Very nice. I am pretty excited about this. My favourite part is always the first bit where you have virtually no money and a crap car. Racing on the cheap and building that first car is fun! :-)
How do you guys make money in this game? I seem to spend whatever scraps I get on painting cars so the cops won't ruin them within minutes.
Also, how can you change your personal car? I wasn't aware that whatever car you used in the tutorial would become your car forever and I had a crappy one....
Way back in the LFS early days we had a discussion about tires, temperatures, thread depth and tire longevity.
As far as I can remember the conclusion was that (and it makes sense in my mind) is that as the rubber carcass thins out, the heat contained in it gets less. Or rather, the amount of energy it can store. So that way the surface temperature gets more important than the carcass temperature. So basically your tire cools off alot faster and heats up alot faster. So that means your surface temps spend far less time in the sweet spot, and THAT is what give you decreased grip, in addition to the obvious chemical degradation of the rubber itself. You enter a corner with cooler tires than before, and exit with hotter tires than before.
Finally bought and installed it.
Played a few hours, and so far it blows GTA4 out of the water, both content and visually. The driving is a bit meh, but I think I'll be able to adapt. Worst is the oversensitive throttle, there is almost no way to be able to follow traffic, you are constantly on and off the throttle to drive slow enough. Other than that it fits the game.
They also messed up engines this time around, or something is very wrong with my setup. The engines have an inverse torque curve at off-throttle situations, which means that with throttle fully off the torque curve mimic the full throttle torque curve, only in "reverse". The engines also seems to have lost all their inertia somehow. The other users either don't care or don't have this issue though, so it might be something in my end.
I will try to find time to do some simple experiments and compare them to real life. Somehow it feels like the physics, and especially inertia is in "slow motion", or in low gravity. But speed is very hard to judge on a computer screen, so until I have some solid data I won't claim anything.
The chassis physics seems pretty good, but applying those rules to tires just won't work.
I also suspect there might be something wrong with inertia, as the cars seem to take a while to change direction after a bump, for instance. Very evident over small sharp bumps where my real bumps right back down and the BeamNG cars will make a jump. I haven't analyzed this indepth though, might be another issue.
It goes on to a rant about bouncing cars after jumps, which culminate in the gem:
It goes on with a spinoff about burnouts and irrelevant console comparison, and then we get back to a discussion about the Bolide (a Ferrari-lookalike supercar) that won't drive straight at anything over highway speeds (even on a mathematically flat surface provided with the game)
This just to show a little about the attitude you get on the BeamNG forums. I try to stay reasonable, but it gets hard after a while when opposed to this ignorance
The thread turned into a pissing contest, as usual. There is another thread that seems promising, where we back stuff up with real life videos and stuff.
I agree the driving off road is enjoyable and believeable enough to be fun. Driving on a hard surface just expose so many underlying issues that it detracts from the fun.
I am amazed how little the devs seem to understand about tires and their inner workings, though.
They literally said that they didn't undestand where the low speed wobble came from... "uhm, you 12-segment tires, perhaps?"
Rock climbing is great fun, and about the only thing the tires are good for at the moment. I've started a long thread, go have a read, the devs are constantly telling us they don't understand the issue at all while shoing how little they actually know themselves, it's quite funny.
Yeah, actually what they said was that theirs was by far the best, but still not good. All the others sims were useless and faked and such, that was the gist of the thread I read...
Double post, but I am angaged in a discussion with the devs about the tire physics.... They claim to have nailed it... But the thing is... 16 segment polygon wheels, with no math smoothing.... So, they are simulating a 16 segment wheel, and claiming the cars drive like cars.... Amusing, and a little sad...