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Unsupported So-Cal Interstate Highway (126 miles of road & path) 0.8

Deprecated - Will conflict with los injurus. Do not use please.

  1. jasonbrill99
    jasonbrill99
    3/5,
    Version: 0.8
    awesome mod but has a lot of missing textures
  2. PaskeyT
    PaskeyT
    5/5,
    Version: 0.8
    nice
  3. Racer501
    Racer501
    5/5,
    Version: 0.8
    I have a question, los injurus its this map, only with more "life" we can say, right?
    1. bob.blunderton
      Author's Response
      This is what Los Injurus was built from, though be aware the Los Injurus version is very heavily re-worked, and has 10~15% more land than this one, and much more roads.
      If you have both this map and Los Injurus installed YOU WILL HAVE PROBLEMS. You must make sure to eradicate your so_cal zip file before running Los Injurus with any desire to be successful. The reason this map was chosen in-stead of building a new city, is this had all the highways etc that are needed for a city to be built, it was merely just missing the city. This way I can build areas at my leisure compared to having to build all the connecting highways / roads, too, only to rip half of them up later (well I am entirely re-doing the highways but as state above, I don't have to worry about it so much on a time-level). Think of it as a good template if my explanation failed in some manner (wouldn't be shocking).
      So yes, this was what it was before it was a city. There a lot more to it than just what meets the eye though.
      Please don't get upset if you have mis-match issues with having run this one, there is no warranty on being able to do so. Clear cache if you have issues. Otherwise while this is available it is UNSUPPORTED.
  4. NuclearKnight
    NuclearKnight
    5/5,
    Version: 0.8
    With the optimisation in the last update I've decided to try a few maps I wouldn't before and this is one of them. For the size of the map, it runs very smoothly and other than that "one way road" issue the AI works well. Personally, i didnt like the water on the road but deleting the water took care of that lol. If i may suggest, if you do update this to have this copy saved without all the buildings etc for people like me who usually delete most of the objects anyways. I do see how that could be an issue though if they ever update something major such as how the roads work with AI etc i know it would be a pain to update 2 maps. All in all great map.
  5. Vishresh Vasan
    Vishresh Vasan
    3/5,
    Version: 0.8
    Everything is nice. I really like it, but in a few youtube videos, I've seen a city in this map. I've literally spent 3 hours trying to find it. Is it even there. Oh, here's a link to that video I saw. Under mods, he said So-Cal Interstate Highway.
    https://www.youtube.com/watch?v=IDBQXGi0Vh8
    1. bob.blunderton
      Author's Response
      You're looking for LOS INJURUS City map, search for it on here. Los Injurus was what I originally intended So-Cal to be, I just didn't have enough knowledge or skill yet at the time I made this.
      Sorry for the confusion that may have been caused.
  6. BeamCarHomeTrade
    BeamCarHomeTrade
    5/5,
    Version: 0.8
    OOF,Really love this map,gives me NFS ProStreet Feeling!
    1. bob.blunderton
      Author's Response
      One of these days I have to fix this up a bit so it runs a little better. It's an oldie but it's a goodie! If you just want LOTS of ROAD AND TERRAIN and not much else THIS IS YOUR MAP.
      --Cheers!
  7. xDanielxOossiex
    xDanielxOossiex
    5/5,
    Version: 0.8
    The map it self is of great quality. But because it's so big and has some details, it can get kinda laggy, ~15-25 fps on ultra settings (on my pc which has i7 4790k, GTX1070 and 24GB RAM)
    1. bob.blunderton
      Author's Response
      The absolutely immense draw-count overwhelms current tech. I have an update that will make it flawless FPS. It's because of the draw distance, there's just so many bridges, railings, road surfaces and landscape to draw, for so many miles. If you go into THELEVELINFO in the f1 object editor, inside the F11 map editor (you can search for LEVELINFO), and turn down the far view plane (distance) to something like 2000~3000 meters, it'll not draw things beyond that many meters (then add just a smidge of fog, like 0.0005 or something small, experiment, higher # equals more fog). Basically, it's drawing 'too much stuff' for current video boards/Dx11. I will have an update that fixes this and adds in the missing AI on a bridge when I am done with my Tail of the Dragon map. It used to lag looking @ the ocean, that was a game issue, however, lag looking at the map is horrendous as you said. Pardon my fail, but it still runs.
      Update will fix the FPS issue and the fact that all the bridge pillars disappeared but can still be hit (they're not in the road).
      Look for update next month sometime, after Tail of the Dragon comes out.
  8. Snowstorm
    Snowstorm
    5/5,
    Version: 0.8
    Stunning map, does run a bit laggy when looking out at the ocean though, but that seems to be a game engine limitation. Runs pretty well on my core i7-6500U and Radeon R5 M335 mobile though! Bob makes the best large maps I have found yet!
    1. bob.blunderton
      Author's Response
      It's a pretty good system you've got so it should remain playable. An FPS improving update is coming within the next 10 days hopefully. It will solely add more FPS but not really much else to the map, so that more folks can enjoy the map. Thanks for the kind words and writing in, I've tried hard to produce an enjoyable race track that is dressed up as a highway rather convincingly :) So if you just want to cruise, my maps are made for it, and they all work with the AI rather decently, so have a few chases if you like.
      --Cheers!
  9. murimlinn
    murimlinn
    4/5,
    Version: 0.8
    This map is great. The roads are more or less, never ending. The only down side is the FPS. People on lower-end systems might have a hard time running this at or near 20 - 30 fps. It also loads amazingly fast for how big the map is [ I have an HDD not an SSD ], maybe took about 20 seconds or less to load. [ GTX 970 - i5-4970k (4ghz) - 16gb ram ] are my specs.
    1. bob.blunderton
      Author's Response
      An FPS update is coming hopefully within the next 10 days. This should solve your issues with the frame-rate issues when looking @ the entire map from one side. Admittedly, I could have, and should have fixed this oversight much sooner, that's 100% my fault & doing. I will make good on this issue by pushing the update out this or next week sometime (after it gets significant testing of-course). FPS in next update should be at-least 1.5~2.5X better than what you're getting depending on how bad it was.
      Thanks for writing in with system info in there so I can better make maps for who plays them.
      Nevada Interstate just got it's FPS update, so check it out if the 7.x version was too slow or had texture errors of any kind.
  10. Trin32
    Trin32
    5/5,
    Version: 0.8
    Not bad
  11. TheActionHero
    TheActionHero
    5/5,
    Version: 0.8
    Holy crap. I don't know what you've done, but when I played this back in September 2016, I could only get around 3 fps. Now my laptop can easily maintain close to 35-40 fps. (AMD A10-5745M Radeon Quad-Core)
    1. bob.blunderton
      Author's Response
      Beamng.drive engine optimizations my friend, plus I converted the last non-dds textures to native direct-draw format (works with compression and hence faster rendering). If your video is slow knock off reflections if they're on, if your cpu is holding you up turn off shadows (or leave them on for just the car). This is a pretty complex map to render with a high draw-distance (lots of poly's) so I am quite glad it runs on the APU for you. Also, the near-the-edge slowdown of v 0.7 and 0.8 game engine seems to be addressed now, especially good for the highway that rings the outside of the map for the most part.
  12. Kachina163
    Kachina163
    4/5,
    Version: 0.8
    Pretty amazing except i don't really like the sudden road color changes and some roads are a bit unrealistic, other than that, it's great!
    1. bob.blunderton
      Author's Response
      Yes, this does have rather abrupt pavement changes, but that is because not all highways are 100% paved at the same time, it simulates aging of pavement better this way, as to not be so bland and boring.
      This map was made for fun primarily, so not all roads are 100% realistic, some are just plain crazy jumps too.
      This map might be updated in the future with more buildings as models become available in the mod community here at Beamng, so as to not be so boring. Thanks for writing in.
  13. Captain. Adam
    Captain. Adam
    5/5,
    Version: 0.8
    Good .
  14. JMHeelfan
    JMHeelfan
    5/5,
    Version: 0.8
    AWESOME MAP
  15. menthol1023
    menthol1023
    5/5,
    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.
  16. VocalCloth
    VocalCloth
    5/5,
    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.
  17. ThatRandomGuy!!
    ThatRandomGuy!!
    5/5,
    Version: 0.8
    Great map completely bug free for me this runs in 60 fps for me on intel i3 and gtx1060
  18. CanRocker5
    CanRocker5
    5/5,
    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.
      --cheers!
  19. KèrozéN
    KèrozéN
    5/5,
    Version: 0.8
    Best scenario ever!
    also, can you add cars's doors for more realism ?
  20. nobadesuuchan
    nobadesuuchan
    5/5,
    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!
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