Oh. Yeah I think they would add something close to that, for the campaign they could add a life of a race car driver and you would have to complete race's, customize your cars and other stuff like that. That would be incredible.
That's exactly what I want. If the devs could get the driving/racing physics on par with rFactor or even iRacing (high bar) it would be the most realistic racing experience available.
Devs, thank you so much for making this game. You and your group has created something I've been looking for for years, a semi-realistic yet fun car game. I love what you guys have done and love that you listen to all of us! Here's some things I've noticed: ABS needs minor work, when tires pop the rims get kinda spiky, on impact bumper/ bumper parts get stuck in things. Also, I think windshields should be able to come off during a high speed impact. (It's not unheard of.) However, everything else from what I can work amazingly well, its easy on my office grade desktop, and I love how everything looks!
Currently in the process of translating the blog to German. Not quite done yet, but it's almost there. http://www.beamng.com/threads/etwas-ist-immernoch-am-horizont-noch-nicht-komplett.26969/
The damage modeling and vehicle modeling I would say yes, but the actual driving, tire model, and track surface model still have a long way to go to be "sim worthy".
I'm unbelievably excited for Physically Based Rendering! BeamNG is a pretty sweet looking game already, but PBR will take it to another level entirely (hopefully creating visuals like the ones on this page). Thanks devs for making a kickass game and for promising to make it even better! Your passion really shines through
mabye an suggestion but instead off using btn-a or btn-1 use the logo of the button (xbox controller)
Most, but not all. What about steering wheels or controllers that have a PlayStation button design? Giving icons to the buttons is a tricky thing if you don't know what the buttons on the controller being used look like.