1. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

Update Speculation thread

Discussion in 'General Discussion' started by crazikyle, Jan 26, 2016.

  1. skodakenner

    skodakenner
    Expand Collapse

    Joined:
    May 24, 2015
    Messages:
    1,417
    The K-series also has some unused bodykit parts but they only are small things like extra lips and so on
    Edit: forgot how it was called they are under trim in the parts selector.
     
    • Like Like x 1
  2. BombBoy4

    BombBoy4
    Expand Collapse

    Joined:
    May 16, 2015
    Messages:
    1,593
    From what I've seen, nobody's mentioned this yet. Correct me if I'm wrong.

    The Vulkan update could be an important leap to cross-compatibity. Linux and MacOS support are likely much easier to implement once Vulkan is stable. I suspect they're putting effort in this direction because they want BeamNG to be more than just a game, but a simulation for companies to run, which would certainly require support for more platforms.

    I wonder where they're headed
     
    • Like Like x 3
    • Agree Agree x 2
  3. ARES IV

    ARES IV
    Expand Collapse

    Joined:
    May 6, 2019
    Messages:
    400
    @default0.0player
    @Arcanox

    I hope you dont mind me tagging you, but I may have found out something I assume you will find interesting:



    It appears that you can now have clutch together with an electric motor which means - at least from my understanding - that you can also mate it to a regular multi gear transmission. This could allow new possibilities for both hybrid vehicles and EV conversions. (ICE replaced with electric motor while keeping transmission and drivetrain unchanged).
     
    #32543 ARES IV, Jul 3, 2021
    Last edited: Jul 3, 2021
    • Like Like x 3
  4. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,841
    Huh, this is far from new :D In fact, the behavior WITH a clutch was the original one. The clutchless motor is way younger.
    The changelog entries also refer to sounds, the props had electric motors for... ages. :)

    Edit: Looks like I added the clutchless option in early 2019 for the eSBR. :)
     
    • Like Like x 4
    • Agree Agree x 2
  5. ManfredE3

    ManfredE3
    Expand Collapse

    Joined:
    Jan 9, 2016
    Messages:
    1,951
    Still waiting to be able to use the screenshot filters in game. I'm not sure if the bug that allows it got patched yet but I'm getting tired of having to replicate that bug every time I want to play with the vintage filter
     
  6. XR8guy

    XR8guy
    Expand Collapse

    Joined:
    Dec 16, 2020
    Messages:
    103
    does this mean a wigeon electric swap is possible?
     
    • Like Like x 1
  7. Leroux83

    Leroux83
    Expand Collapse

    Joined:
    Jul 26, 2017
    Messages:
    293
    In my opinion, electric Pigeon and Wigeon are logic
     
    • Agree Agree x 3
  8. esesel

    esesel
    Expand Collapse

    Joined:
    Feb 18, 2019
    Messages:
    582
    I did a little bit of performance testing in the dx11 version of Beamng and concluded that with traffic enabled, the GPU is the biggest bottleneck. I have a 9900k i9 processor and a 2070s GPU 16gb ram and ssd, about whats realistic for a mid-high end gaming PC for the next few years. I Can manage about 15-16 cars with traffic and traffic pooling at mostly stable 60 fps, In my test scenario i was CPU bottlenecked, as i used lowest settings and resolution, and the FPS was higher (100fps) when the Physics are paused. The recent CPU performance improvements with vulcan are great, dont get me wrong, But the potential GPU performance improvements need to at least match the CPU improvemts to benefit an actual user. So here is hoping for that to happen.
     
    • Like Like x 2
  9. Diamondback

    Diamondback
    Expand Collapse
    Vehicle Systems Lead
    BeamNG Team

    Joined:
    Apr 8, 2014
    Messages:
    1,841
    Sure
     
    • Like Like x 14
  10. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,784
    That depends largely from the map and even spot on the map, difference between Vulkan and DX11 is going to be greatest on areas of map or maps using huge number of static objects, especially ones with separate textures each.

    General rule for DX11 is more texture maps = more drawcalls = more CPU limited. General rules are annoying as they are so wildly inaccurate in some situations, but there is plenty of situations where your CPU is limiting factor in DX11 and with Vulkan you get to be GPU limited and with faster GPUs more so.

    Stuff becomes funny with cars, that uses several layers of textures, well used to use, then there are no LODs and with different vehicles you don't gain from batching, so when using single type and model of vehicle, you get batching, which means CPU is used less for graphical stuff, but when using different type of vehicles you don't get batching to help and CPU is used more.

    So Vulkan helps a lot with huge number of different kinds of vehicles to run at map locations with lot of static objects, like Italy towns.

    Another part where it helps is with lot of CPU cores, like 16 cores / 32 threads that have not been possible to be fully utilized.

    Easy rules of thumbs are somewhat annoying as they are always wrong in complex matters like performance limits.

    My gtx1080 can be 30% usage or 100% usage (watts) it really depends so much from the map, spot on map, which vehicles I spawn, but with Vulkan that 30% never happens and can get more than twice the FPS in CPU bounded situation.
    With another lower spec system difference would be even greater and with my R9 5900X system probably lot less as that is kinda beast compared to old Intel systems.

    But yeah, GPU optimizations are going to be thing too in a future I guess, shader stuff and what gets rendered, playing with Intel graphics profiling tools years ago I noticed that in Beam more of what is behind of camera got rendered compared to some other DX11 games, not sure if it is same still.

    Not sure if LODs for the cars will happen, that might help with massive gridlocks, but how it would really work out when damage moves vertices based on node position, after all less vertices on lower LOD would just be spiky mess, I guess.


    Sometimes hotfixes bring some new content or configs, I think that Wigeon might have possibility to get some extras?
     
    • Like Like x 2
  11. Sithhy™

    Sithhy™
    Expand Collapse

    Joined:
    Apr 5, 2017
    Messages:
    3,295
    But who will be the one to do it :confused:
     
    • Agree Agree x 1
  12. Acrain7

    Acrain7
    Expand Collapse

    Joined:
    Sep 7, 2015
    Messages:
    3,230
    This can be arranged...
     
    • Like Like x 4
  13. Shuddair

    Shuddair
    Expand Collapse

    Joined:
    Dec 16, 2020
    Messages:
    163
    I’d be willing to give it a try although I haven’t had luck with electric swaps in the past
     
    • Like Like x 3
  14. IDontKnow

    IDontKnow
    Expand Collapse

    Joined:
    Jul 31, 2020
    Messages:
    399
    So it is possible we may see a Wigeon with an electric motor in the next update/hotfix. Not guaranteed yet however.
     
    • Agree Agree x 2
  15. Penguin72

    Penguin72
    Expand Collapse

    Joined:
    Dec 11, 2020
    Messages:
    731
    No, just because something is possible to do doesn't mean that it will be added as vanilla content.
     
    • Agree Agree x 12
  16. Ayca

    Ayca
    Expand Collapse

    Joined:
    Apr 7, 2018
    Messages:
    543
    Because we have new vehicles coming more than before, How about something like the Hirochi AT5 ( Cross-trek based ) It could be a great addition using the main body frame / jbeam as the sunburst with only small changes added to the rear end, like just a small liftback add-on with a roof extension. This would basically be an all-terrain sunburst and would be quite nice as a smaller alternative to the Hopper, with less capability but a smaller size and still could do some basic offroading.



    i wasnt sure what to post this on so i picked this thread
     
    • Like Like x 1
  17. 98crownvic

    98crownvic
    Expand Collapse

    Joined:
    Jul 14, 2016
    Messages:
    1,523
    Update speculation, not update suggestions. This thread would be a better fit. Vehicle suggestions (See first post) | BeamNG
     
    • Agree Agree x 5
  18. default0.0player

    default0.0player
    Expand Collapse

    Joined:
    Nov 30, 2018
    Messages:
    1,727
    The clutched electric is back in the days of Electric Sunburst, when no official electric cars was present. The electric Sunburst, technically speaking, is very similar to an electric conversion where the transmissions are with torque converters and CVTs. However, all electric motors with clutch are without regenerative braking.
    --- Post updated ---
    Any electric swap is possible, for example the Citybus.
    --- Post updated ---
    Also I found a bug on the electric motor(s), to replicate the bug situation, please do the following.
    Use the Engine Debug UI app and watch the Flywheel Power.
    Drive the eSBR, any spec is ok. Accelerate to a sufficiently high speed such as 120km/h and lift off the throttle.
    Compare the power meter on the dashboard(use comfort mode) to the flywheel power, the regen efficiency is very good, note that even the instantaneous power is smoothed and you may momentarily find the recharge power displayed higher than Flywheel Power, this is not a big problem.
    The problem is, when you hit reset (R key) and do the same above, the regen efficiency is very very poor.
    However if you hit reload (Ctrl+R key) and to the same, the regen efficiency will be higher again.

    This is because the energy reservoir is incorrectly reset
    \BeamNG.drive\lua\vehicle\powertrain\electricMotor.lua
    There are two counters, storageWithEnergyCounter and storageCounter, the motor drains energy from the former and regen the latter, to make sure the regen can charge the battery when the battery is fully discharged. But, in the "local function reset(device, jbeamData)" at line 311, only the "storageWithEnergyCounter" was subject to the reset, the "storageCounter" isn't there. To solve the problem simply add a
    Code:
      device.storageCounter = 0
    right below the "storageWithEnergyCounter" at line 345
     
    • Like Like x 2
  19. ktheminecraftfan

    ktheminecraftfan
    Expand Collapse

    Joined:
    Mar 14, 2014
    Messages:
    2,104
    That reminds me, what do you think would be the next vehicle to get a Major remaster? I honestly think it would make sense to finish off the H series and Grand Marshall. The Grand Marshall would be a great platform for an late 70's- 80's Body but this would require a new engine family (Retextured Barstow engines would work well.), Plus these would fit well in the earlier D Series as realistically ohc V8's only became a thing in American pickups around the late 90's.

    The H Series obviously could do with face lift variants, Passenger vans, a camper van upfit, a custom conversion variant, Bus upfit (as the Wentward can be a bit too big for some routes), and more.

    The T series could do a remaster (especially with it's engine) and it's frame can lend well for a COE cab too.


    Yeah yeah suggestion rather than speculation but the more we talk about the more we can unintentionally provide possible suggestions.
     
    • Agree Agree x 6
  20. Agent_Y

    Agent_Y
    Expand Collapse

    Joined:
    Jul 10, 2020
    Messages:
    7,137
    Seems like the Bolide remaster isn't coming any time soon so maybe instead we'll finally see the last phase of H-Series remaster and some needed improvements of the Grand Marshal. If not that then maybe the Moonhawk?
     
    • Agree Agree x 2
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice