Just wondering what would be your dream thing to have in BeamNG? Better hydraulics? Trains or boats? Post your thoughts below!
Large vehicles such as buses, trucks, large military vehicles, farming equipment etc. Of course, these are all on their way but smaller/more common vehicles seem to be in production at the moment.
Slidenodes, and multiple commands for each vehicle, like with ROR. It may not come in handy until the bigger things start coming in.
I kind of agree with everyone here, slidenodes because its holding back everything that uses mcphearson struts
With the physics engine you make a car out of nodes and beams, like sticks and stones that stick together and the sticks can rotate around a stone. The sticks are able to bend and deform between the stones, and the stones carry all the weight. Back to calling them nodes and beams; this is what makes up the structure of a car. All a slide-node is, is a third node that will slide up and down a beam. You can connect beams to the slide node and you suddenly have a structure with a sliding action. Currently there's no way to replicate a sliding action in beamNG, hence nothing with a McPherson strut can be created. Currently also vehicles steer using hydraulics, which is unrealistic. Hopefully with a slide node realistic steering can be built. No car in real life steers using magically extending beams
Thank you. So basically we have bending, and rotating, but no sliding at the moment. I also confused myself because I've been reading them as SIDE nodes this whole time when they were SLIDE nodes. LOL
Any of my 5 favorite cars. Towing. Destructible environment, i.e. terrain deform, small tree damage, small/weak structure damage. Ptp/server based connection. In game tuning/tweaking.
pretty much. We can have individual beams (or sticks by hati's simplification) compress or stretch under force (and that is how the car deforms, also how the suspension springs are simulated, you just make a few beams really springy and tada you have a spring), plus we have hydros which are beams which expand/contract from user input (how the steering functions on here), but none of those really simulate a macpherson strut for which we need slidenodes. Sadly many modern cars use macpherson struts, they offer pretty decent handling characteristics while being cheap and compact so obviously every manufacturer wants to use them in their cars... (does not mean they are necessarily the best solution 100% of the time)
Trains different trailers for different things, car trailer, car hauler ect. That can be connected and disconnected wherever wanted semi/buses for massive crashes a big off-road map with some insanely technical trails, and some more mild trails better handling at high speeds Thats it! The only problem if they did all those, I may never get off my laptop to see the real world again....
terrain deformation (mud, snow, dirt, gravel, etc) Slide nodes large vehicles (trucks, busses, industrial vehicles, etc) towing better handing at high speeds.
As well as all of the things that have been suggested. A very well made tutorial on how to make cars for the game. Step by step, start to finish. A career mode with a huge verity of different things to do including very detailed car modifications. Huge maps. Weather changes
oops, ya the game needs slidenodes also to go along with my earlier suggestion some chip tuning and some what complex diagnostics that are adjustable within the game would be cool. There could even be challenges like get a car to do a certain pass time at a drag strip by tuning/adjusting things like shift points, timing, ext. to get maximum performance and fastest time.
Slide nodes, Slide nodes, Slide nodes, And slide nodes. I just am curious though, but is it a complicated thing to code? I will rob a bank and throw money at you tdev to code slide nodes. XD