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Destruction-Oriented Map and Scenarios.
Guys he sounds serious, you better have fun. he means it.
Yeah, it's a bit of a pain to put in place.
Just be sure to place it on this map (the method of its... being on rails as it is isn't compatible with other map's rail systems), on a straight, level section of track, and aligned with the y-axis (north-south; the default orientation of newly-spawned cars). Also be sure not to place it too high, as the cheat-y method of keeping it railed requires some stuff to exist underneath the roadway.
On the subject of Trams, You might want to speak to Chris_Lucas (Not sure of exact spelling)
I remember he had also made functioning trains with tracks. He might be able to help.
Actually, I was in one of chris_lucas's beta groups. I even helped improve the first locomotive, the one with the Mafia 2 model.
The inaccurate method of constraining the tram's movement doesn't stem from me not knowing how to make it work like in the real world, but me trying to avoid what will happen if I do. Since tires in BeamNG are made of points with a substantial gap between them, vehicles passing over vertical colliding surfaces risk their tires' nodes catching on the surface, potentially pulling the tire apart. This is the reason why the official maps don't feature vertical colliding curbs, and part of why mesh roads had the stigma they did when the community still used them fairly often. Since the tram runs a fair amount of its route over road, I decided to move the 'flanges' underground altogether, with them riding within a contained, subterranean chute and pushing off of the opposing walls to keep the tram centered.
If I were to improve the system for greater usability, I'd probably try to make the flange assembly begin small and expand upon spawn, using the beam precompression feature. I'm not too sure how well that would work, however.
how in hell did that werid GM guy hack into a car as old as an ETK...
During the countdown of the scenarios, the game continues and I (plus the AI) can move before the countdown has finished. I have no other mods installed.
I've had a few issuse with time limits being too short for me to even get to a junction mainly in junction 11 and I'm not sure what to do.
So I use a Ps3 controller. I just downloaded crash junction, and when I play a scenario, the controller really lags when I accelerate, turn, or decelerate. Help please?
Does it happen if you do not use the controller?
If your framerate is lower than 25-30 FPS, you're not running in realtime. The scenario time isn't synced to the physics, so if the latter is running slowly, the former will continue running in realtime.
Well the issue is the scenario ends after 13 seconds
Make sure you downloaded the latest version of the map.
There is an older version (the one with rain) that will cause the lag on spawn due a bug in version 0.8 of the game.
This was the latest version of the map so I'm not sure what the cause of this issue is.
Weak PC then? These scenarios have 4 or more vehicles.
If your CPU can't keep up, your FPS will go down fast.
It's a laptop so probably
I only Got a map. No new scenarios
Yeah, the new update changed the way levels are handled. I'll be releasing a new update in a few days, but if you want to get the scenarios to work in the meantime, open the map in-game, press F11 to open the editor, and go to file>save (though you may have to change something minor in the level to get the editor to allow you to save). After that, both scenarios and the campaign alike will work.
Occam's Razer updated Crash Junctions with a new update entry:
Level format update; Streetcar sandbox 'scenario'
Read the rest of this update entry...