Even when the car crashes you can tell there is some weird physics going on by the way the car rolls in the air. The physics aren't predictable and the driving isn't satisfying. This isn't an F1 game, it's a drive and crash physics simulation. The way the car used to go over undulations and go weightless and fly was awesome and predictable, now you can see it try to stick to the ground even with the wings blown off or even upside down. While I respect that you can make cars for us to use, the fact that the previous version will be not supported is disappointing because I planned on having the car around in it's past shape for the future of the game. I was trying to sugar coat it in my previous statements but I just took it off jumps and the thing plays like it has rocket shooting straight up so when you are upside down the thing literally glides. Do we cheat now with rockets providing downforce? It's an abomination of what it used to be.
If you want to disable this "cheating" and enjoying crashes just change "Ground effect" to minimum in tunning menu
@Beam Dumps As the person who was basically in charge or creating and implementing the downforce to this car, i have to say that it is damn near spot on thanks to all the testing provided by TripleAye. I agree with you on some of your points but your attitude especially to Raider, the creater and developer of this mod has spent many, many, many hours of his free time working on this and improving it. This is NOT a final release and in the future things may change, so stop being so agressive in trying to ask for change and maybe PM him with your suggestions although it seems a tad late now. BeamNG currently does not have very accurate air simulation physics, if you want to check that out. remove all wing parts such as nosecone and rear spoiler, go to the tuning menu and max the ground effects setting and then drop it fro really high in the sky. Don't be suprised if it pauses physics when it starts to spin ultra fast though. The point of this though is that to get a realistic sim of downforce, things must be done such as the ground effects coltri having a slight angle on them to provide downforce when driving on a flat surface but the result of this is the wierd effects in crashes such as the "floating". This mod is the first publicly released F1 based mod on the forums and works really well for a first attempt and it clearly wasn't designed to be fast by cheating physics.
Amazing work! I took it for a spin around Roane County, and I am pretty sure I completely stopped blinking around 2 minutes in. About 3 minutes in, I could feel my heart pounding and realized I was holding my breath. It is truly a test of one's reflexes, perceptual awareness, and judgement at the speeds this vehicle is capable of. Absolutely wild. The ability to take turns boggled my mind, leaving me utterly nauseated at times as I whipped around corners at speeds I never thought possible. I'll definitely have to experiment with the ground force value, now that I've seen (above) that it is a thing. If you watch the wheel hud on the bottom right, you can see that downforce does rise in a manner that is proportionate to speed.
Am I the only one that has this issue? It appears like this at idle standstill. (rev it to full once to update it as vehicle lights like these don't light up immediately) After i rev it once the lights get stuck as this at idle or very close to idle. The lights disappear and act as normal at an certain rpm or speed (like at 14 kmh or 4,7 ish rpm.) (EDIT: fixed utter crap spelling.)
I get the same RPM light pattern at an idle or near idle state as well, don't remember seeing this in a real F1.
Nice to heard that i'm not the only one. It's definitely an bug then. Rpm leds don't light up at idle or not in this pattern at least.
Maybe I drove too slow last time? The newly updated car is way too fast, faster than my reaction time for corners, maybe you should call it FR17 since it got too many upgrades? I'll do a full lap when I have time. Getting ready for final in school recently