yeah, you need to have some easter egg on the ocean beamNG will flood the engine
lol If my modelling abilities were that good, and I wanted to reward failure... I would put that in!I think you should model a sort of Atlantis under the water texture so the poor sods that end up down there can have a little underwater expedition
No easter eggs for people who can't make it to Ragged Point in under 10 minutes And real racers don't need safety barriers lolyeah, you need to have some easter egg on the ocean beamNG will flood the engine
You can't play multiplayer with AI... But if you know how... Let everyone on here know how mate!Having trouble loading a multiplayer race with AI.. It loads the track and cars but brings me back to main menu. However I have no trouble playing without AI. Any idea why this is happening?
haha what i meant was racing offline with AI.. The race weekend option in the menu. The race wont load for me with AI but loads perfectly without AI. Any suggestions?You can't play multiplayer with AI... But if you know how... Let everyone on here know how mate!
Ah right then lol... That's simple... You can't do a race weekend as I haven't done a pit_lane.aihaha what i meant was racing offline with AI.. The race weekend option in the menu. The race wont load for me with AI but loads perfectly without AI. Any suggestions?
Greets @Phoenix77
Just first time tried this track today. Idea - is wonderful. Road configuration, as well.
Do not wanna talking about trees and any else in this actual version, but about ocean - it can looking better, for sure and hope it is matter of time. Far not bad for now! Only one thing, which make world "shaking" and car...as well! - it is "shaking" effect of ocean texture or shader - do not have idea what it is...
There is some mount of definitely nice projects (in idea), which were abandoned at start or middle point or still unfinished for different reasons. Hope, this is not one of them ..;-)
At the end, Thank You!..
Hey, hey,Greets to you too @Alexandr66
Glad you like the idea and the road config Yeah the trees are just placed in to get an idea of performance... And I think they help give some idea of distance to corners... But apart from that they're no-where near what I want.
Some people have said about shaking... And some other people have had no problem at all...
It's hard for me to tell about FFB problems... Because I have a very ancient FFB wheel... So it probably doesn't do the effects that FAR better wheels do.
I think I will probably need some more hardware details from the people who are having problems...
As has been covered in the posts in here... A major cause of FFB issues/glitchyness is the map size... Which has a limit of 16km x 16km I think?
I think I'm just within that as the road is 23km going diagonally across the map... But it's close!
I'm completely new to track making... So hopefully I will sort everything out... I don't give up easily!
But we will have to wait and see mate, is all we can do
And i'm like this !=)Ahh right.. If it's the visual glitchyness... Then that's due to the length of my track... It's due to the distance from the origin point of the 3D model... Something to do with how AC's physics works. As a few people have commented on here... It seems there isn't much I can do about it... The graphical thing will go after you drive a km or 2... Personally I don't notice a tiny bit of shaking when I'm doing 140mph...
It has nothing to do with the ocean though... The "glitchyness" was there before I put the ocean plane in.
All I can say mate... Is if it bothers you too much... unfortunately you have no other choice but to not drive down my road. Shame, but that's life lol
View attachment 160711
Smoothed out almost all bumps...
Tweaked tarmac shaders
Added audio zones
Added ambient track sounds
Added a pit_lane.ai so race weekend is possible
(but for some reason the AI seem to do 40mph?)
Moved a few sign postions
Reduced poly count on terrain mesh (more needed)
This has already become a terribly fun track since the last time I tried it (several weeks ago). I've had the pleasure of driving some of the Pacific Coast Highway while I lived in California and although I never drove the entire length of the PCH, I have experienced many sections that do have a feel very similar to what this mod is presenting.
I was wondering if you were planning on installing any run off areas that are dirt, but flat and safe to drive onto, between the road and the edge of any cliffs. Something along the lines of:
I really wish I could have experienced PCH with an M3.
I look forward to trying the newest version asap. I have to say I like the old ocean texture much better. Guidofoc posted a good comparison on page 3. The signs are a nice improvement, they will also help to reference key corners. Tree's a nice touch and will be great with more texture and detail.
Looking forward to barriers in some key places.Keep up the good work.
I also drove on PCH in areas going through Orange County and Los Angeles County which looked more like this:
Not quite as majestic as what you're building.