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I miss something in this game....

Discussion in 'General Discussion' started by Badboy, Dec 27, 2015.

  1. Badboy

    Badboy
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    Where are all the cranes, trucks, trailers and heavy loads?
     
  2. Vinh

    Vinh
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    Yeah. Back in ror, whatever you mentioned were there. Now in BeamNG, they're nowhere to be seen. Still, mods solves the problem
     
  3. Badboy

    Badboy
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    So noone are building cranes and heavy stuff for this?
     
  4. RobertGracie

    RobertGracie
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    Do you realise just how complex a crane is to code with J-Beam all those parts and the load on a processor would be sizeable
     
  5. randomshortguy

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    not really, the cranes in RoR were around a hundred beams and even less nodes, it's a few hydros and that's really it. It would be a tenth of the complexity of a car.
     
  6. RobertGracie

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    Depends on the quality BeamNG is vastly more complex than RoR was
     
  7. randomshortguy

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    how so? the engine may be better optimized and offer more features, but it's the same node/beam structure.

    a tower crane in beamng works exactly like a tower crane in RoR;

    a tower mast, a counterwieght, a jib, a trolley on slidenodes that runs across the jib using hydros, and a hoisting rope with a hook on the end
     
  8. RobertGracie

    RobertGracie
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    maybe but my pc finds it hard to run the Truck addon mods with the trailers it gets sub 20 fps which is down right weird must be the number of surfaces it has to calculate or something idk...
     
  9. Badboy

    Badboy
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    But are cranes something users want ingame if someone would build them?
     
  10. Josh

    Josh
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    Yes, we are getting there we have trucks and trailers now, can't wait to see what the devs/modders have in store for the future.
     
  11. Badboy

    Badboy
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    Ok sounds good let's hope they build something great.
     
    #11 Badboy, Dec 27, 2015
    Last edited: Dec 27, 2015
  12. Driv3r1142

    Driv3r1142
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    BeamNG is NOT Rigs of Rods.
    They may share devs, but they are not the same game.
    Sure we may see the features added that would make cranes possible, but people need to stop saying "Oh Rigs of Rods had this, why doesn't beamNG have it?", or "Rigs of Rods is the father of BeamNG." ect.

    Has it ever crossed your mind that the dev's may have a totally different goal for BeamNG than Rigs of Rods in the long run?!

    The stuff for cranes may come into play, and we can guarantee heavy trucks and trailers almost certainly, but really, QUIT making the connection that BeamNG is the successor to Rigs of Rods, and apparently has to have all the same stuff!

    If you like Rigs of Rods more than BeamNG....
    Its easy to download Rigs of Rods and play it INSTEAD!




    If you really miss it, I just said that you can download Rigs of Rods and play it instead.
    (I was too lazy to quote all the posts I read to make this reply.)
     
    • Like Like x 3
  13. Badboy

    Badboy
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    Ok I don't know where I mention Ror but obvisly you think I did.
    If this is the way people get treated on this forum just for asking questions I feel that this game are in serious trouble (games need users to be great).
    I will surley not ask anything about this game here ever again.
     
  14. farcar

    farcar
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    Yeah, it was a bit rude of that guy above...
    I remember the devs mentioning they are more interested in developing a game focussed on cars (hence 'Drive' in the title).
    That being the case, cranes and other vehicles will come more the the community I suppose.
    Fortunately, the modding community here is awesome.
     
  15. SixSixSevenSeven

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    Its not weird at all. A T75 has more nodes than any other vehicle, it has more beams linking these nodes, it has more coltris. The more nodes, beams and coltris you have, the more CPU calculation there is to do. There is also no link between physical size and how much calculation there is to do beyond that a larger physical object would typically have more nodes than a smaller one, a D35 has more nodes than the D15 which has a few more than the covet which has more than a pigeon. But hypothetically something could be absolutely massive (like a crane) and have less nodes than a pigeon.

    The trailer mods for the T series add even more nodes, beams and coltris to the T series, even more work for your CPU to do.
     
  16. daveywaveyHD

    daveywaveyHD
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    I'm hoping that all of the items stated in your post (OP) will eventually make their way into Beam; I was under the impression that without hooks (nodes that can attach and detach from other nodes) most of these wouldn't make much sense/be very intuitive to use. I have no doubt that once this feature is added we will see a increase in heavy machinery. cranes - The Jbeam structure needn't be complex, it doesn't need to have extremely precise soft body physics... it's a crane, you wont be crashing it into a wall (and even if you did it's not made with crumple zones in mind, they are made to be as strong as possible, sections would fall off and it would fall over most probably).
     
  17. estama

    estama
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    BeamNG Team

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    The main thing needed to make cranes and stuff interesting, is to be able to have intervehicle beams (like hooks/ropables in RoR).

    In RoR this was an easy thing to do, because all vehicles run on one CPU (thread). In beamng the vehicles run in parallel (on different CPUs/threads), so it takes some more thinking to achieve this. Nevertheless it is something that is in our ToDo list.
     
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  18. RobertGracie

    RobertGracie
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    Haha I understand that now but thanks for giving me a good explanation of it :)
     
  19. Josh

    Josh
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    Ties/ropables would be amazing in BNG.
     
  20. Scepheo

    Scepheo
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    That's great news to hear, as I expect it to be a large step towards multi-threading individual vehicles, right?
     
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