Fair enough, I was assuming they would be permanently on. I have no problem with having them optional as gameplay assists
I personally thought that we would be getting the option to have a transmission lock-out on automatics and manuals where you couldn't shift into reverse or park until the car is completely stopped. That would add quite a bit of realism to BeamNG, in my opinion.
That would make sense, all modern automatics have safety lockouts so that it won't let you engage reverse while moving forward. In the case of a manual, it's physically impossible to engage reverse while moving forwards. I was solely referring to switching between drive and 3/2/1 or +/- modes, which is entirely possible in real life (so that you can lock your auto in a low gear when going uphill/towing ect...)
You probably will be able to under normal circumstances, it just won't let you do it in a situation where it would buzz the motor, same as a manual. EDIT: Developer agreed with this post, so probably confirmed.
It wont be easier to simply add a engine failure system when over revved? Like blowing up the enginedestroying the valves, bending the pistons rods,or a bolt looses it self and make a hole in the block? And wheel lock with these failures like this: Or when Richard Hammond engages the 1st gear instead of the 4th gear and destroy his Vauxhall Nova SRi engine (sorry didnt found any video with this scene, but is on the episode with old hot hatches)
You might want to check this out: https://www.beamng.com/threads/micro-blog-s-2017.34617/#post-601619
@Diamondback Could you possibly look into implementing an option for a some sort of torque management on a per gear/shift basis via shift logic controller?
I assume he's asking if it will be possible to alter torque and/or boost curves by gear (Mazdaspeed3 cut boost in one or more of the low gears to reduce torque steer, and I assume an NA car with sufficient computer controls could achieve a similar effect by cutting fuel and/or timing in low gears).
I think I may have struck upon something huge while looking through the old scenarios. Take a look at this car ferry down here. Is it a mod? No. Is it recent? No. Then what is it? This is the car ferry used in the Port Escape scenario from Version 0.4.2.0. That was almost two years ago, and I think that this ferry is a preview of what may be to come. There is an abundance of stock maps that have (or had), or will have, ports with which to use boats on. Here's a list of them. -Industrial Site (up to 0.3.7.4) -Jungle Rock Island -Dry Rock Island -Port -West Coast, USA -Italy That is a lot of ports, and I think that that car ferry will be how we travel from one map of the BeamNG career mode to another. It seems very likely.
Thats actually what they could be used for so you maybe will go onboard of it and then slowly drive off whilst the new map loads a bit like in eurotruck sinulator with the ferry over to england. Also it would help to make the maps feel bigger
Far as I know, it's just a prop, considering that some people have used it for their maps, I don't think there's anything groundbreaking for it, apart from being part of the port scenery and apart from that scenario, but I can't say for sure.
it was in the files ever since the jri map was added in its testing stages back when most of the roads didnt even exist theres also more secrets right off the coast in the water if you look hard enough, nobody talked about them before
There's also a thunderstorm on east coat map, you have to drive on one of the farms and you'll hear it.