Immersion Ideas

Discussion in 'Ideas and Suggestions' started by 1UZ-FE, Dec 2, 2018.

  1. 1UZ-FE

    1UZ-FE
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    For some time, I've had a few ideas in mind that I thought were worth sharing. Two of them I haven't seen on the forums, however the third has been, but I believe I have some decent ideas and articulation of it to bring to the table.




    Automated Freeroam Spawning

    We can benefit from a preset specific to each map, that will define the number of vehicles to spawn, whether chosen at random or specifically, as well as AI settings. This will save a lot of time and bring about more immersion and automation, as the vehicles will show up once the level is loaded. We should also be able to choose whether they spawn nearby you, or spread throughout the map.

    Another idea for options is automatic spawning and de-spawning (but keeping cars in ram), would that possibly help performance?

    Regardless, I have been dying for a solution, and I've thought of this the other day. It's more or less what a scenario with multiple AI vehicles would do, except it's for free roam and no other instructions are given.




    Cumulative Degradation

    We enjoy the ability to reset any vehicle back to its perfect, original state. But, what if we wanted to experience damage that cannot be undone, while preserving the ability to reset it back to 100%? What if we wanted to make us feel as careful as we would in real life? I thought of this - creating a COPY of your desired vehicle separately in BeamNG, to be converted for (CD) cumulative degradation. There's probably a better word for it, but this is what we'll use for now.

    Only when you load up the CD version of the vehicle, will it record all changes in damage, wear from usage, mileage, etc during use in a cache, to write to file upon closing or changing vehicle, if game crashes, will be in cache to keep recorded changes.

    Various values will be created and based for the: crank, rod bearings, rods, cylinder walls, piston rings, pistons, valves, followers, rocker arms, oil pan, oil pan gasket, oil pickup screen, oil pump, water pump, radiator, coolant jackets, coolant lines, fuel injectors, fuel pump, fuel filter, fuel lines, fuel tank, air filter, air intake, spark plugs, wires, alternator, distributor, carb, head and valve gaskets, intake, exhaust gaskets, and front main and rear seal for the engine.

    For the transmission (manual and auto), the valve body, gears, clutch packs, syncros, line pressure, torque converter (turbine stator and pump), and anything else I've missed.

    All of these values will bring about real-world performance and wear for the parts based on the usage its given.

    Yes, it's alot and I only expect a fraction of it at first, but for one, only a select few of them will go a long way. Also, I can see the number of parts to expand overtime, given how much the Devs have done, and how much more they haven't even touched.

    Damage of other parts will be cause-and-effect to others. Let's say you have a worn oil pan gasket to the point of leaking (not visually, per code). If you kept beating on the engine hard continuously, it eventually will leak all of its oil out, and run on no oil. The effects of an engine running low on oil will follow, such as excess friction, low power, terrible oil delivery/oil pump efficiency, and the wear and power loss will keep increasing until you either decide to shut it off, or keep running until lock up.

    More simply, lets say you keep doing highway WOT shifts in your 4-speed auto over and over.. internal trans heat increases and decreases shifting efficiency. Every shift you make, you notice it to start slipping more, and then eventually you may lose overdrive, or 4th gear (like the crown vic trans), or 2nd (like the chevy 4L60e). When you start taking it easy on the trans, you notice it to cool down eventually, and possibly recover your lost gear or overdrive completely, or get it to go into the lost gear just a little more often. Hopefully it's able to come back from its slipping/lost gear state, it may not, depending on how much/ how sustaining the damage that was done.

    Of course, wear and efficiency will be based off many other values, such as heat, fatigue, pressure, fluids, viscosity, friction, resistance (for electrical efficiency of alternator/any electrical parts responsible for good spark) timing/rate of speed(for trickier parts like pistons, valves and rocker arms etc).





    Buy/Sell/Trade
    Not only would we be able to buy, sell and trade, but also:
    • view, create, and share ads of vehicles AND parts on a virtual ad page in the UI, similar to the mods section. You will have a title, description, list price (if not trade or free), pictures (code, not image-based to save server space) this is optional, but can add to the immersion of sketchy sellers if no pictures are provided.
    • search through lists of unique, endless vehicles for download and sharing. With all types of custom vehicles containing one-of-a-kind jbeams, sbeams, livery, models, textures, etc, this will be a great way to share all likes of vehicles throughout the world. find that perfect barn find, beater, pre-built custom, sleeper, v8-swapped import, roller, rust bucket, valve tapping, bearing knocking high-mileager - whatever you desire.
    • (optional) experience the reality of looking through car ads and buying a used vehicle, especially when it comes to the risk of trusting the seller, as well as the vehicles reliability from cumulative degradation. Being that these ads are not "local", it is at your risk to give your best judgement from the sellers ad, price and pictures. Once bought, it's in your hands what happens to it. Whatever breaks will continue to break at the same rate after resetting the vehicle. To stop this, you must have the damaged part replaced/repaired at a price (same part if stock at a cost, but if it is a custom-made part from the seller, it will cost a lot more since it is technically fabricated work, which is dependent on the value it's worth in-game). Once repaired, the damaged part will have the corresponding jbeam modified to restore whatever came damaged back to 0 percent damage state, and all textures restored to normal.
    • rating system for buyers/sellers. Simply put, all users will have a review section to reveal their history and reputation of their past, giving you insight on whether it's worth the transaction.
    • experience the immmersion of battle scars of used vehicles, as well as drivetrain and fuel system wear. Using the CD idea I mentioned before, buying a used car feels more real than ever! Get to enjoy the immersion of unique wear on all vehicles, inside and out - body dents and nicks, worn shocks, slightly bent frames, misfiring engines, clogged cats, slightly slipping transmissions, you name it!
    Edited for errors
     
    #1 1UZ-FE, Dec 2, 2018
    Last edited: Dec 2, 2018
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  2. RobertGracie

    RobertGracie
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    The Buy Sell Trade idea doesnt seem to be useful in the game, I mean your thinking its gonna end up as a multiplayer game then yes that would be useful but its likely gonna be single player only so its not worth much here
     
  3. 1UZ-FE

    1UZ-FE
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    I agree, I more or less meant when the game is at that point.

    Edit: I still see a huge potential and interest in this, even while single player is currently the only option.
     
    #3 1UZ-FE, Dec 2, 2018
    Last edited: Dec 2, 2018
  4. RobertGracie

    RobertGracie
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    I am not sure if Multiplayer will ever be added to the game, its on the list of things unlikely to happen, I could be wrong
     
  5. 1UZ-FE

    1UZ-FE
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    That is true, but now that I think about it, I can see this still being a single player thing, since many people would love the ability to search and find all kinds of unique vehicles and drive them.
     
  6. ManfredE3

    ManfredE3
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    Traffic is being researched (see TDevs microblog posts)

    Damaged can be loaded in using the save/load feature

    Buying/selling cars is a point of the planned career mode (see the steam greenlight video)
    --- Post updated ---
    Personally I’m fairly hopeful for network muliplayer in the distant future, assuming they don’t start a new project instead. They stated they will research it back in the Over the Horizon post, and RoR/a couple of modded versions of BeamNG have had basic multiplayer.
     
    #6 ManfredE3, Dec 2, 2018
    Last edited: Dec 2, 2018
  7. Mr. Twiglesworth

    Mr. Twiglesworth
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    Where are these mods?
     
  8. ManfredE3

    ManfredE3
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    Chris Lucas was the most successful to my knowledge
     
  9. Mr. Twiglesworth

    Mr. Twiglesworth
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