oh, god omg they are still learning the working of the tyrs omg omg. I mean seriously, they concentrate on the soft body physics. That's what they are good at, not tyre physics and their working. It's not a racing simulator man, it's crash physics. Also it's still in early alpha, so they have enough time to understand the tyres.
I think ^ is on to something. BeamNG seems more like an experimental project, rather than an simulator. I think we are demanding too much of the devs.
Alltho I hope the driving physics gets improved over time
I grew tired of the crash physics pretty quickly. If you use the cockpit view you hardly notice anything happening that doesn't happen in other games anyway. It's not like the steering column flies into your chest or the airbags go off. In fact the passenger compartment structure always seems excessively strong.
As a driving game it's average, and I've very little interest in the new maps and cars because of that.
definatly this. It has potential for a great destruction derby and/or racing racing game (if they are gonna implement multiplayer with crash detection, unlike RoR). I guess they are gonna do that since they alreade have an destruction derby arena and rallycross and racing tracks
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
It doesn't matter if it's alpha if they're claiming it's realistic and fine already.
Anyway apparently an update is coming with tyre changes so we'll see what the people who say it's fine already make of that, how can you fix something when it's simply a "lack of driving ability" which is the problem?
That was exactly the thread I was watching a few weeks ago. This gabester dude really has an attitude problem. There were a few people that had valid points, but he just claims they're bullshit. He's pretty much terrorizing the forum from how I see it. If you have comments about his work he will claim otherwise.
Theres no way to measure realistic physics with game controllers without FFB or even a Keyboard. I do also share the opinion that it has a bit too less grip though, but as long as we don't get FFB I am not gonna say that it is or is not realistic.
BeamNG is in early alpha and I think we will see many improvements over time (hope at least)
You don't need FFB to know that a slight turn of the steering wheel in one direction won't send a car spinning. You may need it to judge the feel of the finer points of the physics model, but right now, there are no 'finer points' in the physics model. It's just crap.
I think the physics model is "okay". It's not on par with any sort of 'simulation' but I would say it's easily above an arcade level.
But I agree that you don't need ffb to know when shits not right.
It's like a kung fu movie. You may never see anyone do a back flip off the back of a truck in your life, but when you watch a kung fu movie you still know that something isn't right. You don't need to have even experienced it before. The human brain is actually a calculator. Every element of physics behaviour is logged in your brain. That's why you're always surprised when you handle aluminium, because you brain tells you it's supposed to be heavier than it is based on the size of it or how you could pick up a ball that you've never handled before, only knowing the weight of it, by it's feeling and throw it accurately.
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.
With the tools given, is there something we can do to experiement with the physics itself? You seem pretty capable to understand physics (at least on a level where it sounds resonable to me ), so maybe worth a try if possible?
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.
There's been a new update released today which apparently fixes a lot of the handling issues. I've not tried it yet as I'm at work, but will give it a go later.
I've found myself modelling for this game more than playing it recently. I've never done any 3D modelling until just over a week ago and so far I have this, pretty pleased so far, but still a lot to do.