Stretching cars I have noticed that cars can be stretched quite a lot and I'm sure that metal doesn't do that. Isn't it possible to limit how far beams can be pulled from each other? Maybe also make them become fully loose when enough force is applied so it's possible to break off the roof and do other crazy things? Breaking glass I really don't like how a small bump can completely ruin the windshield. It would look much better if it only broke where deformed. Just Cause 2 pulled it off a while ago, I'm sure you can as well. The glass also has a very noticeable stretching problem. Scratched paint Having the paint get scratched would make it so a broken mirror isn't the only consequence from falling asleep at the wheel and getting woken up from the noise of your car grinding along a concrete wall. Speaking of noise... More sound effects I'm sure that this has been suggested a lot but having more sound effects could really improve the experience. Some water effects As it is right now, the water feels like a gel. I don't think it needs any fancy physics but at least some water splash effects could help. Dirty cars Having your car get dirty after going on an off-road adventure really makes you feel like you have really been on an adventure, and after "taking a Bolide where it shouldn't go", it would be really nice if you could see that it has been through something bad. Dynamic fuel tank weight I don't know if the game already does this, I haven't gotten a chance to test it, but if it doesn't, it would be a nice little detail if the cars became by around 50kg lighter when they were low on fuel. Particle effects from the exhaust It would just look nice (would be nice if they became bubbles under water) Ability to turn more things off to get better performance As far as I know, it's not possible to turn off shadows and fully disable the particle system in the graphics options. It would really help to get a few more frames out of the game on lower-end PCs. Also, PLEASE add an option to disable the fake cloud reflections on cars, they make the cars look too reflective, like they have a perfect layer of water all around them or something and that would also improve the performance slightly. (yes, I know that you can do it manually) Better reflections on glass As it is now, the glass looks kind of... matte at times. The reflections need to be sharper. Maybe make only the more bright things get reflected? Less fog around checkpoints I'm sure that this has been suggested before but it's REALLY annoying as it is now. Harder to miss checkpoints It's quite easy to miss a checkpoint and not even notice that you have missed it if you happen to spin out or something near it, so it would be nice if they were wider. Maybe use an arch type of thing like in Driver San Francisco? That would also get rid of the problem where a checkpoint is partially blocking your view of a corner. Proper reflections in mirrors It would make interiors more immersive and would give an actual reason to have mirrors. Right now, they only make the aerodynamics worse. Traffic cars It would make it a lot more interesting if there was some traffic cars to avoid. They don't need to be nearly as detailed as the cars that the player can drive, so it shouldn't be too bad on performance. Even if they were perfectly rigid, it would still be very nice to have. An option to turn them off would be nice as well. Oh, and make the use turn signals, I'm sure you know how annoying it is when someone makes a turn when you don't expect it. Ability to loosen doors, hood and trunk using an app Not much to say about this one, it would just be a fun extra thing to mess around with. Loose hood popping open at high speed I know that it's actually very rare that it actually happens but it would be quite nice, just don't make it break off instantly, that wouldn't be realistic (I don't think). The hood getting stuck all the way up when playing in 1st person would be annoying, so a way to lower it would be nice. Maybe give it a motor sort of thing like the lights on the Bolide, that can be activated when the car is stopped to put the hood back down? Ability to remove windows from doors and strip the interior This would make it so it's a lot easier to make any car look like a derby or race car. The weight should also go down of course. Lights not being broken along with the texture changing from deformation I'm 100% sure that just breaking the outer glass of a head or tail-light wouldn't make it stop working. If anything, it might even make the light brighter because there is no (often) dirty glass in the way. Horn and police siren sounds You know... for fun! Not-as-solid windshield When a cannon ball hits the windshield, it takes the whole car with it instead of going just through. It's not exactly realistic for normal car glass to do that. Well that's everything I can think of for now, if something doesn't work the way I think it does, my excuse is that I haven't been able to play the game in a while due to not having access to a powerful PC lately and everything being based off of what I have seen on YouTube and reading the Dev Blog once in a while
Stretching cars Ok, metal being stretched is something that happens but not nearly as much as in the game, Im sure that the devs can figure it out. If they did, the game would become a lot more fun and realistic. Scratched paint If they did it for RoR, there is no reason to not do it again. Ability to turn more things off to get better performance Turning off the shadows should just be an option where you pick shadow quality, most players won't even know that its possible. The fake reflections look fine on higher settings, but they are terrible on lower settings. Less fog around checkpoints There is some white fog around them that makes them a bit hard to see through. Harder to miss checkpoints May not be a big deal for you but for me, missing a checkpoint in a racing game is one of the most annoying things in gaming. Traffic cars Ok, rigid wouldn't work but you still need a lot less beams than on player cars, I think they could do it. Ability to loosen doors, hood and trunk using an app It shouldn't be hard to make. There is already a break all hinges button, they just have to make it not break the hinges themselves. Loose hood popping open at high speed Why not? I know for a fact that it happens irl. Ability to remove windows from doors and strip the interior I know that they aren`t right now, but its still possible to do. Lights not being broken along with the texture changing from deformation If you drive into something at speed, of course the bulb will break. But a small bump while doing low speed manoeuvres like parking will only break the outer glass or plastic. Not-as-solid windshield Maybe not right now, but they can MAKE it possible
The method used in RoR was old and pretty much anything but convenient now. A proper solution with decals will be used instead, probably. That 'white fog' disappear as you get closer to the checkpoint Only High-End CPU (really High-end) ones would be able to play with them. Current 'standards' CPU won't be able to handle that.
Really is too bad metal rending can't be done for reasons I can't pretend to understand. Will make it a lot harder for anyone to make a vehicular combat mod in the future, because no bullet holes will be possible and explosives will just cause glitchy stretchy crashes like the propane tank does now. But I'm going to take the cynical path anyway and forsee that any attempt to put guns and rocket launchers in BNGD will involve endless hand-to-hand combat with reliability, functionality, performance, and usability issues. WARNING: Massive shot in the dark incoming because non-modder and can't even play BNGD on my ancient computer Unlike other games featuring firearms, you don't just knock together a gun in the modelling program of your choice and then tell it how much damage to do, how much range to have, etc. Instead, the gun itself, its mechanical "guts", the projectiles and cartridges, all have to be fully modeled and beamed. So first, space/time continuum conflicts. Taking a machine gun as our example weapon, you've got the cartridges and links being pulled into the weapon, the gun itself firing, the bullet leaving the cartridge and racing down the barrel, the extractor ejecting the cartridge and belt-link, and the cycle now repeats itself. There are so many opportunities there for things to bind, jam (potentially causing catastrophic failure), otherwise get stuck in/on each other, or mysteriously not work somehow. Plus the additional possibility that bullets could get damaged/turned around during firing and not fly right. In real life, this is usually not a problem (with a well-made weapon), but in a game where tree crashes can and do result in the car getting literally "wrapped around" the tree, it seems prudent to consider such a possibility. Then consider all the uber laggage from all those physics calculations, more uber laggage when the bullets hit their target and the cartridges hit the ground (especially with high rate of fire guns), possibility of the gun's mechanical parts getting worn or damaged from normal use if not modeled exactly right or not set up to be strong enough, or the gun tearing itself to bits/vibrating far more than it should. And that's just for a smooth bore machine gun, which (assuming stabilization by rotation would work the same way in this game as it does in real life, or is even necessary) would result in hilariously iinaccuracy. Trying to add rifling, with the way 3D modelling works, would just multiply the potential problems by many times, plus the bullets' structures would have to be set up for it, once again causing potential issues, and then there are all the additional physics calculations from that. Trying to solve binding/jamming/getting-messed-up-in-the-barrel issues by giving the gun extremely loose tolerances would result in inaccurate, low-velocity (except that the combustion of powder in this game would be an instantaneous-force explosion rather than a rapid burn as in real life) bullet pukage, useful at close range if that. The whole thing seems to me like it would cause a combinatorial explosion of failure and lag, and by the time it was all sorted out computers would be powerful enough to handle full-detail traffic and everything else anyway. Even worse with explosives, cause if that goes wrong your whole car is glitchwrecked. How, for example, would you get a land mine to go off when a car runs over it, but not in the back of the car that's been set up to drop them? What if you want a proximity mine? That'd be even harder. And then the tendency of bits of a car to disappear once you're far enough away, which means dropped objects such as mines, cinderblocks, caltrops, etc. would just sort of fade out if not hit. TL;DR if anyone can make a car combat mod work in this game, my hat's off to them.
It should be possible to get guns working without using the beam(?) physics. The game is based in Torque 3D and there are fps games for it. Using actual projectiles (bullets) wouldn't really work because they can't penetrate anything anyway and I'm not sure how the game deals with projectiles going that fast. It might work if very little force was applied where the gun was pointed when fired, a bullet hole texture appeared and some beams broke depending on the power of the gun. Not really a great system but it's (somewhat) functional and shouldn't be impossible to make. It wouldn't a full simulation but nor are car engines, diffs and other mechanical things. Explosives cause unrealistic wrecks right now but the closer the explosion is, the more damage it does, meaning that explosives work like they should. If an explosion happens so close that the car has become damaged in an unrealistic way, it's wrecked anyway and it doesn't matter that much. Proximity mines could just get triggered when the center of a car gets close enough to it, the game can keep track of how close things are to each other like the AI mode where it follows you. Regular mines should also be possible to do. They could just work like the propane tank, blowing up when some force (wheel running over it) is applied, OR because it might be easy to avoid it by having it go between the wheels, it could just work like the proximity mine, except with smaller range. Homing missiles should also be possible to get working because the game should be able to detect who you were pointing at or at least the closest other vehicle. It could just use multiple thrusters to steer itself depending on if it's pointing at the coordinates of the target. Something like wheel spikes also shouldn't be impossible, it could have a perfectly smooth side (but not model) so it doesn't get caught into other cars but it could start breaking beams of other cars when really close. Basically, it shouldn't be too difficult to make a vehicular combat game out of it if some effort was put into it. - - - Updated - - - I still would really love to know why the distances of how far the points on jbeam structures can get from each other can't at least be limited. Extreme crashes would become A LOT more realistic.
BeamNG is NOT using Torque3D physics engine. And it's not possible to mix them since each work differently. And define 'limit node distance'. The current node density is the best balance between playability and realism. If the nodes are increased, the game performance would be much worse due CPU limitations.
Do you mean that the game is not using Torque3D at all or just the physics that come with it? With limiting the node distance, I mean making it so the nodes can't get too far from each other, making cars get very unrealistically stretched in some cases, like when the roof gets caught on something at speed.
Torque3D is a game engine. So it includes a Graphical Engine and a Physics Engine. BeamNG is using Torque3D just for the graphics side. The Engine side is done by the BeamNG physics engine (that's what made such level of simulation possible. It's a quite edge-bleeding tech engine there).
To the best of my knowledge, it's using the T3D graphics engine, and something to do with the terrain/maps themselves, but the physics engine is a 100% Beam.NG original, and is the entire point of the game.
You don't even own the game, and you are mildly complaining about things. [Activate the game on the forums I am now aware you have 22hours as of now on the game] particles can be removed from gpu overhead completely by going in the editor [F11] clicking on the eye and you know what, go here. Also I believe in the debug menu you can disable shadows 100%
THIS would make the game so much realistic, and alive and fun, i know it's hard to do it, but things are possible, think about the game fuel, where they've found a way to make a 198km^2 map to fit on only one dvd. Or how the game Rage can render his textures. traffic cars would be absolutely possible if the devs would implement a method in which the beams are set in a deactivation or "lseep" mode, and when you hit that traffic car it would crash, and when you go to far away it will disappear. It's easy to make it real.
The thing is, cars wouldn't even be able to drive if their physics are deactivated/paused... Press J and look at your car. That's how much it could do with paused physics at this point.
I actually had the game long before it was on Steam, I think I may have about 150 hours on it in total. I know that you can disable all sorts of stuff by going into the editor, but a lot of new players won't even think that its possible, so those options should really be in video settings. The game should be made as playable as possible from video settings, so not as many people complain about it not running well by leaving negative reviews on Steam.
No, Steam actually says that I have played it for 22 hours and I don't have the BeamNG thing below my name, so Im quite sure that he is talking about me. - - - Updated - - - Hmmm... but what if the cars had a "base" that was sort of like a D-Series when you take the body off and a "body" that simply moves relative to the "base" and doesn't have physics of its own, unless crashed into?