a great car to drive! i love that track, even though it's really buggy and stuff. one of my favorite cars to race in beam is the covet blitz cup car. i just love the way it handles, the lift-off oversteer you get, and it almost seems like it has infinite grip sometimes when you're really in the zone. DEVS WHEN WILL WE GET TIRE THERMALS AGHHHH
i like the civetta 390gtr Group 4,Easy to put the power down ,stable during cornering and at high speed and gun it on exit without taking the risk of oversteer (A neutral Car).
it wasn't sarcasm with this variant but the others yes maybe.(Tested on the official racetrack,nuburgring not yet)
i find it rather tame, but in a slightly boring way. it can be driven incredibly smoothly, but i dont have so much fun with it because it's so driveable.
The Notte is a dog to control.I don't know how much i spun out in bumpy road with that car or because of panic.
One thing that really needs to be updated is the AI because they just move randomly there needs to be a way to make the AI move in a certain path so they don't crash and you can have races with head on collisions in them
One thing I think might come at some point is update to aerodynamics, currently coltris at front has no effect to coltris on back, so getting aero to work well is not always so simple, while on the other hand it gives you certain liberty, but on the other hand more complex relationship between different aero enabled surfaces might give bit better simulation. Aerodynamic effect can however easily overpower any suspension tuning, so that is something to keep in mind. Torque/inertia/grip balancing is also something that is difficult to separate from tires. However tires are easy to blame as they are so well covered with fog of mystery. FFB is really incredible in BeamNG currently, it is not overdoing everything like AC, but surely one needs to take effort to set it properly, especially with Thrustmaster wheels it does not necessary work too well out of the box, but when tweaked it feels pretty realistic to me. Steering does not really make huge difference IRL when understeering or locking brakes etc. So if it is impossible to go around track, then there is lot of things that can be pointed out in addition of tires, or instead of tires.
i think the ffb is pretty good, but takes a lot of fiddling with to get right. the effect you get from adding power steering feels really nice, so i like to use it in casual driving, and even spirited driving. but when partaking in the joyous activity of virtual motorsports, i like it better without it. what kind of wheel do you use and what are your settings, just curious?
Thread of FFB explains it all, or at least attempts to, feel free to chime in there for increasing collective wisdom https://www.beamng.com/threads/guide-to-ffb.56886/
The steering on boaty luxury cars from between the invention of power steering to around 1980 tended not to provide much, if any, feedback. If I were driving, say, the Bluebuck, I would turn FFB off altogether. (I don't have a wheel, though... not yet, that is! Will FFB thumbsticks ever be a thing?)
There is a few hundred people who think that it needs work so I dunno why you are being passive aggressive about it. edit Feedback from when he is trying to drive quickly[timestamp broke goto to 6:41]. Proof-ish he has experience with the track and sims and has near enough no problems with losing control. quote to summarize by Jimmy "you can't quite drive quickly in BeamNG, not to the same extent as you would in a sim"
There is difference between impossible and needing bit of work, maybe absurdity of such claims of impossible are that trigger something when you know how much hard work has been put to it and how much it has been improved upon. Certainly tires are not perfect, nothing never really is perfect, but quite far from making lapping impossible. Clockwise 533 and race tires solves usually any handling issues though, I find those tires I like best in whole game and those are usually my choice when going fast. There is huge differences between tires in game, some provide whole different kind of game altogether, not sure how much people realize that or how big part of aerodynamics have to handling in BeamNG. In racing sims aerodynamics are not quite as pronounced as they are in BeamNG and quite lot of people out there are not realizing that at all.
keep ffb on, otherwise it won't center itself. but you can make a custom power steering jbeam that provides less feel.
Aerodynamics is not the issue here though, it would help but when tires is stopping you from driving the speed limit on roads in the game and maintaining your lane that is a major issue for a simulator, the lack of proper mechanical grip as a base is the biggest issue. Aerodynamics only work at speeds, even race cars with the most extreme aero rely solely on mechanical grip at lower speeds. Anyone basic commuter cars like the covet will never have the aerodynamic downforce to really change much, but the car needs mechanical grip. Touching on the ETK K series run it appears to have modified the tires or the surface grip the car isn't performing naturally.
1. Likes are likes. 1 like =/= that 1 person agrees. (I have btw no idea how acurrate the physics are, I have never driven any car.) 2. I just put this quote here. 3. That wasn't passive agression.