Will there be a tool where you can drag the car like in rigs of rods? Because I like that tool. The only part I don't like about it is... That when you pull on the car too hard, the whole thing goes wack and then you have a car with a mile long string of... stuff... flopping around everywhere. But I would at least like to be able to pull my car into a controlled crash, and marvel at how much of a good job I did. And also, If we are going to drag the car around, please put a barrier, (That doesn't crush the car, just keeps you dragging it any further) around the top and sides of the map. And also, put a setting in there to where we can drag off the hood and headlights and doors and stuff on the car, without flinging it into a building and crushing it. thanks.
Loved it in RoR & will love it here too. Only thing is, as mentioned by OP, there should be a limit on how much you can drag, so as to prevent the node/beam breaking off & flying to infinity, & stretching the car texture like in RoR.
It was a really good idea, and I've never seen it in games other than ror. It's especially useful for dragging yourself out of the water!
If those parts are modelled to be able to separate from the car then I'd imagine that BeamNG's parts system would allow you to remove those.
+1 from me too, but i would like to see something implemented to prevent the annoying camera movements we would get from ror. Remember? The camera would follow the rolling of the vehicle causing everything to kinda spazz out and you wouldnt be able to move/do what you wanted to do with the car unless you set the camera to drive by mode which may or may not even work for the situation you are in. Great tool though either way!
Yes, I know its completely redone and nothing is carried over from rigs of rods, I just thought it might be something that might happen again as it seems to be a common issue among different games I have played. (I don't program so I don't know the difficulty of things such as camera movements in relation to the car)
But it is made by the same people so some of the bugs may be inadvertently introduced just by the way that they code. But i think it was pricorde that created that feature originally (?) so it will likely be done differently.