here is just a list of things that beamng needs: antennas more parts more skins (dirty and rusty) an old engine for each car (like the covet beater) more variety in maps (desert, snowy, city, farmland, ECT) just a few things I thought that beamng needed feel free to add to the list in comments!
Easy modding support/the ability to only have to check a few boxes to make a new bed type for the pickup or a new skin for the sunburst.
It's not that simple. The modding is actually about as easy as it gets. If you have an issue, ask questions.
OP, I doubt antennas are high on the dev's priority list... I do like the idea of more not quite mint vehicles though. For more map variety, consider installing mods. Skodakenner, the devs are probally already working on everything on your list except for radios because they would have to invest a ton of money to license each song for the game and then they would have to set up spoof/real commercials. Or, hypothetically, the car radio could connect to an internet radio service, but that would take time and money too. If you want to listen to music while you drive, just run VLC, Itunes, Youtube, or something else in the background. MY wishlist: Brake thermals, tire thermals, additional fuels (TEL, Nitrous, Nitromethane, super unleaded, etc), lighter aftermarket parts (fiberglass / carbon fiber quarterpanels, fenders, hoods, etc), more ways for engines to die (hydraulicing valves, hoses bursting,wiring harness shorting, cam lobe wear, timing belt snapping, freeze plugs popping) I would love it if the car actually started puking coolant / oil / ATF all over the place when sh*t started to hit the fan. And most of all, an optional mode where you disassemble and reassemble the cars like an auto mechanic to repair, replace, and upgrade. Bolt for bolt, piece by piece, and if you accidentally (or purposefully) leave something off, the car responds accordingly. I do understand the last request is more in the vein of Car Mechanic Simulator and doesn't really match with the core focus of the game, but IMO, campaign mode will be more fun with a mechanic (cue rimshot) of the sort.
some Details would be nice just little stuff like if the car has a clock inside it matches with the pc time or the displays inside the car near the rachometer can be swiched or the km counter works or working wipers just some little details would be nice
beamNG needs - a minivan - better optimized maps - rust - interiors that your can strip down to bare metal - cars that get dirty - crackable bumpers - interior plastics that crack in an accident - no more lag spikes
Nitrous valid. Super unleaded, eh, difference is negligible except on vehicles that physically require the latter, so I think can be omitted. TEL and Nitromethane have zero place. Vehicles that run on TEL generally wont run on unleaded and vice versa. Same for nitromethane. As the game currently doesnt identify the fuel type and simply uses an arbitrary unit of "fuel", it would really make no difference to add these to the game.
Torque Converter simulation, and transmission clunks and bangs, and a slow but steady T3D drop, hopefully not as abrupt as the dx9 drop
Torque Converter simulation already is in the game. Take the Gavril D-Series with a automatic transmission. Then press full brakes and full throttle. You notice it revs til ~1500 RPM. The same would happen in real life if a car has a Automatic Torque Converted Transmission. (ATCT)
Elaborate. New cars wouldn't have old engines. Look to modders for this. Devs are working hard on the physics engine, T3D, and modeling cars. This is more a problem with T3D than the maps themselves. Sounds like more a problem with your PC. My PC gets a rock steady 20 fps with dynamic reflections turned on. --- Post updated --- It's not. The game simply just changes gears as needed.
I'm afraid you're mistaken; torque converters are not simulated. The automatic transmissions in BeamNG are just manual transmissions with a computer controlled clutch. Just a few versions ago you could actually operate the automatic coupling as a clutch with the clutch pedal. There is no fluid coupling simulation nor is the torque multiplied like a normal auto transmission.
Oh, did not know that. Well than the way the computer controls the clutch has a slight Torque Converter effect then. xD
that would be car spikes or something, lag spikes are when you suddenly get lots of lag then it goes back down in a way that if you looked at some kind of graph that showed your FPS for the previews few seconds or so it would look like a spike.
Why wouldn't they? The first thing I always do when I purchase a new super car like SBR4 is swap an old rusty model T engine with a blown head gasket and a missing cylinder or two into it, supercars have way too much power. I'd recommend turning dynamic reflections off if it's lowering your framerate that much, anything below 20 FPS will be slower and not just choppy.