miss stop signs, crucial turns, or other portions of the road, where the ground drops off sharply. This usually produces fairly video-worthy and priceless results and a very big boom. While the AI is a good driver, it doesn't seem to care much about riding the brakes too much. Setting RISK variable to 1.44 (max) I believe should make this happen even more readily.
      Believe me I did have quite the entertaining time watching the AI drive about on this map as I was 'perfecting' the pathing a bit so it runs smoothly for everyone else. Glad you had some of the same fun I did, too, and that is most-definitely a large part of it's appeal. --Cheers!
  7. tone4366
    Version: 0.8
    Very nice map indeed, very well made and fun to drive on, there was one overpass where my tired got snagged on the wall and it got stuck, but I couldn't recreate the action so I think it was just unlucky timing (Not your fault probably, just beam being beam). The water jumps are quite fun, and the FPS is VERY good, P.S. if it runs slow for anyone, turn your lighting/shadows on a lower setting, and that's just general rule of thumb for any map... Overall, a good map with little to no bugs other than the usual Beam bugs which can't be easily fixed by a mod maker, and it's not a bad looking map either, I think i'd rate it a solid 9 out of 10 (Simply because of lack of visual content like signs, signals, and buildings, which he mentioned he'll be adding soon) SO DOWNLOAD IT!
    1. bob.blunderton
      Author's Response
      Thanks for your constructive review! As posted, signs/traffic lights *AND* multi-lane (lane-splitting) AI support will be in the next version (AI works great now if you don't use lane-splitting option). I will be adding missions eventually, also. That being said, there's plenty of good mileage if you just drive around or want to use a highway as your own personal race track (without injuring yourself or others like you would in the real world) as the map currently stands. Again, thanks for writing in. Look for a (0.8.x game version) update to my 'Nevada Interstate' map coming in the next month if you like this(hopefully!), if all goes as planned.
  8. cukoodukoo
    Version: 0.8
    But please make your Tennessee map more fps
  9. CraftinCrashes1
    Version: 0.8
    I can get a even 30 fps with a I3-6100 at 3.70Ghz and a GTX 745
    1. bob.blunderton
      Author's Response
      An i3 sixth-generation processor is a great little cpu, that while being a power-miser is also a great performer. I wholeheartedly will say it's the best budget Beamng.drive cpu line for those not wanting to run more than two vehicles at once, or who just want good FPS chasing a vehicle around or driving solo. A GTX 745 will output respectable frames on low-to-medium detail depending on the map and other settings, without dynamic reflections (and with GDDR5, at 1080p, with GDDR3 at 720p). Knowing this, and making sure settings are appropriate, you should have quite a fun time. Thanks for taking the time to post cpu/gpu specs and giving performance feedback. This feedback helps me make more appropriate maps in the future that are both fun and run well.
  10. NewoFox
    Version: 0.8
    A little banking goes a long way. In my first time loading the map, everywhere I drove, I could go much faster. It really does remind me of various parts of California, and is a load of fun to drive around.

    It performs well enough on my computer, but your mileage may vary -
    Highly recommended.