Soil & Orthogonality ~# I'll soon have finished the 6.5 kilometer long south coast edge. Terrain sculpting is getting better and faster, and more precise. I really don't have to spend a lot of time trying things out to get the terrain into the shape I want. Well, sometimes I get a little careless, though, so 160 thousand cubic meters of rubble slipped down the slope . In the meantime, most of it has been cleared away again, the road is clear, but there are amazing things to be found in the rubble. The sheriff doesn't know anything about it yet...
I can tow you with this: It will be cheaper and you can smoke in the car, because it has no windows, also you will have wind in the hair
A new challenge is a new wreck and vice versa... Car enthusiasts have created a little paradise for themselves on an old military site (after the bomb disposal service was there briefly ). A playground, primarily for scrapping cars, repairing them and scrapping them again. Some serious off-road specialists are also often here and are always very welcome. But it's not uncommon for them to break down with an axle or end up on their roof. A number of fiercely competing towing companies have quickly settled in the neighbourhood. However, it seems that sometimes they don't use the right equipment and thus become victims themselves. But here everyone helps each other (until everything is wrecked).
Always fantastic work....your screenshots have a nice density in color now...and look forward to exploring the landscape for possible screenshots when released.(maybe Christmas)
[QUOTE="Free ultra pre alpha release is planned (not guaranteed) for christmas! Read more here./QUOTE] it would be a great christmas pressent :>) Hohoho.
Plenty of new things I can only count it in hours, because sometimes I don't even remember what I've done. I'm a bit surprised for a moment when I drive there - LOL. Most of the time terrain sculping is my job. But I've made many new spots to explore, a new quarry (of course also to torture the T with rocks load), some new ferry dockings with functional traffic lights. They switch to green, if the gap between ferry and pier is properly closed. I'm just happy again, to show you some more snapshots of my progress (including a funny paint job for the D-series, because I wanted to do something different in between ): further pics coming soon
Incredible as always; will the D-series skin be released either as part of the map or as a separate mod? I plan to make a video showcase of this map when it's out, and it will be in a quirky, slow and antiquated car, just as you would have wanted. Which one, though? Maybe it will be the excellent Beetle mod, or maybe something with a naturally-aspirated diesel - or, if it's released by then, perhaps it'll be the official pre-war car.
I'll make a few mods which will be connected to this map. E.g. some liveries, license plates and the ferry, but I think there is no need to pack them into the map. I think they will be seperate repo mods. Well, if you like to showcase the map with a slow car, I'm afraid the video will be hours long . Many aspects of the map will need many different powerful cars. See: there is the racetrack, many WRC rallye stages, RX, two huge desert and baja areas, forest offroad routes, steep wood hauling tracks, asphalt uphill stages, the airports and harbours. Some enchanting viewpoints can only be reached with the best (and fine tuned) offroad cars. How do you think to showcase that all with a beetle mod? I think to showcase this map properly you will need to be an advanced driver using nearly all best types of vanilla cars and even non vanilla mods (like planes or ships or even the railway). I think the best for you is to enjoy the map from easy to hard and then see what cars you like. Also I feel it's a bit problematic to showcase an "ultra pre alpha release", although there are many areas finished (~40%). Let's talk together in 2025 if you like... Does anyone know how to aquire the total length of ai routes, My loading screen doesn't work any more since 0.31 or something and thus I have no info about that. I absolutely don't know how long they are, Maybe 200-300km? Or a bit less. But many more is planned and coming. All the roads I made, are made with the help of the cars and thus tailored to their capabilities. For many normal alsphalt roads all cars are welcome, though. Also slow ones ... It's not easy to imagine the size of ~70km² when it is completely filled. I couldn't . So let's go on with some more pics of the latest progress: --- Post updated --- and more ... --- Post updated --- and more ...
How do you detect, when the ferry is close enough? Sorry for asking, I don't know anything about lua, if you used that. I want to get into that at some point though.
Wow, this map will defenitly be the ultimate American Road replacement, so manny roads, so many different roads, and so many different places to go to, Jahoeeeeeee!
In short : If the bounding box of the ferry that BeamNG determines overlaps the bounding box of an invisible cuboid-shaped trigger object, BeamNG notifies my LUA code, where I can then react accordingly. In this case, the traffic lights turn green. Of course, it depends on the trigger being positioned exactly in front of the quay and parallel to it and low enough so car traffic doesn't trigger it. When the ferry leaves again, this must also be registered. In the screenshot the ferry isnt' close enough. If the gap is closed, the ferry must keep a little thrust to stay on the edge. In the Notepad++ window you can also see the code fragment, that is processed: Just hiding or showing two green or red traffic light objects. I already have a whole lot of LUA-controlled functionality: timed sounds (animals and workers), nine gas stations (refill logic without UI input), the race track stopwatch, the tower radio messages, triggered garage lights, of course automatic night light, which I can also divide into zones, and much more. What means, the landscape interacts with you, also and especially in freeroam mode.