Just a thought but i think it would be cool to have arcade handling game mode or option. You know, make the cars handle like in NFS:Underground or Burnout (some sort of universal modifier that`s not vehicle specific?) Probably would need like 100x grip and higher gravity or something.
Handling in this game, isn't set in stone via code that lets you change between "arcade" handling and "simulation" handling, what you do is what you get, steer hard doing 200kph, whatever tire you're on, you WILL understeer. Hence, why suspension tuning and weight distribution, power and gear ratios actually matter in the game.
I think that's the worst suggestion I've ever read here. Arcade handling is the last thing the devs should be spending time on. You are playing the wrong game.
You could just add tires with insane values of grip that become ice the moment you use the handbrake, i guess.
More than likely the "best" way to do something like this would be to add an input modifier. So, like, it would basically take your inputs as a guideline, and then it would drive the vehicle to the best of its ability to make the inputs happen. There really isn't a way to change the physics in Beam, so this would be almost the only way. Would basically almost be a crazy ABS, Traction Control, Stability Management system that would be applied at the inputs rather than in the physics of the vehicle even before the inputs made it to the vehicle. Other than that I have no idea how one would pull that off. Edit: A good example would be the way CarX used to be... I haven't played it recently, but it started out as a full simulation that had a really good input modifier that made you be able to drift the cars with no effort while driving by tilting your phone. But if you switched all that off... let me tell you... it was damn near impossible to drift in that game without a ton of practice.
Welp, as i said it was just a passing thought since i work myself on UE4 and developers on this engine often create "gameplay mutators" to add quick and fun gamemodes. It`s rather easy on all unreal engines but i don't know about how BeamNg devs have done their codes and how this engine works. And as i said i was thinking about a separate game mode or option altogether, not that they would entirely change the game which is fun as it is in it`s own right.
But there are already plenty of arcade driving games like Forza or NFS, so if you crave that kind of gameplay, it's already out there.
For arcade handling, you could probably add thrusters to apply downforce only on the suspension parts (not on body to make it not crumple and not have it affect body crash physics) to make the car handle extremely well. And when the car goes airborne or crashes you would disable those thrusters or something.
Nah you can make for example a cube that moves like in tetris then have it crumble like a real piece of clay. Too bad you cant mark this thread as closed, as this was just a passing thought and has now been discussed enough.
Well, the closest you can get to arcade handling while keeping the physics realistic is to drive a formula or go-kart (in real life or a proper simulator). BeamNG doesn't have these, but another game that does and it still has great driving physics is Automobilista 2. I recently discovered that game and it's a great complement to BeamNG with its top-notch driving physics (make sure you set driving assists to "authentic") and a great variety of race cars. The collision damage of course isn't anywhere close to BeamNG's, but it's adequate.
Hey everyone just because you can't think of a use case it doesn't mean it's a bad idea. I for one would love that feature for testing. Super useful, especially when you're mostly just coding and want to check that triggers in your map are all working and that kind of stuff. Or when you're doing pacenotes. Or when you're creating a quick race and want to get an idea of the flow of the track but don't want to whip out the wheel.
I don't see the point of testing a track with arcade physics if you're not going to be driving with arcade physics, but to get a nice overview of the track you can switch to the free cam and just fly around. That's a useful feature this game has. Also good for teleporting your vehicle to where you place the camera.