Hello, my name is Samet and this is my first map making adventure. Last three months i was thinking making a race track based on ones that in Turkey. For first try (of a mod, anywhere ever, i'm not counting the automation ones) i thinked one that located at Izmir is could be better for me. After searching i found some blueprints, google earth photos and reference in-car videos. About the track, it started to activities at 1997, hosts events such as drift competition, polo cup and gt class racing. It's second longest track in Turkey (the first is well known Istanbul park) (source:http://ulkupark.com/ulkupark-yaris-pisti/). It was the same layout until october 2019. More on that later. There is no lidar scanning in Turkey so everything must be manual. (yay more fun ) First, i watched videos about importing .dae shape files to a map then i used blender with the google earth screenshots to make a rough form. In that time i was aware the track is renovating to the new layout but there was no data to see in google earth or anywhere. So i continued to old layout. The track length is 2186m and the track width is (approximately i presume) 12m. After importing .dae file to a template map, shape of the track was okay but track width was not right. So i miscalculated the track width and when track is right width, track length was almost 2 times long After this incident, i decided to use right length of this shape as my template for beamng map editor. When discovering and testing the editor assets are complete , i used mesh road to make the road, after choose of material it was suprisingly not bad. Right in this moment when i looked one more time to the google earth annnd there was a new satellite photo of the new layout construction, yaay. After this i concluded if i going to do this track it should be (and could be) new layout. With this progress now i could add other parts of the track, like terrain, concrete and plastic walls, tirestacks, pitlane and building, grandstand, marshall stands and rumblestrips. I used newly renovated hirochi raceway prefabs,objects, and they were pain in the ass (for me, no offense). Aligning the buildings was hard and when i save and quit, reopening the map and outside of drawing distance, giving me these no material errors. Unpack prefab-select tsstatic-select material-make all tsstatic's dynamic "on" and force detail "0"or"1"-pack prefab is fixed it for me. After all of this i started to get some beauty shots. The map as it is right now is 400mb-ish and with my low-moderate definitely old laptop (2012 Lenovo Z500, Intel i7 3632QM 2.2ghz 4c/8t, 16gb 800mhz ram, gt740m 2gb gpu, win10 os and the game on ssd, 1366x768 screen) at normal settings it is 25-40 fps range, and at lowest setting 60+ fps. And now, known issues: Sometimes entering to some parts of the track while spinning or drifting blows tires, If you drive over rumble strips with lower vehicle, exhaust can be strip from car by rublestrips, even can stuck and total the vehicle, I tested variable mod/official cars with hard and soft suspension, and some mod vehicles with hard suspension (especially fintray roadster) are upsetting the handling by some poorly made banked corners , Driving over the plants that inside part of the track causing frame drop (for me i guess), Red plastic barrier and some beams of the grand stands giving no material errors, So i need help from you veteran modders to fix issues, reducing zip size, add little details (maybe grass? or better materials for road and decals) (if possible), and testing the map before publishing in repo. because it's my first mod (ever) its fine by me as this version to publishing to repo, but if there is a better version of it can happen i would not say no
Just downloaded the track and this is what shows up: The track itself is really nice to drive on, smooth with some little bumps and camber changes that are perfectly ok in a race track, so good job on that! The lenght is spot on, it flows nicely and it's definitely worth to keep improving it! I wish I could help you, but I am a complete noob with modding, sorry! Looking forward to try the next version!
Thank you for your review, im sorry to see that happened to you, i think the problem is with the terrain. i dont know how to fix the issue (right now), but you can delete your cache to see if the problem is from your side. update: i think i found the problem (wrong terrain name and .json line ) , for quick fix, if you extract files from this zip to original mod zip (aegeanracetrack.zip levels/aegeanracetrack folder) (i hope) it would be fixed. update 2: with version 1.01 its fixed
Yessss! Much much better now Really like this track, for suggestions maybe rework the kerbs, they are quite tall while in the real track they are basically flat. Also Turn 1 is wide and quite banked on the outside, and it would be nice to add the elevation changes instead of having a flat track. They are not massive, but I feel they would add some more flow and realism to your track. Video for reference: Keep up the good work, I really like to see new and overlooked tracks added to Beam!
Thank you for your review and suggestions, i'm glad you liked it. Kerbs are really hard to reshape because i think they are not the same ones that used by official race tracks, i will improve them in some time (while learning what where, how its working). About the referance video, i used more than three video like that one you shared, for placement of trees and marshall stands, etc. Because new layout is so recent (i think 1.5 month old), videos that published by drivers are little sight-limited. When they upload video with clear sight and even exposure maybe i can do a better alteration.
Yeah there are not a lot of nice video reference, it's quite tricky to get details out of them. Ah, another fix: the time trial spawns you under the world
ah yes , it is really wip, while uploading quick fix update, time trial files are was in that too, so it is really unfinished right now. im trying to find what is wrong with these files, i prepared the prefab and used example tutorial json, filled necessary parts but for some reason time trial spawning the vehicle in (bottom of the world ) 0.0.0 coordinates. I hope this will be next thing that fixed on next update.