The biggest issue within our game is still the perception of speed, it's just very difficult to really judge how fast your are going, even in normal cars. Combine that with a ludicrously fast car like the scintilla and you very quickly get issues controlling the thing because you are simply too fast.
That's where motion blur comes in! Isn't that something that cannot currently be implemented due to game engine limitations, unless I am mistaken?
I don't know why we don't have that yet tbh. Probably the usual array of "oh shit, we can't do it like every other game does it because we can't hack things that depend on physical properties like speed". But realistically I don't know.
I think that would do a ton for the sensation of speed, as well as perhaps increasing the fov exponentially with acceleration, to give the sense of being pushed back into your seat? I've only seen it done a couple of times, but personally I find it makes a huge difference. Also, if wind noise were to be implemented, the increase in the volume of wind noise as speed increases would be a great way to subtly clue the player into the increase of speed. Personally i usually use a combination of those factors and vibrations through the wheel or controller to be able to feel my speed, though those generally are only useful for grip levels during cornering. Perhaps if there was a way to translate that into straight line speed, as well?
It has a very high power to weight ratio and the power comes in at high RPM, so you need to be careful with the throttle to avoid breaking the rear wheels loose. For understeer, you need to brake into turns, as you would when driving any racing car. How about changing the SSAO settings outside of photo mode? The low quality default is causing weird vegetation shading, I think
Maybe not "suddenly," but it's easy not to fully understand how much power you're putting to the wheels if you're used to cars that have their power down low. SSAO settings outside of photo mode, we need them! Hopefully that fixes parts of the trees turning black for some reason. Oversteer assist should also be disabled by default as it seems to be confusing some players
I don’t really agree with the electronic systems, I find them very good to be honest, they can save you very well, corse/ race mode isn’t really too invasive, your car will still oversteer enough and the driftmode actually helps you drifting for the first time. If you are driving on a racetrack tho, you obviously need to drive without the systems to get the maximum out of the car, like irl --- Post updated --- Yeah, seems like some players are confused by it but it is actually more realistic than having it turned off as you can steer against it and if you don’t give inputs it turns in the opposite direction your car is moving. This happens in real life as well which you can also see on wheels with ffb…
Then I would probably add a first-run notification saying that the feature is turned on and giving a brief summary of how it works and why it's needed
Afaik it is because t3d never really supported it... So it would have to ba made from scratch... Which is not completely trivial
Something like "BeamNG.drive now features Oversteer Control Assist to improve playability for keyboard and controller users. It adjusts your steering input in real time to avoid or manage oversteer. This can be configured or disabled in Options > Gameplay." Thinking I might disconnect the old FFB wheel and try out a controller today
If the moonhawk is next on the list for remastering I hope they add a 1979-1983 facelift model with the ugly overly boxy and slow peformance/designs from oil crisis era vehicles such as the 1979 cutlass supreme --- Post updated --- --- Post updated --- what the bruckell moonhawk also needs is 2 interiors (regular and facelift)
ooh nice so on the topic of confirmed moonhawk remaster, i think it needs either an overweight extended soliad cousin (like the modded sunville) or a weird early 1970s failed hatch cousin (like the pinto) also needs a landau top, stock car maybe, and definitely a wagon/ute
I need a Pinto in BeamNG. Though, if they were to add it, they'd have to make fire do more damage to the car for realistic crashes
@Diamondback i hate to ask this but can you give us the slightest little nibble of news about the covet remaster? ETA? DOHC VTEC engine sound, saloon/wagon variant, I know you can't say anything but not even a tinie weeny tiny bit plz?
Yeah, seems like some players are confused by it but it is actually more realistic than having it turned off as you can steer agains being able to see the own car in the mirrors would actually make me use them because right know you can’t estimate distances in the mirrors properly