Yes! BeamNG works on proton/steam play, but with a few problems such as black PBR terrains and migration going crazy every restart, also remember we do not support it
That's a good breakdown. I personally think Australia makes sense the most just because it offers long straight roads for long-haul delivery missions that I think is actually missing in the game (maybe it could come with t-series rework, but thats a stretch). There can be also a racetrack like Bathurst and good baja/offroad rails. The only other map that could offer this is maybe Mexico. I agree with Africa/Middle East being a bit problematic and Greece being nearly the same as Italy. Las Vegas would be another US map, which I think we have a lot at this moment and also West Coast is basically San Francisco mixed with LA. It would be better to just make that map larger as there were already mentions about this. Antarctica has no infrastructure, so that would feel like another "Cliff" like map.
If the new map really turned out to be 'straya I wonder how many vehicles would get official RHD conversions. I think it's safe to say the new supercar would get one.
I think it would only be fair if they got rebranded as the in game version of Holdens and fitted with ute conversions
This above conversation is really my fear with an Australia map. I think it would make sense, be a great map for gameplay and scenery, and it would be great to get that representation for that decent chunk of the community, and there is some really cool ADM cars. But doing it "properly" would get messy with having multiple market versions of so many cars. They could just ignore market issues (like having the Vivace available on US maps) or do what they did with the Bolide and only do market versions when there would be an interesting difference.
I don't see the problem with different market version of the existing cars. A lot of IRL cars have minor differences between different regions. The only "issue" would be the engines that usually are completely different for different markets and of course RHD. But that would be a good thing. More engines - more fun and flexibility with tuning the cars. The only "fear" I have that for one point we might lost the differences between USDM, ADM, EDM and JDM in the game, because it is rather impossible to make enough individual cars for each market.
As it has been mentioned with old/new tires slider. Each car could have tick boxes in the configurations menu before spawning the car that would make the player choose USDM, JDM, EDM or ADM (depending on the vehicle) instead of having separate configurations for each vehicle in the menu. That could also work with left/right handed configs.
anyone here remember the autobello indicator lenses incident, or the D series side repeater/CHMSL incident? even if it can be practically implemented, you have to remember the devs have better things to do than research all these ridiculously niche details, then make a ton of minute, unremarkable part variations. and that's not mentioning the QA nightmare that would be making sure the now 100+ configs per car have all the right gauges, lights, tuning setups, etc. as manfred said, I think it's only practical to add market variations when it makes distinct changes to the vehicle, and when a vehicle is already short on configs. (@devs pls, where's my bodgy electric USDM wigeon??)
There's a few UI potential solutions, and with things like the D-Series facelifts it would help a lot. But in the current UI state it just isn't feasible for all but the most content sparse vehicles
Yep, the expressways of a typical Japanese megalopolis, suitable for street racing, and the mountain roads, suitable for hillclimbing, touge races and drifts, would be perfect in a BeamNG map!
I hope the devs/team work on their drifting vehicle presets, every drift preset mostly spins out no control what so ever, we had one mod ibishu-jbx100 that finally nailed the drift physics for smooth fluent drifting. I know it's a hit and miss suggestion but many users would love proper drift physics for preset cars especially wall tapping and beater drifting that's where in BeamNG it shines and the possibilities would be incredible..