Small thing, but can you rename the files to be all lowercase? I'm on Linux, and any file with capital letters doesn't show up in game, and I don't want to have to rename things everytime there's an update to this
I was thinking at certain points rallying was less like ice skating. Honestly the tarmac has always been within the range of plausibility for me but the dry dirt a bit more like slick wet clay than reasonable IMO. On loose surfaces there is an effect of a sliding rather than a rolling tire where it tends to dig a bit, creating extra drag, especially noticeable when drifting sideways. So for our purposes the dirt gets grippier the further the car slides and digs. Is there any approximation of that effect or any possibility of incorporating it at some point?
Personally I haven't been in a whole lot of dirt, nor gravel, gravel is pretty much there but I have the Hydrodynamic friction up a lil for being able to roll vehicles, to your question yes the possibility is actually there, right now I'm trying to get the main attraction done which is the asphalt, version 12 is currently in the works, and close to release, i have quite a few people helping me test and so forth, thing is I'm gonna be moving with my brother this following week due to the doggy situation I'm in. P.S I promise this one will be better, I'm overhauling tire gorilla entirely now, and will hopefully be posted soon for a lick/taste for what's to come. Press f11 and go to window, click, once there look for groundmodel debug and turn Hydrodynamic friction to 0.
I hope all goes well for you and your pups. Wife and I have a Pit bull and a Chihuahua near and dear to our hearts.
well uhh... wasn't meaning literal dog, kinda can't use the other word since guidelines here, im practically homeless sort of, in short my life is a mess as of this very moment.
very curious to see how that's going to look looking forward to it I've kind of been messing with the tires my self a little to improve it? probably not I'm not very good at coding sometimes however I think I came to something that feels very close to life keep in mind I'm not skilled lol but it's fairly close to what I've felt IRL in AC and in RBR (in terms of gravel driving and snow etc)
yes, anything under 0.40 is too slick, as of now i am reworking stribeck velocity and making another version which is "Enhanced", which basically is stock beamng just with the strength turned up.
I see there is a new mod called GGT (so it basicly overhauls tyresbut like dynamicly? (so like adjusting by sliding angle ect.)), I recomend checking it out but not sure is it good to use with both gorrila v11 and GGT, GGT feels better then vanilla but not sure if more realistic then gorilla v11 (since im not a pro driver lol) also hows with the v12? --- Post updated --- also its kinda reply to hotdog and bravonovemberzul there is a handy tool by angelo "road grip editor" in repo so its bit easier to change hydrodynamic setting easier (and bunch of oher parametres)
yeah, and it works okay, they fight over each other but it's nothing game breaking, for road works another mod i'm making, V12 will be integrated into the tyre compounds mod im working on, its going great, and redefines the identity crisis beamng is having, However i am looking for testers hardcore to finalize the writing in stone. (More Info Here) not to mention GGT isn't really that much better, its great to use but is missing bits and pieces of things, its a fantastic mod, but even though i am the creator i still choose tyre gorilla over replacements, i have a clearer vision.
also its kinda reply to hotdog and bravonovemberzul the alr thanks! ill switch to your mod now and wait for the roadworks and v12, as for rally as i mentioned i could set the hydroosmething to 0
it want's to be all of these different genre's of racing, to simulation, my head right now pictures NFSrostreet for camera movement, and GT7/Assetto Corsa, or something close or better, im working on making beamng fun, dangerous, not too easy, not too hard, but difficult in a way, as the mods i am currently working on is based off of these two games. (man here comes the backlash from others smh)
Both GGT and Gorilla Tire Mod are solid mods, but I've noticed some compatibility issues between them. Specifically, when using GGT alongside the bodyworks and Gorilla Tire mod, there seems to be some kind of conflict - I'm not sure exactly how to describe it, but they appear to be "fighting" each other. Initially, I thought the problem might be with my modified version of Gorilla Tire Mod (I had been experimenting with it to learn how mods work). So I removed my custom version and installed the latest official "true to life" version instead. Unfortunately, the conflict persists - they're definitely not playing well together. That said, I have to give credit where it's due. From my experience learning how mods work and experimenting with different values, I really appreciate how straightforward Gorilla Tire Mod is. It's clean and simple - just modifying ground model values directly. Very to-the-point approach. Props to you @Hodog2010 - keep up the good work!
Hey thank you, yeah im not sure why GGT acts like it does with my mod, i wish to post this to repo but moderators say that it physically replaces the file, when you can literally just drag it to the repo and it works. -_-
Also, just out of curiosity—since this is my first time really digging into how mods work—if I were to take surface data from something like Assetto Corsa and try plugging that into the ground model, could that theoretically help? I’m wondering if that might fix the issue with flipping that happens in one of the mod versions. Maybe it could even improve handling overall—make it feel better, or even a little more punishing in a realistic way? I could totally be wrong, but I’m trying to understand how ground models affect vehicle behavior and how far I can push those tweaks to experiment or refine the experience. EDIT: Okay, so… the changes I made? Yeah, they kind of suck—or at least, they would if it weren’t for the Bodywork mod. From what I can tell, BeamNG doesn't handle weight shift super well, which is a bit frustrating. This especially becomes a problem with certain mods like the FR17 or other open-wheel cars, or really anything that doesn’t use base BeamNG vehicles. Take the Scintilla GT3 mod, for example—it uses the Scintilla as a base, so I can work with that body structure directly. But with more standalone, unibody-style mods, things get trickier. That’s why the Bodywork mod honestly makes a huge difference—it really improves things, especially with the tweaks I made. It helps bring out more believable weight dynamics and makes the whole driving experience feel way more grounded.
hey! you have some great ideas! i'd like to invite you to my server for help with testing, im actually working on this "From what I can tell, BeamNG doesn't handle weight shift super well, which is a bit frustrating. This especially becomes a problem with certain mods like the FR17 or other open-wheel cars, or really anything that doesn’t use base BeamNG vehicles." im currently in the making of tyre compounds to irradicate this specific issue. Come join me here, shoot me a DM if your interested, i'd love to work with you. https://discord.gg/gwbCgzSkBC But about say taking the values from assetto corsa, they don't use the same algorithms to make the games feel like they do, i have the dev build of FH3, and it's actually crazy similar to beams but with a couple of extras.