have you felt like the cars felt slick? when you know this car can handle that 35 degree corner? well, your in some luck, Tire Gorilla completely overhauls beaming's stock friction, making the handling model really show some life, making the friction feel progressive, instead of it snapping from sticky to slick, drive each car with confidence knowing Tire Gorilla, has got your back. Drive each car once again, relearn how they drive, even your favorite two door, i promise it's just that good. i am working on making versions, to make beamng feel like other games when it comes to handling, just comment on what you want, but im currently working on a Dirt Rally, Forza mix. Recommended mods! Luke's Tyre Thermals! https://www.beamng.com/resources/luuks-tyre-thermals-and-wear-mod.26947/ Chrystale's Weight Reduction Kit's (includes ballasts, which may be needed for certain race cars on slicks.) Currently being replaced by a new mod i am making, (Road-Works) https://www.beamng.com/resources/weight-reduction-kits.14880/ CHANGELOG V11 Tire Velocity dependence, small changes and fixes to all ground types i will now be focusing more on off-road types more as they are less to be desired and cause weird issues such as tires exploding on some surfaces. (not to big of a worry though) V10 Small Fixes, not documented. V8 (FIXED!) ALMOST all materials have been finally done, tweaked asphalt for a bit of a better feel Remade for feel V7 (REDONE TO VERSION 8) i was given feedback that more materials needed work, not only was all materials redone once again, i also redone grass, wet asphalt, minor but significant changes to asphalt (will have different "track" settings like cold, warm, hot, basically meaning warm is in the middle between sticky and slick, while hot means its at the optimal grip etc,) right now the experimental version's "optimal grip" is set to 1, IF you want this changed, unpack the mod within beamng and set it to warm, = "ASPHALT">"strength : 0.95 or 0.9, experiment with it. i will experiment to get the optimal feel for normal driving conditions, slicks are a bit weird in this one for now, some cars flip, some don't, it's odd and will be fixed within a couple of days. V6.5 Arcade Variant - more sticky, and forgiving to how you control vehicle. True-To-Life - Real tire coefficients, less forgiving, realistic slip, SLICKS WORK OK WITH TTL, UNSURE OF THE ARCADE VARIANT. V4 a full road overhaul, grass, mud and rocks overhaul, doing some research on tire friction coefficients to get it right and comes to find out beamng is actually -0.20-0.25 percent off original real life value, I HAVE ALSO FINALLY FIXED SLICKS! V1.5 finally got rumble strips on tracks accurate to life in terms of grip and slip, gravel also got a bit of work done to it, it will now feel more like solid ground, with the slip feeling of rocks. Feel Free To Give Constructive Feedback And Your Thoughts!
I use EXTRAGRIPTIRES by Smatdude13. It adds an "Extra Grip" tire variant for each default tire, which gives you a slider control in the Tuning section that goes from 1 to 50. 1 being the tire's default friction value, 50 being so grippy you can literally drive on ice as if it's asphalt. How does yours work? EDIT: Btw, race tires in the default game have always had the ability to roll certain cars. I can put them on a bone stock Hirochi Sunburst and roll it in an aggressive turn. Same for the Bolide and 200BX. The fix is to put the race tires only on the main drive wheels. Also....I did some experimenting with the vanilla cars, no mods, and I can only take a 90 degree turn 4mph faster with a Scintilla than a Picollina. There's something very wrong about that. A pure bred sports car not being able to take a turn several miles per hour faster than a Volkswagen Beetle knockoff? So I've given up on BeamNG.drive being a good sim at precision road racing.
well unlike modifying the tires itself, i modify the materials properties for asphalt etc, and have it apply to groundmodel.json
How hard would it be to make a mod to change the default Environment values? I want every map I load to be Sunset time, 0 Cloud Speed, 0 Cloud Cover, and 0 Fog Density. (see attached pic). Thanks.
Is the g meter consistent with your friction values as in real life examples match up with your modded values?
yes actually, very close to IRL counter parts i've driven, like my buddies '99 GMC Sierra and a Honda Civic SI with the factory HPD package, and they drive and handle VERY VERY close to the real cars
one thing i dont like about the game is how you can just slip and slide on grass and dirt. will it be possible to flip your car when losing control with this?
ah thank you i'll fix it --- Post updated --- yes, and the friction is done accurately, anything over 50+ will be possible for your vehicle to roll, keep in mind that rolling in grass at these speeds also depends on your vehicle's center of gravity.
i am working on a trailer for it, but i don't plan on doing comparisons, as it would be a waste of my personal time doing so, plus it's a pretty big change so i don't see why i generally should...