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The flaws from Beamng.

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by torchibo, Sep 11, 2016.

  1. torchibo

    torchibo
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    I try to say my honest opinion about this game in a non-offensive way.
    Beamng has, in my opinion, two big flaws:
    1.The handling of the vehicles is bad, it feels like a boat but not like agile car.
    2.If you crash two or more cars it could happen that these cars clust together and destroy the whole realism of this situation.

    Maybe someone from Beamng could inform us about these things, if they already work to fix them.
     
  2. Nadeox1

    Nadeox1
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    BeamNG Team

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    1. BeamNG.Drive drive revolves around vehicle simulation and their handling. Most of the cars ingame are pre-2000 models, and they handle like so. But there are also more modern models, and they will handle differently. Each model at the end, has its very own unique handling. Also, most cars are stock road cars, not race ones.

    The tire tuning is done with caution and attention. The guys behind them spend a lot of time testing and comparing the data coming from the game with real world data.
    More informations in these two blog posts that were written time ago, but still relevant:
    http://blog.beamng.com/a-look-at-tire-development-in-beamng-part-1/
    http://blog.beamng.com/a-look-at-tire-development-in-beamng-part-2/

    And also this video :
    www.youtube.com/watch?v=FPX2qRQAnBo

    2. We are aware of the issue. It's a complex issue. It happens under certain conditions. There is a detail post by one of the guy behind the physics engine, give it a look:
    http://www.beamng.com/threads/old-collision-code-poll.28307/#post-408895
     
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  3. wrinkle345

    wrinkle345
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    Also, what is constantly said, but seemingly never listened to, is the fact that about 90% of handling complaints are from people who are doing about 80-100 mph and trying to take a 90 degree turn. The reason you believe the cars to handle unrealistically is that when you are going fast, you perceive that you are in fact not going that fast, since the game lacks motion blur and has a relatively poor FoV, which gives the illusion of lack of speed. Plus, you don't feel the G-forces when you turn, which isn't really a fault of the game itself.

    My (expensive) advice is to get some type of Force-Feedback device to play with and maybe increase the FoV a bit.

    The devs have said that they're working on fixing the illusion of speed, and the whole "sticky cars" problem.
     
  4. clayton8or

    clayton8or
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    Speaking of that thread, i know that not everything can be perfect, but there is always room for improvement. For
    example the video that dummiesman posted in that thread showed that there was no major difference aside from the massive increase in stickiness of the vehicles over the 2 versions. A massive downside for a simple increase in fps of about 1-2%? unbelievable. I dont know everything thats going on behind the scenes in this game but if it had completely fine vehicle collision why break it with some little updates that are completely negligible? maybe it was to fix some bug with some user in some country with some setup on some install of some operating system, but for the other 99.9 percent of us its painful to use more than 2 vehicles at once knowing that they will just act like they just drove through a shower of epoxy.

     
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  5. torchibo

    torchibo
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    Thank you for your reply.
     
  6. St3v3th3d0g

    St3v3th3d0g
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    in games like need for speed this upload_2016-9-11_19-20-23.png = upload_2016-9-11_19-21-21.png in real life this upload_2016-9-11_19-22-25.png = This vvvvvvvv
     

    Attached Files:

    • upload_2016-9-11_19-23-36.png
  7. Nadeox1

    Nadeox1
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    BeamNG Team

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    There is more reasons than 'only' performance improvements (Also, 1-2% is wrong, it's around 10-15% physics wise IIRC). Estama post I linked above already gave a explanation on that, please have a read.

    Also, I recreated the crashes in that video, using the current version (0.6.1.0).
    The results are quite different:


    Each test was repeat 3 times for consistency sake..
    (Thumbs are broken, just click the white space above that little text)
     
    • Like Like x 2
  8. lukerules117

    lukerules117
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    In terms of handling beamNG honestly has some of the easiest and best handling cars I've used in any racing sim, if anything I'd say they handle too well. That said a lot of them ARE quite boaty as they should be with suspension designed for comfort rather than maximum corner grip, however the boatyness is what makes many of the cars handle as well as they do in terms of being controllable.
    Increasing the FOV is the exact opposite of what should be done, sure it would make everything look faster(faster than it actually is) but it would ruin your ability to judge distance and im also not too fond of motion blur.
     
    #8 lukerules117, Sep 13, 2016
    Last edited: Sep 13, 2016
  9. SixSixSevenSeven

    SixSixSevenSeven
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    which is how most games show speed. Blur and varying the cameras position and field of view with speed
     
  10. lukerules117

    lukerules117
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    I'm aware of that but it in my experience at least I feel like having a static field of view helps a lot with judging corners, as long as the effect isnt too major it wont matter too much though.
     
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