Crash physics are accurate. However, that's about it as far as physics is concerned. It's not consistent at all and without consistency it's worthless. I have drove many race cars and this program was a waste of money. I spent hours tuning several cars and then just randomly you slide off the road like on ice or the car just speeds up on it's own and you crash. This happens in stand alone mode as well as networked. Very unfortunate because it has the potential to be a killer sim.
I'm sorry you're having those issues, but I can't say myself that I've had any of them. I haven't known cars to speed up on their own at all, and sliding off the road heavily depends on what tires you have and what surface you're on
Yea, I'm sure you're a regular Michael Schumacher, brought down by these inept BeamNG devs. I want to apologize to you on their behalf. Godspeed, Ricky Bobby.
Well, when you can take the Bastion and do a 15mph skid and the car does a 180 on dry pavement it doesnt take a genius to figure out that the physics are wrong you keyboard warrior you. --- Post updated --- It's idiot replies like this that represent why the game doesnt get fixed. Yeah, go back to mama's basement and play.
Whew, imagine being so bad at, quote, "driving real race cars" that you can't possibly translate those skills to a sim. Don't worry, I have enough skill for the both of us.
It's really not that hard to spin a car 180 degrees at low speed, the Bastion has some very high power configs that break traction with almost no effort. Either you aren't used to the driving physics of Beam or something is seriously wrong with your game and/or PC. Also it would be nice if yall didn't resort to straight insults but that's just my take
What are you talking about, Youtube is full of videos of idiots doing exactly that in their muscle car.
I have tested lateral grip of many cars in BeamNG on skid pad before. All cars tested had a lateral G capacity similar to that of their real world counterparts. The same can be said for braking G capacity and 0-60 times. Many default configs are perhaps touch understeery, but there is VAST room for oversteer/understeer balance adjustment using tuned parts. If you own practically any car you can get a BeamNG car to handle similarly with tuning.
as someone who owns a car that is basically the same as the moonhawk and a truck that is very similar to the d-series the driving physics for those vehicles at least is almost dead on the only gripe i have with driving physics of this game is that the engine power numbers are usually a bit unrealistically high what were you using to drive these vehicles was it keyboard, wheel, or controller because the lack of feedback with keyboard and controller can cause someone to easily push the car beyond its limits are you running the game with or without mods because some mods are extremely horrible and that could cause the experience you are having also what config are you using of the bastion that caused the issue you described because some of those do have way more power than can easily be controlled I dont usually drive that car but i think its the redtail config is a bit easy to spin out due to its rear wheel drive and high power
Are they? Because the numbers listed on the info blurbs for cars-engine combos I can kinda guess what car they’re emulating look kinda low. Like the top end sport models of 60s big blocks V8s with 400+ cubic inches are generally reckoned to have usually been good for around 400hp even if they were advertised lower. But the vanilla 423 Barstow Roadsport is listed at 285hp. That seems a little low for that type of car, even if it’s referring to wheel horsepower and not crank horsepower.
The engine power back in that era was measured with a naked engine on a stand with no accessories, and nowadays (and in game) it is with everything attached to be more accurate to the actual power you have in the car. And yes wheel vs crank horsepower is also a factor here, old cars had more drivetrain power loss. In some cases, some of our old cars had or still have more power than the irl equivalents, to make them more fun to drive. Custom engine parts would also add more power and/or durability than irl. Nowadays though we aim more for realism, and we are slowly fixing those old cars to have more accurate power numbers. This is what we did with the Moonhawk, which initially ignored all emmision regulations and used to be capable of 2000 horsepower, and it wasn't even able to utilize all of it. It's now capable of half of that and the drag config is still faster than before lol
That sounds reasonable, but IIRC the horsepower/torque app says at the crank. If that’s the case then the 423 RS really does have 285 at the crank. Does the powertrain add transmission losses in BeamNG, or do you have to compensate by lowering crank output HP? --- Post updated --- I don’t even want to drive a *pretend* car that doesn’t have that emissions crap ripped out. That stain on my country’s national honor is too painful to relive ;-)
Yes the game simulates losses from every powertrain part: transmission, flywheel, driveshaft, differential, wheel hubs...
The more you know…That’s an impressive level of detail I didn’t know was in the game. Beam devs just built different