Please don't state these things as if they were the truth, because they are not. Tires are far from being linear and the stick/slip effect you are talking about is also present in our physics. So much even that just recently I thought I found a bug in the physics core which turned out to be that mentioned effect doing what it's supposed to do and not an actual bug.
I've managed to reproduce this ingame very easily & a lot of times when launching the car or sliding. You must be doing something wrong
Problem is that handling is odd and right now I'm guessing why. It might be suspension, force feedback, design of the cars, lack of "luggage" but the problem still persists.
I've never really had an issue with tire grip in BeamNG. Even with new tires on dry pavement, a simple intersection will feel pretty sketchy making a corner at 25-30 mph, and is enough to start feeling push understeer in a FWD van, or trigger ESC in a modern subie. Unfortunately I value my tires and fuel economy, so I haven't been willing to do anything much more exciting, but at low speeds steering feels pretty accurate. I keep the dampening at low speeds setting disabled, with more recent updates it's pretty much unnecessary on all but a few vehicles, and even then the vibrations can be stopped by firmly holding the wheel. It makes low speed handling feel a lot better. My only problem with FFB and handling is that the self-centering is pretty weak in a lot of cars.
I find it funny when people who have no clue of car mechanics, and who have never driven a car to its limits (or at all) talk like they know shit
Because most of us don't drive cars to their limits. That's like saying that you have to pilot a spaceship to know how it works. I drive a car every single day, and am currently working on visiting every county in my state by car. That doesn't invalidate my points does it? I wouldn't imagine it would.
You do realize flipping a car on asphalt/concrete is a very hard thing to do right? I'd say cars most often flip when sliding into dirt or any soft terrain as the side of the wheel digs into the ground and "trips" the car over. This isn't simulated in BeamNG as the ground doesn't deform, though you get this effect if you slide into a sand pit, or maybe some mud. --- Post updated --- Updates often come with improvements to the physics engine and consequentially the way cars behave...
That is absolutely true, but for vehicles with a higher center of gravity, or vehicles with boatier suspension, I'd imagine it would be a bit more possible than modern vehicles with TC and traction aids. Although, the point you made about mud and dirt intrigues me, that's definitely something that would be neat to see.
Guys, seriously though, can you all go to a separate thread to discuss handling sh*t? It's just handling, who cares
Handling in a physics game is all that matters. So no, YOU dont care. This is for 1, a threat about speculating so if we wanna talk about anything game related we freakin will. Especially handling.
I haven't yet tried to deliberately flip the Roamer, D15 or the van on standard asphalt (those are the only "small" cars I can see flipping in this game) but I imagine it's still quite hard. It's worth noting that some SUVs in real life can actually be flipped on flat ground, though, so it might be possible to replicate that in this game. Simulating car handling accurately is one of the main goals of this game, and the devs have poured much work into making the cars feel as accurate as possible. If you've mistaken this game for a "crash simulator" that's just on you
I wonder if it would be possible to somehow simulate ground deformation, at least for stuff like this. It obviously wouldn't be visual or persistent, like real life ruts, but it would make off-road driving feel less... dry, I suppose.