BeamNG is one of the best driving games on Steam currently with a lot of development, passion, and hard work involved. But nothing can truly be perfect. So, in your opinion, what do you think BeamNG.Drive is lacking, if any. Don't get me wrong, I'm not trying to say that BeamNG is a bad game. I just asked this question to hear people's opinions about the game's disadvantages. This could also turn out to be a sort of idea forum for the developers (if they actually see this). Note: Don't say "if [insert car name here] got remastered then the game would be better." I'm trying to seek more technical features.
Tire thermals, tire wear and scratches. And some kind of actual official racing mode where you just select how many ai cars and map and which car you drive and then you race.
These would be good to have. Also, maybe something in the way of destructible environments on the maps - fences you can hit and break through, signposts you can uproot, that sort of thing.
These are literally the things that everyone suggests, and I also agree the game needs them. Also needs remasters of more old vehicles.
of course, as the devs have eluded, or has been requested many times before: -tire thermals/wear etc. -audio raytracing -dynamic decal system for mud/scratches etc. -implement procedural mileage wear on vehicles (mainly for career mode) then for features: -aerodynamics/water overhaul -official multiplayer, obviously -a system for immersively moving between maps (e.g. drive to the airport, or to the end of the highway, etc.) -livery editor -prop "physics sleep" to allow for destructible props to be placed throughout the maps -a bit more drivetrain simulation, e.g. auto transmission damage, gearbox/diff thermals, more realistic torqueconverter logic -electrical damage from water, fire, etc. -globalised thermals, for fire passing between cars, etc -if they're feeling spicy, procedural engines like ATG's engine sim (they did say in that throttles devblog it's currently not feasible) Graphically, the things that stick out to me presently: -somehow reworking exposure, to remove the janky shadow boxes on tunnels/caves, and to improve night graphics -reworking the way particles are rendered (better adjusted shadow occlusion, more physics on them, etc.)
Lack of french cars : we have more italian vehicles than german ones and we have more German cars than french one .
I do agree with this but I specifically said that I wanted features on the more technical side. But, please don't feel bad or delete this. It stands as much ground as any other claims made in this thread.
A practical use for walking mode. Walking mode is cool, don't get me wrong, but it just doesn't bring much to the table gameplay-wise. Environments with more compact, person-sized interiors or pathways would give the player incentive to explore in walking mode, while a better and more intuitive tool for grabbing and manipulating props would allow for more varied objective-oriented gameplay, say in delivery missions. It was a long time ago, but Estama has stated that physics sleep is simply not possible. Jbeam runs at a refresh rate of 2000hz (in realtime), and any two objects that need to interact with one another cannot be simulated at different rates. I'd figure a system similar to the one that manages and places parked cars could manage static props, though.
I would like to see a rogue campaign. You have to do random challenges to earn cash, but you have to baby your vehicles because you have to pay for any and all repairs.
Tileable terrain. The largest practical map size is 4k x 4k km for 16sq km. For an open world driving game in 2023 that's pretty dismal. Games like midnight club and midtown madness on the OG Xbox have bigger maps.
Hard to say, at this point just nitpicky things given the recent updates and continuous development, but I feel like the tyre smoke effects could use a bit of work, especially now since the rest of the game looks so nice with PBR, yet the smoke particles look PS2 era
-Tire wear, thermals, etc. -Various "quick missions" you could create on the fly. Races, chases, etc -Aero improvements, especially when it comes to things like slipstreaming. For hypermiling purposes, of course. -Multi-point navigation, i.e. being able to plot out your own routes on the map. -Vanilla AWD support for the Covet Yes, and they need to be weird.
I never really thought that the Covet needed an AWD config, but I guess something along the lines of a Civic Shuttle would be cool to see I mean if we can have an MR, totally NOT Renault5 Turbo inspired Covet then AWD shouldn't be too much of a stretch
True, although that Civic itself is a custom build that was definately NOT inspired by what a certain French company did to their hatchback 20 years earlier also part of me really wants to say that that custom civic uses C4 Corvette wheels though the design appears to be slightly different (and number of spokes dont match) so i suspect they are custom rims, aftermarket or something...
Engine models and their intake manifolds, the lack of V-manifolds and diversity engine choices is not easy for engine swappers. Also forgot to say BeamNG lacked wide tires like 305+ for 19 inchers too...