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I want this, perhaps also make a "window net" that can be used in-place of glass. With the level of customization already in game it would be...
I think this is inevitable, how many games don't simulate engine heat or brake heat but have tire wear? It's only a matter of time.
This has been suggested a lot and will happen when the devs get around to it. As wim said there is a mod that does it while we wait for official...
Any turbo race config held at full RPM for a couple of minutes will overheat the turbo, the ETK 1 seems to do it easily under normal race...
I'm loving the new brake thermals, I'm guessing this is already planned but disc / drum glow would be a nice addition and perhaps even the brakes...
Good to hear, I understand that it's a waste of time and effort to run two branches while in development but I look forward to Vukan support after...
Diesel runaway generally happens with mechanical fuel pumps, a seal fails and more fuel gets into the intake making it rev harder which increases...
Your english is better than my Russian but we have no idea what you are saying.
Been suggested a lot, the devs might get around to it eventually but for now there are mods that do it.
I consider detailed engine customization to be feature creep for a game / engine focused on soft body physics. Sure it would be nice to change...
While playing the "Bank Robbery" scenario with the police Sunburst I noticed I was getting false flat tire indications and these seem to be...
KSP is one of many games that models what you are talking about, BeamNG isn't the right kind of game to do this in for many technical reasons.
I dare say map size is limited due to floating point precision errors, if this is the case they can either have bigger maps or multi-player but...
There is no point doubling the amount of bug testing / fixing in alpha but I would like to see Linux / Vulkan / OpenGL support in the finished...
I have made two drift variants myself, one is RWD and the other is AWD with 40/60 front/rear split, terrible tires and the variable boost turbo...
While I like the idea I don't think it's worth the effort from the devs, we are all playing the alpha which isn't close to what the finished game...
I like the idea of tearing bodywork off as it's common in many forms of racing but the pits shouldn't be able to repair the car.
Glad to hear this, are there plans for engine death through over revving / holding on the rev limiter for a long time?
By default the clutch engages at fairly low RPM, bind the clutch to an analog input and release it yourself at higher RPM. This causes traction...
The problem with this is the beam count would be so high decent CPUs would still struggle to get 20fps.