Hi Two or three questions actually. 1. I'm blown away by the crash physics and damage model of this game. It's just incredible. However, driving seems a little too difficult. The devs could sort out developing a driving game on the playability standard of Automobilista or Project Cars 2 but with these crash physics? It could sell millions. 2. It's really hard to figure out how to orchestrate the epic crashes I see on youtube. How about a tutorial on how to set up cars, crashes, and camera positions/angles etc? 3. If I had a number three, it's slipped my mind..! Thanks
1. Its got realistic handling already as for you saying its difficult to handle, I would suggest investing in a Xbox controller for that your likely using a keyboard and that can provide difficulty with the finer controls of the car. You can fly aircraft and even drive motorbikes in the game there are a few mods out there for that 2. That requires skill and practice and a knowledge of the AI systems
I don't know how people use a keyboard in this game, seems impossible to me... I use a Logitech F710 and I love it, Xbox controllers are so awkward (and can be a lot more expensive than the F710). The cars handle fine with a wheel/game pad, and with proper fiddling in settings they can be easier if needed. It's a lot better than it use to be. For years I refused to drive the Bolide because it was just impossible; it's now my favorite track car. Watch the "handling in BeamNG.Drive" video on the official YouTube channel and check the FAQ for a couple official statements about the driving physics. If you consider Street Legal Racing Redline + simulator physics to be a "real racing game", then just wait for BeamNG.Drive's full release, it will be similar to that.
1. BeamNG.drive has proper, almost-completely-realistic driving physics because of the physics engine. In order to get the cars to crash as spectacularly as they do, BeamNG splits them up into dozens of individual parts instead of having one big hard-body, non-deformable shell like in other games. This means that for the handling model, it is practically IMPOSSIBLE to have both ease of use and great deformation at the same time. Because all the parts are acting separate to what the main frame and body of the car is doing, that means that the cars react much more fluidly than in any other game I've ever played, and I've played a quite a few sims/simcades (Simraceway, Grid 2, potentially a few others). It may not mean that BeamNG could collect millions from their product, but it does mean that the people who love playing this game get to experience a proper handling model, even on a keyboard. 2. Just use slow-motion (Alt + Right or Alt + Left) to manipulate the speed of the physics, and free cam (Shift + C to get into free cam, F7 (Fn + F7 for some systems) to place the car where you want it to be) to position the vehicles.
Thanks for the tips guys I'll check it out. I drive Rfactor2 and Automobilista etc. I enjoy them a lot. I will give BeamNG another go with my wheel. Maybe it has improved in that area.