In addition, surfaces are affected by things like rubbering in, and temperature.
Some of the modern sims are starting to simulate this quite well. I've been playing a lot of Automobilista 2 lately, and it's really challenging and fun to manage the changing conditions during a race.
Puddles form after heavy rain, and if the rain stops a dry line will slowly appear but some sections of the track might retain puddles for longer. Emerging features, but very cool.
BeamNG is great for what it does, but I agree with your opinion.
I'm no tire physics expert (at all!) but feel BeamNG does standard road cars very well - which translates to slower speeds, more noticeable suspension movement and weight transfer.
It's obviously best in class for its damage model.
Track and race cars show the limitations of it's tire model though, and even though 0.21 was a great improvement, its still a way behind specialist racing sims.
But, I accept that.
BeamNG will never do racing like LFS, and LFS will never do damage like BeamNG.
"We want the community to have the new version so we are trying to get to that point as quickly as possible. To do that, some things we want to do can wait until after the release. For the first version, Eric plans to focus on finishing South City and Kyoto while Scawen works on the tyre physics. Fern Bay and further graphical improvements can be done after the big update."
Great to know that tyre physics will be part of the first update!
I would love to know what state they're in at the moment, and if we should be hopeful of the first update this year?
Thanks for the post, and SO at night is looking spiffy!
Thanks for the update.
It looks simply fantastic and I can't wait to see the updated environments and physics, hopefully within a reasonable timeframe!
The framing was all done by you.
BeamNG was introduced to the thread in the context of software development cycles and rate of updates.
Nobody made any claim about it being a racing simulator competing with LFS.
That fallacy is 100% yours. Go back and read it.
As an offline player, I'd love to be able to create a single player championship, racing against the AI.
A wizard where I can create and name a new championship, add rounds, set parameters and change variables would greatly improve replay ability, and keep me coming back to my favourite ever sim.
The wizard would allow me to add rounds and for each round be able to:
Chose a track
Set track variables like wind and time of day
Set Number of AI, their car/class and competency level
Set practice and qualifying sessions
Set number of laps
Save progress and recommence at a later time.
Nice to haves
Dynamic passing of time (when available)
Variation in individual AI competency
Compulsory pit stops
Ability to set allocation of points and points bonuses for laps lead, pole position etc.
.
For reference, Assetto Corsa and Automobilista have similar features.
I think this is a great point, and I agree.
Another iteration of Nordschleife or Bathurst wouldn't interest me half as much as Eric creating his own tracks inspired by them.
Alternate realities hook me much more than copies. The same goes for the cars.
I've probably owned 6 different PCs since I first purchased LFS 14 years ago.
It's always the first thing I install on a new build.
I rarely play it nowadays, yet it's still there.
And I follow it's glacial development with interest.
Weird.