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Re: #Swift Islands# New Update! 8/20! Yes, please. I don't know how much I can contribute with technical stuff, but I'm a fox at finding issues.....
Re: #Swift Islands# New Update! 8/20! I'd love to try this out!
BeamNG gets really floaty at speeds over 35-40 mph. Just trying to go straight is a chore, ulike in a real car where you can go pretty much as...
I'll do a quick video of the little hatchback on the tarmac track on one of the islands, compared to a Golf on a similar track in real life. I...
Ok, now go drive that littel Citroen at 3mph in a parkinglot and watch it bounce around on the 12 segment tires... No, wait.... Ok, try this...
Re: Desert truck Looks awesome! Can't wait to haul that thing around!
Tire physics are fine, it's the model that is lacking. This is discussed elsewhere on the forum. It's so plain to see I don't even get why there...
Re: [WIP] Hondune Rock Crawler That looks awesome! Sent from my GT-N7100 using Tapatalk 2
That could be it. Modern tires are alot stiffer in the sidewall than the running surface.
Tires bend out of shape at ANY load, it's how they excert force. The real issue is segmented wheels that impose a HUGE load on the suspension,...
Randomshortguy, you are referring to wheel hop, which is caused by resonance from too little damping and too much play in bushings in the...
Indeed, rockcrawling is where this model really shine. I LOVE it! :-) And the heat thing.. That is what a damper do. Convert kinetic energy into...
Also discussed here: http://www.beamng.com/threads/2638-Suspension-damping-and-wheel-modelling
See the highlights in the quote
I do, which is why I am pointing out flaws in the software. There is a difference between being able to drive it and it behaving correctly. All...
See the highlights in the quote. Edit: Imagine 16, or even 30 of these flatspots.. That's what we are driving at the moment....
This shows very clearly how this works currently. You see the wheel rotate, slam flat and stop, then flipping over to the next flat bit.
Hehe! Good one! :-D There must be some way to smooth the contact path in the physics, surely? No point tesselating or subdividing the graphical...
So it's better with a game where the cars ACTUALLY hover, is that it? Cause you know that's what they do if you have any grasp of the physics at...
And you still claim that the high speed instability is due to tire grip, when the tires are barely even touching the ground? I'm sorry, but...