I like content. As does any honest, truly human person on this forum. However, while I understand and relate to the fact that content creation takes time, it distresses me to know that most of the planned vehicles (LeGran, Sunburst), potential vehicle classes (cranes, trains), and overall features (sliding doors) rely on the implementation of slidenodes into BeamNG. Given that the last major update was a month ago today and no news has surfaced on new vehicles since, I can safely assume that slidenodes are pretty difficult to create. If you can share any information, or have any information to share, what is the rough figure on when slidenodes will be added? Two to four weeks? Within the calendar year? Early 2014? Thirty seconds from when I submit this post (please)? Most of us are dying of curiosity, so it'd only be humane to give us the cure: a little information. Or, you know, just tell us to 'stay tuned.'
Recently talked about this with one of the devs, they said it's the 2nd or 3rd item on their to-do list, but they're currently stabilizing the engine, which should also give slightly more performance in the GFX department, then engine reaction, and then hopefully slidenodes. Not sure about the timeframe though, I don't know anything about that, but I personally definitely don't expect them before 2014(In fact, I don't even expect them for quite a few months, sadly). Then again, I could be completely wrong, so don't take my word it. I'm waiting and hoping for them just as much as you and anyone else though(In fact, I wish slidenodes was on their to-do-list before engine reaction, because it opens up so many more possibilities in content creation).
I'm not quite sure what you mean by 'engine reaction,' but it's nice to have an at least vague idea of Beam's development roadmap. Thanks.
No, he's talking about the reaction torque from revving the engine. Like how a real car rocks around a bit when you rev it while stopped. That's not yet implemented but it should be fairly simple.
Take a covet, load up grip map. To the left of the start point there is a mini vehicle flipper, hit that perectly centred so it hits the engine. Engine shuts off. Full on ram any vehicle at top speed into a wall head first (exception bolide), engine shuts off. Yep, totally on no matter how damaged the car is. As for the actual explanation of engine reaction. I don't think its necessary but it seems like it would be a very nice touch and if its easy to add then why not?
I forgot they did since I haven't used any other car besides the moonhawk (which you can rip the engine off the frame and it still will be running like nothing ever happened.)
To be fair, I'd initially thought Mythbuster might be referring to engine damage, too. Engine damage hasn't (to my knowledge) been fully, properly implemented for most cars. In most cases, you can just change the transmission mode (q) and the engine damage will be gone. I just did some tests at gridmap, and of the five original release cars, only the covet failed to start up again (though, to be fair, I didn't have time to test crashing the Bolide in reverse). The D15, Grand Marshal, and Vanster all functioned once I pressed the 'q' key. Though maybe that's just on my end.
Yes, there is no proper engine damage yet. When we implement it properly, then engines will sputter and lose power and die from being damaged.