Yes, will. Will is not exclusively used for things happening in the future. It also applies to continued behavior. Balls roll down hills. The ball WILL roll down the hill.
cant remember exactly but i definitely recall them being asked about switching to a three-node tire setup that would put one more node in the middle of the tire, but they said its not worth the work and performance cost
I totally agree. In fact, the tire steering grip is best at certain steering sliding angle, for example, 10 degrees. In the "fun" driving game, the game monitors the sliding angle and filter the controller input to adjust the steering. For example, at low speeds the steering is unmodified, at higher speeds in a left-handed turn the vehicle sliding angle is 4 degree, then if the controller input is full left the steering angle is 6 degree left, tuning the best front wheel sliding angle 10 degrees, and if the controller input is full right the steering angle is 14 degree right. A different kind of filter can be applied when in drifting, for example a left turn drift, vehicle sliding 20degree to the right, then neutral controller means 15 degree right steering, full left input means 10 degree right steering, full right means 20 degree right steering. BeamNG on the other hand, doesn't measure the sliding angle of the front wheel or the overall vehicle(then minus the steering angle to get the front wheel sliding angle), and no filter is used according to the vehicle's lateral movement, the only filter is reduce steering angle at speed(this not working well because it reduce both sides, not good for countersteering) "fun" games makes countersteering more sensitive than non-countersteering. Also the ESC in BeamNG does a good job in fixing oversteering, but a poor job in fixing understeering.
Looking at the Project Cars tire model there's a third point in the middle, but the tires are the only soft body simulation. I wonder what the performance cost would be adding a third row, but I'd still rather they do thermals first. This is actually a really good video about what I was saying about Beams tires, if you substitute iRacing with Beam. Beam works really well under the limit, as I said. When you start reaching that limit the tires start freaking out acting bizarrely, which leads to it feeling terrible to overdrive rather than natural and realistic.
Yes, I'm petty, but I'd like to point this out in the new patch update; "We’ve also improved our tire model with new tire-ground contact physics. This has slashed long standing limitations in rolling resistance, high speed grip, and cambered tire behavior. With all tires retuned to take advantage of these changes, our vehicles are handling better than ever." Look how they specifically mention high speed grip limitations. Almost like... I was right all along. Weird.
I just 'cracked' the issue last night... I'm currently downloading 0.21 so I'll see what's going on in the new version first --- Post updated --- After a short test I conclude that the tire model has improved slightly, but to be honest, no, it's still not where it should be at all. I wanted to post a demo of the 200BX drift config's lateral slide but the replay system seems to be broken, it's rendering a big ball of spikes with tires screaming like MINI MOUSE :/ I'm beginning to fear I spoke out too soon about my work on the tire model cause now people might start asking questions
As long as people will talk about it being an issue. If everyone ignores it there's no reason for them to try fixing it and they'll feature creep away from it.
BeamNG.drive 0.15.3 after my changes : BeamNG.drive 0.20.2 after my changes : and another focus view from the 0.20 vid :
I'm not entirely sure what I'm looking at, but the drift track should be way easier than what it appears to be.
You almost make it sound like drifting is easy Also I find Okegawa quite difficult to drift, it involves constantly deciding between 1st and 2nd gear. I think Drifter made it like that intentionally, so that learning this track enables one to master many other tracks. I was also not putting on a drifting show, I'm just showing the capability of keeping the car from loosing its stabilities, in my own way. To come back to 0.21 I'm going to refrain a bit from my first opinions, it seems the tires' behavior improved way more then I initially sensed, my expectations might have been biased having just worked on my own little biotope I just spawned the ETKI TT Sport and find it responding very well. At first I was still a bit scared it went too far on the lateral scale but I seem to be able to control this now, which I couldn't yesterday with the 200BX drift config (maybe more acclimatisation is needed) . I will have to try high speed corners to be sure but it definitely looks good and it's definitely much much better than what it was before
It's a lot easier than it is in Beam. That's why all the real drifters use AC because it's the only thing it really does well. I'm mediocre at it, but Beam before was near impossible. I'm just about to try the update myself to make my own opinion, but I haven't played Beam in a while to compare.