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If you had a budget, and needed someone (or a team) to develop a high fidelity car for BeamNG.......

Discussion in 'General Discussion' started by warhammer, Feb 7, 2019.

  1. warhammer

    warhammer
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    ...where you would you start? Who who you talk to, to make sure you got the right team involved that would develop the car properly?

    This is kind of in reference to this thread:

    https://www.beamng.com/threads/any-...ng-a-mid-90s-stock-car-oval-racing-sim.60817/

    Hypothetically, this would be the car:





    A mid-90's stock car. But, developed with a proper tire model, proper NASCAR V8 sound, etc.

    After alot of brainstorming, I am thinking it would be best if the car was made for BeamNG, as there is literally no other game or sim out there that even comes CLOSE to the crash damage modeling and simulation that BeamNG offers. If the stock car was developed and released, all we would need is a high fidelity oval track and you could get a pretty decent NASCAR experience in BeamNG.

    I know that there is currently a late model for BeamNG, but respectfully it is pretty low fidelity/quality and has almost zero crash value (again, I say this respectfully).

    There seems to be a huge seperation in quality between so many cars in BeamNG. The cars that are offered with the game seem to crash VERY well. But I have noticed that very few add-ons can match that quality. The exception being the Oldsmobile/Cutlass release.

    Also, a very critical aspect of this sim would be the sound engine. How do you even capture the sound of a mid-90's stock car appropriately? Even if you made it sound great while the RPM's are climbing, how to make it sound great during the transitional periods (clutch in, clutch out, powershifting, idle-to-RPM climb, etc). Here is a decent video showing how special these old pushrod V8 NASCAR motors sound:



    Are there even individuals out there that are capable of comprehensively developing a 'stock car' like this? Or would it take a team of people to make sure it gets done right?

    I really appreciate your help. This has been a dream of mine for some time.
     
  2. YellowRusty

    YellowRusty
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    For what it's worth, @tdev once offered to develop an excavator for the game - the hypothetical budget for that was a vague "3000 dollars". It remains unknown whether or not a deal was eventually reached, but the amount of time that has passed since we last heard anything about it suggests that things did not pan out.

    Anyway, I've been kind of curious what it would take to "commission" an official vehicle - it might eventually prove to be a way to supplement the "pay $15/$25 once 5/X years ago" funding method that's limiting certain areas of development. I'll be watching this thread with some interest.
     
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  3. Littleturdlet

    Littleturdlet
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    I think the late model mod is pretty much as good as it gets when it comes to beamng mods. It had tons of effort put into it and it was worked on by multiple people. If you want a more detailed jbeam you will have to sacrifice performance.
     
  4. Sithhy™

    Sithhy™
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    From what I know/seen, 3D modeling jobs can pay good money even for small stuff, since 3D modeling usually takes a lot of time & is tedious. The final price obviously depends on how much time you had to spend on the model & how detailed it is, so there's no set amount one has to pay
     
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  5. YellowRusty

    YellowRusty
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    I think that I may not have been clear - "pay $15/$25 once 5/X years ago" is the current funding method for the entirety of Beamng.drive, as described by Tdev:

    I have no idea how much that the dev team would charge if somebody came to them with an idea for a car and asked them to put it in-game. In fact, I have no idea if they'd even entertain the thought.
     
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