These are marker lights for the USDM versions of the cars. Nothing to do with parking lights. That said, the small cornering lights ClassicMike made for the ETK 800-Series as a mod can be added as official content to the Headlights of the 800 because they complete their functionality and they really improve visibility during night time. So I think they could be added in the remastering of the 800-Series! https://www.beamng.com/resources/etk-800-cornering-lights.14660/
This is great news Though, one more question. Are you planning on making a sort of in-game public file explorer available anywhere inside BeamNG? I recently noticed there is none outside the world editor even though this seems like something which could come in handy for a lot of things. My solution to this was to use TorqueScript to display a windows explorer window with the intention of selecting and opening a file, though seeing that TorqueScript's removal is good on its way I'll have to find another solution. Thank you for doing this Q/A session
A third of the current size!? That would mean (according to my computer) the game would only take up about 9.30 GB! Thats insane!
Is there any chance we'll see more optimizations for scenarios where there's lots of vehicles displayed? In particular, stuff like that being exposed to lua? It'd be really great for certain things if we could activate a lower simulation rate / lower level of detail (?) mode for physics on vehicle objects so that we could have more vehicles loaded in a level at once!
About mud and scratches, it's obviously a very requested feature so i assume there was some testing achieved, plus there is this WIP mod https://www.beamng.com/threads/dynamic-dirt-mud-demonstration.85511/. If it is in development, how advanced is it ?
Not that I am very fond of it but a Gulf emirates/Saudi map could make some sense because of car subculture, dessert, Dakar style racing, etc.
I'm gonna stick to Australia and moan a lot when it inevitably turns out to be Greece or something. B25Mitch did a few Australian maps and since became a dev so it's definitely a possibility I think
I don't think tdev meant the map is gonna be a desert, when he said it will be sunny and dry, maybe he just meant there wasn't gonna be weather like snow or ice
I'm hoping that it does appear here or there, but after hearing what Tdev had to say about ongoing work on Ropeables, I think there's hope yet for an official version. Given that @Ai'Torror is now a developer who seems to be involved primarily with developing JBeam physics, and seemed to be very excited about the D-series tow truck back around the time it first surfaced, I wouldn't be too surprised if it's actively on the to-do list.
1. I have another question: Is there any PBR update planned for the vegetation? And if so, is it planned for very far in the future or "soon"? The vegetation overhaul would change the appearance of any kind of map to a extremely different new level. Like self scattering effects which let light pass trough plant leaves or self shadowing on grass. 2. And is BeamNG engine capable of materials with height maps? I am not talking about height map generation for terrain meshes. I mean textures like normal maps that gives the illusion of a 3d mesh, like a asphalt road in racing games, while its actually only a flat mesh.
not sure if it's super possible with how the game works currently, but if we could have some kind of thermal simulation for tires in the future, that would be amazing. not sure it would have much impact on normal driving or in the short term, but for people who enjoy racing or hotlapping having tires be affected by the environment conditions and have varying levels of grip depending on temperature or surface quality would be incredible.