Let's not start a racesim war guys! BeamNG.drive is using transparent filters on the user input when you use an ON/OFF device (such as buttons or keys). If we didn't, cars would be impossible to control realistically (try choosing the 'Direct' filters in the steer left and right bindings if you are curious). So we are not adding any kind of automatic optimal slip angle detector, or any kind of AI to do part of the user's work (at least not yet). This means it is indeed harder to control than in other sims (or games), in which they usually approach kbd/button helpers differently. Those of you who have tried the evolution of keyboard helpers in LFS through the years will know what I mean. At some point, people actually complained that keyboarders had it too easy compared to steering wheel users, being able to drift by just using a single key ;-) Anyway, we still have not decided which way we will go in the future, so for now, keyboard users cannot simply keep the left/right buttons pressed all the time in order to make a turn: we have to lift them at appropriate moments, to prevent massive understeer (full lock).
Project cars is as light as a racing sim gets. Live for speed Automobilista rFactor 1 and 2 Asseto corsa maybe iRacing Race 07 Dirt Rally Richard Burns Rally Etc. The reason why i consider BeamNG a "hard core sim" its because it gives little to no assistance to keyboard users and instead block the full control of the car to those that have the appropiate driving wheel. Besides, the tire model is off, but not by a huge amount.
Thanks for this good insight. And I call the button steering-method as ''tapping'', where you need to do a lot of quick taps in order to smooth out the turning. However, since you are not going to add any ''aids'' to the steering system, how about adding some options to calibrate the button steering ? You know, like the response speed to steering, acceleration value of the steering, acceleration curve for the steering, steering curve time, etc, etc. But I completely understand, that you wanna keep the gameplay even between all control systems (KB, Pad, Wheel, Joystick ? ), so you can't give any advantages to anyone. But adjustment options should not give any advantages for anyone.
So far that's the best reply I've got. I went around a corner at 35 on the east coast usa (Go straight ahead and the first corner) which I find is terrible, now I can understand without people having to make a big deal. It's like how in Gran Turismo 6, 100 looks slow, but it's quite fast in real. Edit: Well, it's not THAT fast, but 100 is quick.
This is very important. A lot of people who are used to playing arcadey games will be used to the game correcting the steering angle automatically, so when they think they're at the limit of the car's turning capability (AKA the most approriate angle for the turn, which the arcadey game would set automatically) they're often at full lock and understeering like a 65 mustang on rotten tires. When understeering in this game I find that letting the steering center back and then tapping the keys gently helps alot. (I have a G27 but I use my keyboard with this game because steering lag) And then there's the people that get a car with 600hp and RWD and complain that "the cars are too slidey" in this game, because they don't know what power-oversteer is.
I actually regret posting this now. I have a GTX 460 and it runs at less than 15fps. spikes up to 30 for a few seconds. I think it's my computer that makes it look bad. Apologies to all in advance.
THAT is the problem, with fps that low the game IS running slower so thats why acceleration is slower for you, iirc below 20 fps the physics slow down.
Yes, and that's why I apologise in advance, as I caused a three page argument and now I realise it is a fault of my own.
I get about 30 on my 320M... but it has to be at the lowest settings to get that, and the only two maps I can use are the two grid maps But yea, if your game is running sub 30fps, that would explain literally every problem your having.
Generally, any game running under 25 fps is causing a lot of issues with the controls, since there is lag on the input, even more, if the fps varies a lot (going up and down around 18-30 fps also affects to the control input lag, sometimes it lags and suddenly it won't).
That's exactly what's happening. Well, I suppose my computer mostly runs at 57 degrees and sometimes goes up to 80, pretty much burning off my fingers. And guess what, right now in england it's like 8.5 degrees, and inside is 5. Absolutely freezing! Most of all, what I find shocking is, the fact that the computer warms up the room playing beamng.
this in my opinion should be seen as a big positive, i'd rather want a car to be difficult/realistic to control then to be helped with it that's where racing games come in and when you guys, eventually do this will it be something that the user can deactivate? So we are not adding any kind of automatic optimal slip angle detector, or any kind of AI to do part of the user's work (at least not yet).