With Tdev's recent post on the ability to change groundmodels on the fly, wouldn't dynamic weather now be possible? For example, the following weather would be possible: Sun: All groundmodels at default, all precipitation hidden Rain: Roads would quickly turn to a slippery variant of roads, dirt and grass would eventually turn to mud in places, rain precipitation shown Snow: Roads slowly get ice in patches, dirt, grass, etc. become replaced with a snow groundmodel, likely a modified sand model. Snow precipitation shown. Fog: Fog is turned up. If possible, there would be thunder variants of Rain and Snow, likely with a different skybox and thunder/lightning effects. If you wanted to go out, possibly Blizzard and Hurricane events. Blizzards would be like snow, except the snow and ice accumulates faster, there's more snow falling, and the fog value increases to give the feeling of white out conditions. Hurricanes include thunder/lightning, lots of rain with faster mud creation, and increased wind, even to the extent of being able to flip vehicles. In regards to sound: Rain would have ambient rain sound, louder the harder the rain. Thunder would play during thunderstorms or the extremely rare thundersnow event, alongside lightning effects. Wind audio is already in game as of now, and likely would remain the same. Said features would be in the "Environment" menu, and there would also be an option for dynamic weather, which would change the weather occasionally. Note that certain effects would be disabled on certain maps, IE: no snow on WCA or Utah. Not really much to it. It's pretty simple and a basic feature any open-world game would have. As always, please reply!
That's the terrain itself, not the groundmodel. The groundmodels can be changed on the fly: https://beamng.com/threads/new-tools-in-the-works.56730/
Whoops. I forgot about the difference between the groundmodel editor and the actual terrain editor. That said, we don't see the groundmodel editor being used while the vehicle is in motion - note that Tdev resets the vehicle right around the time he changes the groundmodel. I guess it comes down to whether or not the two tools are interwoven in the coding.
Some feedback for this would be nice. The more feedback this gets, the more likely it could exist in game due to the devs eventually seeing it. Also, a poll has been added! Please vote.
This might interest you too if you haven't seen it https://blog.beamng.com/wet-ground-test/ Its very old but the still applies just the same as it did then. I would be surprised if there wasn't dynamic weather in the future at this point, the parts are all there its just a case of putting it all together to create a functional dynamic system.
I was actually going to edit the poll to make it say "Would you like to see this in the near future, potentially at the cost of other content" but you can't edit polls. :|
Good amount of rain on top of ice, now that would be something familiar to experience Yes, it is rare, but happens and it is slippery, even with studded tires, which are kinda difficult to make in any game, relation of lateral and longitudinal grip is kinda different.
The more possible scenarios, the better. Having weather change on the fly will be interesting, and might catch some players off guard in certain situations.
Have a bump, because why not... Completely forgot about sound. :| Rain would have ambient rain sound, louder the harder the rain. Thunder would play during thunderstorms or the extremely rare thundersnow event, alongside lightning effects. Wind audio is already in game as of now, and likely would remain the same. Again, as always, feedback would be appreciated!
When driving, water drops hitting the car body has different sound as those hitting windshield, none of rain that hits the ground can't be heard then, but if you are not in cockpit, that rain hitting ground would be heard. This might not be quite easy to implement, but if they add rain, considering their it has to be real approach, that should be included, but not easy. Also tires make whole different sound when driving on wet pavement, dirt not so hugely different, but still different, then there is platter from tires to car body which makes sound, a lot of sound. Complexity is quite a bit if you think about it and those sounds are so big part of driving in rain, that it would be hard to skip them. So is that what makes dynamic weather not likely or distant future?
i think variable wind sounds based on speed and area would be awesome (in the forest, the wind would whistle more than harshly blow like when you're going 80 on the freeway) also certain areas of certain maps could emit a sound on top of the stock one (trees blowing in the wind sound emitted from the woods during heavy wind) also, we're really lacking a wet skidding sound, which is more of a skrshhhhhhh than a skrrrrrrrrt, due to the lack of grip. we don't have much wet ground in beam, but on the ETK map, the silence when driving on the wet is eerie. splash sounds at least would help.
So kinda like the way sounds change in a tunnel? --- Post updated --- Doesn't audio change when you're in cockpit cam?
sort of, yeah that could work, but i'm sure the devs will want to make sure it's properly realistic before implementing it. imo, having rain and snow that has proper driving physics, but slightly unrealistic accumulation of puddles and dynamic rain drop sounds, is more realistic than having none of it
Not sure if puddles accumulating would work, rather just roads getting replaced with slippery, darker roads, and ice accumulation. Puddles would use water, which can't be changed on the fly.
i forgot about that, but the blog post @VeyronEB linked would look really good on dirt roads if they started working on that again, along with dynamic weather