If Tdev burped, you'd fly out to Bremen, collect an air sample in the BeamNG office, and analayze it. This is just my way of saying you seem to be over-thinking content.
Damnit how'd you find that Tdev burp analyzer I left laying around? Anyways, I thought upload date was for the first time published on Youtube, even if unlisted, not the day it was made public, my bad. We have little information of what constitutes an "older map" according to BeamNG. The cutoff may be as early as ECA or as late as Utah. We don't know. One thing I would like to bring up though, would Gridmap get updated at some point? It's one of the, if not the oldest map in BeamNG, and it hasn't seen major improvements since 0.9 (which added the rock crawling area).
I believe it is the second oldest BeamNG map, but is the oldest currently in the vanilla game. Dry Rock Island is older but must be downloaded separately.
I wish they would update gridmap more often. Being that it is nothing but a big empty playground, there's a million things they add that would be cool to see.
In regards to the public version of the released game (0.3), DRI, Derby Arenas, Port (which featured the racetracks from Industrial Site), Small Island, USA, Gridmap, and Grid, Small, Pure, were all released at the same time. However, according to unreleased builds only shown in videos, Gridmap was always the first map, even in the Cryengine build. The Cryengine counterpart was featured in the first ever video: You may be getting DRI confused with the unreleased map from the Cryengine build. I don't know the history of the early (pre-0.3) Torque3D version all that well, so the exact order of the T3D maps I don't know off the top of my head, although I would assume Gridmap would still be the first.
i always thought those versions of the game physically looked better, most specifically in regards to the vehicles, than even today's version of the game does... something to do with the way the lighting and shading affects and refracts off of the vehicles. i wonder why...
I said DRI, not ECUSA. Are you sure that map isn't an early form of DRI? I seem to recall that years ago a dev said DRI was the first map they made, and that it was built up to its final form over time.
It is in fact DRI, I was wrong. This video clearly shows DRI. However, Gridmap probably came before it, as it was the first BeamNG map ever shown, and likely made first as a testing ground.
The implamentation of "flat-spots" into the game engine Estama commenting on tire flatspots. Basically just saying tire thermals will come before flat spots and tire physics will be looked at in stages, which was probably assumed by most anyway.
Is that massive communication BoWL thing ever going to be used? (I genuinely forgot what it was called lol) --- Post updated --- Is that massive communication BoWL thing ever going to be used? (I genuinely forgot what it was called lol)
Probably not. That's footage from the Cryengine version, which is 7 years old, and is completely different from the current Torque3D version.
I think it would be really neat if the East Coast USA update included rumble strips, I think it would be a really cool feature, and if i'm not mistaken, they have been implemented on other maps.
I believe there are rumble strips for racetracks, but I'm not sure if there are any for public roads.
So I was wandering through some of the forums to kill time and I had a bit of a thought... Why not allow automation mods in the Steam Workshop? I know this isn't a suggestion thread, but I'm not about to make a thread for an idea that I know isn't particularly important or likely. So, they've made it clear why they won't allow normal mods on steam workshop, and the reasons are fair. Plus they have their own in game repo, which makes steam workshop not as unique anyway. Mods for this game are complicated and often the first thing people see when they learn about the game, so it's important to take steps to help out. But automation mods are by their natire simpler, lower quality, and higher quantity. Support by the dev team is almost never needed. They also tend to be more of the "browse for awhile, use a couple for 5mn each, and forget about them". Just a random thought I had to kill time, not really anything I particularly care about or is important.
Not sure. My take on this is that if BeamNG is so worried about the costs of the repo, why not make Camshaft have to host the mods?
Same reason we don't use the Steam Workshop at all. It locks out non Steam users. And mixing different repository system is not a good idea either. Also the Automation mods does not have that big impact on repository traffic (small size, not as high downloads as other type of mods), does not make them an issue.