BeaMania - High speed Drift & Jump Track Back some weeks, i had the idea to create Trackmania like Racetracks for BeamNG and started to test around with self modeled Mesh Roads and Racetracks. After reshaping courners and banking angles for days i finaly got something you actually can drive fast and more or less smooth, we dont want it to get too easy, right? The Track is 6,2 Kilometers long, has 2 jumps, 1 looping, a corkscrew climb and banked courners. At the moment the Mesh has 62k polygons and is designed for 2-300 km/h average speed. Dont worry i tested models with 300k+ Polygons and it worked fine while my pc is 4+ years old, just importing the models takes longer. The Track is specially designed for the Porsche 911 GT v4.1 (awd sport+Gymkhana engine) made by DrowsySam! Porsche-911-GT2-V4-1 The map is also by DrowsySam, i only create the Racetrack Mesh and edit the map provided by him. Big Thanks again to Sam for this. Create-A-Map-Easy-Map-Creation excuse the bad video quality please To do List: Testing different lines of driving to remove last mesh surface irregularities -Done reflector post on top of the Jersey Barriers every 50 meter -Modeled but not placed yet. support/mounting structure for the track so it does not float in midair -Work in Progress right now! reworking terrain to fit mounting structure/vegetation. with some luck you are having a surprise coming up regarding the "terrain". depens on how fast/good a friend of mine gets the outsourced modeling/texturing work done.^^ Floating ideas for later: Parts of it covered with a roof, making it a tunnel for some parts night version, including tunneled parts and streetlights to get a flicker effect like in a highway tunnel. Im planing to release a beta once the track surface is done and i get the files all right. Please feel free to leave ideas, suggestions or feedback of any kind. Update: 5.October.2013 Worked on some animated Traffic/Advertisement Sign Systems which offers to display multiple images. First System tested, the speed of the animations will be slower later on the used Version. Also the standalone Release will include a little Tutorial which will explain how to change Display Images. (Every Display needs just one single Texture Image.) Hope to get some led display fake effect laters. Also created some Reflector Posts/Bars. Update 6.October.2013: Adjusted the surface topology and added a "Jersey-Barrier", beta testers suggested/requested a small protection of falling down to much. Placed reflector posts every 50 meter on the whole track. Jersey-Barrier and Reflector Post Demonstration at Night...and day. Excuse the bad video quality please, im not good at video editing or waiting 6 hours just to upload a fast preview video. Have to work on the Track.^^ Update 10.October.: Finished the mesh of the track and just started with a little support structure which will hold the track in the air. Edit: The frame structure system as shown below caused fps lags while passing it, guess it will become little less fancy, meaning normal maps rather than real 3d modeled edges within the structures surface.