It looks like the remaster was actually a total remake – most textures are different, and the model itself also looks a little more polished in terms of the shape itself. I haven't tried it yet, but I don't think just copying this spoiler over would work. Probably it would be easier to just make a new one. This spoiler is just one thing that the devs forgot to include, and the list is surprisingly long. Yet, as usual, it seems that they don't care about any feedback regarding such missing content. Even if it is there in the files (cough, ITB, cough).
So is the general consensus then that this is a 2 stroke engine?.. And if we're getting a slot for a lift axle on the frame/parts selector, is there any reason we wouldn't get the option for a static axle in that slot too?
Maybe only in the name, as there definitely is no engine sound in game files that would be similiar to a 2-stroke V8 from what I managed to find yesterday
In the beamng user folder. create a folder called art, and inside that folder create another folder called sound. In the sound folder create a folder called blends and extract and engine and exhaust blend file to that folder rename them, v8d_12500cc_1990_01_engine.sfxBlend2D.json and v8d_12500cc_1990_01_exhaust.sfxBlend2D.json respectively, Then, open the blend files and rename the engine sound name to v8d_12500cc_1990_01_engine.sfxBlend2D.json and v8d_12500cc_1990_01_exhaust.sfxBlend2D.json respectively. Save them, and then rename the soundConfigs in the T-Series engine jbeam file, and reset the vechicle.
As much as I'd like it to be I really doubt it's gonna be a 2-stroke as the models design elements and texturing is identical to the existing I-6 diesel engine in the game. If it was going to be a 2-stroke you'd at least see a blower in between the V and a different head design
We need to be teased --- Post updated --- Holy crap that sounds really wrong --- Post updated --- That's not what I meant by that
I find it a bit odd that it's been a week and there were no hotfixes yet. As far as I remember, they've generally published a lot of those shortly after releases (which was extremely annoying due to cache recreation). Though there's not too many things broken this time so maybe there's no rush.
Another thing id love too is the option to just choose what size rim and tires you need So often i find rims i like but they are too small/big Or the tires it has are too small/big or just isnt the right type of tire Guess what i want is just custom tire/wheel sizes as just something you can pick in game
I'll try to be delicate, please don't take it as offensive. You're not understanding basics of Jbeam and how tires are simulated in BeamNG. While criticism and feedback is important, I'd suggest to do some research first, because you're asking for unrealistic changes. Tone of your posts are often highly demanding and under unappreciative, so I'll try to explain some stuff to you and other community members that may not understand the subject very well. Let's begin with a fact that devs know way better what needs improvement and what is possible. They are well aware of imperfections. IIRC Stenyak, Goosah, Diamondback and Estama (+ probably others) did extremely deep research on this subject worked with real tires manufacturers, created many tools for tire testing similar to real machinery, collected insane amounts of data, went through some thick technical books, did research on real life tracks and invested many many hours making absolutely best of what's currently possible. It's not like slapping more nodes will resolve anything, quite the contrary and it's not only about optimization. Nodes need to be of certain weight, else they become unstable and crash simulation, tires are quite light so by adding more nodes it would result in exaggerated weights to unreal values. IIRC tires are still too heavy but I might be not up to date with that info, as we sadly didn't get much info/devblogs about that matter for quite long time by now. Anyway it's not like you're driving on solid out of phase octadecagons, it's what's coded with those nodes and L-Beams and how it's simulated to mimic real life tires and their behavior that matters. You don't need to simulate every square millimeter to create accurate model of a tire, by some smart coding it's possible to simulate what's happening in between points without having it there "physically". Look at antialiasing technologies and how those work with limited data points and all those algorithms. Something of similar matter could be implemented for thermals and flat-spots to simulate tire's condition with higher resolution and how it will affect handling without increasing node-beam count. Please read through those devblogs: https://www.beamng.com/game/news/patch/a-look-at-tire-development-in-beamng-part-1/ https://www.beamng.com/game/news/blog/a-look-at-tire-development-in-beamng-part-2/ https://www.beamng.com/game/news/blog/tire-model-improvements-round-2/ https://www.beamng.com/game/news/announce/vehicle-handling-overview/ https://www.beamng.com/game/news/blog/tire-model-improvements-round-7453/ https://www.beamng.com/game/news/blog/tire-physics-changes/ And at least post by devs from those threads: https://www.beamng.com/threads/guys-come-to-talk-about-tires.58720/ https://www.beamng.com/threads/tire-physics-changes-feedback-thread.79643/ There are aspects where BeamNG.drive simulation is the best out there - better than any other sim even iRacing, WRC series, Dirt Rally 2.0, RF, RBR with stuff like this: https://www.beamng.com/game/news/blog/throttle-torque-curves/ ^ Mind those attached YouTube videos by Niels Heusinkveld - extremely informative.
Yes, I am familiar with all this information. Technology does not stand still - the tire model is already morally outdated. PC performance has increased enough to implement a more sophisticated physical bus model. there is always an opportunity to improve what is there, I think the time has come, tires are the most important part of the car simulator. you correctly noticed that a lot of time has passed since the date of the official information on the topic of tires. I really hope that the development has been going on in this direction for a very long time and they are about to show us a revolution) I don't demand anything, I just pay attention to those things that we are waiting for so much, waiting even more than scratches and dirt on the machine, because this is not a cosmetic thing - but directly affecting the gameplay. the first thing my friends pay attention to, to whom I show the game, is how the car barely rolls along the road, rolling from one side of the tire to the other like a lame horse) they get the impression that the project is not serious.. it is sad