How it works
What isn't converted yet
The parts of an EVO circuit that version 0.0.1 doesn't carry into BeamNG yet, and the values still to check in game.
beamng.assetto 0.0.1 builds complete, drivable levels, but some of EVO's details don't come across yet. They are listed here so you know what to expect.
Not converted yet
- Sound. EVO's sounds around the circuit aren't placed in the level.
- Fog and haze. EVO's atmosphere isn't applied yet.
- Some road layers. EVO's variation and imperfection layers on the asphalt, and the rubber on kerbs and painted lines.
- Some layered materials. Materials that blend their layers with a mask texture.
- Decals on walls. BeamNG's decal roads lie on the ground; EVO's decals on walls are reported and left out.
- Start lights. EVO's race logic switches them, so they are left out, with the flag lights.
- The pit lane's AI road. BeamNG's AI uses the track, not the pit lane.
- Leaf and branch flutter. Trees sway as a whole; their leaves don't flutter.
- Reflections. EVO renders its reflections while you drive; the levels use BeamNG's default sky reflections until you capture a cube map in BeamNG's editor.
How the AI drives
The AI drives BeamNG's own cars and works out its own racing line on the AI road, which runs along the middle of EVO's track. It doesn't follow EVO's racing line yet.
Values to check in game
A few values are inferred, because the game's code doesn't state them plainly. They are the first places to look if something seems off:
- The strength of the wind that sways the grass and trees.
- Which way up an asymmetric ground decal is.
The changelog lists what each version adds. If you'd like to help with one of these, the repository is open.