Can we smooth out the joystick steering input a bit, so it looks/feels more natural when turning? The steering wheel for example will kinda "jank" to whatever angle as I slowly move the stick further to the left or the right, and I was wondering if it was possible to slow down the steering speed and also smooth it out some to give it some better feeling. --- Post updated --- Same with camera movement, more specifically with the driver camera. It'd be nice to get that smoothed out as well and have the camera move a little slower.
Which joystick are you using? You can add smoother filtering by choosing a 'gamepad' or a 'keyboard' filtering type: https://wiki.beamng.com/Steering_wheel_setup#BeamNG.drive:_Steering_binding
If you are having problems with perfomance variants only, it could be that the stering is too responsive because you are using a quick ratio steering rack. Check what part your car is equiped with in the front suspension bit of the part selection tool.
I can use a filter sure but while it slows down my steering then half the time I can't turn enough to correct, like if I oversteer, no matter how I tweak it. But why isn't there a smart filter or something, that automatically stops turning once you start to understeer and maybe correct if you oversteer?
It's not there because it's not easy to implement in our physics engine. We've gone through several attempts at developing a steering assistant like that, but so far no approach has been able to withstand the huge variety of situations that BeamNG.drive users subject the cars (and the non-cars too) to on a daily basis.
I'd look into it some more but I think it'd be better if you guys first figured out the game's tire model thing. If we can achieve that 100-percent, which I'm sure can happen, it'll just take time, it might be easier then to implement, because the physics will be a bit more understandable. Then again I'm no programmer so I'm probably wrong.
I would suggest imitating LiveForSpeed's "Analogue steer smooth". It's adjustable, in Options>Misc, from 0 to 100%, and is effective and minimally invasive. There is a free demo with all "features" but limited cars. https://www.lfs.net/downloads
dev should play forza horizon and just go implement that, it's a joy both with gamepads and keyboards it limits steering angle based on the front and rear tire slippage. it has some tolerance, so you can really push a car into under/oversteer, but you have to insist on the control for it to happen it's not based just on car speed and doesn't limit the steering to a flat amount and as such it works the same across different cars and doesn't artificially limit cars it isn't tuned for. what's based on speed is steering *speed*, it has a filter so that twitchy keyboard taps get converted into a stable wheel angle proportional with the aforementioned limit and with the keyboard input and car speed true it might have issue with six+ wheelers (having a ceneter axis, if axis are grouped into fore/atf then it'd be fine) and trucks with trailers, but at least we had *something* instead of *nothing at all*
Beamng is trying to replicate what is realistic, not what is easy to drive like forza. Forza is an arcade and not realistic by an means. Which means you cant really just copy such feature. --- Post updated --- Personally I dont think It would be worth the time it would take to make a proper steering assistant. Most peoply would probably just turn it off as it would ruin the fun. In my opinion just drive cars that are easier to drive before you have gotten hang of the physics.